• CS:S Realistic Weapons
    246 replies, posted
Hey I am new here, it looks Great but i can´t make it work i can´t hear weapons fire sound.
[QUOTE=The-Stone]Realistic Cs:s? Not really.. All Snipers have 0 spread, kinda sucks eh? [lua] SWEP.Primary.UnscopedCone = 0.2 [/lua] I took this out of your code, just to proof that they are not realistic / don't work proper. There is just no spread at all, the view gets kicked up, but this isn't the only thing that css has... [url=http://www.youtube.com/watch?v=rsaJ1sfpIWk&fmt=18]Video - klick meh :V[/url] Please follow the link because this media-boxes don't have hq yet :|[/QUOTE] Reply from Worshipper translated by vokxim: The-Stone, the way you say things angrys me a bit, but I accept your critics even tho you put a lot of insolence and arrogance in your comments. Firstly, thanks for helping me in the development of version 4.0 which is coming out on Christmas. Second, the UnscopedCone is never used in my functions, it is there for decoration mostly because I didn't want to use it. In real life, I don't believe the precision of a gun changes when you scope. Otherwise, the recoil have already been changed even before you talked about it, because i'm very perfectionist, and I already noticed that error. And hmmm, I only been coding for like 2 months, so a bit of indulgence please. I think I made my proofs as for a beginner, being featured on garrysmod[u].com[/u] news. I think I'm learning everyday, and get better everyday. My server is being updated with new things everyday, so be sure to check it out for a better quality each day! On this, The-Stone please have some more respect in your comments & have a good day. And thanks to vok for translating this. Worshipper
Hey vokxim thanks for uploading this awesome weapons pack. I love em all except a few things I think might want to be tweaked: 1. The AK47 and M4A1 have like, SERIOUS kick back. I shoot in a continuous line and I'm like aiming up 3 feet from my original target 2. For some reason, I don't have a reticule/cross-hair to aim the guns outside of iron-sight. Can you upload a patch for this or something? Or did you do this on purpose for some... reason? 3. I don't know why but when you first take out a weapon and shoot it, the sound stalls a bit. Takes a second or two for the actual gun shot to be heard. After a few more shots it gets back on track but it just bugs me. 4. When I was using the AWP (or magnum, one of the big green snipers) and I went into zoom mode, the whole thing I was looking through looked like a single small square of texture around the circle in which the cross-hairs were. If you could take these into consideration I would HIGHLY appreciate it :)
The ammo for this is kind of messed up. The TMP, Mp5, and the P90 should use Pistol ammo since their rounds are the same as the pistols in this. While the Deagle should use SMG rounds since it fires a .50 which is a round used for sniper rifles and machine guns. I'm kind of mixed on the Mac-10 and the UMP since they use .45 rounds which are commonly found in pistols, even though it's more balanced for them to use the SMG ammo.
Oh well, my post was a bit too much agressive, but - I just can't understand why a automatic sniper rifle has no spread at all, and yes, if you scope you'll get a smaller cone (same with ironsight...)
People are wondering if this needs CS:S. Read the read me. [quote] Install this pack in your addons file: C:\Program Files\Steam\SteamApps\"YOUR ACCOUNT NAME"\garrysmod\garrysmod\addons <!> DELETE THE OLD VERSION BEFORE INSTALLING! <!> You need Counter-Strike : Source and Garry's Mod 10 [/quote]
[QUOTE=bloodargon]People are wondering if this needs CS:S. Read the read me.[/QUOTE] Off course is needed! Maybe they like see the errors rather then the cool guns like theese here!
hey the guy who made this website (forums.facepunchstudios.comif you didn't know already)was right that agreeing stuff wasn't the orrigonal crap [b]Edit:[/b] and this is cool :-),im new
Make sure you show Worshipper this stuff and all. By the way, do you have and expected release date?
Awesome sweps. Love the knives. Any chance for some Realistic DoD SWEPs? Everyone always forgets Day of Defeat.
