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 Post #1
 6th December 2009 Last edited by Worshipper; 30th January 2010 at 05:30PM..
Worshipper's Avatar
April 2009
213 Posts
*** English is not my first language. Be comprehensive with me. Thank you!
*** I'm not a LUA God.


Mad Cows Weapons 3.0 BETA



Here is the release of one of my REAL project:
I present to you: Madcows Weapons Base

This is a base that as a lot of utility for DM and Roleplays.

I'm using the Fistful of Frags weapons:
Fistful of Frags posted:
Once upon a time in the West.

Fistful of Frags is a single/multiplayer modification for Source engine settled in the Old West. Its key features include:
# Fistful of Dollars game mode: original team oriented gameplay packed with fast paced action.
# Few Dollars More, Bounty additional team vs game modes
# Cooperative/singleplayer missions: push the cart, escort, last stand, etc.
# "FoF style" deathmatch and classic deathmatch
# Bots to improve your skills offline
# Notoriety player progression system: measures player contribution to its team in several areas (combat, objectives and teamplay).
# Equipment and player full customization: spend your notoriety points in the exact weaponry, skills and visual customization you want. Includes more than 20 different items, presets can be created.
# Many weapons, most of them with a secondary attack mode: fists, knife, axe, Colt Navy 1851 (single and dual), Colt SAA "Peacemaker" (single and dual), Deringer .41, double barrel shotgun, Henry repeating rifle 1860, bow, Smith carbine 1857, Winchester 1893 pump shotgun, Sharps rifle 1874, dynamite, and bow with normal/fiery/explosive arrows!
# Healing class "whiskey man"
# Fist fighting: stamina based combat, several kind of punches, including a special "knockout".
# Anti-tk system: play with friendly fire on, like the big boys do!
# Around 20 levels: western towns, abandoned mission, Monument Valley, train assault, desert forts, mexican village, mines, etc

Requirements:
# A Steam account and a Source engine powered game by Valve is required to play this mod (one of these will be fine: HL2, EP1, Orange Box, L4D, CS:S, DoD...)
# Minimum: 1.7 GHz Processor (must support SSE or mod won't start), 512MB RAM, DirectX 7 level graphics card, Windows 2000/XP
# Recommended: single 2.8 GHz processor or dual/quadcore, 1GB RAM, DirectX 9 level graphics card, Windows 2000/XP/Vista/Windows 7
# Compatible with Nvidia 3D device
For more information about the teams: http://www.fistful-of-frags.com/team.php

Version 1.0 BETA features:
* Custom Iron Sight sound (Fortunately)
* Customizable Crosshair (with a control panel in the options tab of the QMenu)
* The crosshair is not a fixed dot in the center of your screen; it aims direcly where you wish to shoot. (Useful for thirdperson view & camera views)
* Bullets rebound on metal.
* Bullets can go throught certain walls.
* There is differents types of ammunition depending on the weapon's calibre (9mm, 7.62mm, .50, .45, etc.).
* Custom effects for guns/grenades that doesn't produce lag.
* Admin Menu in the QMenu to adjust damage, recoil (etc.) of general weapons and to entirely customize the admin gun.
* Weapons holsters when you run.
* Custom scopes and reddot.
* Custom weapons like the RPG, Grenage Launcher, Flare Gun, and many more.
* RPGs missiles consume all their gaz after a while so they don't fly indefinetely.
* Some different fire modes available on some weapons like the Glock, Famas & Alyxgun.
* Custom Icons.
* Support for NPCs
* More, more, more... can't tell you everything.

Version 2.0 BETA features:
* Edit the gnome weapon.
* Modified the gnome effect.
* I remove the bubbles when a smoke grenade was in the water. It was so fucking annoying and lowed FPS for nothing.
* I fully optimazed smoke particle of the smoke grenade, rocket launcher, grenade launcher, etc.
* Fixed the explosive grenade bugs.
* Weapons now automatically reload after the last shot.
* You can now give a medkit to a NPC.
* Add glock (Was not included in the first beta version).
* Add incendiary grenade.
* Add knife.
* Add .357 magnum.
* Add explosive charge.
* Add crossbow.
* Add sticky grenade (need HL2 Episode 2 for the model)
* Add a fuel tank entity (put your bullet on fire).
* Add ammo entities in the entities pannel.
* Add a new option: Holster/Deploy your weapon by pressin Use + Primary Fire.
* Add a new command : SWEP.Tracer (0 = Normal Tracer, 1 = Ar2 Tracer, 2 = Airboat Gun Tracer, 3 = Normal Tracer + Sparks Impact).
* Add some Day of Defeat : Source weapons (Garand, K98, 30Cal, Bar, C96, Carbine, Colt, K98 Sniper, MG42, MP40, P38, Springfield, STG44 and Thompson).
In the next version, I'll include all DoD weapons. Oh and if you have the Garand or the K98, switch to the grenade launcher by pressing USE + Secondary Attack. Many DoD weapons have a secondary utility, you just need to press USE + Secondary Attack to change it.
* Edit the grenade launcher entities (if you're too close to a wall or an object, the grenade won't explode).
* Removed the NPC weapons list because it had too many weapons and they were not working properly.
* Shotguns can now destroy doors (doors revive after 30 secondes).
* Add idle animations. It means you can now aim with the Silenced USP, the Silenced M4A1 and the TMP.
* Fixed many online bugs.
* Add a secret command.
* Throwing knives (secondary attack).
* Custom features.

