View Poll Results: Your favorite gun? (Download first)

Voters
879. You may not vote on this poll
  • M4A1

    221 25.14%
  • AK47

    201 22.87%
  • HK416

    172 19.57%
  • P90

    170 19.34%
  • All

    315 35.84%
Multiple Choice Poll.
  1. Post #1001
    Alpha 1-1's Avatar
    May 2008
    248 Posts
    So wait, if the bullets shot are entities, that means that they would work with The localized Gravity mod!
    I LOVE YOU!
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  2. Post #1002
    Magmacow358's Avatar
    July 2010
    2,801 Posts
    Well apparently downloading the metropolice AR2 fix allows metrocops to use these weapons just fine, along with the AR2 and shotgun.

    Although even with an AI mod, the AI is still disappointing. If we're lucky, valve will add more dynamic enemy AI in then next half life game, and garry will be able to add that to gmod.
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  3. Post #1003
    G-Enigma's Avatar
    June 2011
    310 Posts
    I guess its a little late to be pointing out that the G36c red dot doesn't work well because the sight (realistically) should look something like this:
    Although I understand why you wouldn't want to use it because of the crappy texture quality and how diff it looks, being able to aim without shit blocking the screen takes priority imo.
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  4. Post #1004
    Heydshaut's Avatar
    June 2010
    580 Posts
    http://www.facepunch.com/threads/1124730
    cough cough almost done i believe, and if i remember correctly with default animations still intact
    Doubt remaining animations are intact. When porting, the software extracts just the mesh, and nothing else, but even if they were intact, knowing DICE at the time, the animations wouldn't be so amazing.

    Thanks for the input, though, but I'm not sure it's that useful.

    Edited:

    I guess its a little late to be pointing out that the G36c red dot doesn't work well because the sight (realistically) should look something like this:
    Although I understand why you wouldn't want to use it because of the crappy texture quality and how diff it looks, being able to aim without shit blocking the screen takes priority imo.
    Sorry about that. It was difficult to find decent RD models, and I tried to keep the reddot consistent with the rest of the pack. Also, nothing looks like something "realistically" because there are different versions of reflex optics.

    Edited:

    So wait, if the bullets shot are entities, that means that they would work with The localized Gravity mod!
    I LOVE YOU!
    If I remember correctly, they aren't affected by physics and instead have their own drop function that moves them downward at a set speed. Maybe Generic changed that, I dunno.
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  5. Post #1005
    G-Enigma's Avatar
    June 2011
    310 Posts
    Sorry about that. It was difficult to find decent RD models, and I tried to keep the reddot consistent with the rest of the pack. Also, nothing looks like something "realistically" because there are different versions of reflex optics.

    Well okay, but I think i'll still try random stuff in order to fix/improve the sight, maybe lop off the ironsights (really unrealistic) or try bumping up the square red dot and putting something convincing underneath.
    And when I said "realistically" I was reffering to the fact that the rifle (in real life) can only be mounted with that type of red dot sight, not the nice-looking but way-too-small one it uses currently.
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  6. Post #1006
    Heydshaut's Avatar
    June 2010
    580 Posts
    Well okay, but I think i'll still try random stuff in order to fix/improve the sight, maybe lop off the ironsights (really unrealistic) or try bumping up the square red dot and putting something convincing underneath.
    And when I said "realistically" I was reffering to the fact that the rifle (in real life) can only be mounted with that type of red dot sight, not the nice-looking but way-too-small one it uses currently.
    Touche.

    I think I may or may not have added a LaRue under it.
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  7. Post #1007

    September 2011
    37 Posts
    idk if anyone else asked but when i give these guns to npc's there is no gun and i believe that means theres no world model or something is there a fix to that?
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  8. Post #1008
    Heydshaut's Avatar
    June 2010
    580 Posts
    idk if anyone else asked but when i give these guns to npc's there is no gun and i believe that means theres no world model or something is there a fix to that?
    I don't think that's ever happened to me. Or anyone else for that matter. But someone else had a similar problem, where world models weren't showing up. Try setting model detail to high. I think that's how he fixed it.
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  9. Post #1009
    G-Enigma's Avatar
    June 2011
    310 Posts
    Well, the progress is in, and:

    This is the rough version...
    As you can see, you can actually aim...

    but this is the final and I just dont like it:

