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    •  Downloads: 127

    •  File Size: 6321590

    •  Version: 2.4
    •  Author: Herr Alien

Component: Ballistic mod
Summary: modified attribute files, crosshairs, sounds, models and code
to provide ballistic effects for firearms
Author: Herr_Alien
Email: garone80@yahoo.com
Build Date: 2008-11-27
Version: 2.4


WARNING:

Changes made to the attribute files will prevent clients running this mod to join servers which do not have it installed and loaded.


Description:
============
The main motivation behind this mod is the overuse of hitscan weapons. Sure, they are easy to implement, but they lack realism. A bullet is a material particle, having a finite speed and a finite mass. Therefore, a bullet needs some time to reach a target. Also the shooter should aim higher to make sure that his bullets will reach the target.

Also you will be able to use meelee weapons also as projectiles, ie: throwing knifes, or throwing the spear (predator), or use the disc to slash oponents (meelee weapon).

Silenced weapons were added, and the single player weapon sets were changed so that these added weapons can be seen in the vanilla campaigns, ie: in the "Betryal" marine mission. No, you do not get any character skins on this mod. The focus for this mod is weapons, not character skins.

The following changes were done:

Overall
-------
- used the alpha channel to make weapons more shiny/metallic
- knife
- smartgun
- minigun
- wristblades
- disc
- predator pistol
- spear
- hotbomb

Marine & Corporates
-------------------

- the HUD layout was changed:
- health and armor counters are now in the lower part of the screen
- the crosshair for pulse rifle and grenade launcher were changed to help aiming in long range hits using grenades

Changed weapons:
- All projectile based weapons, except SADAR and shotgun pelee are
balistic (affected by gravity and having a finite velocity)
- the minigun, smartgun and exosuit minigun fire tracer rounds
- for some weapons, the crosshair was removed and replaced by ironsights
- regular pistol
- shotgun
- the knife can be thrown (ALT-FIRE; the throw can be charged)
- the shotgun can use in adition rubber bullets, to stun enemies
- the minigun fires at a rate of 4000 rounds per minute and has a maximum
of 300 rounds of ammo and has a stronger recoil
- the sound of the EMP grenades is more "electric"
- the exosuit minigun fires at a rate of 3750 rounds per minute.

Added weapons:
- silenced pistol (detachable silencer)
- jackhammer automatic shotgun (uses regular shells)
- tactical pulse rifle (scope and silencer - two versions, one for corps
and one for marines)
- silenced rail gun (two versions, one for corps and one for marines)
- hand grenades (uses same grenades as the grenade launcher)

Added MP characters
- Shugi - Recon (marine). Uses silenced weapons
- Light Exosuit (marine). Can use regular napalm and minigun ammo
- Seyri - Infiltrations (corporate). Uses silenced weapons
- Synthetic Unit 396 (corporate). Cannot be set on fire or facehugged

Alien
-----
Added weapons:
- The predalien has now the ability of tearing the head off of an oponent.
Changed weapons:
- Tail does progressive damage.
Changed characters:
- The Praetorian can wall-walk.

Predator
--------
Changed weapons:
- both spears and hotbombs are now affected by gravity
- the spear can be thrown
- the disk can be used as meelee weapon
Added weapons:
- suicide (requires a full energy bar)

Known issues:
=============
- the weapon counter for the silenced pistol doesn't work with the silencer
removed
- removing the silencer then selecting another weapon results (when selecting
the pistol again) in having the pistol with the silencer on but acting
un-silenced.
- the blue sparks from the energy device are tinted with ambient light.

Requirements:
=============
1. Aliens vs. Predator 2 installed

Installation:
=============
The installation process has several steps:
1. Copy the .rez file in your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.
4. Add the the ballistic2.2.rez file in the 'Command-Line' field, at the end
of it:

-rez ballistic2.2.rez

5. Check the box marked "Always specify these command-line parameters" to always
load the mod.

Instructions to uninstall:
==========================
1. Move/delete the .rez file from your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.
4. Remove the the "-rez ballistic2.rez" part in the 'Command-Line' field


Thank you:
==========
- Windebieste:
- working on UHM helped me understand better the workings of AvP2
- for posting his method of work: make a plan, on a piece of paper then
use it to asses what's the current stage the mod is in.
- stability related testing

