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Post by mikeweeks2346 on Jul 21, 2015 20:01:42 GMT
Why I don't use the crosshairs is that I so enjoy employing the bow for attempted long range kills, as an example. And basically (again back to how ones wishes to play the game at any given moment) don't want the game to tell me that the target is within gun range, or not when it comes to the fire arms. I have a civilian G3/7.62; what a brute!!
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Post by bontainer on Jul 21, 2015 20:33:13 GMT
Yes, its a very good gun. The locking bolt system was ingenious. But after toting it for 30 miles you know what you are carrying. Thats why I capped all the ammo carrying capacity, after all 100 7.62 weigh the same as 200 5.56.
40 mm = 230,00 g 10 .50 = 117,48 g 20 snip 7.62 = 25,47 g 100 LMG 5.56 = 11,79 g 200 Assa .45ACP = 21,10 g 80 9mm = 11,80 g 200
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Post by pj on Jul 21, 2015 20:45:36 GMT
A note on the knife-throwing issue; Mike makes note that it requires the reticle on/off... I have never seen anything other than a white dot on-screen; moved to the taget with the mouse (lmb held down), then lmb released when "happy". Perhaps I don't pay enough attention to other options?
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Post by mikeweeks2346 on Jul 21, 2015 20:51:57 GMT
A note on the knife-throwing issue; Mike makes note that it requires the reticle on/off... I have never seen anything other than a white dot on-screen; moved to the taget with the mouse (lmb held down), then lmb released when "happy". Perhaps I don't pay enough attention to other options? If the reticle is off, there will not be any white dot - that's the "crosshair" for the knife.
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Post by pj on Jul 21, 2015 20:53:58 GMT
Aaahh.. ok Mike.. thanks - I assumed that by reticle you meant "crosshair" or something akin.
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Post by mikeweeks2346 on Jul 21, 2015 21:03:00 GMT
I completely agree regarding hauling anything for some 30 miles. World of difference taking it out of the vehicle and walking over to a nearby hill to set up for some outdoor fun.
Back to the game itself. I wonder if there might be consideration for breaking down the total ammo loads as if they were standard, "default" magazines, say set at 30. So the loads are measured by 30/60/90/... and then cap at the appropriate level for ammo type as well as ammo bag size.
When I see the 7.62 at 70 rounds for example, I'm thinking, ok, 2 mags and 10 loose rounds in my pocket that I will need to manually insert into an empty magazine at some point.
Not a major point, but it's simply how I'm used to viewing my ammo count, as to how many full mags I've got.
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Post by mikeweeks2346 on Jul 21, 2015 21:04:08 GMT
Sorry PJ; I was using the two words interchangeably.
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Post by pj on Jul 21, 2015 21:04:08 GMT
Thats why I capped all the ammo carrying capacity, after all 100 7.62 weigh the same as 200 5.56. 40 mm = 230,00 g 10 .50 = 117,48 g 20 snip 7.62 = 25,47 g 100 LMG 5.56 = 11,79 g 200 Assa .45ACP = 21,10 g 80 9mm = 11,80 g 200 ...and you can carry it all on your very own ultra-light homebuilt helicopter! At ~25,000 feet / 7600 meters!! Rhino skins; Tiger skins; mines; grenades, C4, a "Driller", junk; an RPG launcher; plastic elephants; stash; and an AMR; Even give a ride to our little fat friend Hurky at the same time!
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Post by pj on Jul 21, 2015 21:45:23 GMT
1). In truth, I reckon limited prompting can be prioritized, depending upon the degree of "Casual", Regular", "HC" and then Bontainer's "NM" I like this, but of course it would mean a lot of work now with the more difficult hex editing process we are doing. I envision maybe something like normal unmodified prompts for casual, a subdued prompt (an E or dot or whatever) for normal / HC and absolutely no prompts for NM. 2). Bontainer did all the heavy lifting. I just took his numbers and dialed them back a little so the end result was slightly higher than DZiggys, but well less than the actual real world limits (which are as you see in Nightmare Mod quite brutal ) I'm hoping to get the arks all sorted properly so the end result for damage models ends up like this: Casual - game normal Regular - DZiggys based values (aka my "increased damage" varient) Hardcore - my "high damage" values Nightmare - bontainers "real world" values 3). This will make it pretty easy also for players to swap damage models if they want simply by exchanging the contents of the archetypes folder. 1). The "work" is not so strenuous, JR, - the "hardest" is Bontainers NM and/or your HardCore and my Blend version, as they have around 160 edits each: the rest are no brainers, and once done - it's done. 2). The damage levels are quite perfect now, and your list makes good sense. 3). This fitting nicely into a more 'mod'ular way of delivering mods to the community, with "How-To's" added into the "How to Mod Far Cry 4" forum, building on the existing 101, 102, etc.. bontainer: "If I say its safe to surf this beach, Captain, then its safe to surf this beach! I mean, I'm not afraid to surf this place, I'll surf this whole fucking place! " What a guy! Put him in charge of the Kyrati Royal Army and see how long Ajay and his GP friends last! Whup-whup-whup-whup-whup-whup-whup... chuff-chuff-chuff-chuff-chuff-chuff "You can either surf, or you can fight! " Hahahaha! Yeah.. those were the days...
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Post by JRavens on Jul 21, 2015 22:29:18 GMT
"I dunno know sir it's pretty hairy in there..."
"Kyrati don't surf!"
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Post by pj on Jul 21, 2015 22:33:50 GMT
Banapur. Shit.
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Post by pj on Jul 21, 2015 23:02:09 GMT
Sooo.... JR..... Back to oasis after a layoff.... I just replaced "Trade" ("" />) with (hex) "Repair tool unavailable" - and it works!!
Now... to find an equally innocuous message - say removing the "s" from "Flares" (in the store menu) that FC will accept in our mirage....
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Post by bontainer on Jul 22, 2015 8:09:24 GMT
PJ, what tool do you use for the editing of oasis, a hex editor or something else?
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Post by pj on Jul 22, 2015 13:57:55 GMT
At the moment it has to be hex, Bontainer: There's some part of the (C++) code of the ConvertXml.exe that (I believe) is not re-compressing correctly after the normal xml editing process: I have the MS Visual Express Suite, and am pretty conversant with VB, but not with C++ or C# - particularly in console mode - or with compression. There's a lot of code hidden in that file, but I am just not smart enough to understand which precise component of code where the issue might lie. It needs someone with General_Problem's skills to revisit it. I think it was fixed with the early Ubi v 1.1, 2, 3, maybe, but it's likely that Ubi redid the structure and that borked our tools. I still hack at it, but it needs a dedicated couple of forty-hour workweeks of study by someone with good experience to fix it. Kinda like Shader coding. Very special. Anyway - I use HxD - it's free, and available from several places - Bleeping Computer is just one source. It's also available from Nexus, and you maybe already have it. JR has HexWorkshop Pro - not free, (U$89) but has lots more features, but nothing that you can't live without. He's richer than me...
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Post by bontainer on Jul 22, 2015 14:42:12 GMT
Ok, tried it, but its not much different from MX I am using.
I think the last time I used a hex editor was in the eighties, building new fleets for Gary Grigsbys Warship and Battlecruiser - that was on an Atari 130 XL. LOOOONG time ago.
On the one hand I would love to have moving lips again, but on the other hand the process of going through all the changes I made to the oasis is just a tad too daunting...
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