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 #601
    Russian's Avatar
    August 2009
    393 Posts
    Well it's not really a bug, it's one of the drawbacks of having the bullets do explosive damage. And it only does it to destructable props.
    So we want change explosive bullets to normal bulletz wut about ammo typies? D:

    perfect sweps, it is so cool when ur playing with GDCW Sweps +slow-mo + combine onslaught map =)

    it could be awsome if someone make special gore-mod for this sweps.
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  2. Post #602
    Alexis-nyan's Avatar
    July 2010
    749 Posts
    So we want change explosive bullets to normal bulletz wut about ammo typies? D:

    perfect sweps, it is so cool when ur playing with GDCW Sweps +slow-mo + combine onslaught map =)

    it could be awsome if someone make special gore-mod for this sweps.
    I like the Change bullet type idea.
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  3. Post #603
    mrbaus's Avatar
    December 2009
    16 Posts
    I SVN'd the new update, the pistols are awesome! However, I'm having a bit of trouble with the NPC Weapon List. It seems that the pistols have completely replaced the rifles and submachineguns (The M4s, the HK416, AK, P90, etc). The only GDCW weapons in the list are the new pistols. Assistance would be appreciated.

    EDIT: Nevermind, fixed it. :D
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  4. Post #604
    Russian's Avatar
    August 2009
    393 Posts
    Later i will make video with GDCW sweps + slo-mo + onslaught map.

    Generic Default can u fix m3 shotgun reload(it reload full magazine with 1-2 bullet)? and m3 shotgun dont have blood particle effect.

    Can u say map name on screenz with pistol pack? and upload save file with ur npc onslaught <3
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  5. Post #605
    filipegroh's Avatar
    March 2009
    216 Posts
    They all worked pretty well, really liked the models you've choosen, they all fit perfectly.
    I guess I'll be poinitng a pretty obvious problem but, those exploding bullets are kinda off ridiculous, you can kill yourself by firing a 9mm pistol in the wall in front of you, and just by missing your target you can pretty much kill him if the shot lands near him. Maybe instead add ammunition types, exploding, flammable and normal.

    Oh, before I forget, your sweps seems to have some trouble with WAC sweps system, the vector aiming addon to be more precise, if "free aim with all weapons" is enabled, whenever you zoom in with mouse 2, it toggles iron sights and zooms as long as you keep the mouse 2 button pressed, as soon as you release it unzoom but stays on ironsights. Might be something to do with the crosshair disappearing on mouse2 thingy WAC has.
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  6. Post #606
    DesumThePanda's Avatar
    January 2010
    9,902 Posts
    Later i will make video with GDCW sweps + slo-mo + onslaught map.

    Generic Default can u fix m3 shotgun reload(it reload full magazine with 1-2 bullet)? and m3 shotgun dont have blood particle effect.

    Can u say map name on screenz with pistol pack? and upload save file with ur npc onslaught <3
    how do i spell correctly and use good grammar?! omg! <3<3<3<3<3 :D
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  7. Post #607
    RikohZX's Avatar
    September 2009
    7,359 Posts
    They all worked pretty well, really liked the models you've choosen, they all fit perfectly.
    I guess I'll be poinitng a pretty obvious problem but, those exploding bullets are kinda off ridiculous, you can kill yourself by firing a 9mm pistol in the wall in front of you, and just by missing your target you can pretty much kill him if the shot lands near him. Maybe instead add ammunition types, exploding, flammable and normal.

    Oh, before I forget, your sweps seems to have some trouble with WAC sweps system, the vector aiming addon to be more precise, if "free aim with all weapons" is enabled, whenever you zoom in with mouse 2, it toggles iron sights and zooms as long as you keep the mouse 2 button pressed, as soon as you release it unzoom but stays on ironsights. Might be something to do with the crosshair disappearing on mouse2 thingy WAC has.
    WAC usually works with base/basic weapons and ones designed specifically for it. However, it's bound to be incompatible with weapon packs that do things differently. You'll either have to go without WAC on this weapon pack, or hope GD knows a way to make them compatible.
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  8. Post #608
    filipegroh's Avatar
    March 2009
    216 Posts
    I'm really thinking about creating a custom combine SNPC, just so I can see them use these weapons. Another thing, try decreasing the FOV at ironsights, there is way too much zoom, and the unscoped AWP doesnt have any kind of ironsights, it zooms in just like the scoped version.

