Customizable Weaponry v2 - Because the old thread got locked
1,949 replies, posted
Do you guys have any bugs to report?
I want to release this update which fixes the problems with the attachments, but there are only 2 changes. :(
[QUOTE=LEETNOOB;36604024]Do you guys have any bugs to report?
I want to release this update which fixes the problems with the attachments, but there are only 2 changes. :([/QUOTE]
Please do :3
Maybe you could add view bobbing while walking. You did it for sprinting, but I guess it would be great if you added it to regular walking/running.
Oh, and can you parent a env_projectedtexture to a lasersight-like model? This way you can get a realistic tacticool L4D-ish flashlight.
I haven't checked the entire thread but
when reloading, switching to another gun during the cycle will cause that gun to inherit the model of the previous gun, so you have a g3a3, or a galil firing hl2 pistol rounds
when in third person there is no muzzle flash from the gun, but when you've sighted in the muzzle flash is directly in the center of the camera
bugs aside, I feel like there's alot you can improve on
for instance
you could add gun/muzzle sway relative to the cone size so even when you're sighted there's feedback as to how big of a spread you're going to have , you could add holdtypes that change depending on your stance, the shotgun holdtype when hipped firing, and Ar2/smg/rpg for sighted
[QUOTE='[POR]Shoterxx;36608761']Maybe you could add view bobbing while walking. You did it for sprinting, but I guess it would be great if you added it to regular walking/running.
Oh, and can you parent a env_projectedtexture to a lasersight-like model? This way you can get a realistic tacticool L4D-ish flashlight.[/QUOTE]
env_projectedtextures can only be created on the server, and source engine does not like multiple shadowmaps.
[editline]4th July 2012[/editline]
[QUOTE=Pink_Super;36616534]I haven't checked the entire thread but
when reloading, switching to another gun during the cycle will cause that gun to inherit the model of the previous gun, so you have a g3a3, or a galil firing hl2 pistol rounds
[b]I'll look into it.[/b]
when in third person there is no muzzle flash from the gun, but when you've sighted in the muzzle flash is directly in the center of the camera
[b]Yes, because in singleplayer shit doesn't work properly.[/b]
bugs aside, I feel like there's alot you can improve on
for instance
you could add gun/muzzle sway relative to the cone size so even when you're sighted there's feedback as to how big of a spread you're going to have , you could add holdtypes that change depending on your stance, the shotgun holdtype when hipped firing, and Ar2/smg/rpg for sighted
[b]I was going to add different holdtypes for when a player isn't/is using ironsights, but when hip-firing and using the shotgun holdtype, it looks really stupid when your character pumps the weapon as if it was a shotgun.[/b][/QUOTE]
3 more bugs for you, sir:
-The revolver reloads non-stop (reloads while at full ammo);
-Having 1 bullet left outside a 30 bullet magazine and then reload it to get a 30 round + 1 chambered bullet, doesn't take out that bullet you had left, giving you some sort of infinite ammo, as long as you only fire the chambered bullet;
-The laser goes trough the wall if you're too close to it.
Oh, and I was seeing random GMOD stuff, maybe you could add a few features:
-Mag drop on a weapon reload (for realism sake) and deduct the ammo it had on that dropped mag;
-Holster your weapon when you get too close to the wall.
[QUOTE='[POR]Shoterxx;36618048']3 more bugs for you, sir:
-The revolver reloads non-stop (reloads while at full ammo);
[b]will look into it[/b]
-Having 1 bullet left outside a 30 bullet magazine and then reload it to get a 30 round + 1 chambered bullet, doesn't take out that bullet you had left, giving you some sort of infinite ammo, as long as you only fire the chambered bullet;
[b]uh, what? I don't get how this is a bug? there's one bullet chambered in the weapon itself, what's wrong with that?
and I fired that chambered bullet and reloaded the weapon and it still removed that 1 bullet that I fired upon reload, what are you smoking?[/b]
-The laser goes trough the wall if you're too close to it.
[b]yes[/b]
Oh, and I was seeing random GMOD stuff, maybe you could add a few features:
-Mag drop on a weapon reload (for realism sake) and deduct the ammo it had on that dropped mag;
[b]then find me mag models for every weapon, ok?[/b]
-Holster your weapon when you get too close to the wall.
[b]maybe[/b][/QUOTE]
[QUOTE=LEETNOOB;36618989][/QUOTE]
I know what that guy means. say you have 30 rounds in your mag, and one in reserve. reloading gives you a full mag+one round chambered. but you still have one round in reserve. fire a bullet and reload again, you still have that round in reserve.
