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| Call of Duty 4 - General Discussion General discussion for Call of Duty 4 |
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#2 (permalink) | |
![]() Join Date: May 2006
Age: 27
Posts: 1,091
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Re: What do you want to know about TRM?
Quote:
Hopefully patch 1.6 will help fix this problem. Your supposition of the damage model and the time it takes sounds about right. Since the coding is a remake of WRM for CoD2. It can even recognize a flesh wound which will bleed longer and much slower. I figure that a wound of this magnitude would be around 5 seconds and can take up to 20 seconds for major damage. The dev put a couple of lines in the wrong place so that is what he is talking about there. The next full release of the mod has been said to include the weapons mod so we can tweak individual weapon settings. 50=2-3 shots in arm, leg, foot, hand arm from any weapon 50=1 shot to torso or head on all weapons. 100= 1 shot 1 kill from any weapon on any part of the body I don't understand the issue with the sniper rifle. If you mean you want to snap shoot the rifle. Firing in a split second after aiming. The distances have alot to do with the accuracy. If you mean the sway while holding a rifle or any weapon. Which by the way increases incrementally the longer you aim down the sights. I will ask. From my own personal experience it lessens when I go prone as it should. But that's just my experience. 1.6 will create it own file folder in order to try and avoid any malfunctions you the player may experience. The only thing you will have to redownload is the .iwd file for the maps. Which I believe it up to a grand total of 5 .iwd files which equals about 15mb of size more or less. You don't need to redownload the actual maps since you already have them. |
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#3 (permalink) |
![]() Join Date: Jun 2007
Location: Stourport - Worcestershire -UK
Age: 64
Posts: 535
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Re: What do you want to know about TRM?
Thanks for the detail amu.
Ref my question on weapon sway: What I am getting at is will I [like the sniper can] be able to hold my breath to negate the sway with any other weapon???. Didn't know it got worse with time by the way, think I need to pay more attention here. I don't understand why all the other weapons can not be steadied when making a true aim. Thanks
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"I like a man who grins when he fights" Sir Winston Churchill ![]() ![]() ![]()
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#4 (permalink) | |
![]() Join Date: May 2006
Age: 27
Posts: 1,091
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Re: What do you want to know about TRM?
Quote:
But sounds like something to ask for in the future release. I would assume that it's easier to adapt the code to the mod than to write new weapon behavior. |
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#5 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: What do you want to know about TRM?
I'm sure I risk negative rep again for speaking about CoD4 without owning the game, but what the hell. The game sounds like it reuses a lot of CoD2 code, anyway.