    Another thing, when you lower your weapon, you must hold your 'usekey', why not instead make it toggle able , making the player press 'use'+'attack1' or hold 'usekey' for x seconds
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  9. Post #609
    FOSSILIZED SHIT MAGGOT INFERNO
    BLOODGA$M's Avatar
    August 2010
    2,729 Posts
    They all worked pretty well, really liked the models you've choosen, they all fit perfectly.
    I guess I'll be poinitng a pretty obvious problem but, those exploding bullets are kinda off ridiculous, you can kill yourself by firing a 9mm pistol in the wall in front of you, and just by missing your target you can pretty much kill him if the shot lands near him. Maybe instead add ammunition types, exploding, flammable and normal.

    Oh, before I forget, your sweps seems to have some trouble with WAC sweps system, the vector aiming addon to be more precise, if "free aim with all weapons" is enabled, whenever you zoom in with mouse 2, it toggles iron sights and zooms as long as you keep the mouse 2 button pressed, as soon as you release it unzoom but stays on ironsights. Might be something to do with the crosshair disappearing on mouse2 thingy WAC has.
    WAC allows you to disable that feature from the Q menu, doesn't it?

    If you really want free-aim with the GDCW weapons, try SharpEye.
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  10. Post #610
    Generic Default's Avatar
    September 2009
    217 Posts
    Well I don't have SharpEye or WAC or any of those so I don't know how GDCW guns will be affected by having those addons installed. Also I need your opinions on some stuff.

    Your votes on....
    -Changing M4/M16 sound to something less metallic
    -Re-compressing all weapon textures to save file size(quality will stay pretty much the same, I did this with the pistols pack)
    -NPC Cleanup(Keep it out, or re-add to the SVN?)
    -Adding new single weapons to the SVN;
    -SG552
    -AW50
    -RPG7
    -Grenades
    -Anything else?
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  11. Post #611
    DesumThePanda's Avatar
    January 2010
    9,902 Posts
    A Spas-12 would be nice.
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  12. Post #612
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    Well I don't have SharpEye or WAC or any of those so I don't know how GDCW guns will be affected by having those addons installed. Also I need your opinions on some stuff.

