• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
[QUOTE=Marrub;37774485]Bird shot could be possible, but tracers would probably eat a shitton of resources/lag on servers. And in singleplayer it wouldn't really work with the phys bullets.[/QUOTE] [highlight]>Marrub in charge of knowing how things work[/highlight] God damn it, Marrub... Edit: Also, I'm currently adding various recoil things and shit like that, here's the current changelog for 1.26: [b](bold changes is the new new shit I'm working on)[/b] [quote]1.26: + 2 New reflex sights - a Kobra reflex sight as well as another reflex sight for rifles/SMGs: * The following Extra weapons support them: AK-47, AK-74, M4A1, Magpul Masada, HK 416, ARES Shrike, M249, AUG A3, M14, AS VAL, SG552, MP7, Kriss, KAC PDW, SR-3M + SINGLEPLAYER: Added a console variable to switch between the custom physical bullets and default Source engine bullets + Added a console variable to control the aiming sensitivity of the ACOG scope [b]+ Added a new custom recoil feature - weapon drift. After continuous fire while aiming down the sights, your view will start drifting in various directions + Added a new custom slight view kick when aiming down the sights and firing a weapon (to simulate recoil transfering from the weapon stock to the person's head when firing a weapon): * It can be turned off in the Q menu[/b] /\ Updated the SWEP CK code, which should fix errors when hanging up and then opening the customization menu /\ Fixed various problems with various ammo types /\ Fixed laser sights' laser beam behaving in a weird manner when quickly moving the mouse up and down /\ Fixed getting too close to a wall causing the weapon to move wayyyyyy too much forward /\ Fixed not being able to select the Customizable Weaponry if the current weapon category had more than 1 weapon in it (aka can only select a weapon with the mouse wheel) /\ Fixed a small exploit that nobody probably knew about /\ Slightly changed the viewmodel movement when moving the mouse /\ Weapon's maximum spread is now 25% when aiming down the sights /\ Weapon movement amount when aiming down sights and firing now depends on it's recoil /\ The running animation will now not be so jittery when starting and stopping sprinting /\ Frag rounds (for shotguns) and M203 grenades now have higher muzzle velocities /\ Optimized a small part of server-side code /\ Optimized a very small part of networking when spawning /\ Increased accuracy on all weapons /\ SINGLEPLAYER: Maximum penetrative strength a weapon has is now dynamically calculated by taking the weapon caliber's bullet and case length as well as the surface the bullet hits /\ SINGLEPLAYER: Penetrative strength of a round now decreases as the bullet travels (it's really minor though) - Removed accuracy increase when firing an assault rifle/battle rifle with semi-auto - SINGLEPLAYER: Removed debug physical bullet code (I forgot to remove it in 1.25, sorry!)[/quote] I can upload a beta if you guys want to take a look at what it's like, etc.
[QUOTE=LEETNOOB;37782918]I can upload a beta if you guys want to take a look at what it's like, etc.[/QUOTE] I would definitely like to try it out.
Been awhile, so please don't bash me if I missed something. Is there any word on Gmod 13?
[QUOTE=hydral1k;37785425]Been awhile, so please don't bash me if I missed something. Is there any word on Gmod 13?[/QUOTE] No, I will never in my life port my most updated addons to GMod 13. Edit: Here are the betas: [url]http://filesmelt.com/dl/Customizable_Weaponry_1.26_beta_2_.zip[/url] [url]http://filesmelt.com/dl/Extra_Customizable_Weaponry_1.13_beta_2_.zip[/url] Be sure to read the beta's readmes or something.
[QUOTE=LEETNOOB;37785444]No, I will never in my life port my most updated addons to GMod 13. Edit: Here are the betas: [url]http://filesmelt.com/dl/Customizable_Weaponry_1.26_beta_2_.zip[/url] [url]http://filesmelt.com/dl/Extra_Customizable_Weaponry_1.13_beta_2_.zip[/url] Be sure to read the beta's readmes or something.[/QUOTE] Is that sarcasm or are you being serious? :(
I found two bugs in beta: -When you load shotgun with frag ammo it becomes kinda hard to aim. -Ares from extra pack spawns with riflereflex attached
[QUOTE=hydral1k;37785844]Is that sarcasm or are you being serious? :([/QUOTE] This is what I want to know It seems pointless to be developing for gmod 12 right now but from what I see in the readme it doesn't look like it. Why wasn't anyone ready for the September date? even if it was delayed I still don't know why half of the gmod community is still working on gmod 12 crap.
What about the pistol running animation? You said you thought of a way to do it, what happened?
