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DanyEr12LX

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DanyEr12LX last won the day on August 23 2023

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About DanyEr12LX

  • Birthday April 12

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    Programming, Fitness, DIY ...

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  1. Hey! I just wanted to let you know that the mod is still in development! I've made quite a few changes, improvements and additions. I'm now at that strange phase where you fix one bug and 10 more pop up! πŸ‘ πŸ‘Œ πŸ’€ But in the end, it seems to be going well.
  2. Hey there! I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle. This new version is the 3.5.1 I just wanted to give you a quick update on the development of the mod! I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this. P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night! I had to start from scratch and rebuild ex novo the entire aiming mechanism. Now the player can aim by following a clean, linear path. The aiming animations are now calculated by the game itself, so they're no longer static and ugly ones. You can also set the aiming speed in the XML file. The same mechanism will need to be applied to Reflexes. In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle. Next up is the Pipe Machine Gun. To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works. As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore. Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml. - - - - - - - - - - - - Regarding the weapon modifications (barrel extender, retracting stock, etc.), I'm planning to implement them this way in the future: (I'm not sure why the developers didn't think of it themselves, but whatever). I would like to create a model with a different appearance depending on the tier of the weapon. So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.) will have a 'rusty' and a more 'hand-crafted' look. As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look. Mods for pistols will look different from mods for machine guns, rifles, etc. - - - - - - - - - - - - I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way. Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread, I am truly grateful for your support!
  3. PROGRESS IS BEING MADE Clear View Clean Aiming Animation (don't worry, I still have to add the shaded edges around the Scope) I will update you shortly on further progress made. βœ”οΈ
  4. Hi guys! Thanks a lot for your feedback, it's really helpful! At the moment, I think before I start developing new mechanisms (recoil system, improved movement system, new weapon components, etc...) I think it's best if I first fix and add these new features: β€’ Improve the Scope Vision, especially at night β€’ Improve the Animation when the player takes Aim with both Iron Sights and Scopes β€’ Make the running animation even more complex β€’ Correct some minor animation flaws β€’ Add a quick command into the console so that you can reload the mod directly in-game after editing the DLX-ConfigFile.xml Add Global Parameters into the DLX-ConfigFile.xml so that you can: β€’ Disable or reduce the weapon raise effect when firing from the hip. β€’ Enable/disable sensitivity adjustment when the player aims with the scope β€’ Increase/decrease (or disable) the swing system. Add Parameters for Each Weapon in DLX-ConfigFile.xml to: β€’ Enable/Disable (or adjust) the muzzle smoke β€’ Change the FOV when the player is not aiming (default value is 45). After the release of this updated version, I will be back to add new features to the mod! Unfortunately I will be quite busy these days and won't be able to devote much time to mod development, but as soon as I have some free time I will get to work!
  5. Hi, yes, there is a way! By the way, I was just about to finish writing a first version of my user guide for my mod! ➑️ PLEASE FOLLOW THESE SIMPLE STEPS TO REMOVE (OR DECREASE) THE SWAY SYSTEM WHILE AIMING β€’ Open the file "DLX-ConfigFile.xml" located inside my Mod's folder. β€’ Search for these lines that start in this way: <parameter name="2X_Sway" <parameter name="4X_Sway" <parameter name="8X_Sway" (there is one for each weapon section) Each line has 4 values (value="AAA, BBB, CCC, DDD"/>) The first two values control the maximum limit for the sway (horizontally and vertically), The last two instead control for the speed of the sway (again horizontally and vertically). β€’ You can change : either the first two values to 0, or simply decrease them to a desired value, or change the last two values, again to zero or just decrease them, or both! It's up to you! β€’ Save the file and you're ready to go!