Also I could hack some weapon mags :V
[QUOTE=MrBunneh;36619014]Also I could hack some weapon mags :V[/QUOTE]
Hold that thought. I just realized that extra models = extra size = more shit to download for people. And since I'm trying to keep the stock pack low on downloads, that idea is not going to be implemented.
[QUOTE=LEETNOOB;36619145]Hold that thought. I just realized that extra models = extra size = more shit to download for people. And since I'm trying to keep the stock pack low on downloads, that idea is not going to be implemented.[/QUOTE]
An idea; 'expansion' addons, akin to the Extra weapons pack. Using the base code from Customizable Weaponry, you could add features you yourself think should be added as separate packs players can download if they want to use them, without having to stuff up the size and space of the main package itself. Keeps the base download slim and allows it to stay the same without bonus stuff if people want to keep it that way.
This isn't directed towards the magazine drops, I wouldn't care one way or another for them, but generally just for anything you think you want to do with your addon but don't want to have to optimize and awkwardly stick 'em in the main addon after the thought. Not to mention, you've probably already thought of this. v:v:v
[QUOTE=RikohZX;36622584]An idea; 'expansion' addons, akin to the Extra weapons pack. Using the base code from Customizable Weaponry, you could add features you yourself think should be added as separate packs players can download if they want to use them, without having to stuff up the size and space of the main package itself. Keeps the base download slim and allows it to stay the same without bonus stuff if people want to keep it that way.[/QUOTE]
You're forgetting about one thing - I can't make the weapon use different bases, so it could/couldn't drop mags upon reload.
[QUOTE=LEETNOOB;36623447]You're forgetting about one thing - I can't make the weapon use different bases, so it could/couldn't drop mags upon reload.[/QUOTE]
You misinterpreted me. I meant for [i]your base[/i], and I didn't mean the magazines - just small Customizable Weaponry addon packs for ideas you want to implement in your base but don't want to make them main-featured or make the main base pack too large.
[QUOTE=RikohZX;36627433]You misinterpreted me. I meant for [i]your base[/i], and I didn't mean the magazines - just small Customizable Weaponry addon packs for ideas you want to implement in your base but don't want to make them main-featured or make the main base pack too large.[/QUOTE]
I think it would be too much for one function, having to download another pack just for some fancier effects.
Not saying its a bad idea, but i dont think it would apply well.
[QUOTE=LEETNOOB;36619145]Hold that thought. I just realized that extra models = extra size = more shit to download for people. And since I'm trying to keep the stock pack low on downloads, that idea is not going to be implemented.[/QUOTE]
What about generic models, because a generic stanag mag could be used for a lot of a weapons, and I could do a generic ak mag and perhaps one more? that's 3-4 lowpoly models, and I could assign then compressed tiny textures.
[QUOTE=RikohZX;36627433]You misinterpreted me. I meant for [i]your base[/i], and I didn't mean the magazines - just small Customizable Weaponry addon packs for ideas you want to implement in your base but don't want to make them main-featured or make the main base pack too large.[/QUOTE]
Which is exactly what I said. I can NOT switch between different bases that have or do not have the code that makes a weapon create a physics mag model upon reload.
[url]http://www.garrysmod.org/downloads/?a=view&id=125249[/url] for the magazines models (default models only, has like 500 kb, so no more extra size for normal pack)
Also [url]http://www.garrysmod.org/downloads/?a=view&id=1010[/url] for silencer model.
And lastly, that bug you said it was caused by me smokes [url]http://youtu.be/87GZnyrKcO4[/url]
You really need to change how you do the red dot sight / holo sight. an Idea I had was to have the reticle sprite permanently on show, but to only show it with some sort of mask that's parented to the scope/ sight. Therefore it'll work as it actually does in real life.
[QUOTE='[POR]Shoterxx;36633156'][url]http://www.garrysmod.org/downloads/?a=view&id=125249[/url] for the magazines models (default models only, has like 500 kb, so no more extra size for normal pack)
[b]Ooo, I might just add it then.[/b]
Also [url]http://www.garrysmod.org/downloads/?a=view&id=1010[/url] for silencer model.
[b]I am not using a custom suppressor model because then I'd have to re-position it on every weapon in both first and third person and oH MY GOD NO FUCK THAT[/b]
And lastly, that bug you said it was caused by me smokes [url]http://youtu.be/87GZnyrKcO4[/url]
[b]Yes, I know, I fixed it in the next update.[/b][/QUOTE]
[editline]5th July 2012[/editline]
[QUOTE=Instant Mix;36633457]You really need to change how you do the red dot sight / holo sight. an Idea I had was to have the reticle sprite permanently on show, but to only show it with some sort of mask that's parented to the scope/ sight. Therefore it'll work as it actually does in real life.[/QUOTE]
I slightly changed it, but there's one thing that I'm trying to do so it's super duper realistic.
