• GDCW Weapons
    1,394 replies, posted
  • Avatar of Heydshaut
  • [QUOTE=sentrygunman;35941255]Hey Gen if you didn't read my comment on your profile I'm going to work on a small but detailed part of this pack that will make it look better. I'm going to make it so each bullet is actually a bullet instead of the led model. I'll pm you the changes when I'm done. WIP Pictures [img]http://gyazo.com/f0197c8dbd0150c3cc6a9d0ed86da04a.png[/img] More coming soon! Bullets 4.6x30 - done 5.7x28 - done 5.56x45 - done 7.62x51 - done 9x19 - done 10x22 - done 11x22 - done 12.7x99 - done .357 - done [img_thumb]http://cloud.steampowered.com/ugc/541801264310683324/8B530EBDC0AEA9F1A83390F7D4CCCC4D076B46B8/[/img_thumb][/QUOTE] How high poly are the models? I'm concerned that if we have a weapon that fires fast there'll be a lot of these on screen and could make the lag problem worse than it already is. Aside from that, great job.
  • Avatar of TheCrazyGoD
  • [QUOTE=zzguy;36013477]Great weps but I have no sound for them[/QUOTE] There's a folder in the addon called scripts. Move it to the main garrysmod folder, this is the second garrysmod folder where most of the stuff is stored. By the way for those who are having the same problem read this post because it's going to be annoying if anybody else keeps saying that their sound doesn't work. Yet I've been through the same problem before and I fixed it before so yeah, it is hard at first but you will be able to do it yourself hopefully.
  • excuse me not to be annoying but what mods would you recommend using besides your gdcw sharpeye?, spawners? it would be great if you could reply to this thx
  • Avatar of UberEvil
  • OK, so playing with this on the beta it seems like everything except the sounds works. Any help? Garry changed the way finding files works, so it gets an error in GDCW_sound.lua, which is easily fixed. Just putting it in scripts doesn't work, though. I can't exactly figure out what's wrong, so I thought I'd just report it here. The sounds are in the script folder and everything, so I'm guessing it has something to do with the update, so just a heads up.
  • Avatar of G-Enigma
  • [QUOTE=Jesus Rulz;36111265]Why is the tracer on the ak47 rounds green? doesnt seem realistic to me.[/QUOTE] [url]http://en.wikipedia.org/wiki/Tracer_rounds[/url] "Russian and Chinese tracer ammunition generates red or green light using barium salts." Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible. In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds :v: , though only when you play that map :(
  • Avatar of UberEvil
  • [QUOTE=G-Enigma;36112948][url]http://en.wikipedia.org/wiki/Tracer_rounds[/url] "Russian and Chinese tracer ammunition generates red or green light using barium salts." Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible. In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds :v: , though only when you play that map :([/QUOTE] What about editing the files in the GCF? Might that work?
  • Avatar of sentrygunman
  • [QUOTE=UberEvil;36122075]What about editing the files in the GCF? Might that work?[/QUOTE] Thats impossible/noone made tools for it.
  • Avatar of G-Enigma
  • [QUOTE=sentrygunman;36123656]Thats impossible/noone made tools for it.[/QUOTE] Yeah, GFCScape only lets you load and open files in the .gcf, not modify them, that might mess something up.
  • Avatar of Python1320
  • --snip-- EDIT: You had better ask Garry how to do it properly, but yeah, GCF editing is definitely a no-no.
  • Avatar of Marxman
  • I'm not sure if I posted this a while back, and I really don't feel like going back, but do you think a mortar launcher would be possible? And if it is, could you include White Phosphorous, Smoke, and Dummy rounds? ( I know you have the mortar in GDC, so you could just take the rounds from that, and make it launch-able via Swep? ) Also, since I see that your working on the sweps again, perhaps a Bipod function would be nice? Or maybe not a bipod, per-say, but a system that is similar, but it simulates you resting the gun on the surface?
  • Avatar of Xgamer921
  • [QUOTE=Marxman;36139643]I'm not sure if I posted this a while back, and I really don't feel like going back, but do you think a mortar launcher would be possible? And if it is, could you include White Phosphorous, Smoke, and Dummy rounds? ( I know you have the mortar in GDC, so you could just take the rounds from that, and make it launch-able via Swep? ) Also, since I see that your working on the sweps again, perhaps a Bipod function would be nice?[/QUOTE] I agree with the Bipod, and Mortar if possible.
  • Avatar of GrayBlack
  • In gdcw assault weapons pack none of ironsights work exept ACOG. How to fix that ? Never mind. Problem solved.
  • Avatar of GrayBlack
  • [QUOTE=sisins2;36180782]how did you fix it, i have the same problem[/QUOTE] I had old version from gmod.org There was no such a problem in updated version, that I got from that SVN thing :)
  • Avatar of umega5
  • So, is there a way to majorly reduce the particle spam that is firing these guns with out completely removing all muzzle flash effects, because i like seeing the target after i start shooting?