Great weapons, and good work, are you french ? or i meant speaking french ? anyway, can you do the samme thing for the "dod:s" weapons ? thanks
[QUOTE=slayer3032]With the bolt action sniper you don't zoom out because if you actually know how to use a gun you can instinctively load another round.[/QUOTE] Sorry, but this statement is utter brain rot. Due to the position of the bolt in all bolt-action rifles, aiming one (ironsights, standard scopes, scout scopes, etc) while working the bolt will result in a few things, usually either smacking yourself in the nose with your hand or stabbing your own eyes out with the bolt. Oh, people who still say "this swep pack sucks because it's not CS:S like", if you read a post earlier, the firearms are made to be "real life" realistc, not CS:S realistic. If you fired a automatic weapon in real life, it's accuracy won't decrease if you held down the trigger (microscopic barrel wear-and-tear does not count). [QUOTE=Hobbesy]While the Deagle should use SMG rounds since it fires a .50 which is a round used for sniper rifles and machine guns.[/QUOTE] Wrong. DE .50AE uses .50 Action Express rounds (12.7 x 33mm). The sniper and machinegun round you are talking about is the .50 BMG round (12.7 x 99mm). They are COMPLETELY different types of ammunitions. Please dig up some actual facts and figures before you whine about the "not realistic enough" crap. I typed in the dimensions of the rounds. Knock yourself out on comparing the sizes. [QUOTE=-Chief-]Awesome sweps. Love the knives. Any chance for some Realistic DoD SWEPs? Everyone always forgets Day of Defeat.[/QUOTE] I don't know, but trying to find data on 60+ years old weapons will be difficult... besides, less people own DOD:S.
Oh, people who still say "this swep pack sucks because it's not CS:S like", if you read a post earlier, the firearms are made to be "real life" realistc, not CS:S realistic. If you fired a automatic weapon in real life, it's accuracy won't decrease if you held down the trigger (microscopic barrel wear-and-tear does not count). the swep pack is cool and that guy who says that rifles spread that much I actually thint they do,seorisley!!! [b]Edit:[/b] the top two line's was supposed to be a reply [b]Edit:[/b] oops I made a mistake [b]Edit:[/b] ... I meant to say that guy who say's rifle's dont spread that much instead of...you get the point:that this pack is ousome
------------------------------------------------------------------------------------------------ UPCOMING CS:S REALISTIC WEAPONS VERSION 4.0 ------------------------------------------------------------------------------------------------ WHAT'S NEW? -A new realistic system regarding movements when holding a weapon for example: when you move,the recoil raises, if you jump it will raise more, if you are crouched, then the recoil lowers a lot. If you are in iron sight mode it will lower even more. -The ammo types have been fixed and sorted (Some weapons were using pistols ammo when they should have used SMG ammo and vice-versa) -Re-arranged the spawn icon list. -While playing online there was a lot of small bugs like for example two(2) shells coming out when firing instead of only one(1). Apparently, Garry fixed this bug recently, so that part of the code has been updated and weapons seems to have far less small bugs while playing online. -Changed the small white dots --that appears when aiming with a M4, USP or any other weapon with a buggy model-- by a cross hair from HL2. -Improved the smoke grenade. A new and better smoke effect, quite different than the preceding. The smoke now actually follows the grenade only and doesn't spread all around. -The elites dual pistols now have a new fire system, left click to fire the left pistol, right click to fire the right pistol. Each pistol as 15 bullets loaded. -A small sound now plays when you try to fire with an empty ammo clip: a little click-click. -The knife is now held just like shown in Counter-Strike: Source (I looked up Cheesy's RCS for this) -Improved the burst fire-mode of the glock, added new fire-modes for the FAMAS (Semi, Auto & Burst) -Before, there was a bug where you could reload during the animation of the silencer being placed on or when you were deploying the weapon. Now you have to wait between the animations to be able to reload the weapon. -An indicator now appears in the bottom-right corner of the screen in the ammo hud, to indicates which fire mode your weapon is set to. -Shotguns have been once again reviewed and improved. -Shotguns can bust door entities and they reappear 60 seconds after. However you need to use a buckshot round and be within 3 meters of distance from the door. This should be interesting for Rps. -Sniper's scopes are now non-toggle, means you have to hold it down, just like the other weapon's iron sight's. -Reviewed the code again and again to remove any messy codes. -Grenades now belongs to "world" so they can't be duplicated anymore. Screenshot: [url]http://img253.imageshack.us/img253/276/newversion2op7.jpg[/url] ------------------------------------------------------------------------------------------------ VERSION 4.0 IS COMING WITH NEW MODELS & NEW WEAPONS! ------------------------------------------------------------------------------------------------ -Lots of new models that works with my codes and bases, the models are taken from the Tactical Weapons Pack from -[SB]- Spy, so credits to him for that because I don't know anything about modelling. -SPAS-12 SEMI-AUTOMATIC -WALTHER