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Comment History  (0 - 30 of 134)
Morbo512
Morbo512 - - 134 comments @ Project Remaster

I just watched the weapons showcase. I hate harshly criticising peoples' hard work, but it all looks very hit-and-miss as a long-time 2142 fan. I'm aware the video's over a year old so forgive me where things have been changed.

The biggest offender to me is the weapon sounds (assuming the video is fairly representative of how they actually sound in-game), and seems to me like a classic case of "If it aint broke...". The only one I'd say is better is that of vanilla is the Zeller.

There are a few weapons - Krylov, Baur, Voss, Turcotte, Moretti, Vostok, both AT launchers, all pistols - that have weird-looking origins. Some are too far forwards, some too close to the centre of the screen, some at funny angles relative to the point-of-view and point-of-aim. The launchers I feel are too low, making it look like they're not really being hoisted on the shooter's shoulder.

Many of the reload animations I feel are a bit too flashy and/or needlessly forceful, lack the economy-of-motion that can make them satisfying, and/or make little mechanical or practical sense. Most egregious is the Turcotte, I can't think of a scenario where a collapsing stock doubling as the magazine release would be a good idea.
With the LMGs, their animations make them seem very light-weight compared to most of the other weapons, when the Bofors has to be heaved into position. In addition, the sights popping themselves down during the reload looks silly in most cases.

Speaking of LMGs, it makes no sense to me that their reticles are gone - If anything it should be the other way round with the front sights removed - modern optics are durable and reliable enough to make irons practically redundant, never mind what might come out in 100 years' time (assuming we're not all under the sea by then).

I don't like the designs of the new weapons. They look very make-shift and/or aniquated compared to everything else in the game, especially with their lack of optics. That said I think they'd be really fitting for a third faction, maybe North American remnants or somesuch.

Finally, and I can't tell if this is the case due to the ranges the targets were at, but I don't think the Pilum should be a railgun/hitscan type weapon - Its projectile speed in vanilla was a little too slow but not by much - assuming its role and stats are otherwise similar it needs to remain a (somewhat slow) projectile weapon for balance, otherwise there's no real incentive to use the missile launchers over it unless they've been changed significantly.

For all the criticism I have however, I do like a lot of the updated assets. All one person's opinions to be taken or left, hope to see development carry on whatever the case.

Good karma+4 votes
Morbo512
Morbo512 - - 134 comments @ Warsword Conquest

The first crash I've had so far was also in a siege against Vampire Counts, about 5 seconds after they used the spell that puts floating purple skulls above their troops.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Warsword Conquest Hotfix 1.11.19

Do I need the quest hotfix in addition to this?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ L85A2 - Ingame

Doesn't jam enough 0/10

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ Elite Counter-Terror

So, any plans to expand the ironsight functionality to the vanilla weapons?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Tyrian:GroundAssault

Any actual relation to Tyrian 2000?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

That's awesome to hear and I'm definitely looking forwards to it. I kinda really like the silly FPS mode, but that and modern setting is all it really has going for it - until DCG is released and unmolested by later patches. I understand completely that there's not much worth doing with it until they stop making major backend changes.

I've already uninstalled the game after buying it the other day. But if I'm not mistaken and the data for the Russian and German factions is present regardless of whether the player owns the DLC, does this mean they'd be playable in DCG without it? Or would you just not add them for that reason?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

I know nothing for sure, but I just have a hunch that it's something to do with the "cutscene" playing at the start

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ DCG v5.0 for Call to Arms - Beta Release

I mean, I can't get into the options menu. I hit escape, and I can only quit the game or continue.
Gyazo.com

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

Trying to play the CtA version, with game version 1.018.1. Did all the stuff necessary to get DCG functioning, but when launching the mission I can't control any units, have no UI and all I can do is watch the AI fight each other or quit the game.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ DCG v5.0 for Call to Arms - Beta Release

Thanks for posting this, but I'm running into a problem. When I launch the DCG mission, I have no UI and can't control any units. Literally my only options are to pan around the map, or hit esc which asks me if I want to quit the game. Any ideas? I am trying to run it in hardcore mode if that makes any difference.

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

Awesome, thanks. And yeah, the transit operations were in there, I'm just blind lol.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

So, couple things I can't figure out
1: How do I disable the Transit operations? There are none in the operations folder (Which is where readme tells me to look to delete them), but they still show up when trying to change theatre.

2: Where are mortar properties stored in "set"? Not really familiar with the names of all the mortars so I don't know whether I've already stumbled upon them.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

Ah, looks like a good lot of them are set individually, but that's fine.
The issue I'm having is the mod doesn't include pattern mgun or pattern smg, which is where I'm guessing range is defined for those that don't do it themselves. Although I guess there's nothing stopping me from defining all of them manually.
Nonetheless is there a way I can get the vanilla versions of these files?

Ed: Worked it out, can just unpack the game.pak with WinRAR.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

Well, looks like I'm still sticking to MoW after all this time lol.
Is there a simple way to increase the range of each small-arm class? I downloaded Ty's Realism 4.5 for reference, but can't work out how ranges are set in their configs. Is there a "base" Rifle, SMG etc. that I could edit?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

So I take it there's little chance of AS2's gear reset issue being fixed?

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Sniper: Ghost Warrior 3 Improvement Project

I haven't played SGW3 exactly because it seemed like a poor man's Crysis/FC3. I might just check it out with this mod.
Also Bows in modern FPS games is a ******* meme and needs to die.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Land of Steel and Smoke

What are the chances of including failures to fire? I don't know too much about pre-smokeless firearms, but it could be an interesting mechanic for weather conditions to affect the reliability of some weapons, making cavalry and non-ranged infantry more viable. Whether it's technically feasible within M&B's engine is another question though.