Version 3.0 BETA features:
* No more framenet.
* No more extras.
* Day of Defeat machine guns can now be deployed on props and windows.
* No more networked variables! I use data tables. Thanks to Kogitsune.
* Add an automatic glock (just for fun).
* Corrected a lot of online bugs. I think the only bug I need to repair is the ricochet and the penetration bullets online.
* Penetration system now works with the ammo type (7.62MM will penetrate more than a 9MM bullet).
* So much more... because I'm always modifying my base for no reason... and I never take note of what I modified. So have fun!
* I readded the custom recoil and damage in the admin menu.
* New muzzle flash effect (not sure because it lags for some people).
* Fistful of frags weapons.
* Sticky grenades should not crash a server anymore. It now parents to the player.

Ok, hum I fixed the DoD crouch weapons with LUA. It means that I moved the weapon in the hand of the player model. If you downloaded the DoD Holdtype Fix from SonofBrimstone, you'll absolutly need to delete the new models because it will fuck up my LUA fix.

In Solo mode, I didn't see any bugs.
But in multiplayer I've seen some.
Post about any bugs you find here.

readme.txt
Code:
You should be in this folder when you're installing this mode:
C:\Program Files\Steam\SteamApps\"your account name"\garrysmod\

When you finished, it's supposed to look like that:
C:\Program Files\Steam\SteamApps\"your account name"\garrysmod\garrysmod\addons\Mad Cows Weapons\
C:\Program Files\Steam\SteamApps\"your account name"\garrysmod\garrysmod\addons\Mad Cows DoD Weapons\
C:\Program Files\Steam\SteamApps\"your account name"\garrysmod\garrysmod\addons\Mad Cows FoF Weapons\

garrysmod folder:
	addons:
		Mad Cows DoD Weapons:
			Day of defeat source Weapons. If you don't possess day of defeat, you can
			simply deleate this addon.
		Mad Cows FoF Weapons:
			Fistful of frags weapons. You don't need to possess this game. Everything are included.
		Mad Cows Weapons:
			Initial addon : CS:S weapons, half life 2 weapons and half life 2 episode 2 weapons.
			
hl2 folder:
	It's a quick fix for the servers who don't have the NPC sounds and 
	other half life 2 sounds. Install it only if you have a dedicated server.
	You'll now hear in multiplayer the zombie sounds when they attack you
	(and the mad cows mines when they explode)!
VIDEO VERSION 1.0 BETA:

VIDEO VERSION 2.0 BETA:

VIDEO VERSION 3.0 BETA:

PICTURES VERSION 1.0 BETA:
http://img97.imageshack.us/img97/2756/madcowsc4.jpghttp://img337.imageshack.us/img337/7790/madcowsthird.jpghttp://img127.imageshack.us/img127/116/madcowsrebound.jpghttp://img98.imageshack.us/img98/8146/madcowsrpg.jpg
PICTURES VERSION 3.0 BETA:
http://img682.imageshack.us/img682/7431/fof1.jpghttp://img94.imageshack.us/img94/2050/fof2.jpg
 Post #2
 6th December 2009
Dennab
October 2008
948 Posts
Sexy.
 Post #3
 6th December 2009 Last edited by SuperDany; 6th December 2009 at 06:53PM..
SuperDany's Avatar
July 2006
645 Posts
Great time to upload I just woke up, and I was your first download(So I think).
 Post #4
 6th December 2009
Matsilagi's Avatar
June 2009
673 Posts
Another great SWEP pack update.
 Post #5
 6th December 2009
jantz's Avatar
December 2009
359 Posts
Cool weapons sweps, but i don't really like the bobbing as i walk thing. How do you get rid of that? Thanks.
 Post #6
 6th December 2009
SuperDany's Avatar
July 2006
645 Posts
Cool weapons sweps, but i don't really like the bobbing as i walk thing. How do you get rid of that? Thanks.
Mad Cows Extras:
Custom features: - Movement effect.
- Custom step sounds (combine step sounds if you have a combine.
model, zombie step sounds if you have a zombie model, etc.
- Hurt sounds (depending on the model).
- Death sounds (depending on the model).
- Underwater effect.
- Death bodies don't disappear when you respawn.
- Gore mode on the death bodies.
If you don't what those features, you just need to delete this addon.

