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www.gcvets.net - View topic - GC 1.1.0.1 update mod


GC 1.1.0.1 update mod

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Re: GC 1.1.0.1 update mod

Postby shpooky » 03 Jul 2014 19:58

Oh and about that power armor for cc that blocks all dmg I think this is a good idea but the armor would just be shields for cray and we don't want that so it should only reduce the dmg the cc tank takes
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: GC 1.1.0.1 update mod

Postby shpooky » 03 Jul 2014 19:59

Oh and one more thing what about giving cc some of it's old stealth back?(you know before the massive patch?)
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: GC 1.1.0.1 update mod

Postby stAtrill » 04 Jul 2014 19:49


Okay guys! Fresh one out of the oven - this one is a summary build to wrap things up for the time being. This version has a bit of everything from everybody in it, so I hope you gents enjoy! ^^ Upon successful install, version number will be 1.1.0.5.

Download: http://www.mediafire.com/download/kwnw1 ... /Data2.SDF
Note: Like the other download links, this is a perma-link.



From Ghat:
-Penetrator round enabled on Templars
->Round replaces AA warheads, it is a fast moving round with no splash damage, designed to do heavy damage to a single target.

From Carter (believe it or not, these were the hardest to accomplish due to GC's internal system being a total mess):
-CC vehicles healing over time now have an obvious visual indicator (for the whole duration of the heal)
-Health pack can now be activated before entering a skirmish (as opposed to after damage has been taken)

From Nox:
-Missile turret weapon model changed to default 'rocket'
-Autocannon turret hitcylinder size increased
->Radius increased to 5.5m from 4.0m
->Height increased to 6m from 5m

From Sarvik:
-Jeager RAW reworked: low range (250 m), damage rescaled for armor, slow bullet (250 m/s), 4 charges
-OND Flamethrower charge increased by one
-CC Mortar range increased to 350 from 250

From Stat:
-Hotkeys: pressing enter will now take you directly to the open game
-Cleanup: removed legacy equipments/weapons



This version includes a collection of small fixes to sum up the original mission of this community multiplayer mod. Templars have a second special weapon option which is more effective against armored targets, but at the cost of splash range. Likewise, the Jeager Raw was redone: it now boasts a very short range (250 meters, or attack range on OND/CC lights), but very decent damage versus armor. The round has 4 charges, and is now a bullet (so it disregards AMS), but is very slow (250 m/s) and with a small splash range, suitable for trick shots. Long needed, the CC repair packs now show a green haze as a visual cue when active, and can be activated before entering battle. The rocket sentry has had its visual model updated, and the autocannon has had its hitbox size increased to make hitting them easier. There are small buffs to the lobbing infantry weapons, allowing a fourth charge for OND Flamethrower, and a longer range for the CC mortar. Finally, repeatedly pressing enter will load a player directly into the open game, and the equipment screen has been cleaned up.


Note: I know the above changelog does not include details; I intend to post a complete changelog documenting all changes very soon.

Finally, should anyone need to rollback, the original Data2.sdf file is here: http://www.mediafire.com/download/iz9vvcqqr5cjkzd/Data2ORIG.sdf
Copy to GC/data, rename it to 'Data2.sdf', and hit yes to confirm the overwrite. You will see version number 1.0.1.1 in the bottom right of the main menu upon successful rollback.

Thanks again to the coolest gaming community,
-Stat

P.S. I want to thank you guys for all the patience you guys have shown throughout this - I had no idea going in how much time, effort, and tact this was going to take, but you guys have made it all the more smoother. I will be making a followup to this post very soon to address everything else, including Carter's suggestions~


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Re: GC 1.1.0.1 update mod

Postby _nOx_ » 04 Jul 2014 21:44

If this is going to last a while, send me the changelog when you have it done and I'll make a fixed section on the blog and upload the file to the server for direct download. Thanks for the efforts, naughty ugly latex-dressed pervert.

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Re: GC 1.1.0.1 update mod

Postby stAtrill » 05 Jul 2014 18:50

Okay, after 3 hours, I finally have it: here is the complete changelog! It isn't exactly easy to take these numbers and translate them into a visual idea of what this represents in the game, so I annotated the log.


CC ADPP repair modules (vehicles only)
-Heal 12 health per game tick
-Duration of 20 seconds
-Can be activated before entering battle
-Green visual indicator
-Enabled on every vehicle except for CC lights
-3 Charges

CC Advanced Telemetry System
-Replaces Artemis Accuracy Booster (uses same icon)
-Adds 200 vision
-Triples accuracy
-Enabled only on CC artillery, Anti-Air, and Medium tanks
-Permanent, so single charge to activate at game start
Notes: equivalent to one artemis and one vision enhancer

CC Advanced Powerplant
-Replaces Vision Enhancer (uses same icon)
-Increases maximum speed by 20%
-Increases turn speed by 50%
-Increases acceleration by 30%
-Enabled only on CC Heavy tanks, Medium Tanks, Anti-Air, Rocket Vehicles, and Artillery Vehicles
-Permanent, so single charge to activate at game start
Notes: Boost is percentage based, so units with faster base speed get a larger boost.