P99 -COLT M1911 -M24 SNIPER -C7A1 (honouring my country) -MP-5 SD6 -KRISS -ANICS SKIF A3000 (I know this is a lead bullet, co² powered gun, this is a request.) -G36 SNIPER -TAURUS .44 MAGNUM -REMINGTON 700 SNIPER -REMINGTON 870 -SHRIKE -TAVOR -Maybe more... If you want to add a custom model, point me the link where I can find it! In order to not mix the packs, Worshipper preferred to put these new weapons in a separate pack, however you will absolutely need the CS:S Realistic Weapons 4.0 to run those new weapons. New models screens: [url]http://img291.imageshack.us/img291/2677/cssshotgunzb1.jpg[/url] [url]http://img530.imageshack.us/img530/967/cssnewswepsyo8.jpg[/url] ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Also, almost forgot, there will be a DoD:S Realistic Weapons too for version 4.0... more details on that later. Some screenshots, meanwhile: [url]http://img530.imageshack.us/img530/9550/dodcarbineev0.jpg[/url] [url]http://img212.imageshack.us/img212/2184/dodbazookaqr1.jpg[/url] [url]http://img211.imageshack.us/img211/9588/dodriflepd1.jpg[/url]
[QUOTE=vokxim]------------------------------------------------------------------------------------------------ UPCOMING CS:S REALISTIC WEAPONS VERSION 4.0 ------------------------------------------------------------------------------------------------ WHAT'S NEW? -A new realistic system regarding movements when holding a weapon for example: when you move,the recoil raises, if you jump it will raise more, if you are crouched, then the recoil lowers a lot. If you are in iron sight mode it will lower even more. -The ammo types have been fixed and sorted (Some weapons were using pistols ammo when they should have used SMG ammo and vice-versa) -Re-arranged the spawn icon list. -While playing online there was a lot of small bugs like for example two(2) shells coming out when firing instead of only one(1). Apparently, Garry fixed this bug recently, so that part of the code has been updated and weapons seems to have far less small bugs while playing online. -Changed the small white dots --that appears when aiming with a M4, USP or any other weapon with a buggy model-- by a cross hair from HL2. -Improved the smoke grenade. A new and better smoke effect, quite different than the preceding. The smoke now actually follows the grenade only and doesn't spread all around. -The elites dual pistols now have a new fire system, left click to fire the left pistol, right click to fire the right pistol. Each pistol as 15 bullets loaded. -A small sound now plays when you try to fire with an empty ammo clip: a little click-click. -The knife is now held just like shown in Counter-Strike: Source (I looked up Cheesy's RCS for this) -Improved the burst fire-mode of the glock, added new fire-modes for the FAMAS (Semi, Auto & Burst) -Before, there was a bug where you could reload during the animation of the silencer being placed on or when you were deploying the weapon. Now you have to wait between the animations to be able to reload the weapon. -An indicator now appears in the bottom-right corner of the screen in the ammo hud, to indicates which fire mode your weapon is set to. -Shotguns have been once again reviewed and improved. -Shotguns can bust door entities and they reappear 60 seconds after. However you need to use a buckshot round and be within 3 meters of distance from the door. This should be interesting for Rps. -Sniper's scopes are now non-toggle, means you have to hold it down, just like the other weapon's iron sight's. -Reviewed the code again and again to remove any messy codes. -Grenades now belongs to "world" so they can't be duplicated anymore. -Lots of new things. Its hard to list everything! Screenshot: [url]http://img253.imageshack.us/img253/276/newversion2op7.jpg[/url] ------------------------------------------------------------------------------------------------ VERSION 4.0 IS COMING WITH NEW MODELS & NEW WEAPONS! ------------------------------------------------------------------------------------------------ -Lots of new models that works with my codes and bases, the models are taken from the Tactical Weapons Pack from -[SB]- Spy, so credits to him for that because I don't know anything about modelling. -SPAS-12 SEMI-AUTOMATIC -WALTHER P99 -COLT M1911 -M24 SNIPER -C7A1 (honouring my country) -MP-5 SD6 -KRISS -ANICS SKIF A3000 (I know this is a lead bullet, co² powered gun, this is a request.) -G36 SNIPER -TAURUS .44 MAGNUM -REMINGTON 700 SNIPER -REMINGTON 870 -SHRIKE -TAVOR -Maybe more... If you want to add a custom model, point me the link where I can find it! In order to not mix the packs, Worshipper preferred to put these new weapons in a separate pack, however you will absolutely need the CS:S Realistic Weapons 4.0 to run those new weapons. New models screens: [url]http://img291.imageshack.us/img291/2677/cssshotgunzb1.jpg[/url] [url]http://img530.imageshack.us/img530/967/cssnewswepsyo8.jpg[/url] ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Also, almost forgot, there will be a DoD:S Realistic Weapons too for version 4.0... more details on that later. Some screenshots, meanwhile: [url]http://img530.imageshack.us/img530/9550/dodcarbineev0.jpg[/url] [url]http://img212.imageshack.us/img212/2184/dodbazookaqr1.jpg[/url] [url]http://img211.imageshack.us/img211/9588/dodriflepd1.jpg[/url][/QUOTE] awesome awesome awesome awesome awesome awesome awesome awesome awesome
You didn't need to quote the whole post when it was right above your post. Anyways, any chance for a release date?