![]() IF the CoD4 weapons are coded similar to the CoD2 weapons, then the sniper "hold breath" function applies only to the sniper rifles. Other weapons weren't able to use this function. Regarding the tweaking of weapons (again, if CoD4 is as similar to CoD2 as it sounds), you don't have to wait until any mods are released to do this. The weapon files should be included in one of the stock IWD files (for CoD2, they're in iw_13.iwd); it's just a matter of pulling them out and adjusting them to your liking. I imagine this is what the TRM folks are doing right now. It's tedious, and it takes a while to get everything right. Example: Here's the weapon file for the M1 Garand in CoD2 (iw_13.iwd\weapons\mp\m1garand_mp): WEAPONFILE\displayName\WEAPON_M1GARAND\modeName\\p layerAnimType\other\altWeapon\\AIOverlayDescriptio n\WEAPON_RIFLEMAN\weaponType\bullet\weaponClass\ri fle\weaponSlot\primary\twoHanded\1\rifleBullet\1\a rmorPiercing\0\semiAuto\1\boltAction\0\aimDownSigh t\1\rechamberWhileAds\1\noPartialReload\1\segmente dReload\0\wideListIcon\1\wideKillIcon\1\flipKillIc on\1\autoAimRange\0\slowdownAimRange\50000\slowdow nAimRangeAds\50000\lockonAimRange\50000\lockonAimR angeAds\50000\enemyCrosshairRange\1500\moveSpeedSc ale\1\gunMaxPitch\6\gunMaxYaw\5\ammoName\m1garand\ maxAmmo\200\startAmmo\120\clipName\m1garand\clipSi ze\8\shotCount\1\dropAmmoMin\8\dropAmmoMax\0\reloa dAmmoAdd\0\reloadStartAdd\0\damage\155\minDamage\1 25\meleeDamage\140\maxDamageRange\16500\minDamageR ange\18100\locNone\1\locHelmet\1\locHead\1.5\locNe ck\1.2\locTorsoUpper\1\locTorsoLower\0.7\locRightA rmUpper\0.3\locRightArmLower\0.2\locRightHand\0.15 \locLeftArmUpper\0.3\locLeftArmLower\0.2\locLeftHa nd\0.15\locRightLegUpper\0.4\locRightLegLower\0.25 \locRightFoot\0.15\locLeftLegUpper\0.4\locLeftLegL ower\0.25\locLeftFoot\0.15\locGun\0\fireTime\0.30\ fireDelay\0\meleeTime\0.65\meleeDelay\0.1\reloadTi me\1.6\reloadEmptyTime\1.6\reloadStartTime\0\reloa dEndTime\0\reloadAddTime\0.83\reloadStartAddTime\0 \rechamberTime\0.1\rechamberBoltTime\0\dropTime\0. 25\raiseTime\0.25\altDropTime\0\altRaiseTime\0\qui ckDropTime\0.01\quickRaiseTime\0.01\standMoveF\0\s tandMoveR\0.7\standMoveU\-1\standRotP\0\standRotY\0\standRotR\0\standMoveMin Speed\80\standRotMinSpeed\80\posMoveRate\6\posRotR ate\8\duckedMoveF\0\duckedMoveR\0.5\duckedMoveU\-1\duckedRotP\0\duckedRotY\0\duckedRotR\0\duckedOfs F\-0.1\duckedOfsR\1\duckedOfsU\-0.2\duckedMoveMinSpeed\20\duckedRotMinSpeed\20\pro neMoveF\-100\proneMoveR\-75\proneMoveU\-105\proneRotP\0\proneRotY\220\proneRotR\-300\proneOfsF\-0.5\proneOfsR\2\proneOfsU\0.8\posProneMoveRate\25\ posProneRotRate\30\proneMoveMinSpeed\0\proneRotMin Speed\0\hipIdleAmount\30\adsIdleAmount\2\hipIdleSp eed\1\adsIdleSpeed\0.8\idleCrouchFactor\0.8\idlePr oneFactor\0.4\adsSpread\0.25\adsAimPitch\0\adsTran sInTime\0.3\adsTransOutTime\0.6\adsTransBlendTime\ 0.1\adsReloadTransTime\0.5\adsCrosshairInFrac\1\ad sCrosshairOutFrac\0.2\adsZoomFov\65\adsZoomInFrac\ 0.5\adsZoomOutFrac\0.4\adsBobFactor\0.5\adsViewBob Mult\0.25\adsViewErrorMin\0\adsViewErrorMax\0\hipS preadStandMin\6\hipSpreadDuckedMin\6\hipSpreadPron eMin\6\hipSpreadMax\7\hipSpreadDuckedMax\6.5\hipSp readProneMax\6.5\hipSpreadFireAdd\1\hipSpreadTurnA dd\0\hipSpreadMoveAdd\8\hipSpreadDecayRate\4.2\hip SpreadDuckedDecay\1\hipSpreadProneDecay\1\hipGunKi ckReducedKickBullets\0\hipGunKickReducedKickPercen t\0\hipGunKickPitchMin\30\hipGunKickPitchMax\40\hi pGunKickYawMin\-25\hipGunKickYawMax\25\hipGunKickAccel\1000\hipGun KickSpeedMax\1200\hipGunKickSpeedDecay\100\hipGunK ickStaticDecay\2\adsGunKickReducedKickBullets\0\ad