CC Repair Station
-CCRS can now load infantry
-CCRS can now be healed by APCs (and other CCRSs)
-Health doubled from 1000 to 2000
-Armor increased from 80 to 85
-Stealth increased from 0 m to 250 m
-Score awarded for kill increased from 1 to 3
-Radius decreased from 5m to 3.3m
-CCRS gives vision of the surrounding area
-CCRS only enabled on CC light tanks now
Note: The CCRS is now technically an immobile vehicle, which is the workaround to allow infantry to load into it. Decrease in hitcylinder radius was also necessary to allow infantry to load.

CC Micro Jannice Warhead
-Accuracy of 500
-Range of 450 (slightly shorter than CC scout view range)
-Damage of 1000 (comparable to Jannice)
-Damage multiplier of 1.4 (will cause roughly 1/4 the damage of jannice per shot)
-3 Charges
-Minimum fire range of 80 m
-Blast radius of 30 meters
-Travels in a high ballistic arc
-Enabled only on CC light tanks
Note: this weapon also serves as a suitable counter to turrets.

CC Heavy Autocannon
-Uses Vulcan model
-Radius of 5.5 m
-Height of 6 m
-Health of 2500 (comparable to CC/OND med)
-Armor of 140 (slight above medium tank armor values)
-View range of 330 m
-Stealth of 50 (carryover from the Vulcan autocannon stats)
-Perception of 50 (carryover from the Vulcan autocannon stats)
-Awards 5 points when killed
-2 Charges
Note: This unit is based on the Vulcan 9000 unit. Relative to the Vulcan 9000, the hitbox size is increased, armor and health are increased, view range is increased, score awarded upon death increased, and the lower aiming limits were increased (as in, the Vulcan 9000 cannot shoot downhill, but this unit can shoot to a maximum of 20 degrees below level).

CC Heavy Autocannon Weapon
-Accuracy of 150
-Range of 300 m
-Damage of 180
-Damage multiplier of 2.2
-Reload time of 0.1 s
-Burst delay of 1.2 s
-Speed of 550 m/s
-Blast radius of 7 meters
-Cooldown set to 30 seconds
Note: This weapon is based off of the Vulcan weapon. Relative to the Vulcan bullet, damage was decreased, range was increased, burst delay was decreased slightly, blast radius was added.

CC Light Missile Sentry Weapon
-Range of 400
-Damage of 270 (wheras CC/OND medium tank weapon does 300)
-Reload time of 0.3 s
-Burst of 4
-Burst delay of 1.2 s (fires a 4 missile salvo over 1.2 seconds, then reloads for 1.2 seconds)
-Brake factor of 260 m/s/s
-Start Speed of 130 m/s
-Acceleration of 310 m/s/s
-Track delay of 0.2 s
-Blast radius of 25 m
Note: this weapon has a range larger than the sentry view range because homing weapons give vision of their targets. The Sentry Missile can only engage inside of 350 meters, but, once engaged, can continue shooting until it's target leaves 400 meters.

CC Sentry AA
-This equipment is no longer available

OND Templar Penetrator Round
-Uses Electro Dagger visual model
-Range of 300 m (the Templar view range)
-Damage of 700 (comparable to the base damage of one artillery shot)
-Damage multiplier of 1.6 (comparable to the damage output from an offensive artillery shot)
-Brake factor of 1300 m/s/s
-Start speed of 240 m/s
-Max speed of 440 m/s
-Acceleration of 1520 m/s/s
-Track delay of 0.1s
-Reload time of 1 s
-3 Charges
Note: This weapon is designed to be a very fast round that does massive damage to a single target. Massive speed makes last-minute reactions to the weapon non-viable, as well as ensuring that, should the target die early, any remaining rounds will hit the ground. Reload time is 0.5 s faster than other special weapons.

CC Jeager RAW Round
-Accuracy of 550
-Range of 250 m (or 50 m less than OND med range)
-Damage of 550
-Damage multiplier of 2.5
-4 Charges
-Minimum fire range of 50 m
-Speed of 250 m/s
-Blast radius of 20 m
Note: This round allows a player to trade the risks of low range for better damage against armor. This round is the only special weapon in GC (beside crusader laser) that is a bullet, meaning this is the only special weapon than can penetrate AMS. The weapon is very slow, encouraging trick shots.


OND Drone weapon tracking
-Brake factor increased from 20 m/s/s to 37 m/s/s
-Max speed increased from 40 m/s to 50 m/s
-Acceleration increased from 30 m/s/s to 47 m/s/s
-Tracking delay decreased from .4 s to .2 s
Note: these settings allow the drones to catch OND units as well, yet allow faster units to escape.