[QUOTE=vokxim]-snip-[/QUOTE] SWEET!! Well, how many does Worshipper have done? How many can he do in a day? Door busting shotgun action? New guns? More action? More awesome? I was gonna make a pack like this, and have most of the code done, based on Teta's realistic base. Abandoned it because I couldn't code the shotgun.
[QUOTE=weaponmen]Great weapons, and good work, are you french ? or i meant speaking french ? anyway, can you do the samme thing for the "dod:s" weapons ? thanks[/QUOTE] DoDs weapons are on the way now... And yes we're French Canadian. :) [QUOTE=-Chief-]You didn't need to quote the whole post when it was right above your post. Anyways, any chance for a release date?[/QUOTE] Worshipper said he had to work on the pack for about 1 more week so I guess it should be ready for next weekend, so around the 10th of January. [u]That's not official tho.[/u] [QUOTE=Midtown123]SWEET!! Well, how many does Worshipper have done? How many can he do in a day? Door busting shotgun action? New guns? More action? More awesome? I was gonna make a pack like this, and have most of the code done, based on Teta's realistic base. Abandoned it because I couldn't code the shotgun.[/QUOTE] I think he's just got some DoDs weapons to make left. He makes a lot in one day but not always just weapons, he works on the gamemode too time to time. :)
[QUOTE=vokxim]DoDs weapons are on the way now... And yes we're French Canadian. :)QUOTE] do you need DoD
[QUOTE=qwertyish] do you need DoD[/QUOTE] Duh. Yes you need DoD:S...
Vokxim, these sweps are really great. I've been making my own sweps using your base(s) and I have noticed a few oddities while using these sweps on a dedicated server: The first is that the shell ejection will play multiple times for one shot. The second is that teta_bonita's muzzle flash animations originate from the player eye-angles in third person, not from the designated attachment point on the weapon. The third problem is that fire-mode changing breaks frequently. The server will think the gun is in 'auto' and the client will think its in 'semi,' so you only get one muzzle flash animation and shoot noise if you're the shooter, but the gun keeps jumping around, keeps shooting people on the server. When this happens, ammo is affected in ways I have not been accurately able to describe. I'll summarize and say that 'Ammo goes bat**** insane.' The fourth problem is that there is a difference between clientside bullet force and server side. If you shoot someone, the bullet force you see imparted to the victim is what is set in the swep. But, if you are shot in a server, the bullet force imparted to you will appear to be about 100x greater. My test showed that if you set bullet force to just 1.0 for all weapons, when you shoot someone, they appear to fall to the ground as if feinting, while the person being shot always appears (to themselves) to fly and cartwheel across half of gm_construct. I've been making sweps for about two years now, and I've not ever been able to make a fire mode changing system that works 100% reliably or completely fix the 'force' problem You said that Garry recently 'fixed' the multiple shell ejection thing? Are there details on this anywhere? I look forward to version 4! Hopefully your fixes will work for multiplayer and not just singleplayer games.
Will the weapons like the Thompson or the STG-44 have the ability to punch?
Hey man it's past Christmas, where is it?
The shells come out twice for me.. How do you fix that? [B]EDIT:[/B] cl_predict 1 and cl_predict_weapons 1 Why were those 0...
Vokxim appears to have died, so I've resorted to posting on Garry's facebook wall and asking him if he knows what Vokxim is talking about / how to fix the effects problems.
[QUOTE=fignewton89]Vokxim appears to have died, so I've resorted to posting on Garry's facebook wall and asking him if he knows what Vokxim is talking about / how to fix the effects problems.[/QUOTE] No, he's still active, if you bothered to read the thread, he's been posting up until two days ago. Hardly inactive?
Is all of this stuff done? Is worshipper done? Is he hesitating to upload? I'm sure everybody wants this as much as I do. Wait - Is Christmas over in your neck of the woods yet, vokxim?
I'm sorry my irony escaped you, PoliticalM. Your addition to the thread is appreciated. Does anybody happen to know how to make SetAttachment() work properly? Or why util.Effect calls multiple times in SWEP shared.lua files?
I'm sorry, we're late... But Worshipper is still working on it. Nobody's perfect. Hang on in there it's coming out soon... [b]Edit:[/b] fignewton89, I've read your top post. You have to understand that I didn't make this pack, I'm more like a mediator for my friend Worshipper. However, I can make sure he takes your feedback into consideration. Thanks for posting.
Thanks for responding vokxim. It gives me much reassurance about this mod, and I am looking forward to its release greatly. Something in this pack separates it from the others - not sure what, but I'll keep guessing. Like said, I am greatly anticipating this release, which I must ask... Does it come in packs such as CSS, DoD, Other etc. or just in one? Okay, okay, enough questions. I'll stop now.
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