    Also, sorry for taking up so much space with pics.
    Edit: "May...have added a LaRue under it"
    Yes, I found the "lolrue", attempting integration nao!
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  10. Post #1010
    Red Toaster's Avatar
    July 2009
    1,299 Posts
    shells are coming out both sides of weapons, what should I do to fix it?
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  11. Post #1011
    Marxman's Avatar
    July 2010
    165 Posts
    http://www.harrisbipods.com/IMG/HB25C.jpg I'm just going to leave this here.
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  12. Post #1012
    G-Enigma's Avatar
    June 2011
    310 Posts
    shells are coming out both sides of weapons, what should I do to fix it?
    Not sure why that would be happening, but maybe try updating the svn and making sure you haven't messed with any of the files.
    http://www.harrisbipods.com/IMG/HB25C.jpg I'm just going to leave this here.
    Umm...nice bipod?
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  13. Post #1013
    Marxman's Avatar
    July 2010
    165 Posts
    I'm implying that there should be a bipod system in this. >.>
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  14. Post #1014
    G-Enigma's Avatar
    June 2011
    310 Posts
    I'm implying that there should be a bipod system in this. >.>
    Well...*cough*..got any good models in mind?
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  15. Post #1015
    G-Enigma's Avatar
    June 2011
    310 Posts

    *Insert victory music here*
    Looks good from all (normal) angles too:

    Now I have to make an account with one of those stupid file hosting sites and upload the .smd and qc files...assuming its good enough to be the fix?
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  16. Post #1016

    September 2011
    37 Posts
    my guns have no sounds at all any fixes (i got the svn)
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  17. Post #1017
    G-Enigma's Avatar
    June 2011
    310 Posts
    my guns have no sounds at all any fixes (i got the svn)
    Way to not appreciate my hard work!
    Put all the text files in gdcw/scripts/sounds into your garrysmod/scripts/sounds folder and then go back to garrysmod/scripts and delete your game_sounds_manifest file. It will rebuild itself and the sounds should work after you restart Gmod.
    PS: If this doesn't work then you have the same wierd problem as XanyholesagoalX, which means you're screwed :(
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  18. Post #1018
    zero717's Avatar
    June 2011
    108 Posts
    http://www.harrisbipods.com/IMG/HB25C.jpg I'm just going to leave this here.
    http://www.gamebanana.com/models/2056 and im just going to leave this here good sir.
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  19. Post #1019
    Marxman's Avatar
    July 2010
    165 Posts
    Well...*cough*..got any good models in mind?
    A couple of the models already have bipods (M24, M249, I believe.) Or do you mean seperate, actual BIPOD models, without the gun?
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  20. Post #1020

    July 2009
    420 Posts
    PS: If this doesn't work then you have the same wierd problem as XanyholesagoalX, which means you're screwed :(
    I'll have you know, i fixed my sound problem! had to re-install gmod to do it though D:
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  21. Post #1021
    G-Enigma's Avatar
    June 2011
    310 Posts
    A couple of the models already have bipods (M24, M249, I believe.) Or do you mean seperate, actual BIPOD models, without the gun?
    I'd say it didn't matter, but I don't get what you mean with a "bipod system". If you want fully coded/animated bipods that can be deployed, talk to a coder or animater. If you want bipods randomly slapped on weapons though, I might be able to do that :0
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  22. Post #1022
    Marxman's Avatar
    July 2010
    165 Posts
    I'd say it didn't matter, but I don't get what you mean with a "bipod system". If you want fully coded/animated bipods that can be deployed, talk to a coder or animater. If you want bipods randomly slapped on weapons though, I might be able to do that :0
    Yeah, I'm talking about a deployable system, and that's why the post is for Generic Default.
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  23. Post #1023
    G-Enigma's Avatar
    June 2011
    310 Posts
    Yeah, I'm talking about a deployable system, and that's why the post is for Generic Default.
    Ah. Well.
    ...
    ...
    Imma shut up and leave now >.>
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  24. Post #1024
    Marxman's Avatar
    July 2010
    165 Posts
    Ah. Well.
    ...
    ...
    Imma shut up and leave now >.>
    Well, actually... If you can design a system/model that has a bipod retracted, and then one deployed (And an animation that looks awesome with it) then that might really help us here....
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  25. Post #1025