[editline]5th July 2012[/editline]
After numerous tries, I've finally managed to fully re-create the behavior of red-dot sights in GMod.
[media]http://www.youtube.com/watch?v=987uL-d6-QQ[/media]
Any ETA for the next release?
Oh, and can you add that walking viewbob I mentioned 16 posts back? You didn't say anything about it.
[QUOTE='[POR]Shoterxx;36634569']Any ETA for the next release?
Oh, and can you add that walking viewbob I mentioned 16 posts back? You didn't say anything about it.[/QUOTE]
There already is walking viewbob in case you didn't notice.
As for the ETA - soon.
Edit: I need a modeller to add an invisible glass part to the EoTech 557 and Docter red-dot sight so they could support the new behavior as well.
[QUOTE=LEETNOOB;36634633]There already is walking viewbob in case you didn't notice.
[B]Really? The player's view always seems static when walking. Guess it's just me.[/B]
As for the ETA - soon.
[B]...[/B][/QUOTE]
[QUOTE=LEETNOOB;36633671][editline]5th July 2012[/editline]
I slightly changed it, but there's one thing that I'm trying to do so it's super duper realistic.
[editline]5th July 2012[/editline]
After numerous tries, I've finally managed to fully re-create the behavior of red-dot sights in GMod.
[media]http://www.youtube.com/watch?v=987uL-d6-QQ[/media][/QUOTE]
Great job. This is probably the first realistic reflex sight in GMod :v:
[QUOTE=LEETNOOB;36634633]There already is walking viewbob in case you didn't notice.
As for the ETA - soon.
Edit: I need a modeller to add an invisible glass part to the EoTech 557 and Docter red-dot sight so they could support the new behavior as well.[/QUOTE] I can try do that. no promise it will actually work though :V
Looks like I lied about the next update being released soon.
It's going to be pretty big in terms of changes, so it'll take some more time to dev. Sorry guys.
Meanwhile, have another video showcasing the new holo sight behavior.
[media]http://www.youtube.com/watch?v=SegreDbkuTA[/media]
[QUOTE=LEETNOOB;36659640]Looks like I lied about the next update being released soon.
It's going to be pretty big in terms of changes, so it'll take some more time to dev. Sorry guys.
Meanwhile, have another video showcasing the new holo sight behavior.
[media]http://www.youtube.com/watch?v=SegreDbkuTA[/media][/QUOTE]
Awesome :D
Click to enlarge.
[img_thumb]http://i.imgur.com/NBQUh.jpg[/img_thumb]
I've began work on that attachment selection menu. You press your context menu key (C by default) to open it up. So far I have implemented the ability to attach something, but not to remove yet (not hard to implement at all).
You select attachments by pressing one of the keys that are shown in the brackets. So, for a different scope you press 1, for vert grip/M203 you press 2, etc.
[b]Also, semi-poll thing: should the attachments be only attachable if the player has spawned an entity and picked it up? Vote agree if you think it should be that way or disagree if it should be free-for-all.[/b]
[QUOTE=LEETNOOB;36663763]Click to enlarge.
[img_thumb]http://i.imgur.com/NBQUh.jpg[/img_thumb]
I've began work on that attachment selection menu. You press your context menu key (C by default) to open it up. So far I have implemented the ability to attach something, but not to remove yet (not hard to implement at all).
You select attachments by pressing one of the keys that are shown in the brackets. So, for a different scope you press 1, for vert grip/M203 you press 2, etc.
[b]Also, semi-poll thing: should the attachments be only attachable if the player has spawned an entity and picked it up? Vote agree if you think it should be that way or disagree if it should be free-for-all.[/b][/QUOTE]
Keep it entity based. Making it free-for-all limits server owners capabilities with it far too much.
Can't you make a checkbox which can enable and disable it? If you can't, I prefer free-for-all, but the guy above has a point.
Edit:
Can you show us the current changelog for the next version?
Well Nice work I hope this will release soon
Anyway i don't know if you know that bug...the draw animation, when i attach the grip on some weapons breaks. is fixable or not? thank you!
I think the implementation should change the entities to store a table of the attachments on the player. If the requested attachment is found, the player can add it though the context menu, and it is removed from the table.
Possibly a structure like:
ply.CWAttachments["reddot"] = 4
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