  • Avatar of Marxman
  • [QUOTE=umega5;36182589]So, is there a way to majorly reduce the particle spam that is firing these guns with out completely removing all muzzle flash effects, because i like seeing the target after i start shooting?[/QUOTE] Go to GDCW/Lua/Effects and delete gdcw_muzzle. Do it for all other addons you have that runs GDCW (Such as Fokkusu's or Operator X's weapons) [editline]4th June 2012[/editline] It leaves the muzzleflash, but removes the muzzle smoke.
  • I gotta say, these guns kick up a lot of dust.. anyone would think those handguns were firing .50 BMG...
  • Avatar of smileykiller447
  • [QUOTE=danielb677;36282221]I gotta say, these guns kick up a lot of dust.. anyone would think those handguns were firing .50 BMG...[/QUOTE] Ikr
  • Avatar of Generic Default
  • Righto, I'll change the dirt kick-up a little bit and reduce the muzzle smoke. And I'm working on a huge update that I should be able to finish pretty soon (next week maybe?) Pretty much GDCW v2.0 It adds an in-weapon menu that allows you to change all the settings of your gun. You hold E to open the menu, then look at the option you want to change. The menu sort of sticks to the world, and you aim at the option you want to select. Options are; Tracer spacing--------(every round, every third, every fifth, none) Firing mode-----------(Semi, full, burst) Ammo type-----------(hollow point, FMJ, AP, HEI) Mounts---------------(Suppressor, no suppressor, iron sights, red dot, holo, ACOG) Crosshair type--------(Circle, cross, none) Sight field of view-----(high, low) That's just for assault weapons. Snipers, pistols, and SMGs will all have their own menus. Any suggestions for what to add? I don't think that mortar will work as a SWEP because there are absolutely no mortar models for me to use. I'm hoping to get this out next week. Right now I have the GUI done for the assault weapons and I'm just trying to make the variables transfer to the server. I'll probably release it on gmod.org after I release it on the SVN. I hope I don't get busy with other stuff in the next week... [IMG]http://cloud.steampowered.com/ugc/595846901706567006/13462E94D5265A76C0D9ACEA06A9756E364C6346/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595846901706554212/300F50EFE0F55532C427B6DA1772902A2FB7D204/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595846901706561183/20351650EAA3D899CD540AEBEEDE6E2D53851FF9/[/IMG] [IMG]http://cloud.steampowered.com/ugc/595846901706570775/C0269A45BFC9F90F15F3EDE0A9281A7FF7CC988B/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595846901706548057/F1422864E62413AC7B2AFE196253E43CC2BF2AD5/[/IMG]
  • Avatar of G-Enigma
  • Dat's....AMAZING! I guess now is the wrong time to wonder about GMod 13 compatablity...:suicide:
  • Avatar of Marxman
  • "Suggestions" Could you have a mountable M203, that could fire things like Smoke rounds and HE rounds (Taking from your Explosives pack)? Also, better sounds would be appreciated... [editline]12th June 2012[/editline] Also, perhaps you could add a feature (Optional, so you can still play on servers) to disable the default flashlight and add an attachment for it, while having it follow the muzzle like in L4D.
  • Avatar of Generic Default
  • Nope, no mountable M203. That will be a separate pack with the HL2 AR2 custom models. That was actually the very first GDCW pack I made, way back in early 2010. I will make that pack eventually though. Better sounds? Keep in mind that the Gmod sound engine is terrible, but I might be able to improve some of the sounds. What do you want them to sound like? And the flash light think proably won't happen because barely any gun models have flashlights or laser pointers on them. On the good side, the menu thing is coming along great. The HEI rounds are very addictive. I have the tracer staggering, fire modes, bullet types, and suppressor done so far.
  • No Mortar models? Resistance and liberation has a German Mortar, I'm fairly sure you can use that. [B]Edit:[/B] [IMG]http://niggaupload.com/images/JnEaS.png[/IMG] There ya go!
  • Avatar of sentrygunman
  • [QUOTE=THATCAKEISASPY;36310314]No Mortar models? Resistance and liberation has a German Mortar, I'm fairly sure you can use that. [B]Edit:[/B] [IMG]http://niggaupload.com/images/JnEaS.png[/IMG] There ya go![/QUOTE] View models? Also Gen are you able to add the bullets I did to the pack?
  • [QUOTE=sentrygunman;36311424]View models? Also Gen are you able to add the bullets I did to the pack?[/QUOTE] I'm not sure why you would need view models for a Mortar, as I was thinking it would be an entity that you would press E on to aim and so on, the only view model for a Mortar I know of is in Far Cry 2. [B]Edit:[/B] I Like bitching about Muzzle Flashes and shotguns with tiny spreads. [video=youtube;umM4iouT0W8]http://www.youtube.com/watch?v=umM4iouT0W8&feature=plcp[/video]