  6. Guys thank you so much for your feedback! I had no idea you would like my mod so much! I'll slowly reply to your requests, in the meantime I've started writing a manual for my mod because I realised that there is a need to understand what the various parameters in the mod's configuration file DLX-ConfigFile.xml represent and how to set them correctly according to your needs. I will also release a short hotfix that adds the ability to quickly disable or reduce the upward movement of the weapon when firing from the hip (you can already reduce it now, but it's not very intuitive how to do it. That's another reason why there's a need for a manual ahah) and to reduce or deactivate the Sway effect. It is in my plans to make a video tutorial on how to add any weapon, e.g. from another mod, to make it compatible with my mod and make it use my Scopes, as the process is still a bit cumbersome at the moment. Finally, the development of the mod certainly doesn't end here! βœ”οΈ I still have to implement the other components and improve the remaining weapons, such as the shotguns. Also, do you think the development of the movement system of my mod is really finished? πŸ˜€ And what about the recoil system? 😁 What is a system typically used in FPSs where sniper rifles are involved but which has not yet been implemented in this game?
  7. Uhh you're gonna like it! For now I am quite satisfied, tomorrow it will be time to compile! After that the only remaining step is the upload! And to think I still have many ideas to implement!
  8. Hello There! Glad to hear you like my mod! I was just about to post a new reply. I have just finished fixing and polishing the movement system! It took me quite a while because the movement system of the game has changed in this new version. So after fixing, polishing and defactoring my mod, I had to change the parameters of my mod's XML. Every. Single. One of it... ahahahahahahahahahahahahahahahahahahendmepls So now it's almost done! βœ”οΈ I just need to tweak a few things, but it's not that difficult. The hard part is finally over.
  9. On the way to the update πŸ‘€ I was able to get my mod working on V 1.0 with all scopes and iron sights fixed. I just had to check for the new variables used by this new version. The movement system is unfortunately broken and I need to check it. I will keep you updated! βœ”οΈ
  10. I'm glad to hear you guys enjoy my mod! As soon as I get home in a few days I'll update my mod right away! As user Shino said above, it seems to be an easy fix! βœ”οΈ
  11. Hey guys! I was thinking of making my mod compatible with weapons coming from other mods as well! Do you have any mods to recommend with which to make my mod compatible? I'll take a look as soon as I get my hands back on my PC βœ”οΈ
  12. ➑️ QUICK HOTFIX πŸ”₯ I was pointed out by a comment that the sensitivity adjustment when aiming from Iron Sight and with Reflex had not been set. Well, now it is! Enjoy Version 3.0.2 βœ”οΈ
  13. Thank you for the video! It was very helpful. I actually managed to replicate your Bug (the one of scopes not being correctly associated with the weapon), I found out what was the issue and I've just fixed it! The New Version you'll find in the link is 3.0.1, so you'll just have to delete the previous version of my mod (3.0) and use this new one instead. As for the weapon raising and lowering, it is actually not a Bug but a Real Feature! You see, I thought I wanted to convey a Feeling of β€œAlertness” to the player when shooting from the hip, which translates into pointing the weapon higher and further forward (I think this effect on the Pistol, for example, makes the idea well!). In addition, since I made my mod highly customizable, if you don't like this effect you can turn it off or decrease it! (or even increase it, if you want). ➑️ PLEASE FOLLOW THESE SIMPLE STEPS TO REMOVE (OR DECREASE) THIS EFFECT β€’ Open the file "DLX-ConfigFile.xml" located inside my Mod's folder. β€’ Search for these lines that start with " <parameter name="AllertParameters" ", there are several of them, one for each weapon section. β€’ Change the last two values inside the "value" parameter to 0, or just decrease them to a desired value. So, for example, here is the line for the Pipe Rifle: <parameter name="AllertParameters" value="0.0489, -0.0731, 0.027, 1.37, -3.9, -20.5, 0, 1, 0.8, 0.35"/> Change this line to: <parameter name="AllertParameters" value="0.0489, -0.0731, 0.027, 1.37, -3.9, -20.5, 0, 1, 0, 0"/> (see the last two values are 0) β€’ Save the file and you're ready to go!
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