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Author Topic: [MOD] LCS Gen [v 0.9] - armors conceal guns properly  (Read 62327 times)

Slax

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Re: [MOD] LCS Gen [v 0.7]
« Reply #105 on: November 10, 2011, 08:41:44 am »

Good man, Deon.
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Deon

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Re: [MOD] LCS Gen [v 0.7]
« Reply #106 on: November 10, 2011, 01:07:11 pm »

Johnathan, I need some help :).

I replace all files with VANILLA ones, compile it... And the car price bug does not disappear. Which means it does not come from the code only, but some "leftovers" in my project. How do I fix it in VC++?

P.S. Nevermind, found it. Just cleaning .obj files and rebuiling solution fixes it, I will upload the fixed version soon.
« Last Edit: November 10, 2011, 01:17:51 pm by Deon »
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voodooattack

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Re: [MOD] LCS Gen [v 0.7]
« Reply #107 on: November 10, 2011, 01:58:55 pm »

Awesome, can't wait to try it out.
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Deon

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Re: [MOD] LCS Gen [v 0.7]
« Reply #108 on: November 10, 2011, 02:00:33 pm »

Okay, I will upload a new version soon. Also for this version nobody goes into firing range on that save, so I hope it's fixed.

This time I've decided to remove previously added pistol-specific magazines (I will probably write a bit different system at some point so you would buy ammo instead of magazines, and a number of bullets would be a setting of a gun rather than a magazine, so you would be able to still have a sane amount of ammo types yet guns would have different capacity).

So I will make glock to fire 2 shots while beretta stronger, and USP will be better than M1911 in terms of damage and AP. They will share 9mm/.45 magazines to reduce the shop/inventory clutter.
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Coronel_Niel

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Re: [MOD] LCS Gen [v 0.7]
« Reply #109 on: November 10, 2011, 02:05:39 pm »

Having the M1911 cost less may help balancing. That way you can pay cheap and have a worse weapon ect.

Then you can train on them untill you get cash xD
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Deon

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Re: [MOD] LCS Gen [v 0.8]
« Reply #110 on: November 10, 2011, 02:35:51 pm »

It's already cheaper and easier to get (from civilian people with appropriate gun laws).

-0.8 is out

- Car price bug is fixed.
- Hopefully people no longer go to firing range instead of a clinic automatically.
- Gang members have a separate shop type (from ammunation) which always works, so they may be your source of ammo anytime; but they ask for more money.
- Pawnshop no longer sells AKs and ammo.
- Pistols use more generic ammo (less magazine types again).
- Augmented and cyborgs are no longer tied to laws; they appear after 2015 and 2030 accordingly.
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klingon13524

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Re: [MOD] LCS Gen [v 0.8]
« Reply #111 on: November 10, 2011, 02:55:37 pm »

It's already cheaper and easier to get (from civilian people with appropriate gun laws).

-0.8 is out
But I just downloaded V 0.7. Are saves from 0.5 compatible?
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Deon

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Re: [MOD] LCS Gen [v 0.8]
« Reply #112 on: November 10, 2011, 03:06:59 pm »

They are... not. Because of the ammo. Damn :P

Next versions won't have problems with old ammo, I promise, they will be compatible.
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Funk

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Re: [MOD] LCS Gen [v 0.8]
« Reply #113 on: November 10, 2011, 03:20:47 pm »

do you think that leting you get people truned in to cyborgs at the clinic can be done?
ie $10000+ for a small stat boost and fixed missing parts maybe costing some heart and takeing a few months.

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Deon

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Re: [MOD] LCS Gen [v 0.8]
« Reply #114 on: November 10, 2011, 04:04:48 pm »

I consider turning people into robots for whatever organization's goal without person's free will is a conservative measure. However I want to add an ability to replace removed limbs/bodyparts with synthetic ones if it's a far future. Then it will be encouragable to get into big fights and survive hard traumas if you want to see your people as borgs :).

I actually want to penalize limbless/faceless people really harshly, so your blind person would not be useful for anything but soliciting donations/sewing. However there will be a way around it: mechanical eyes, voice etc (darth vader awaits you!).

Also, expensive cosmetical surgeries to remove wanted status and change identity. It's not worse than a few sleepers making you NOT GUILTY with your 200+ kills.
« Last Edit: November 10, 2011, 04:07:35 pm by Deon »
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EuchreJack

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Re: [MOD] LCS Gen [v 0.8]
« Reply #115 on: November 10, 2011, 04:26:19 pm »

Uh, why can't I buy clips from the pawn shop anymore?

Deon

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Re: [MOD] LCS Gen [v 0.8]
« Reply #116 on: November 10, 2011, 04:51:07 pm »

Because it's a real pawn shop, not an ammo shop. Just a design decision of mine, read the first post.

You can still buy ammo at the ammunation shop outside of city: you need ANY car for that, so it's a very minor challenge. Also if you need guns/ammo ASAP, go into slums or crackhouse and trade with gang members.
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EuchreJack

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Re: [MOD] LCS Gen [v 0.8]
« Reply #117 on: November 10, 2011, 04:57:19 pm »

Ok, I found a real bug:

The best way to hide weapons is by being naked.  Yes, the Arch-Conservative swine are so enraptured with the sight of my naked liberals that they don't notice the MP5.

Bdthemag

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Re: [MOD] LCS Gen [v 0.8]
« Reply #118 on: November 10, 2011, 04:58:52 pm »

Ok, I found a real bug:

The best way to hide weapons is by being naked.  Yes, the Arch-Conservative swine are so enraptured with the sight of my naked liberals that they don't notice the MP5.
Oh god, now I have an image in my head on how the liberals hide the weapons...
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Deon

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Re: [MOD] LCS Gen [v 0.8]
« Reply #119 on: November 10, 2011, 05:14:05 pm »

Ok, I found a real bug:

The best way to hide weapons is by being naked.  Yes, the Arch-Conservative swine are so enraptured with the sight of my naked liberals that they don't notice the MP5.
Actually it's vanilla bug that weapons are not spotted. You can carry any gun and until you shoot it's okay. Once I find the reason of that I will fix that.
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