• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
Hello great pack here I was wondering if this link here: BUT BEFORE YOU DO, MAKE SURE TO GET Extra Customizable Weaponry 1.11 AS 1.111 IS A CUMULATIVE PATCH: [url]http://www.solidfiles.com/d/8d99393b7b/[/url] Is really necessary for the extras pack? The reason I ask is because for some reason the site Solidfiles will not open. Nor this link. I looked for the 1.11 download but couldn't find it anywhere else.
[QUOTE=napalm_bomb;37016365]Hello great pack here I was wondering if this link here: BUT BEFORE YOU DO, MAKE SURE TO GET Extra Customizable Weaponry 1.11 AS 1.111 IS A CUMULATIVE PATCH: [url]http://www.solidfiles.com/d/8d99393b7b/[/url] Is really necessary for the extras pack? The reason I ask is because for some reason the site Solidfiles will not open. Nor this link. I looked for the 1.11 download but couldn't find it anywhere else.[/QUOTE] Can you start a game with just an .exe file and nothing else?
I was only asking if the 1.11 part was totally necessarily needed because I couldn't fucking find it. I am missing models form the extras pack so I guess it is needed?
[QUOTE=napalm_bomb;37016523]I was only asking if the 1.11 part was totally necessarily needed because I couldn't fucking find it. I am missing models form the extras pack so I guess it is needed?[/QUOTE] "I can't start a game with just this shortcut!" I'll upload 1.12 on filesmelt and solidfiles when I'm done with it.
When I try to use the menu, it doesn't show up, and the console tells me that customize isn't a valid command. And 1.242 is only 2.67 mb big, a lot smaller than the last version I had. I don't think it's a conflict, these are the only Sweps I've downloaded, unless it's somehow conflicting with the bodygroup changer.
I'm currently adding physical bullets. So far I've tested it in multiplayer and singleplayer and it works perfectly in both realms. It also has bullet drop, and I'm currently adding muzzle velocities for each weapon based on their caliber, will upload a video to showcase the physical bullets as soon as I'm done with the impact effects and shit. (since it's pretty much a whole new bullet type)
[QUOTE=LEETNOOB;37032952]I'm currently adding physical bullets. So far I've tested it in multiplayer and singleplayer and it works perfectly in both realms. It also has bullet drop, and I'm currently adding muzzle velocities for each weapon based on their caliber, will upload a video to showcase the physical bullets as soon as I'm done with the impact effects and shit. (since it's pretty much a whole new bullet type)[/QUOTE] You mean, you will make the bullets be more realistic/better, and it will replace the original ones on your weapons pack? You deserve a medal.
[QUOTE=Blitzoreo;37035030]You mean, you will make the bullets be more realistic/better, and it will replace the original ones on your weapons pack? You deserve a medal.[/QUOTE] Yeah, and each bullet travels it's distance. I can also add surface penetration while I'm at it.
[QUOTE=LEETNOOB;37036991]Yeah, and each bullet travels it's distance. I can also add surface penetration while I'm at it.[/QUOTE] Do it. That would be awesome.
I would love ricochets ala STALKER :v: Not quite that realistic but hella fun
So for some reason my attachment menu isn't showing up, but i can still switch attachments with the number keys. I couldn't find any errors for this, but I'll keep looking.
Thank you for taking your time that you could use to play games or jack off to porn and instead making on of the BEST weapon packs for Garry's Mod.
Leetnoob, just wanted to throw a few suggestions your way. If one could add their own weapon models and animations with this addon, maybe there could be a feature that allows someone to either use two separate animations for reloading empty and full OR use the existing feature in the addon which cuts off a reloading animation. Furthermore, perhaps you could add the prone position as a option. By the way, thanks for the awesome addon! Keep up the good work.
I was using the finger gun with an acog then after that I used the acog on another gun and it was the same view I got on the scope not the regular acog sight picture. It's stuck that way.
[QUOTE=Kil3r321;37042385]Leetnoob, just wanted to throw a few suggestions your way. If one could add their own weapon models and animations with this addon, maybe there could be a feature that allows someone to either use two separate animations for reloading empty and full OR use the existing feature in the addon which cuts off a reloading animation. [b]I'd have to use a custom viewmodel entity (I did do that before), and it's not something I want to do because then it'd probably break a lot of shit.[/b] Furthermore, perhaps you could add the prone position as a option. [b]Because GMod obviously has prone animations, right?[/b] :downs: [b]No, I don't want to bonemerge a model to another model.[/b][/QUOTE] Welp, after further developing the physical bullets I've run into a problem I was afraid I'd run in - the bullets are delayed on every client in multiplayer (for me on my server, with a ping of 5, there's about a 0.2 sec delay), and I can't think of any alternatives.
