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Repair Kits Revamped

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  18:40:23  15 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
 

Message edited by:
barak1001
01/15/2013 18:41:00
Messages: 22
Repair Kits Revamped

This will be the official discussion thread for my new mod Repair Kits Revamped.

Any bug reports or discussion should go here.

The mod can be downloaded from:

https://www.box.com/s/dbch73n21zobsf1tmjx9

This will always be the most current version.

(I had the old thread deleted so that I could edit the first post and include the download location)
  03:13:14  16 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
Messages: 22
I'm on the fence here as to what to do about armor. I was going to have armor lootable from npc bodies, but it looks like it will be a major undertaking to add it in.

I'm thinking about just having armor use the kit only with no part picking. If you think about it that would be realistic as weapons would require new firing pins, new bolts, new barrels, new springs, etc. While you could repair body armor with needle, thread, hot glue, and some superglue in most cases.
  10:43:08  16 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
Messages: 22
Version 1.01 is now up!

Bug fixes:

1. Mod no longer crashes when you have a grenade in your inventory.
2. Mod no longer crashes when you clicked Exit from the weapons menu.
3. Armor no longer require donor parts to repair. It was easier to just have them use repair kit condition than it would have been to have ai spawn armor.
4. ZRP is no longer pre-merged with the mod. The new version that is up can be installed easily over vanilla Stalker or Stalker Complete. I will be releasing a version for ZRP in the future that will work with the ZRP modifier.
5. Not really a bug, but file size has been reduced dramatically. The file is now 661kb and can be downloaded in seconds on almost any internet connection!
  21:37:14  17 January 2013
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
Definitely going to be checking this out soon.
  21:44:03  17 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
 

Message edited by:
barak1001
01/17/2013 21:44:32
Messages: 22
I found a bug this afternoon while playing around a bit in singleplayer. The condition of the various repair kits is not stored by the server! So when you load a saved game all the kits return to 100% condition!

I'm going to see if I can work around it, but this may mean that I'll have to get rid of the multiple uses of the kits and increase the amount of condition they repair when use.
  22:12:36  17 January 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8421
I'm sure you'll figure it out okay. Even if you make them one shot kits that's not a bad thing. I won't mind which way you do it and I suspect most people won't.
  01:45:59  23 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
 

Message edited by:
barak1001
01/23/2013 1:46:44
Messages: 22

---QUOTATION---
I'm sure you'll figure it out okay. Even if you make them one shot kits that's not a bad thing. I won't mind which way you do it and I suspect most people won't.
---END QUOTATION---


I did some play testing this week. Having to use a weapon and a repair kit at the same time to fix a weapon is a pain.
I have to count on people with vanilla installs using this mod and those people are going to have a max carry of 50 kilos. One single repair kit weighs .2 kilos and I was being generous having them be that light. You would need 4 of them to repair a single weapon to 100% that was almost destroyed (that's .8 kilos in repair kits). As well as 4 weapons (which could be 12 kilos or more)! So you would need roughly 13 kilos worth of stuff to repair a 4 kilo weapon?
That's just too much weight and isn't practical.
So I'll be releasing version 1.03 later this evening. Part of the changes will be that repair kits repair up to 50% per use and will no longer require a weapon in order to make a repair.
Although this isn't very realistic, it fits in with gameplay. I've also redone the GUI so that it's smaller.
  12:21:22  23 January 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8421
Personally I wish you'd left the weapon required element in. You don't need to carry spare guns for parts you can just grab a gun when you need to do the repair, That's as long as you don't need to go anywhere special to actually do the repair, do you? Having an added weight management issue to consider is not a bad thing.

Regardless It's great that your done now. Thanks for sharing it. What differences have you made other than removing the spare parts requirement from version 2 to version 3. I need to make sure I did download version 2 aswell as version 1 (I hope I did) and I'd like to know the other changes so I can tweak version 2 for use, Thanks again.
  10:58:32  31 January 2013
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barak1001
(Novice)
 
On forum: 01/05/2013
Messages: 22

---QUOTATION---
Personally I wish you'd left the weapon required element in. You don't need to carry spare guns for parts you can just grab a gun when you need to do the repair, That's as long as you don't need to go anywhere special to actually do the repair, do you? Having an added weight management issue to consider is not a bad thing.

Regardless It's great that your done now. Thanks for sharing it. What differences have you made other than removing the spare parts requirement from version 2 to version 3. I need to make sure I did download version 2 aswell as version 1 (I hope I did) and I'd like to know the other changes so I can tweak version 2 for use, Thanks again.
---END QUOTATION---


I'm working on version 1.04 now. I've come up with a better way to do salvage that doesn't have the weight issues. You can now break down weapon and armor into component parts.

The number of parts depends on the weight of the item. Most pistols break down to between 5 to 7 parts. Rifle and Armor breaks down to about 30 parts. The advantage of this system is you're only carrying the weight of the GOOD part of the weapons. When you salvage the weapon the weight of the damaged parts of it is removed.

So for example if you have a standard PB pistol. It weighs .73k. If it had 50% condition left and you salvaged it, you would gain 2 spare parts to use in your inventory that weighed .28k together.

You could use those spare parts to repair any armor or weapon. This isn't as realistic as having to use the same type of armor or weapon as a donor, but it works much better as far as gameplay mechanics go.

I've also learned quite a bit more about the menu system, so I've rewritten the part of the script that opens and controls the menus.

It's also easier now to merge the script, since you no longer have to buy repair kits from a trader (the repair kit is a permanent item in your inventory). I am on the fence on whether or not to allow traders to sell spare parts. The script would be much easier to merge with other scripts if they don't.
  07:36:25  1 February 2013
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
02/01/2013 7:36:45
Messages: 567
Hey Bardak,


How would I go about editing your script so that, at maximum, one repair kit does about 30% repair to weapon or armor?

Your scripting is wonderful. You've done a great job with this.
 
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