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 Brolands mod, [WIP] 
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Post Brolands mod, [WIP]
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Hi ho, I am making a borderlands inspired random gun generator mod. Some of you might have seen my thread in requests. This is kind of a request too but I feel a progress thread would make more sense. What I need is more resources! More modules for my guns, which means more sprites, more stat data, more round types, etc. I also need some testers, so if you feel like you could create some modules, balance the modules or help test for bugs, and not kill yourself because of my shitty lua. Then send me a PM.

Current gun count: 57750 different combinations of modules
25 barrels
15 bodies
22 mags
7 bullets


Prototype media:

Image

Attachable version
Image

Image

The guns actually being held by actors
Image

Gun generation


Teaser video:


Going over the various aspects of my shitty code:



Download:
https://dl.dropboxusercontent.com/u/164 ... ds.rte.rar
http://xeno-mods.com/mod/135/brolands-wip


Current progress:

3 random modules used for creation of a SMG like weapon.
Randomized accuracy stat
Randomized magazine capacity stat
Randomized rate of fire.
Randomized projectile mass
Randomized projectile sharpness
Randomized projectile velocity
Randomized projectile type
Randomized firing sound - Now dependent on bullet type
Randomized reloading sound - Now dependent on magazine type
Modules modifying randomized stat values.
Firing works now, I think.
Removed data from main lua script.


Current task:

Make some round types
Fix muzzle offsets


To do list:

Get a minimum of 3000 10000 300000 guns
Create different gun types, pistols, rifles, assault rifles, launchers, shotguns, etc
Possibly more module types? Scopes, lasersights, stocks, etc
Somehow balance the base stats to vanilla content.
Write a tutorial on how to create the different modules.
Figure out a way to replicate guns.
Fix some muzzleoffsets for the barrels.

Figure out a way to use something besides MOSRotatings for modules as they draw before actors. Meaning you need funky stanceoffsets to be visible - Fixed


Powergoals:

Revamp module format and selection to allow recursively adding more than one body/barrel/magazine/etc


Current credits list:
4zK for sprites
Voxxitronic for sprites and module icon.
CaveCricket42 for Lua help
Djinn for Lua help
Weegee for his fantastic weapon test scene
Duh102, I stole most of his line drawing code from the laser gun in the minor mod dump


Tester list:
111herbert111
Djinn
Voxxitronic
Nonsequitorian


Thu Oct 04, 2012 9:13 pm
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Post Re: Brolands mod, [WIP]
No download, P3L?


Fri Oct 05, 2012 12:36 am
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Post Re: Brolands mod, [WIP]
This is going to be sweet p3l. Here's a sprite sheet with a couple dozen attachments. I can't remember the author, but it could give you a few ideas.


Attachments:
maincv1.png
maincv1.png [ 95.92 KiB | Viewed 23245 times ]
Fri Oct 05, 2012 1:33 am
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Post Re: Brolands mod, [WIP]
Djinn wrote:
No download, P3L?


Hoping to have a more finished product before peddling it to the masses. Djinn.

Thanks Uberhen, but most of those probably aren't useful until/if I get secondary attachments working.


Fri Oct 05, 2012 1:31 pm
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Post Re: Brolands mod, [WIP]
If you need some weapon-test activity which will spawn some random actors from different factions I can make one.


Fri Oct 05, 2012 5:38 pm
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Post Re: Brolands mod, [WIP]
Started over, instead of using MOSRotatings, I will now just change sprites and locations of attachables. Lets see how this work.

edit:

It works fine, I've added more modifiers for the projectiles.

Here, have some gun stats. Do note though, that this is with all modifiers from modules set to 1. So it is only the base random stats we're looking at, if anyone is willing to go over these modifiers and figure out base stats so that it is semi balanced, then that would be great.



Fri Oct 05, 2012 7:16 pm
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Post Re: Brolands mod, [WIP]
I want to sprite for this so bad. If you want examples of my work, I can give them to you.


Fri Oct 05, 2012 10:50 pm
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Post Re: Brolands mod, [WIP]
Oh yeah, I totally forgot to answer your PM.
The three module types I have right now are barrels, bodies and magazines.
While the position of the body sprite in the alloted area isn't the important. The position of the barrels and magazines in their respective sprites is. You'll want to put them in the same area as the ones I've linked.


Attachments:
barrel000.bmp [1.21 KiB]
Not downloaded yet
body000.bmp [1.46 KiB]
Not downloaded yet
mag000.bmp [1.23 KiB]
Not downloaded yet
Fri Oct 05, 2012 11:12 pm
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Post Re: Brolands mod, [WIP]
Excellent. I assume handles will not be modified, or maybe are for later? Also, should I make stocks on any of the bodies?


Sat Oct 06, 2012 2:02 pm
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Post Re: Brolands mod, [WIP]
I don't think I am going to bother with stocks for the smg. So just focus on barrels, bodies and mags for now.


Sat Oct 06, 2012 2:38 pm
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Post Re: Brolands mod, [WIP]
This is pretty sick, Maybe I should pitch in with borderlands inspired sprites.

LOL, Claptrap, with a ninjasword LOL


Sat Oct 06, 2012 11:04 pm
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Post Re: Brolands mod, [WIP]
Is the newest version stable enough for testing? I want it :canadian:


Sun Oct 07, 2012 3:37 pm
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Post Re: Brolands mod, [WIP]
By the looks of it, there's gonna be some gun categories:
-front-mag SMG (which you showcased, and I assume works)
-bullpup SMG
-front-mag assault rifle
-bullpup assault rifle
-front-mag sniper rifle
-? bullpup sniper rifle
-shotgun
-machinegun
-grenade launcher
-rocket/missile launcher
-? digger/tool

It would be cool if you can add stocks too, it'll add up the variety count.


Mon Oct 08, 2012 2:48 pm
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Post Re: Brolands mod, [WIP]
Stock shouldn't be hard. But it would make it harder to get the stance offsets right in that case.


Mon Oct 08, 2012 5:19 pm
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Post Re: Brolands mod, [WIP]
p3lb0x wrote:
Stock shouldn't be hard. But it would make it harder to get the stance offsets right in that case.

If you're attaching random ♥♥♥♥ to the gun body with lua, then it wouldn't affect stance offsets at all...
You just need to get them right one time for each weapon type, after that it doesn't matter what gets glued where - stance still remains the same.
I might be wrong though...


Tue Oct 09, 2012 2:03 am
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