[QUOTE='[POR]Shoterxx;37793835']What about the pistol running animation? You said you thought of a way to do it, what happened?[/QUOTE] I forgot about it. [editline]25th September 2012[/editline] [QUOTE=Lubci;37786143]I found two bugs in beta: -When you load shotgun with frag ammo it becomes kinda hard to aim. -Ares from extra pack spawns with riflereflex attached[/QUOTE] Will fix, thanky. [editline]25th September 2012[/editline] [QUOTE=hydral1k;37785844]Is that sarcasm or are you being serious? :([/QUOTE] It's sarcasm. The main reason why I'm not making a GMod 13 version right now is because Garry's constantly changing how things work, changing function names, etc. If I had started work on it from the day I got the access to the beta, I'd have to re-code numerous parts of it at least 5 times.
Good Job leet! i hope i can see the F2000 soon! :)
GMod 13 version ready, will proceed to migrate to it when I'm done with 1.26. [sp]AKA expect that 12x ballistic scope[/sp]
[QUOTE=LEETNOOB;37819327]GMod 13 version ready, will proceed to migrate to it when I'm done with 1.26. [sp]AKA expect that 12x ballistic scope[/sp][/QUOTE] What about the scopeless AWP?
[QUOTE='[POR]Shoterxx;37830549']What about the scopeless AWP?[/QUOTE] [sp]nowhere to be found[/sp] ;_;
It is not really hard to make. just ripping, modding and recompiling.
[QUOTE=LEETNOOB;37830904][sp]nowhere to be found[/sp] ;_;[/QUOTE] [URL=http://nooooooooooooooo.com/]Oh gawd...[/URL]
I'd do it, it's just that when I did it myself using blender when the scope was ripped off I had to redo the uvs and they didn't fit with the texture sheet that was with the original model (for the base, not the scope) That's why the nightvision scope I hacked off remains incomplete, cause UVs are a pain and I hate them :L[QUOTE=rebel1324;37832102]It is not really hard to make. just ripping, modding and recompiling.[/QUOTE]
Sorry for the delay on 1.26, I'm constantly adding more stuff to make it up for the delay. <3 I added a custom walk animation just now, it looks bretty good IMO.
fuck your going to make me install gmod again
I just had an idea, can't you apply something like this guy did ( [url]http://www.garrysmod.org/downloads/?a=view&id=78429[/url] ) to your physical bullets so when they hit the water, they slow down and do that splash effect? [QUOTE=LEETNOOB;37844601]Sorry for the delay on 1.26, I'm constantly adding more stuff to make it up for the delay. <3 I added a custom walk animation just now, it looks bretty good IMO.[/QUOTE] Video for the mortals, maybe?
[QUOTE='[POR]Shoterxx;37847047']I just had an idea, can't you apply something like this guy did ( [url]http://www.garrysmod.org/downloads/?a=view&id=78429[/url] ) to your physical bullets so when they hit the water, they slow down and do that splash effect? Video for the mortals, maybe?[/QUOTE] Possible, but god damn I am too lazy for that. Also, what that does is it places an invisible prop under your feet whenever you're near water.
you need more than one person working on this mod with you.
[QUOTE=TonyTheBean;37849767]you need more than one person working on this mod with you.[/QUOTE] I help sometimes but I've been too lazy/buzy to work on model things atm :V
[QUOTE=LEETNOOB;37847683] Also, what that does is it places an invisible prop under your feet whenever you're near water.[/QUOTE] That's the point of it. If you place a prop at where it hits the water, it will reproduce the water effect + the penetration effect of a bullet entering water. Just make that same prop not collide with everything else.
if im not wrong i found an AWP with eotech...i need to remember where the hell i saw it lol
[QUOTE='[POR]Shoterxx;37854493']That's the point of it. If you place a prop at where it hits the water, it will reproduce the water effect + the penetration effect of a bullet entering water. Just make that same prop not collide with everything else.[/QUOTE] [img]http://filesmelt.com/dl/1344360138129.gif[/img] wtf am I reading.
[QUOTE=LEETNOOB;37856060][img]http://filesmelt.com/dl/1344360138129.gif[/img] wtf am I reading.[/QUOTE] leet is the same if i give you a scopeless Sako? lol
[QUOTE='[POR]Shoterxx;37854493']That's the point of it. If you place a prop at where it hits the water, it will reproduce the water effect + the penetration effect of a bullet entering water. Just make that same prop not collide with everything else.[/QUOTE] lets just find bullet models and convert physbullets to props launched at high velocity like melon launcher or HAX swep #JK
[QUOTE=Lubci;37856640]lets just find bullet models and convert physbullets to props launched at high velocity like melon launcher or HAX swep[/QUOTE] You do that.
[QUOTE=LEETNOOB;37856661]You do that.[/QUOTE] BTW Leet...seriously...i can give you a scopeless sako, svd (with orrible anim lol)...i see if i can see more scopeless snipers
[QUOTE=McPherson;37856811]BTW Leet...seriously...i can give you a scopeless sako, svd (with orrible anim lol)...i see if i can see more scopeless snipers[/QUOTE] No thanks, I'm not going to add snipers until GMod 13. Thanks for the offer though.
Sorry, you need to Log In to post a reply to this thread.