    September 2011
    37 Posts
    Way to not appreciate my hard work!
    Put all the text files in gdcw/scripts/sounds into your garrysmod/scripts/sounds folder and then go back to garrysmod/scripts and delete your game_sounds_manifest file. It will rebuild itself and the sounds should work after you restart Gmod.
    PS: If this doesn't work then you have the same wierd problem as XanyholesagoalX, which means you're screwed :(
    i did what you said and it worked but i also had the garrysmod versions of the gdcw weapons and i deleted those the same time i moved the sounds i dont know wich actally fixed it so go tell the other guy that
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  26. Post #1026
    G-Enigma's Avatar
    June 2011
    310 Posts
    Well, actually... If you can design a system/model that has a bipod retracted, and then one deployed (And an animation that looks awesome with it) then that might really help us here....
    Lol, I'd help if I could, but as I only figured out how to "hack" v_ and w_ models a few days ago, I don't have a clue about animations.
    Maybe I'll do research though...
    @chocolateya It was the scripts thing and he already fixed it so good.
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  27. Post #1027
    Heydshaut's Avatar
    June 2010
    580 Posts
    It's a pain in the ass to re-animate Smd's. Plus, it's a pain in the ass to code. You'd also have to make new idle, fire, and reload animations for when the bipod is out, similar to a silencer code. I can't speak for Generic, but that's a lot of effort for not a whole lot of results.
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  28. Post #1028
    G-Enigma's Avatar
    June 2011
    310 Posts
    It's a pain in the ass to re-animate Smd's. Plus, it's a pain in the ass to code. You'd also have to make new idle, fire, and reload animations for when the bipod is out, similar to a silencer code. I can't speak for Generic, but that's a lot of effort for not a whole lot of results.
    //
    Anyway, I think that the "priorities" for this pack should be something like:
    #1: Fix shotgun base
    #2: Create working firereate toggle
    #3: Worry about other stuff.
    Just my 2 cents, anyway.
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  29. Post #1029
    Marxman's Avatar
    July 2010
    165 Posts
    My personal Priorities:

    1) Finish Shotgun Base.
    2) Add some shotguns. Duh.
    3) Gotta agree with the fire rate.
    4) Scope Sway (When you walk, it moves) and breathing.
    5) Better NPC usage. (Enemy NPC, that is.)
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  30. Post #1030
    G-Enigma's Avatar
    June 2011
    310 Posts
    My personal Priorities:

    1) Finish Shotgun Base.
    2) Add some shotguns. Duh.3) Gotta agree with the fire rate.
    4) Scope Sway (When you walk, it moves) and breathing.
    5) Better NPC usage. (Enemy NPC, that is.)
    Huh, I keep forgetting that everyone else doesn't have the 4 or so shotguns I added. Otherwise, gotta agree, except with NPC usage. People have wanted combine to be able to shoot sweps pretty much since sweps were implemented, but it just hasn't happened :(
    Just for reference (shotguns)
    http://www.gamebanana.com/skins/104639
    http://www.gamebanana.com/skins/75960
    http://www.gamebanana.com/skins/109619
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  31. Post #1031
    sentrygunman's Avatar
    September 2008
    719 Posts
    I'm trying to fix the shotgun base and the only thing wrong with it is it's basically a sex simulator because after you reload it pumps until you switch weapons.
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  32. Post #1032

    April 2011
    3 Posts
    just wondering did you fix the bug in multiplayer servers where the host will get the kills for the assault rifle kills?
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  33. Post #1033
    aw3som3sh007a's Avatar
    October 2011
    115 Posts
    I dont know how to use SVN google code. can you upload the link (not google code) here for the rest of the weapons.
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  34. Post #1034
    Heydshaut's Avatar
    June 2010
    580 Posts
    I dont know how to use SVN google code. can you upload the link (not google code) here for the rest of the weapons.
    http://lmgtfy.com/?q=Garrysmod+svn+updater

    LEARN.

    just wondering did you fix the bug in multiplayer servers where the host will get the kills for the assault rifle kills?
    Is that the one where the bullet entities get kills instead of you?
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  35. Post #1035
    Marxman's Avatar
    July 2010
    165 Posts
    You should add more LMGs.
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  36. Post #1036
    Erfly's Avatar
    April 2011
    4,513 Posts
    You should add more LMGs.
    I'd personally like to see some more explosives, there's only the rocket launcher at the moment I believe.
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  37. Post #1037

    July 2009
    420 Posts
    I'd personally like to see some more explosives, there's only the rocket launcher at the moment I believe.
    would be pretty sweet to see a Javelin on this base :D
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  38. Post #1038
    Marxman's Avatar
    July 2010
    165 Posts
    I'd personally like to see some more explosives, there's only the rocket launcher at the moment I believe.
    That would be nice. Definitely some Frags and C4, but maybe a smaller version of the Hellfire missile that is hand-held?
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  39. Post #1039
    sentrygunman's Avatar
    September 2008
    719 Posts
    I'd personally like to see some more explosives, there's only the rocket launcher at the moment I believe.
    He's making a M202 at the moment.
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  40. Post #1040
    Marxman's Avatar
    July 2010
    165 Posts
    He's making a M202 at the moment.
    Nice. Is it going to be a lone weapon, or an attachment to other weapons?
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