- Moose_Head: it's a long list, folks, he helped me a lot.
- pointing out that I can use the pvfx2pvmodel method to enrich the
ironsights. This is how the shotgun's ghostring appeared.
- the silencer: all the silencers you saw in this mod use the same
.abc model, provided by Moose
- pointing out the FOVXOffset 0; FOVYOffset 0; issue. You have no idea
how out of place looked the tactical pulserifle without this.
- pointing out the breech offset for the exo's minigun
- pointing out a method to fix lighting on player view FX based attachments
- pointing out the influence of rotation and scale of pvfx-es on their
lighting.
- classical scope model and texture
- classical scope and red dot finder model and texture
- tactical pulse scope (corporate version) model and texture
- testing: plenty of bugs spotted by Moose.

- Rasirez and Darth Vader:
- pointing out that people couldn't join servers running the
mod

- my girlfriend, for putting up with me durring development.


Licensing and Copyright notes:
==============================

The following models and textures cannot be used without the aproval of
Moose_Head:
- classicscope.abc
- classicscope_reddotsight.abc
- pulse_scope2.abc
- silencer1.abc
- ClassicScope_RedDotSight.dtx
- TacticalScope_Corps.dtx
- SILENCER.dtx

Copyright (c) Herr_Alien, December 2007

With the above mentioned exceptions, you are allowed to use all other parts of
of the mod in your own mods.

The following features need support from code; make sure you also use
the mentioned file(s) to enable the feature:
- throwing knife (object.lto and cshell.dll)
- disk meelee attack (cshell.dll)
- throwing spear (object.lto and cshell.dll)
- support for new icons (cshell.dll)
- proper lighting for attachments (cshell.dll)


History:
========

From 2.3 - compatibility with Project 'Savior' (new master server patch)
- improved minigun PV model

From 2.2 - improved models for:
- classicscope.abc
- classicscope_reddotsight.abc
- pulse_scope2.abc
- pulse_scope.abc
- ghostring.abc
- TACTICAL_PULSERIFLE_HH.ABC

From 2.1 - character change related crashes were eliminated

From 2.0 - changed the version name also in sres.dll, and packed it
in with the mod (bug submitted by Rasirez)



Uploaded by Dark Mayu.

Ballistic

Item Image

 Downloads offline


Component: Ballistic mod
Summary: modified attribute files, crosshairs, sounds, models and code
to provide ballistic effects for firearms
Author: Herr_Alien
Email: garone80@yahoo.com
Build Date: 2008-11-27
Version: 2.4


WARNING:

Changes made to the attribute files will prevent clients running this mod to join servers which do not have it installed and loaded.


Description:
============
The main motivation behind this mod is the overuse of hitscan weapons. Sure, they are easy to implement, but they lack realism. A bullet is a material particle, having a finite speed and a finite mass. Therefore, a bullet needs some time to reach a target. Also the shooter should aim higher to make sure that his bullets will reach the target.

Also you will be able to use meelee weapons also as projectiles, ie: throwing knifes, or throwing the spear (predator), or use the disc to slash oponents (meelee weapon).

Silenced weapons were added, and the single player weapon sets were changed so that these added weapons can be seen in the vanilla campaigns, ie: in the "Betryal" marine mission. No, you do not get any character skins on this mod. The focus for this mod is weapons, not character skins.

The following changes were done:

Overall
-------
- used the alpha channel to make weapons more shiny/metallic
- knife
- smartgun
- minigun
- wristblades
- disc
- predator pistol
- spear
- hotbomb

Marine & Corporates
-------------------

- the HUD layout was changed:
- health and armor counters are now in the lower part of the screen
- the crosshair for pulse rifle and grenade launcher were changed to help aiming in long range hits using grenades

Changed weapons:
- All projectile based weapons, except SADAR and shotgun pelee are
balistic (affected by gravity and having a finite velocity)
- the minigun, smartgun and exosuit minigun fire tracer rounds
- for some weapons, the crosshair was removed and replaced by ironsights
- regular pistol
- shotgun
- the knife can be thrown (ALT-FIRE; the throw can be charged)
- the shotgun can use in adition rubber bullets, to stun enemies
- the minigun fires at a rate of 4000 rounds per minute and has a maximum
of 300 rounds of ammo and has a stronger recoil
- the sound of the EMP grenades is more "electric"
- the exosuit minigun fires at a rate of 3750 rounds per minute.

