[release]
[h2] Vietnam Weapons! [/h2]
[b]Includes:[/b]
[list]
[*]M79 Grenade launcher
[*]RPK
[*]AK-47
[*]Colt Pistol
[*]Dragunov SVD
[*]M14
[*]Combat Knife
[*]M67 Grenade
[*]PPSh-41
[/list]
Credits to Worshipper and !~{1337}~!Role for the original base, Kuma Games for the models, sound, and textures, Blue_Skies for Lua.
[b]Download![/b]
[url=http://www.garrysmod.org/downloads/?a=view&id=117155][img]http://www.garrysmod.org/img/?t=dll&id=117155[/img][/url]
---
[b][url=http://www.wegame.com/watch/vietnam-weapons-pack-test-2/]VIDEO[/url][/b]
Finished AK47 and M14. Adding NPC weapons.
Really looking forward to this.
Can you give some pictures of the models being used?
I'll upload the M-14. Try it for yourself.
Currently working on the SVD. Should be done at the end of today.
[url]http://www.garrysmod.org/downloads/?a=view&id=116103[/url] M14
So, I downloaded this to try it out.
I've got a couple of problems with it:
- The sound (in my opinion) isn't really powerful enough for a .308 (Or a 7.62mm if you prefer to call it that)
- You should see about making firing modes changeable.
- The weapon goes into the '1' slot of your inventory
- The pink and black checkered sleeves are trendy, but clash with the wooden gun.
[IMG]http://i13.photobucket.com/albums/a295/tbk/gm_flatgrass0001.jpg[/IMG]
That's weird... I included hand textures. I don't use the scroll down menu for weapons, I use the mouse. I'd like some feedback on which slot you'd like to put it. The firing modes ARE changeable, at least for me, when you press E+FIRE2. The sound is taken from an M1 Garand, which also fires the .30 caliber bullet. Whatever is malfunctioning must be on your computer, as no one left the same errors in the comments section.
[editline]7th January 2011[/editline]
Just checked, everything works great. Dunno why yours is screwing up.
[editline]7th January 2011[/editline]
BTW, called it 7.62mm because in Europe people use the metric system to measure caliber instead of imperial, so when you say caliber, they don't know what it means.
[editline]7th January 2011[/editline]
Whoops, my bad, wrong textures. Re-uploading. Sorry. :(
Work fine for me tough the fire sound is louder on my left ear cup (headset) then my right witch is annoying.
[QUOTE=Fisk;27264854]Work fine for me tough the fire sound is louder on my left ear cup (headset) then my right witch is annoying.[/QUOTE]
Yeah, I have been getting that a lot. In the final version, I'll fix it with Audacity.
[editline]7th January 2011[/editline]
Alright, M60, RPK, and SVD are done. PPSh is nearly finished, too.
PPSh is finished. Looking into knife and grenade.
1. What exactly have you changed in the weapon base besides applying the Update 95 fix and (I assume) holdtype fixes?
2. This isn't a release. Not that important, but eh.
3. Don't rate yourself. It's a matter of principle, really.
4. Be sure to credit the creators of the models you are using. Again, a matter of principle.
5. I don't see what bugs you could cause by simply changing up a few variables. Mad Cow's Base is heavily commented, so really, it's just a matter of getting the proper file paths to your models and sounds.
6. If the skins that you are using for this came with sound scripts, just stick them into /addons/youraddonname/scripts/sounds/ and you should be fine.
Cheers.
What exactly did [i]you[/i] make?
I put the models, sound, and textures together. In case you haven't noticed, Mad Cow's base is broken. And, no, the scripts are not that easy. Tried it, but you need a server download autorun script, and I have no idea how to do that.
[editline]8th January 2011[/editline]
[QUOTE=Blargh123;27273205]1. What exactly have you changed in the weapon base besides applying the Update 95 fix and (I assume) holdtype fixes?
2. This isn't a release. Not that important, but eh.
3. Don't rate yourself. It's a matter of principle, really.
4. Be sure to credit the creators of the models you are using. Again, a matter of principle.
5. I don't see what bugs you could cause by simply changing up a few variables. Mad Cow's Base is heavily commented, so really, it's just a matter of getting the proper file paths to your models and sounds.
6. If the skins that you are using for this came with sound scripts, just stick them into /addons/youraddonname/scripts/sounds/ and you should be fine.
Cheers.[/QUOTE]
The bugs aren't from Lua, but they are from the actual models. Mostly, it's just the shell ejection ports that are screwed up. But so far, this only happens with the M16A1 and M60. I need a modeler to fix these, since I have 0 experience with modeling.
[editline]8th January 2011[/editline]
New video of weapons:
[url]http://www.wegame.com/watch/vietnam-weapons-pack-test/[/url]
[QUOTE=_WEEGEE_;27277849]I put the models, sound, and textures together. In case you haven't noticed, Mad Cow's base is broken. And, no, the scripts are not that easy. Tried it, but you need a server download autorun script, and I have no idea how to do that.
[editline]8th January 2011[/editline]
The bugs aren't from Lua, but they are from the actual models. Mostly, it's just the shell ejection ports that are screwed up. But so far, this only happens with the M16A1 and M60. I need a modeler to fix these, since I have 0 experience with modeling.