Good karma+3 votes
Morbo512
Morbo512 - - 134 comments @ Samarsk Uprising - Wh40k Total Conversion

There's the mod MOCAP Melee which adds buttstrokes, pistol whipping, kicking, punching and choke-outs, might be worth looking at what could be emulated there

Good karma+3 votes
Morbo512
Morbo512 - - 134 comments @ Samarsk Uprising - Wh40k Total Conversion

Reported. This mod's potential to crush my dreams is too great.

Good karma+4 votes
Morbo512
Morbo512 - - 134 comments @ Stealth Pistol Skinned

I do have to agree with the guy who apparently said it looks impractical - the slide would have to come a long way to pick up cartridges, not to mention how back-heavy it'd be. But **** it, it does look awesome nonetheless, and more like an actual firearm than any of the original models

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ ShockWave Version 1.201

My firewall prevents installation from completing properly, telling me there's a trojan around 70% through the install process.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Sights Accuracy Test

Sounds good, imo that middle ground is needed. Traditionally, you don't know where your shot's going to hit when the COF's expanded without a laser sight, this adds a bit of feedback and control if you're trying to stay mobile without having to wait 3+ seconds to get an accurate shot off, without making it trivial. That's assuming the shots do go where the sights are pointed, inherent inaccuracy notwithstanding

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Sights Accuracy Test

So it's essentially the same as scopes, but with 3d sights instead of a zoom?

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

For clarity's sake, here's a screenshot of the map. Unfortunately, it's using the wrong minimap (A bug I've had consistently with DCG - not sure if related, but the areas this occurred in were in the water areas of the previous map)
Imgur.com
I don't recall the particular map having a swamp, it was a village with lots of fenced off fields, and a school house in one of the corners.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Dynamic Campaign Generator (DCG)

I thought the AS2 inventory resetting bug had been fixed? Just encountered it, along with some weird map bugs - I had a T34 drive through a puddle, which forced the crew to dismount, at which point they were eaten by the terrain.

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ Versalife Skybox Update

Could you add fog/smog? The air looks awfully clean for Hong Kong

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

In X18, whenever the pseudogiant stomps, the game crashes. Not sure if it's cause of some ****** up physics calculation kicking my computer's arse or what. I do have a companion, for whatever that's worth.

Good karma+2 votes
Morbo512
Morbo512 - - 134 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Using AO3/CoC 1.402. I've completed all the "normal" arena fights, and was about to fight a Burer (After the Bloodsucker) - I said "I'm not ready", went and did something else, and got this crash when trying to speak with the arena dude again. Happens any time I try to speak to him, even after exiting and re-entering the level. Does 1.403 have the fix for this?

Expression : !phrase_dialog->m_PhraseVector.empty()
Function : CPhraseDialog::SayPhrase
File : PhraseDialog.cpp
Line : 146
Description : No available phrase to say, dialog[bar_arena_manager_start]

stack trace:

0023:007570CA xrCore.dll, xrDebug::fail()
0023:05D4FA60 xrGame.dll, CDialogHolder::IgnorePause()
0023:007583B7 xrCore.dll, str_container::dock()
0023:05D5127A xrGame.dll, CDialogHolder::IgnorePause()
0023:05ED3523 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:05ED3757 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:05ED303A xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:05E3EA56 xrGame.dll, CDialogHolder::AddDialogToRender()
0023:05E3E501 xrGame.dll, CDialogHolder::StartMenu()
0023:05E3EBC5 xrGame.dll, CDialogHolder::StartDialog()
0023:05E7528A xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:05E4800D xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:05AC52D1 xrGame.dll, CDialogHolder::UseIndicators()
0023:05AC5437 xrGame.dll, CDialogHolder::UseIndicators()
0023:05AC381F xrGame.dll, CDialogHolder::UseIndicators()
0023:05A20DFC xrGame.dll, CDialogHolder::operator=()
0023:047AC314 luabind.beta7-devel.rc4.dll, luabind::detail::implicit_cast()
0023:047A2C88 luabind.beta7-devel.rc4.dll, luabind::detail::overload_rep::call()
0023:047AA534 luabind.beta7-devel.rc4.dll, luabind::detail::class_rep::function_dispatcher()
0023:047AA5F5 luabind.beta7-devel.rc4.dll, luabind::detail::class_rep::function_dispatcher()
0023:0073D1B2 xrCore.dll, NET_Packet::w()
0023:05BAA07C xrGame.dll, CDialogHolder::IgnorePause()
0023:77B449AD ntdll.dll, RtlQueryPerformanceCounter()
0023:0075DCFD xrCore.dll, timestamp()
0023:05CFBFCF xrGame.dll, CDialogHolder::IgnorePause()

Good karma+1 vote
Morbo512
Morbo512 - - 134 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Still happens, though I haven't started a new game yet.
In the mean time, I got a crash after finishing the Arena fight against the 6 bandits, just as a psi-storm was starting up - I have it set that exposed Stalkers are zombified

Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 193
Description : fatal error
Arguments : LUA error: ....l.k.e.r. - call of chernobyl\gamedata\scripts\_g.script:162: attempt to call field 'f' (a nil value)

stack trace:

0023:005671FC xrCore.dll, xrDebug::fatal()
0023:04BCB14E xrGame.dll, CDialogHolder::IgnorePause()

Good karma+1 vote