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Firearms Overhaul V 1.0 - Ranges converted from Real Values to Relative in game values #22756
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Adding gun ranges
added ranges
added ranges
added ranges
added ranges
added ranges
added ranges
added range
added ranges, minor change to the taurus
added ranges
added ranges
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added ranges, increase range of the RM11B sniper to match other sniper rifles, with RivTech bonus range.
added ranges
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@kasanryukin the git is saying that your PR has merge conflicts because it can't cope with both your 308 changes and my 308 changes here: 299105f This is fixable. |
@BorkBorkGoesTheCode Fixed |
Do you have a "fix merge conflicts" button in your UI at the bottom of the PR? https://help.github.com/articles/about-merge-conflicts/ https://help.github.com/articles/resolving-a-merge-conflict-on-github/ |
In theory I fixed it this time. |
In gun/308.json, line 1467 is missing a comma at the end. |
data/json/items/gun/308.json
Outdated
@@ -237,7 +237,7 @@ | |||
"ammo": "308", | |||
"ranged_damage": -3, | |||
"magazine_well": 1, | |||
"relative": { "range": -3 } | |||
"relative": { "range": -3 }, | |||
"magazine_well": 1 | |||
} |
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This magazine_well is causing the buildbot to complain about duplicate entries. No idea why I missed it earlier.
Ok, looks like that's actually fixed it |
And conflicts again. |
I really dislike GitHub because of this stuff. |
After fixing in should be reviewed. Looks like it affects too much json files and definitely will get conflicts again. Also it is bad to delay editing ranged balance on forever. |
That's not GitHub stuff at all. That's Git stuff. |
Conflicting files contain original date descriptions that were changed per Kevin's statement on when the game takes place, so I'm not going to edit them to be non-conflicting with the master branch. Merging won't directly impact firearms in any way until the code itself references any of the changes I made, but it will fix the descriptions to have non-hard set dates on firearm introduction. Marking this as ready to merge. |
Merging won't be possible until all conflicts are resolved. Conflicting cpp/h will prevent successful compilation, conflicting json will cause errors during loading of data during game start. |
using a script from https://gist.github.com/fungusakafungus/eb2bdf39da73c03dcb2325b3350ff24b#file-gen-mod-from-diff-sh like this: git checkout kasanryukin/master git reset c0e3b6f # fork point ./gen-mod-from-diff.sh PR22756
The spreadsheet is here for reference, we never had any intention of applying these adjustments this way, so I'm closing to avoid further confusion. |
Abstract
Current ballistic calculations in game are not conducive to any firearm beyond a range of 14 tiles with any expectation of accuracy with the exception of the RM11B Sniper Rifle (reason unkown at the moment as it's the only gun with accurate fire at low skill beyond 16 tiles). Calculations only take two factors into consideration for range: recoil and dispersion. While both of these are needed numbers in the calculation, effective firing ranges of guns should also be a factor in the calculation before recoil and dispersion are factored in.
Link to Real Data Spreadsheet: https://docs.google.com/spreadsheets/d/1aGH8N2kITxZ_8i1Vyi1G-FIVfQOTL6euvKxZkYOc-FE/edit?usp=sharing
Outline
The goal of the project is an overhaul in firearms to something both viable in game, but not overtly broken like screwing around with dispersion values. Part one of the project is assigning the RANGE value to every firearm as defined in item.cpp. Numbers are based off the values listed near the end of ranged.cpp as Medium (9 tiles) and Short (4 tiles). Most SMGs and Shotguns fall between the two. Assault rifles, some carbines and some battle rifles, are upgraded to a value of Long (+5 over medium), DMRs/Hunting Rifles/Some Carbines/Some Sniper Rifles, are Upgraded to +10 over medium. Some designated sniper rifles are at +15. Launchers and anti-material weapons were largely left untouched as they already had existing values that exceed the scheme defined above.
Currently, the values don't affect actual accuracy at the extended ranges. This will be altered once code changes are committed that add range values to the math equations for calculating accuracy.
This is very much still a WIP as I'm familiarizing myself with the code related to projectile weaponry.
Edit: Secondary aim of project: Adjust dates of leadworks firearms to match game design.
Current Project Stage
Ranges have now been converted from Real Ranges to Relative Ranges. Most pistols will behave similar to each other. Shotguns have some variation on range, SMGs run the range between a pistol and home made rifle. Rifles were converted based around 14 tiles being a central range and 500m being the median range to achieve 14 tiles. Depending on the effective range of the real weapon, rifles range between 10 and 20 tiles. DMRs, Sniper Rifles, and some Lever action Rifles, fall in the 18-25 tile range. RivTech and Anti-material Sniper Systems fall at the range cap of 30 tiles. Laser weapons had ranges adjusted to fit these values. Some guns had dispersion increased or decreased (no more than 20 MoA) based on RL weapon descriptions.
Ranges adjustments are ready for review before being merged. Once the data is part of the branch, Kevin can use the ranges as part of any future changes to the firearms systems.