[editline]8th January 2011[/editline]
New video of weapons:
[url]http://www.wegame.com/watch/vietnam-weapons-pack-test/[/url][/QUOTE]
Uh... resource.AddFile ... it really isn't that hard... especially not if you use the wiki's AddDir function...
Still haven't answered my first question. Not to be a total ass about it, but I'm curious about what you DID change.
Also, unless the models you're using came with their own shell ejection (Highly unlikely unless they happen to be CSS skins, which they aren't.), the issue that Mad Cows' Base's shell eject code looks for an attachment that doesn't exist on your model. If you happen to know how to script, you could probably fix this quickly by specifying angles and positions for the two SWEPs that need to be fixed. (In case you DO know, here's a hint: lua/effects/effect_mad_shell/init.lua )
Good day.
[QUOTE=Blargh123;27280605]Uh... resource.AddFile ... it really isn't that hard... especially not if you use the wiki's AddDir function...
Still haven't answered my first question. Not to be a total ass about it, but I'm curious about what you DID change.
Also, unless the models you're using came with their own shell ejection (Highly unlikely unless they happen to be CSS skins, which they aren't.), the issue that Mad Cows' Base's shell eject code looks for an attachment that doesn't exist on your model. If you happen to know how to script, you could probably fix this quickly by specifying angles and positions for the two SWEPs that need to be fixed. (In case you DO know, here's a hint: lua/effects/effect_mad_shell/init.lua )
Good day.[/QUOTE]
I'm not really an expert at Lua, like Generic Default or Mighty Lolrus, but I'm getting there. I'll try out what you said. Also, I modified the sniper base for the SVD, as some things were missing, such as the reload function.
must ask, where are these models from
Kuma Games.
[sarcasm]This is the best release i have EVER SEEN.[/sarcasm]
Why post? Look, I'm not saying it's the best, but have YOU made any releases?
My code is crap, so i don't release.
Main reason i dislike this thread;
There is no download button/link, release threads usually have those.
Dude, dont crap on other peoples lawns. I think hes doing a great job. Cant wait for the release. Oh and btw, im replacing your m14 sound with the one from black ops. I love that sound =D
[QUOTE=SgtdawnPCFTW;27304956]Dude, dont crap on other peoples lawns. I think hes doing a great job. Cant wait for the release. Oh and btw, im replacing your m14 sound with the one from black ops. I love that sound =D[/QUOTE]
Are you kidding?
I dont understand? I just told him to gtfo.
[QUOTE=101kl;27303690]My code is crap, so i don't release.
Main reason i dislike this thread;
There is no download button/link, release threads usually have those.[/QUOTE]
wrong, there is a release
[url]http://www.garrysmod.org/downloads/?a=view&id=116103[/url]
[QUOTE=SgtdawnPCFTW;27305192]I dont understand? I just told him to gtfo.[/QUOTE]
I dont understand? I just asked if you were kidding.
[QUOTE=101kl;27303690]My code is crap, so i don't release.
Main reason i dislike this thread;
There is no download button/link, release threads usually have those.[/QUOTE]
This is a release, but it's still in its beta stage. If you were paying any attention, I gave a link to the M-14.
[editline]9th January 2011[/editline]
[QUOTE=SFC3;27307364]wrong, there is a release
[url]http://www.garrysmod.org/downloads/?a=view&id=116103[/url][/QUOTE]
Thanks for paying attention.
[editline]9th January 2011[/editline]
[QUOTE=SgtdawnPCFTW;27304956]Dude, dont crap on other peoples lawns. I think hes doing a great job. Cant wait for the release. Oh and btw, im replacing your m14 sound with the one from black ops. I love that sound =D[/QUOTE]
I don't care if you replace the sound, as long as you don't re-upload without giving credit to the authors:
Worshipper, Kuma Games, and WEEGEE. Better still, don't re-upload at all.
really looking forward to this man can't wait for more guns :)
[QUOTE=_WEEGEE_;27243839]I am working on some Vietnam War weapons right now. Already have one done, the M16A1. It uses an altered, updated Mad Cows base, but some of the models are buggy right now, as the M16 shell ejections come out of the barrel. I'd like some help with sound scripting and a little modeling, mostly to fix bugs that I wouldn't be able to fix on my own. Hopefully, the pack will include the following weapons:
M16A1-
M79 Grenade launcher-
M60-
RPK-
AK-47-
Colt Pistol
B40
Dragunov SVD-
M14-
Combat Knife-
M67 Grenade-
PPSh-41-
Doesn't seem like much, but I expect it to take at LEAST a month to be glitch-free. Again, I need some help with modeling and sound scripting, so if you're interested, contact me via Facepunch, Steam, or email: [email]cstaycer@gmail.com[/email]. Thank you. Credits to Worshipper and !~{1337}~!Role for the original base, and Kuma Games for the models, sound, and textures.
[editline]6th January 2011[/editline]
Update: Finished the M16A1. Adding a script for NPC weapon.[/QUOTE]
The weapons with "-" after them are the ones that are done.
Wow, weapons from a mod that actually have good animations!
Kuma Games is not a mod, nor is it available through steam. It's its own little thing. Google it sometime.
Would anyone feel disappointed if I left out the Colt 1911 and B40?
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