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ORGM Rechambered, a continuation of OrMtnMan's Real Guns Mod for Project Zomboid
This project forked from ormtnman/realgunsmod
ORGM Rechambered, a continuation of OrMtnMan's Real Guns Mod for Project Zomboid
Code needs to be optimized, and rewritten for orgm's new data methods
Inventory context menus are a less-then ideal method for accessing various firearm controls and functions. A fly-out toolbar similar in style to the inventory and status buttons (top left screen) would make for a better system.
It allows for collapsible sections (like the pickup/drop/rotate/dismantle moveable objects) and will be far less clunky then opening up inventory and right clicking, as well as allowing quick access to more features then could be done with hotkeys.
Massive changes in the vanilla system means much of the current PZ/ORGM interface is invalid and needs rewriting to handle build 41's new system.
Delayed until more information is available.
Books and magazines should be added as manuals for the various firearms.
Level 1: Magazines teaching basic cleaning and maintenance and field stripping. Standard owners manual.
Level 2: Armorer's Manual, teaching advanced maintenance and component repair/replacement
Level 3: Gunsmith Manual, teaching advanced repair and modification, performance turning.
Code needs to be rewritten for orgm's new data methods and features.
Formatting of old data needs rewrite to new group/variant syntax.
Realistic details and features need to be expanded for each firearm as well as multiple variants for each model.
For status of individual firearms see this project
Code needs to be more optimized, and rewritten for orgm's new data methods
The conversion should result in a hybrid system and the final goal of being able to replace critical firearm components (not just attachments)
Due to the massive core changes, many parts of the mod are currently non-functional and throw exceptions. This issue will remain open until most of the functionality has been restored.
Version 4.0 project page
The use of the ReloadableWeapon class is a minefield for bugs, constantly performing data syncs between the a InventoryItem's modData and Reloadable object. It is a entirely unnecessary layer of complexity that serves no purpose other then being able to use a OO syntax. There should be a minor performance improvement by not constantly syncing data OnPlayerUpdate.
All calls to the vanilla ReloadManager and ReloadUtil need to be checked and replaced if needed.
I'm trying to modify Nolan's old ORGM Silencer/Supressor mod but it was designed for OrMtnMan's version. I've looked over the old version and your rewrite and it's very well done. I'd like to add it to the component table but don't completely understand how the game works and I haven't used lua since ye olde minecraft's computercraft.
From what I can tell calling ORGM.Component.register
is the way to go so the component spawns in containers and pre-attached to guns. If I do something like the code below would it be similar to how Nolan was just inserting "Silencer.Silencer" into the tables?
if (ORGM.Component) then
ORGM.Component.register('Silencer', { moduleName = 'Silencer',});
end
if(CivModTable) then table.insert(CivModTable, "Silencer.Silencer"); end
if (NonCivModTable) then table.insert(NonCivModTable, "Silencer.Silencer"); end
if (WeaponUpgrades) then
if(WeaponUpgrades["Ber92"] ~= nil) then table.insert(WeaponUpgrades["Ber92"], "Silencer.Silencer"); end
...
end
This will require extra animations (for build 41) but many (if not all) firearms should allow for switching stances, modifying weapon stats per stance.
Even rifles and shotguns should be able to fire single handed with massive penalties. Current PZ engine mechanics for weapons that can be used 1 and 2 handed suffer a damage reduction when used 1 handed (java hardcoded).
A new system will need to be put in place that simulates 1h/2h usage by toggling if a weapon is 2h required, and adjusting hit chances and other stats on switch
Currently server settings must be manually edited and the server restarted. Admins should be able to change settings either via the orgm options tab, or a custom window. New settings should be transmitted to all clients.
Cleaning of dirt and crud and proper maintenance to prevent failures needs to be added. With the the hybrid attachment/component planned for 4.0, maintenance features will only be half-implemented as not all firearm components will exist.
Related:
#10
More options for ammo needs to be added beyond the current FMJ/HP types.
These should be based off real-world ammo (by real manufactures) and include various bullet types, features and powder loads
Formatting of old data needs rewrite to new group/variant syntax.
Realistic details and features need to be expanded for each magazine as well as multiple variants for each model.
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