sGunKickReducedKickPercent\0\adsGunKickPitchMin\50 \adsGunKickPitchMax\-50\adsGunKickYawMin\-50\adsGunKickYawMax\50\adsGunKickAccel\160\adsGunK ickSpeedMax\400\adsGunKickSpeedDecay\100\adsGunKic kStaticDecay\10\hipViewKickPitchMin\45\hipViewKick PitchMax\55\hipViewKickYawMin\-35\hipViewKickYawMax\35\hipViewKickCenterSpeed\100 0\adsViewKickPitchMin\150\adsViewKickPitchMax\150\ adsViewKickYawMin\-50\adsViewKickYawMax\50\adsViewKickCenterSpeed\150 0\swayMaxAngle\10\swayLerpSpeed\5\swayPitchScale\0 .1\swayYawScale\0.1\swayHorizScale\0.05\swayVertSc ale\0.1\swayShellShockScale\5\adsSwayMaxAngle\8\ad sSwayLerpSpeed\6\adsSwayPitchScale\0.1\adsSwayYawS cale\0.1\adsSwayHorizScale\0.04\adsSwayVertScale\0 .12\fightDist\720\maxDist\680\aiVsAiAccuracyGraph\ m1garand.accu\aiVsPlayerAccuracyGraph\\reticleCent er\\reticleSide\gfx/reticle/side_skinny_xenon.tga\reticleCenterSize\3\reticleS ideSize\6\reticleMinOfs\0\hipReticleSidePos\0\adsO verlayShader\\adsOverlayReticle\none\adsOverlayWid th\220\adsOverlayHeight\220\gunModel\viewmodel_m1g arand\handModel\viewmodel_hands_cloth\worldModel\x model/weapon_m1garand\idleAnim\viewmodel_m1garand_idle\e mptyIdleAnim\viewmodel_m1garand_idle\fireAnim\view model_m1garand_fire\lastShotAnim\viewmodel_m1garan d_lastfire\rechamberAnim\\meleeAnim\viewmodel_m1ga rand_melee\reloadAnim\viewmodel_m1garand_reload\re loadEmptyAnim\viewmodel_m1garand_reload\reloadStar tAnim\\reloadEndAnim\\raiseAnim\viewmodel_m1garand _pullout\dropAnim\viewmodel_m1garand_putaway\altRa iseAnim\viewmodel_m1garand_pullout\altDropAnim\vie wmodel_m1garand_putaway\quickRaiseAnim\viewmodel_m 1garand_pullout_fast\quickDropAnim\viewmodel_m1gar and_putaway_fast\adsFireAnim\viewmodel_m1garand_ad s_fire\adsLastShotAnim\viewmodel_m1garand_ads_last fire\adsRechamberAnim\\adsUpAnim\viewmodel_m1garan d_ADS_up\adsDownAnim\viewmodel_m1garand_ADS_down\v iewFlashEffect\fx/muzzleflashes/standardflashview.efx\worldFlashEffect\fx/muzzleflashes/standardflashworld.efx\shellEjectEffect\fx/shellejects/rifle.efx\lastShotEjectEffect\\pickupSound\weap_pi ckup\ammoPickupSound\\fireSound\weap_m1garand_fire \fireSoundPlayer\weap_m1garand_fire_plr\lastShotSo und\weap_m1garand_lastshot\lastShotSoundPlayer\wea p_m1garand_lastshot_plr\meleeSwipeSound\melee_swin g_large\rechamberSound\\rechamberSoundPlayer\\relo adSound\weap_m1garand_reload_npc\reloadSoundPlayer \weap_m1garand_reload\reloadEmptySound\\reloadEmpt ySoundPlayer\\reloadStartSound\\reloadStartSoundPl ayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwi tchSound\\raiseSound\\putawaySound\\noteTrackSound A\\noteTrackSoundB\\noteTrackSoundC\\noteTrackSoun dD\\hudIcon\gfx/icons/hud@m1garand.tga\modeIcon\\killIcon\gfx/icons/hud@m1garand.tga\fireRumble\m1garand_fire\meleeImp actRumble\melee_medium This is a series of key/value pairs delimited by \. Certain values, like adsSpread\0.25, control the accuracy of the weapon when it's fired while using iron sights (ads is AimDownSights). Other values control the amount of weapon kick, the amount of weapon sway, etc. You tweak these key/value pairs to alter the behavior of the weapon. I'm guessing CoD4 has similar weapon files for each of its different weapons, but don't give me negative rep if I'm wrong. ![]() Last edited by Strag; 03-06-2008 at 09:21 AM. |
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#6 (permalink) |
![]() Join Date: May 2006
Age: 27
Posts: 1,091
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Re: What do you want to know about TRM?
