Custom Theatre

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Projectblue
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Re: Custom Theatre

Post by Projectblue »

@peglegswansoon

played last night chap and marvellous updates. The new super enemy are h a f :D
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Re: Custom Theatre

Post by rampant_alky »

Ideas we talked about on this evening's session:

1. suicide bombers drop IED (if killed before they detonate)
2. check magazine depends on type of magazine

:mrgreen: :mrgreen: :mrgreen:
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Re: Custom Theatre

Post by peglegswansoon »

Hey guys - sorry for not keeping this thread up to date, still been doing bits and bobs in the meantime!
The latest "release" of the theatre is 1.6.0 with a handful of changes:

Balancing the Sniper kit
  • Changed the rifle bag carrier to cost 0 supply, as it's a locked slot anyway
  • Slightly reduced the ammo capacity of the rifle bag as it was a bit excessive... Now has the same primary/secondary ammo as the Light Carrier, while the ammo for the sniper rifles is mostly unchanged
  • Added more versions of the sniper rifles (Thanks @Clyarion for the suggestion!) - each now has a "long" and "short" range variant, let me know what you think
  • Supply costs for the sniper rifles adjusted to better reflect utility, probably not final yet
New Stuff
  • 7x scopes can be added to all shotguns (slugs recommended) to re-live the BF3 glory days
  • 7x scopes can be added to the Welrod if you hate yourself/want a challenge :mrgreen:
Old Stuff which hasn't been posted yet (but you've probably already seen)
  • 75-round drum mags for the AKM, Alpha AK and SKS can be equipped from the loadout menu. Basically borrowing the drums from the RPK
  • New variable-zoom scopes added - 1.5-3x Red Ring Scope and 1.5-4x T Scope. They can be added to most weapons which could already take the larger versions of those scopes, plus a few others
  • Rugged Suppressor added - it's like the other ones just aesthetically different
Behind the Scenes stuff
  • Added a script which deletes the desynced ammo pickups and resupply crate from the final objective in Checkpoint. These are present due to a bug on vanilla servers, but you shouldn't encounter them on ours anymore
  • Excluded some "replaced" attachments from Survival crates, so you won't get the old versions anymore
  • Added a mod to adjust the AI spawning methods for different objectives. This aims to combat bots spawning inside walls etc and lagging out the server. Tried making some changes on Trainyard, do let me know if it's still freezing up around Security G!
Work-in-Progress
  • Make suicide bombers drop an IED on the ground if you kill them without setting them off. Almost got it working, but there is some problem with replicating the newly-spawned IED to players in a multiplayer session.
  • Camo helmets are broken, tried patching them but can't get it to work dynamically. Have submitted a bug report detailing the issue to NWI (it's a single missing material reference which needs to be fixed in the base game asset) so maybe they'll do something about it... eventually...
And probably some other stuff I forgot about... As always feedback is welcome and keep any suggestions coming!
Spawnsy
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Re: Custom Theatre

Post by Spawnsy »

Shit hot.
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Chimp
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Re: Custom Theatre

Post by Chimp »

Whoot whooo Amazing work Peg!!!!
Hellooo
peglegswansoon
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Re: Custom Theatre

Post by peglegswansoon »

Many thanks guys 🙏

Small new feature just for fun/my own curiosity - For most guns you can now find a "Red Sights/Green Sights/Blue Sights" upgrade in the "Misc" slot, and the "Stock" slot for the M16A4 and M4A1 to avoid conflicting with the "Flat Top". This free upgrade lets you change the colour of your reflex sight reticle if you have one equipped. So that's any of the 1x/2x optics and the PKA-S 1.5x, as well as the back-up sights on the M150, SU230 and G36 cursed scope. If you try it out let me know what you think, and/or you have any issues using it!
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Re: Custom Theatre

Post by peglegswansoon »

A couple more changes today:
  • Suicide bombers drop IEDs if you kill them before detonating now, managed to work around the previous issue!
  • Insurgent bots will generally use armour less than before. Let me know if you like this change or not, figured it might help differentiate them from Security bots more
peglegswansoon
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Re: Custom Theatre

Post by peglegswansoon »

New update time! Sorry it was a little late for this week's game. We've now gone up to 1.9.0 after lots of intermediate changes.

Dropping Items
You can now drop the item in your hands by holding down the "toggle underbarrel" key for ~1s. It only works for items which are considered "droppable", such as primary/secondary weapons and explosives. Items from the Fire Support slot can't be dropped, including Sniper weapons and Gunner ammo drops. Please don't abuse this with resupply crates to give the whole team silly equipment... It's intended to let you swap gear in a pinch or drop something you didn't mean to pick up! :D

Sniper Weapons
If a Sniper is killed, they now drop their sniper rifle along with their usual other gear. If you pick up this dropped version it will take up your primary weapon slot. The scripting to make that work is a bit janky, so you may see things like the attachments looking wrong on the dropped gun or the ammo count not being exact on the picked up version. But I figured it's better than nothing!

Other Misc Stuff
  • If a Gunner dies, they now drop their "special" ammo drops for other players to pick up. When picked up these items take up an explosive slot instead of Fire Support.
  • MP5A5 - added a new model for the "regular" suppressor, which looks like a normal pistol suppressor instead of the special integrated version. That's reserved for the "Advanced Suppressor" upgrade, which costs more but has the extra effects of reducing recoil and dropping muzzle velocity to subsonic.
  • Mk18 - added the "hold your weapon properly" upgrade. This was just for fun - it adds rail covers to the model (just like it had in Insurgency 2014!) and makes your character hold the gun using them rather than gripping the mag-well. Attaching a foregrip at the same time falls back to "regular" foregrip animations.
  • M870 - added a new "Two-Tone Grey" weapon skin. It's the same as "Two-Tone Green" but it's well, grey. I think it looks cool.
  • MK17 - added a "Dark" weapon skin based on an unused texture I found in the files. Same as the others, it changes the weapon to have a black appearance and use black versions of attachments.
  • QTS-11 - the integrated grenade launcher "attachment" is now in the "Stock" slot, so you can use it in conjunction with underbarrel attachments.
  • General fixes for the coloured weapon sights, Masterkey animations on the AKM, brightness for the MK18 "Dark" skin, and some other scripting changes to try and work around a crashing issue someone reported. Doesn't seem to affect us, as it only triggers on Hardcore mode - but I think I've fixed it now anyway!
As always feedback and suggestions welcome, happy gaming :mrgreen:
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Re: Custom Theatre

Post by Ztranier »

great work Pegle
"If in doubt, ....flat out" Collin McRae
peglegswansoon
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Re: Custom Theatre

Post by peglegswansoon »

Thanks!

Posted a new "hotfix" - tried to make it so standalone grenade launchers will spawn you with more ammo than underbarrel launchers by default. Lmk if you encounter any issues with it not working as intended!
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