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RUNNING WITH RIFLES Multiplayer

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PostPosted: Fri May 18, 2012 10:41 pm 
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Joined: Mon Apr 30, 2012 7:07 am
Posts: 53
Running with Democracies
Not a WWII mod because we don't call it that.


Gameplay video courtesy of ComJak


UPDATED!!
February 16th, 2013. No more ridiculously inaccurate weapons of spam!!

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Screens feature the map Clairemont by 352ndEl.

Recommended settings:
Voxel preset +1 and voxel shading on
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Description:

Typically longer reload times.
Typical inaccuracy in automatic fire.
Typical [1944].
It's a mod! I know, right?


Features thus far:

Generic faction models for Green (US, UK) and Grey (GER).
14 weapons with appropriate graphics and sound from the United States, Germany and British Commonwealth during [that second, significantly larger-than-the-first, global conflict].


Weapons:

USA:
Garand
BAR
Carbine
Thompson
Grease Gun
M1 Bazooka

Germany:
Gewehr 43
MP40
MP44
MG42
FG42

UK:
Enfield
Bren
Sten (suppressed)


Do enjoy.

>>>>> DOWNLOAD <<<<<

>>>>>>>>>> Alternate Link

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~ * ~ * G R E Y * ~ * ~ * P R I D E * ~ * ~


Last edited by harrified on Mon Feb 18, 2013 12:42 pm, edited 5 times in total.

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PostPosted: Sat May 19, 2012 10:02 am 
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Joined: Sat May 19, 2012 10:00 am
Posts: 255
Location: Belgrade, Serbia
Why didn't you write that there is a PPSh 41?


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PostPosted: Sat May 19, 2012 10:06 am 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
4th WW2 Mod xD

Shouldn't we try to work together?

Also: Can i grab some of your stuff?

Thanks in advance.

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PostPosted: Sat May 19, 2012 11:49 am 
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Joined: Sun Apr 29, 2012 4:50 pm
Posts: 132
Another not-quite WW2 mod eh? I've tried it out and it seems pretty good. I'd recommend tweaking the kill_decay values a bit. Right now most of them are identical and few seem to fit with the guns intended role. Other than that, good job!

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[0.90] Running with Bolters v5



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[0.92] Worldwar v2


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PostPosted: Sat May 19, 2012 4:42 pm 
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Posts: 53
ZnasVecKo wrote:
Why didn't you write that there is a PPSh 41?


Spoiler Alert!


Petrenko wrote:
Shouldn't we try to work together?
Also: Can i grab some of your stuff?
Thanks in advance.


I would agree on a team effort for things that require much economizing and effort; however, as RWR stands now, there is a relatively small amount of work needed to attain one's ends that I'm quite happy to do it all myself. I look forward to what will inevitably be different executions of the same general ideas. The sounds I've edited came from YouTube and the images from Google, so to deny anyone the right to my work would be a grave sin against prosperity. Copying, modifying, murdering or raping my beautiful creations is perfectly fine with me!


MrNuckFuggets wrote:
I'd recommend tweaking the kill_decay values a bit. Right now most of them are identical and few seem to fit with the guns intended role. Other than that, good job!


Would you mind specifying which weapons feel off?

In my defense, the kill_decay values are such as they are because they've been abstracted to fit the scale of the player's field of view. I felt that to retain a rifle's edge (range) meant to reduce the range and accuracy of everything else to maintain proportion. So if the supposed average combat engagement range was approximately 300m, I would pretend that distance to be the player's practical field of view. Then tuning the rifles to that range followed by what I deemed to be appropriate reductions to the carbines and smg. Now, the reason most of the kill_decay might look identical is because I have no accurate means of measuring the effect on gameplay other than rigorous tests which provide me with nothing more than a feeling.

For weapon roles, I started with just one gun for each class of weapon by cartridge and construction (smg, carbine, lmg, rifle). From there I made the relative changes as to how each gun should behave and be utilized. Most of my time went into the gun's handling than its range because of the inability to accurately gauge the effects of the numbers, but I'm confident that the general difference in values between the classes of weapon would be logical. This uncertainty in the numbers is how I arrived at the balance between accuracy_factor, kill_probability and kill_decay. I'd also like to state that what I find as a shortcoming in tolerable grow_step (needed for the FG42) had a large influence on how I balanced all other factors.

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██████████████████████████████████████████████████████████████
~ * ~ * G R E Y * ~ * ~ * P R I D E * ~ * ~


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PostPosted: Sat May 19, 2012 5:15 pm 
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Joined: Sat May 19, 2012 10:00 am
Posts: 255
Location: Belgrade, Serbia
harrified wrote:
ZnasVecKo wrote:
Why didn't you write that there is a PPSh 41?


Spoiler Alert!



Reading that was hilarious!


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PostPosted: Sat May 19, 2012 5:34 pm 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 560
Location: The States
please explain to me how this is NOT a WWII mod?

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PostPosted: Sat May 19, 2012 6:14 pm 
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Location: Somewhere among the fog, watching you kill the AI.
ComJak wrote:
please explain to me how this is NOT a WWII mod?


Because we don't call it that.

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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
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Proud to be a RwR forum moderator!


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PostPosted: Sat May 19, 2012 6:23 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Inside joke / irony and stuff...

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PostPosted: Sat May 19, 2012 8:09 pm 
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Joined: Wed Jan 18, 2012 3:19 am
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Location: The States
ah i see. ok well very nice infantry skins btw.

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