Yeah Strag CoD4 is pretty much CoD2 with a extra coat of wax.
Oh my god yes it's pretty much the same. I went crosseyed when I opened that .iwd file up. Geez I think I went crosseyed again.. where is my negative rep button... dangit let my go hit my head so I can realign these peepers and then we shall so he get's his just due negative rep.. :P But strag should know about modding since I may be wrong. But I do believe he modded the weapons settings for the CoD2 server. Which by the way has smoke that lasts longer than 4 seconds..I miss my 20 second smoke grenades. |
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#7 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: What do you want to know about TRM?
Quote:
I grabbed the latest version of TRM and took a look at it. And yeah, the functions listed therein are, in many cases, the exact same functions used in CoD2. CoD4 truly appears to be, as you say, CoD2 with an extra coat of wax. That's good, though, since it should allow you to tweak things fairly easily. EDIT: Here is the version of Nip's WeaponModder I still have around. I imagine it'll work with the adjustments BionicNipple mentions in the forum link above. EDIT EDIT: Nevermind, it looks like Bionic made the CoD4 versions available here. |
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#8 (permalink) | |
![]() ![]() Join Date: Apr 2007
Location: Ontario, Canada
Age: 30
Posts: 1,165
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Re: What do you want to know about TRM?
Quote:
![]() The distances and accuracey relation may need to be tweaked a bit for the new larger maps. Some weapons feel really poor at range. http://chkilroy.com/cod4/ This website lists the range the weapons switch over to minimum damage. Any explanation about what these numbers mean for range i.e. 1500? 1500 units of what? Do these ranges relate to damage and accuracey in game? Thanks for explaining all the nitty gritty about the mod. I really enjoy it so far and if we can get the hit boxes and damage sorted I may live long enough to plant a bomb once in a while.
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#9 (permalink) | ||
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: What do you want to know about TRM?
Quote:
EDIT: I found a post (the original now gone, apparently) that someone quoted from another forum, which may provide some useful info: Quote:
So it looks like the "perks" are really just multipliers of the base weapon properties. Also, it looks like the distance units are indeed the same between CoD4 and CoD2. The weapon files for CoD4 appear to be in iw_11.iwd. If you guys wanted to start modding the weapons now, you'd just need to pull the weapon files out and start working on them. I'm sure they could be improved for CoD4 just as they were for CoD2. |
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#14 (permalink) |
![]() ![]() ![]() Join Date: Nov 2007
Location: North Kansas City
Age: 37
Posts: 940
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Re: What do you want to know about TRM?
Ikonic who is that photo of??
Also in the above listed weapon data, are you saying the M14 does more damage than the G3? And does damage really make any sense on the mod since I die from a Skorp shot to my left hand? I am a big fan of the TRM mod and look forward to more incarnations of it but at this time I would like to see the guns balanced with range, accuracy and damage. A Skorp shouldnt be able to snipe and a M21 shouldnt be allowed to clear rooms. I have seen people do it and I have done it too. I tend to stick with what I believe is tested, tried, and true. If the damage is more substantial on the M14 than the G3 I may be changing my loadouts. I look forward to your clarifications! Thanks! |
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