OND Advanced Spider Drone
-Burst count decreased from 4 to 1
-Brake factor increased from 20 m/s/s to 40 m/s/s
-Max speed increased from 40 m/s to 55 m/s
-Start speed increased from 10 m/s to 30 m/s
-Acceleration increased from 30 m/s/s to 65 m/s/s
-Tracking delay decreased from .4 s to .2 s
Note: the decrease in burst count decreases the 'spammability' if this weapon is equipped to AIs in SP or Coop matches

OND Artillery Long Range rounds
-Range increased from 1000 m to 1300 m

CC Command APC
-Max speed increased from 20 m/s to 24 m/s
-Health increased from 7000 to 8200
Note: all APC speeds are set to the speed of balanced medium tanks for the faction. This sets the CC APC to the movement speed of CC Meds on speed loadout.

CC HE Grenades:
-HE Grenades are now low arc
-HE Grenades range has been increased from 200 m to 300 m
-HE Grenades are no longer enabled on CC lights
-Blast radius increased from 40 m to 60 m
Note: HE Grenades were disabled to allow room for Micro-Jannice on lights. HE Grenade rework lends itself to trick shots, like many of the other updated CC specs.

CC Depleted Uranium Rounds
-Range increased from 300 m to 350 m
-Damage decreased from 450 to 400
-Damage multiplier increased from 1 to 2
-Charges increased from 3 to 4
-Speed increased from 300 m/s to 500 m/s
-Blast radius increased from 0 m to 4 m
Note: the blast radius is just large enough to pop a minefield, it isn't large enough to be of use in battle.

OND Speed Booster
-Max speed multiplier increase from 1.5 to 2.2
-Acceleration multiplier increase from 1.5 to 2.2
-Turn speed multiplier increase to 1.5 from 1.0
-Timer increased from 60 s to 75 s
Note: Lights get a special version of the speed booster with an additional charge

CC Light Missile Sentry
-Score awarded for kill increased from 1 point to 3 points
-View range increased to 350 m from 300 m
-Health increased from 1000 to 2500 (comparable to CC/OND med)
-Armor increased from 80 to 110 (comparable to CC/OND med)
-Cooldown set to 4 seconds from 20

OND Frequency Prism
-Splash range increased from 0 meters to 7 meters
-Burst time increased to 1 second from 0 seconds
-Damage multiplier increased to 3 from 2.5
Note: Even with these buffs, players still seem to prefer focus prism in MP matches. Burst time increase will decrease the 'spammability' if this weapon is equipped to AIs in SP or Coop matches.

OND Templar Micronuke
-Damage multiplier increased from 1 to 2.2

OND Templar Main Weapon
-Templar main weapon can now engage air
Note: this counters the removal of the AA spec (which, unsurprisingly, wasn't very useful against air)

OND Crusader Flamethrower
-Charges increased from 3 to 4

CC Marine Mortar
-Range increased from 200 m to 350 m (comparable to OND beam range)




-Alt-tab is never disabled for anyone
-Special weapon ordering changed so that most common weapons are selected by default
-Cutscenes removed (this is in a seperate patch)
-Joxer's Basic map pack included in map cache
-Hotkeys reconfigured (you can now press enter to load into the currently open MP room)

Cheers!
-Stat


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Re: GC 1.1.0.1 update mod

Postby stAtrill » 05 Jul 2014 19:07



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Re: GC 1.1.0.1 update mod

Postby Ninja_Prime52 » 05 Jul 2014 21:13

Stat, thanks for all your hard work...
I am just rebuilding my PC, I managed to get my hands on an i7 PC, its a couple of years old, but it will do, it came with 8GB RAM. The only things I am upgrading are the Graphics Card and buying an SSD. I thought I would treat myself as my old rig was a dual core PC with 4GB RAM and an old Radeon 5770 card. I am getting an Asus Radeon R9 270X 4GB PCI-Express Graphics Card to replace it.
I know GC is an old game and my old PC ran it really well, but this should run it even better.
Once I have installed all the bits and pieces I need to, I will be joining you guys soon...
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Re: GC 1.1.0.1 update mod

Postby stAtrill » 06 Jul 2014 16:46

Though off topic: if your old PC does not have a home, consider donating it to Echo ;)

It would be nice to see her around again,
-Stat


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Re: GC 1.1.0.1 update mod

Postby mind-pt- » 07 Jul 2014 23:17

so guys?

after testing it last weekend, share here your thoughts on the new version of the mod eh?

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Re: GC 1.1.0.1 update mod

Postby _nOx_ » 07 Jul 2014 23:50

I think we should wait until we have played it for three or four weekends more before having a serious opinion about. At the moment I can say:
- Current deployables are a horrible idea.
- CC arty shouldn't have a CC ADPP repair module as there's nothing equivalent on the OND side. Maybe increasing the default repair packs a bit stronger (subtly stronger, please) could be an idea or maybe letting them as they currently are.
- Rockets with CC Advanced Powerplant are a bit too fast. If it was possible I would make the increasing percentages slightly lower for them.
... but for now that's all. I can't say anything more without way more testing. Oh, no, wait. One thing more:
- Mind is from now on forbidden to play drunk.
Ok. I guess now that's everything.

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