[QUOTE=LEETNOOB;37047337]Welp, after further developing the physical bullets I've run into a problem I was afraid I'd run in - the bullets are delayed on every client in multiplayer (for me on my server, with a ping of 5, there's about a 0.2 sec delay), and I can't think of any alternatives.[/QUOTE] You could try asking Generic Default if they had problems like that with GDCW and/or if they fixed it and how.
[QUOTE=TonyTheBean;37041812]So for some reason my attachment menu isn't showing up, but i can still switch attachments with the number keys. I couldn't find any errors for this, but I'll keep looking.[/QUOTE] It happens to me too, it's rather common, but also rare. It's probably a conflict with other addons that use an identical menu/lua. The menu doesn't appear, but you can add attachments and the functions are the same (benefits) yet you get no error, lua or not. Leetnoob, the problem about the burst fire of M16, you found out what's wrong? Don't remember if you already commented, will see. EDIT: Nope, no mention about the M16's LUA problem's fix EDIT: Why the hell is everyone asking for a prone position?
[url]http://gamebanana.com/css/skins/117310[/url] <----- would this colt python work?
[QUOTE=Blitzoreo;37050962]It happens to me too, it's rather common, but also rare. It's probably a conflict with other addons that use an identical menu/lua. The menu doesn't appear, but you can add attachments and the functions are the same (benefits) yet you get no error, lua or not. [b]:([/b] Leetnoob, the problem about the burst fire of M16, you found out what's wrong? Don't remember if you already commented, will see. [b]wat[/b] EDIT: Nope, no mention about the M16's LUA problem's fix EDIT: Why the hell is everyone asking for a prone position?[/QUOTE] [editline]2nd August 2012[/editline] [QUOTE=UberEvil;37050877]You could try asking Generic Default if they had problems like that with GDCW and/or if they fixed it and how.[/QUOTE] His physical bullets are entity-based, mine are trace-based. Entity-based bullets are delayed when they are spawned in multiplayer, but work fine when they hit something. Trace-based bullets are delayed when they hit something for clients in multiplayer. :v:
Don't remember it? [QUOTE=Blitzoreo;36838137]LEETNOOB, here's a bug I found for the M16. When you aim and shoot it (With the Burst firemode) a bunch of lua errors will appear, as well as the weapon keeps firing but ammo won't go out. The firing animation still plays, and the decals still appear, yet damage to the NPCs or any other damageable element is not affected (They're not being damaged even if decals appear). This is the LUA errors that I get; [CODE][weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value) [weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value) [weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value) [weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value) [weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value) [weapons\cstm_rif_m16a2\shared.lua:473] attempt to call method 'Muzzle' (a string value)[/CODE] [b]EDIT:[/b] Yet another one, not so big though. When you reload the AK74u, it plays the whole sound. That means, if you got for example 15 bullets left and you reload, you shouldn't pull the bolt, and you don't, yet the sound of pulling the bolt is still there.[/QUOTE] That. This on Page 18.
[img_thumb]http://i.imgur.com/IMXua.jpg[/img_thumb] [i]Sexy~~[/i]
Damn, looks like the ACOG became a hack sight. [IMG]http://www.mediafire.com/conv/ea5833832d34803e43745a8453184d6d688bf2bfd6013aeb86c6f6230fad48a94g.jpg[/IMG] [QUOTE=LEETNOOB;37076815][img_thumb]http://i.imgur.com/IMXua.jpg[/img_thumb][/QUOTE] WONT ET NAO!
Good news everyone, it seems that I finally figured out how to fix the render targets for ACOG scopes in GM13!
[QUOTE=LEETNOOB;37078942]Good news everyone, it seems that I finally figured out how to fix the render targets for ACOG scopes in GM13![/QUOTE] Even better! Wait, what's the ETA?
[QUOTE='[POR]Shoterxx;37079028']Even better! Wait, what's the ETA?[/QUOTE] When it's done.
[QUOTE=LEETNOOB;37079693]When it's done.[/QUOTE] Best ETA ever 10/10
[QUOTE=Shadower1337;37080680]Best ETA ever 10/10[/QUOTE] I don't like saying "HURR DURR I'LL RELEASE IT ON DAY X" and then play some game for a month and never release it on that day. People like you make me wonder whether I should still release updates for this or not.
[img_thumb]http://i.imgur.com/wzNTD.jpg[/img_thumb] ;)
-joygasm-
wait wat
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