Delete mad cow extras
 Post #7
 6th December 2009
Matsilagi's Avatar
June 2009
673 Posts
If i shoot with the AlyxGun the anims dont appear.
But the fire changing anim is ok.
 Post #8
 6th December 2009
jmanbag's Avatar
January 2008
803 Posts
oh yes mountable MG42 :D, can you also mount it on props?
 Post #9
 6th December 2009
Syntax 3rror's Avatar
September 2009
64 Posts
This pack is awsome, but the built in goremod maks boxes bleed XD (the cardbord ones as far as i had tested). And you dont need DOD for this u can just download this and it works

http://www.garrysmod.org/downloads/?a=view&id=76448

You dont need DOD for this either all guns work
 Post #10
 6th December 2009 Last edited by Worshipper; 6th December 2009 at 10:20PM..
Worshipper's Avatar
April 2009
213 Posts
oh yes mountable MG42 :D, can you also mount it on props?
Next version you'll can.

Cool weapons sweps, but i don't really like the bobbing as i walk thing. How do you get rid of that? Thanks.
Delete the mad cows extras addon.

This pack is awsome, but the built in goremod maks boxes bleed XD (the cardbord ones as far as i had tested).
Ahah! It's possible. It's a five seconds script.
The features are a little "bonus". I didn't pass five hours on them.
 Post #11
 6th December 2009 Last edited by Syntax 3rror; 6th December 2009 at 10:43PM..
Syntax 3rror's Avatar
September 2009
64 Posts
The 7.62MM MG 42 doesnt seem to reload, all of the other guns are fine though

Also the weapons dont appear in the npc weapons menu like last time, did you remove them or bug?
 Post #12
 6th December 2009
Sir Aw3s0m3's Avatar
September 2008
12 Posts
REALLY GOOD! Just have some things that you might want to add to make this -the- very best base ever, if it isn't already.

FAMAS has a very strange iron sight, you may/may not want to see what you can do to improve it.

RT scopes would do wonders, look at Insurgency! It would be very hard to code but you could maybe do it with some help from other coders and what not.

Last, I know this isn't CS:Realistic but maybe more heat and muzzle flash after shooting.

Otherwise, very nice, top notch actually. Looking forward to your next release!
 Post #13
 6th December 2009
Worshipper's Avatar
April 2009
213 Posts
The 7.62MM MG 42 doesnt seem to reload, all of the other guns are fine though
You need to crouch and press right click. You'll deploy your weapon. Press reload when the weapon is completly deployed.

Also the weapons dont appear in the npc weapons menu like last time, did you remove them or bug?
Read the 2.0 features. I removed them.

FAMAS has a very strange iron sight, you may/may not want to see what you can do to improve it.
Blame counter-strike, not me.

RT scopes would do wonders, look at Insurgency! It would be very hard to code but you could maybe do it with some help from other coders and what not.
RT scopes are included in the insurgency sniper weapons. Wizey coded nothing for this, she just included the RT texture. I need to edit the CS:S models and I won't.

Last, I know this isn't CS:Realistic but maybe more heat and muzzle flash after shooting.
Many people on garry's mod don't have a good computer. I don't want to lag them.
 Post #14
 6th December 2009
Dennab
October 2008
948 Posts
Lets say I just want something standalone, Like the extras, or just the DoD SWeps, Can I just put one of them in my addons? Or do I need all 3?
 Post #15
 6th December 2009
Worshipper's Avatar
April 2009
213 Posts
Lets say I just want something standalone, Like the extras, or just the DoD SWeps, Can I just put one of them in my addons? Or do I need all 3?
The two things you absolutely need are : Mad Cows Weapons and framenet.

