📢 Looking for translators

Hello everyone, yesterday we moved from a hosted weblate to crowdin for translating the site.
Weblate would always break randomly on updates and was just generally slow.

The new project page can be found here: https://crowdin.com/project/modworkshop

That being said, we are looking for people to translate the site for the following languages:

French Italian Japanese

The languages: Simplified Chinese, Japanese, Korean and Turkish are in danger of being removed due to not having a translator for some time now.

If you wish to contribute, go to the project page, click on the language you wish to translate and click on join (after creating an account of course).

After that, leave a comment on this thread with your username and language you wish to translate.
You can also help other languages not listed on top.

If you want to translate the site into a language that isn't on the site, leave a comment on the thread. Do note we don't accept RTL languages like arabic due to the site's layout.

It's recommended to join our discord server, there you can receive a role to get notified when you need to translate new stuff.

Weapon stats modding for dummies?
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I'm hesitant to post this as I worry it might be considered poor taste or else "cheating," but I was wondering if anyone knows of a simple way to tweak weapon stats for someone who's not really knowledgeable about modding in general. The reason I asked is I tried the DMCWO mod and - while I'm not a huge fan of most of what it does - I did enjoy some of the changes to some of the weapons, specifically some of the ones I don't really use. I was wondering if I can make my own MUUUCH simpler mod to tweak just one or two stats on just one or two weapons. Not for multiplayer, obviously - I have a number of mods that I keep either for personal use or for private lobbies.

However, it occurs to me that it's useful to mod guns and try them out for real if I'm going to make actual suggestions on the official forums. Last one I suggested was an 80-damage, 180-RPM machinegun with a 50-round mag and 150 total ammo. Underpowered? Overpowered? Just plain stupid? I think it's pretty cool, but I'm guessing. Being able to test this out on my own and see just how far out of whack it is would be awesome, but I'd need to pick and existing gun and mod it to those stats to see. Is there a simple way to do that? I can kind of tell how DMCWO is doing it - messing with tweak_data - but I'm sure there's more to it than just making a lua file with tweak_data.gun.stat = new_stat, right?

So... Am I out of line asking for this?

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I'd like to necro this thread, since the CrimeFest update has sort of undone my experimental changes. I figured out more or less how to restore most of my old changes, but something still eludes me - accuracy and stability. Before than now, they're set in the stats array:

self.m134.stats = {
	damage = 38,
	spread = 5,
	recoil = 2,
	spread_moving = 9,
	zoom = 1,
	concealment = 5,
	suppression = 4,
	alert_size = 8,
	extra_ammo = 6,
	total_ammo_mod = 21,
	value = 9
}

Thing is, the only thing in this array which seems to correspond to an in-game stat directly is damage. I don't even know what half that stuff does, like value and extra_ammo. I know what spread and recoil do, or what they used to - set the value of accuracy and stability from their old tables. They still seem to do that, but I don't know in what way those values correspond to the final values in the game. I picked 8 for spread, for instance, and that came out as 28 accuracy in-game. Is there still a table somewhere I can check?

And - as before - I'm discussing weapons strictly for suggestions testing and not guns that I would actually use in a game. The deeper I dive into the game's numbers, the greater my need to try out the results first-hand, as a means of giving context to my calculations.

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