Added weapons:
- silenced pistol (detachable silencer)
- jackhammer automatic shotgun (uses regular shells)
- tactical pulse rifle (scope and silencer - two versions, one for corps
and one for marines)
- silenced rail gun (two versions, one for corps and one for marines)
- hand grenades (uses same grenades as the grenade launcher)

Added MP characters
- Shugi - Recon (marine). Uses silenced weapons
- Light Exosuit (marine). Can use regular napalm and minigun ammo
- Seyri - Infiltrations (corporate). Uses silenced weapons
- Synthetic Unit 396 (corporate). Cannot be set on fire or facehugged

Alien
-----
Added weapons:
- The predalien has now the ability of tearing the head off of an oponent.
Changed weapons:
- Tail does progressive damage.
Changed characters:
- The Praetorian can wall-walk.

Predator
--------
Changed weapons:
- both spears and hotbombs are now affected by gravity
- the spear can be thrown
- the disk can be used as meelee weapon
Added weapons:
- suicide (requires a full energy bar)

Known issues:
=============
- the weapon counter for the silenced pistol doesn't work with the silencer
removed
- removing the silencer then selecting another weapon results (when selecting
the pistol again) in having the pistol with the silencer on but acting
un-silenced.
- the blue sparks from the energy device are tinted with ambient light.

Requirements:
=============
1. Aliens vs. Predator 2 installed

Installation:
=============
The installation process has several steps:
1. Copy the .rez file in your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.
4. Add the the ballistic2.2.rez file in the 'Command-Line' field, at the end
of it:

-rez ballistic2.2.rez

5. Check the box marked "Always specify these command-line parameters" to always
load the mod.

Instructions to uninstall:
==========================
1. Move/delete the .rez file from your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.
4. Remove the the "-rez ballistic2.rez" part in the 'Command-Line' field


Thank you:
==========
- Windebieste:
- working on UHM helped me understand better the workings of AvP2
- for posting his method of work: make a plan, on a piece of paper then
use it to asses what's the current stage the mod is in.
- stability related testing

- Moose_Head: it's a long list, folks, he helped me a lot.
- pointing out that I can use the pvfx2pvmodel method to enrich the
ironsights. This is how the shotgun's ghostring appeared.
- the silencer: all the silencers you saw in this mod use the same
.abc model, provided by Moose
- pointing out the FOVXOffset 0; FOVYOffset 0; issue. You have no idea
how out of place looked the tactical pulserifle without this.
- pointing out the breech offset for the exo's minigun
- pointing out a method to fix lighting on player view FX based attachments
- pointing out the influence of rotation and scale of pvfx-es on their
lighting.
- classical scope model and texture
- classical scope and red dot finder model and texture
- tactical pulse scope (corporate version) model and texture
- testing: plenty of bugs spotted by Moose.

- Rasirez and Darth Vader:
- pointing out that people couldn't join servers running the
mod

- my girlfriend, for putting up with me durring development.


Licensing and Copyright notes:
==============================

The following models and textures cannot be used without the aproval of
Moose_Head:
- classicscope.abc
- classicscope_reddotsight.abc
- pulse_scope2.abc
- silencer1.abc
- ClassicScope_RedDotSight.dtx
- TacticalScope_Corps.dtx
- SILENCER.dtx

Copyright (c) Herr_Alien, December 2007

With the above mentioned exceptions, you are allowed to use all other parts of
of the mod in your own mods.

The following features need support from code; make sure you also use
the mentioned file(s) to enable the feature:
- throwing knife (object.lto and cshell.dll)
- disk meelee attack (cshell.dll)
- throwing spear (object.lto and cshell.dll)
- support for new icons (cshell.dll)
- proper lighting for attachments (cshell.dll)


History:
========

From 2.3 - compatibility with Project 'Savior' (new master server patch)
- improved minigun PV model

From 2.2 - improved models for:
- classicscope.abc
- classicscope_reddotsight.abc
- pulse_scope2.abc
- pulse_scope.abc
- ghostring.abc
- TACTICAL_PULSERIFLE_HH.ABC

From 2.1 - character change related crashes were eliminated

From 2.0 - changed the version name also in sres.dll, and packed it
in with the mod (bug submitted by Rasirez)



Uploaded by Dark Mayu.


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