To be able to play the day of defeat weapons, you need the Mad Cows Weapons addon.
To be able to play the extras, you need the Mad Cows Weapons addon.
 Post #16
 7th December 2009
Gold Member
Kung Fu Jew's Avatar
November 2006
3,955 Posts
Wait, clients need framenet? Why is this?
 Post #17
 7th December 2009
Worshipper's Avatar
April 2009
213 Posts
Maybee not in singleplayer, but when you enter in multiplayer, you'll automatically download framenet (networked values are serverside and clientside).
Ask Garry, he fucked up many things in the last update. I needed to recode half of my work.
 Post #18
 7th December 2009
RikohZX's Avatar
September 2009
911 Posts
I went onto a server with framenet, the Zombie RP Reloaded one - I couldn't see any player names, both on the scoreboard and when looking at them, and while I couldn't edit them, I could see the damned admin variables and menus.

While this is an awesome update, i'm glad I don't host servers, 'cause framenet is a bloody screw-up if I play anything with it on.
 Post #19
 7th December 2009
Worshipper's Avatar
April 2009
213 Posts
I didn't see any bugs with it.
 Post #20
 7th December 2009
Gold Member
Kung Fu Jew's Avatar
November 2006
3,955 Posts
It's lagging the shit out of my server, so I'm removing it (framenet, that is).
 Post #21
 7th December 2009
RikohZX's Avatar
September 2009
911 Posts
I didn't see any bugs with it.
I don't think it's a bug - rather, framenet was made specifically for hosting. Trying to join other people's servers with it on absolutely fucks up your client's connection with them. Atleast, that's my theory. Although I still wanna know why I saw the admin verbs/variables on someone else's server...
 Post #22
 7th December 2009
Sir Aw3s0m3's Avatar
September 2008
12 Posts
Hey, was just playing around with it some more, and saw one thing.

C4, regardless of the number, is at 00:00 and not even the tocking noise kicks in. Still blows up at the time set, just does not display the red number and the noise.
 Post #23
 7th December 2009
Syntax 3rror's Avatar
September 2009
64 Posts
Recently i have been getting errors, and i think its from this, i have not installed anything lately i get spamed with:


autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:107: chunk has too many syntax levels
autorun/client/mad_view.lua:58: chunk has too many syntax levels
autorun/client/mad_client.lua:61: chunk has too many syntax levels
autorun/client/mad_view.lua:47: chunk has too many syntax levels
autorun/client/mad_client.lua:22: chunk has too many syntax levels
autorun/client/mad_view.lua:41: chunk has too many syntax levels
autorun/client/mad_client.lua:22: chunk has too many syntax levels
autorun/client/mad_view.lua:41: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/client/mad_client.lua:21: chunk has too many syntax levels
autorun/client/mad_menu.lua:15: chunk has too many syntax levels
autorun/client/mad_view.lua:40: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/client/mad_client.lua:18: chunk has too many syntax levels
autorun/client/mad_menu.lua:15: chunk has too many syntax levels
autorun/client/mad_view.lua:15: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/mad_shared.lua:10: chunk has too many syntax levels
autorun/mad_sounds.lua:11: chunk has too many syntax levels
autorun/mad_sounds.lua:86: chunk has too many syntax levels
autorun/mad_sounds.lua:92: chunk has too many syntax levels
autorun/mad_sounds.lua:92: chunk has too many syntax levels

Any ideas??
 Post #24
 7th December 2009
Gold Member
Lyoko774's Avatar
October 2005
3,068 Posts
Incendiary bullets are fucking awesome.
Good job on these, most fun I've had with bullet-shooting SWEPs in ages.
 Post #25
 7th December 2009
Vadim's Avatar
September 2009
30 Posts
Finally, damn it. Great job (you could do it faster though).
 Post #26
 7th December 2009
Doctor_Communism's Avatar
June 2009
1,594 Posts
Could you add in a free aim system like in Red Orchestra?
 Post #27
 7th December 2009 Last edited by shoe; 7th December 2009 at 05:43PM..
shoe's Avatar
May 2005
104 Posts
Could you add in a free aim system like in Red Orchestra?
This was answered in the past I believe, but I think he said there were problems with accuracy, etc. ( Might've been another swep thread... can't remember. )
 Post #28
 7th December 2009 Last edited by Vadim; 7th December 2009 at 06:14PM..
Vadim's Avatar
September 2009
30 Posts
Do you know that incediary bullets from your package keep burning even they under water?
And yet another bug - when you spawn a Colt 1911, it doesn't fall onto the ground, but stays still in the air.
And two suggestions for you - i think that using a gas tank as a resource of incendiary ammo is a quite bad idea. I think that box of incediary ammo from Left 4 Dead 2 will be better in this role.
And what's about npc's weapons - you shouldn't remove them. Just leave six or seven most popular weapons (e.g. autoshotgun, ak47, m4a1, desert eagle, rocket and grenade launcher, mp5navy) and everithing will be fine. There will be enough space for other weapons for NPC's.
 Post #29
 7th December 2009
Gold Member
SlayerFin's Avatar
May 2008
2,730 Posts
Recently i have been getting errors, and i think its from this, i have not installed anything lately i get spamed with:


autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:10: attempt to index global 'MAD' (a nil value)
autorun/client/mad_client.lua:107: chunk has too many syntax levels
autorun/client/mad_view.lua:58: chunk has too many syntax levels
autorun/client/mad_client.lua:61: chunk has too many syntax levels
autorun/client/mad_view.lua:47: chunk has too many syntax levels
autorun/client/mad_client.lua:22: chunk has too many syntax levels
autorun/client/mad_view.lua:41: chunk has too many syntax levels
autorun/client/mad_client.lua:22: chunk has too many syntax levels
autorun/client/mad_view.lua:41: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/client/mad_client.lua:21: chunk has too many syntax levels
autorun/client/mad_menu.lua:15: chunk has too many syntax levels
autorun/client/mad_view.lua:40: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/client/mad_client.lua:18: chunk has too many syntax levels
autorun/client/mad_menu.lua:15: chunk has too many syntax levels
autorun/client/mad_view.lua:15: chunk has too many syntax levels
autorun/mad_physgun_limited.lua:17: chunk has too many syntax levels
autorun/mad_shared.lua:10: chunk has too many syntax levels
autorun/mad_sounds.lua:11: chunk has too many syntax levels
autorun/mad_sounds.lua:86: chunk has too many syntax levels
autorun/mad_sounds.lua:92: chunk has too many syntax levels
autorun/mad_sounds.lua:92: chunk has too many syntax levels

Any ideas??
I got same problem. Freaking annoying.
 Post #30
 7th December 2009
Gold Member
Kung Fu Jew's Avatar
November 2006
3,955 Posts
This was answered in the past I believe, but I think he said there were problems with accuracy, etc. ( Might've been another swep thread... can't remember. )
He said he might. There is no problem.
 Post #31
 7th December 2009
Dennab
October 2008
948 Posts
I didn't see any bugs with it.
Yea, I went on a TTT (Trouble in Terrorist Town) server with framenet I guess. The scoreboard got fucked up
 Post #32
 7th December 2009
Worshipper's Avatar
April 2009
213 Posts
I think I'll need to do another update!
Be patient because I have NO motivation.
 Post #33
 7th December 2009
jmanbag's Avatar
January 2008
803 Posts
I think I'll need to do another update!
Be patient because I have NO motivation.
whats gonna motivate you then?
 Post #34
 7th December 2009
Keelwar's Avatar
September 2008
437 Posts
whats gonna motivate you then?
Maybe a catchy jingle or a poem?
 Post #35
 7th December 2009
SplinterSim4's Avatar
September 2008
281 Posts
Do you know that incediary bullets from your package keep burning even they under water?
And yet another bug - when you spawn a Colt 1911, it doesn't fall onto the ground, but stays still in the air.
And two suggestions for you - i think that using a gas tank as a resource of incendiary ammo is a quite bad idea. I think that box of incediary ammo from Left 4 Dead 2 will be better in this role.
And what's about npc's weapons - you shouldn't remove them. Just leave six or seven most popular weapons (e.g. autoshotgun, ak47, m4a1, desert eagle, rocket and grenade launcher, mp5navy) and everithing will be fine. There will be enough space for other weapons for NPC's.

Never noticed fire burning under water.

Do you have DOD:S on the server your using them on? (if it's a server)

No comment on the rest.
 Post #36
 7th December 2009
Dennab
October 2008
948 Posts
I think I'll need to do another update!
Be patient because I have NO motivation.
Here's your motivation.

People love you, I love you, You make great SWeps, Please don't even stop. Please
 Post #37
 7th December 2009
Worshipper's Avatar
April 2009
213 Posts
whats gonna motivate you then?
Money. Kidding.
 Post #38
 8th December 2009
Dennab
October 2008
948 Posts
Money. Kidding.
Oh! I have an idea for your next update! When killed from fire damage or something along the lines of that, you turn burnt! Like, you switch models on death to a burned one
 Post #39
 8th December 2009
SPWEE's Avatar
December 2009
8 Posts
Can you please add NPC DOD weapons in the next version?
 Post #40
 8th December 2009
Gold Member
Kung Fu Jew's Avatar
November 2006
3,955 Posts
Oh! I have an idea for your next update! When killed from fire damage or something along the lines of that, you turn burnt! Like, you switch models on death to a burned one
A human body won't crisp and ash out like that until it's been burning a really long time. Not really worth it.
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