    Your votes on....
    -Changing M4/M16 sound to something less metallic
    -Re-compressing all weapon textures to save file size(quality will stay pretty much the same, I did this with the pistols pack)
    -NPC Cleanup(Keep it out, or re-add to the SVN?)
    -Adding new single weapons to the SVN;
    -SG552
    -AW50
    -RPG7
    -Grenades
    -Anything else?
    -Depends, does the current sound seem out-of-place on such a rifle? Personally, the sound is good.
    -Will this change weapon texture load times? File saving space, go for it.
    -Unless this is more efficient than the classic 'remove all NPCs' button in options, leave it out.
    -I'll go through each of these...
    --The SG-552...I dunno, compared to some of the ACOG weapons, it seems lackluster. Perhaps a stronger zoom on it would out class some of the others?
    --An AW50. Hmmm. I don't know.
    --RPG7, if you can make it as cool as the other weapons, this is a definite ok.
    --Grenades, I'd kill for these. Frags, flashes, smokes, maybe chaff, it'd be brilliant.
    -Ammo types for the other rifles? So far only the shotgun has any discriminate shells that are different. Armor piercing, hollow point, incendiary, tracers, all calling from a bullet base.
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  13. Post #613
    mariosuchy's Avatar
    April 2010
    37 Posts
    We want incendiary bullets! Burning combines anyone?
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  14. Post #614
    Gold Member
    elowin's Avatar
    December 2009
    7,977 Posts
    maybe chaff
    How exactly would chaff work?
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  15. Post #615
    minhmap512's Avatar
    July 2010
    41 Posts
    Well, I will vote for Npc and weapon cleanup.
    Re-compressing ? No.
    from 1024x1024 to 512x512 is enough...
    Sg552 ? I will suggest another one: Aks74u. It's better, for real.
    Aw50 ? I think As50 is enough...
    Rpg7 ? Go on it. I like big explosives :P
    Grenades ? Good one. I'd like to have some for my server.
    Ammo types ? No idea. I really suggest you to make something like weapon fire-mode. I hate to spray all the damn bullet outta the way because my mouse is so suckie.
    Anyway, if you can make the 'weapon mobility' better, it will be great. I don't think running around with a As50 weight 12.2kg in hand will fast as run with a Colt1911 what is just over 1kg.
    Ps: Yay i got a worm in my ass :>
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  16. Post #616
    filipegroh's Avatar
    March 2009
    216 Posts
    -M4/M16 sounds are fine in my opinion
    -Really don't know about recompressing the textures, but if it takes less time to load them, them go ahead
    -NPC cleanup might be usefull, altough there already are some addons out there that does that.
    -SG552: Might work, but Id like to see an unscoped version
    -AW50: I know that having a 50. cal sniper is cool and all, but theres already one in the pack.
    -RPG 7: Cool thing to have, as long as it is just as awsome as the other weapons, dumb fire rocket and making it drop after a certain distance are a must.

    Now, on sugestions: Toggle weapon (instead of holding 'use' to lower it or 'walk' to hold it like a shotgun, make it toggleable); Fire mode (single, burst, auto, under-barrel grenade launcher); Weapons weight (maybe an weight mod that makes the weapons slow down the player whos holding them)
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  17. Post #617
    Generic Default's Avatar
    September 2009
    217 Posts
    The votes are in, here are the results.

    -M4/M16 sounds: Don't Change
    -I'll clear up this recompressing thing below.
    -NPC cleanup should be left out
    -SG552: Yes
    -AW50: I'm gonna add it anyway, your opinions don't matter on this one.
    -RPG 7: Hell ya
    -Nades: Hell ya.

    OK so about recompressing..
    Recompressing does not lower the texture resolution. I'm only changing the texture format to cut down file size, I think from 32 bit to 24 bit. The difference is that the texture looks unoticeably greener, kind of like the guns in COD4. I already did it with the pistols pack and nobody noticed, so I think I should do it with the rest of the guns.

    Other new stuff for near SVN updates
    -When you use iron sights, your world model switches to the RPG hold type. It looks better.
    -Adding the stuff above
    -I'll try to figure out some way to switch bullet types, ideally I would have some kind of menu to choose ammo.
    -Tracer every third bullet?

    I'm going to try to add a GDC menu to options or utilities for advanced options. Since I have absolutely no experience with this kind of stuff it might take a while.
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  18. Post #618
    Gold Member
    ababs362's Avatar
    August 2008
    2,229 Posts
    After all that a few shotguns would be nice, or you could atleast fix the reloading problem with the current shotgun. It loads all the shells at once, meaning it plays the animation for one shell being loaded and then shows it being at full capacity.
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  19. Post #619
    Gold Member
    elowin's Avatar
    December 2009
    7,977 Posts
    What maps did you use for the pictures?
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  20. Post #620
    Generic Default's Avatar
    September 2009
    217 Posts
    What maps did you use for the pictures?
    Freespace

    And Ababs I've been trying to fix the shotgun reload problem since I made it, but I guess Garry made two different reload functions for when you run out of ammo and when you press R.

    Also that GDCW options menu is going pretty well. I have a few options working on it but I've run into a problem. Either the swep base isn't transferring the tracer variable or the bullet entity isn't receiving it.

    Here's the receiving line for the bullet

    self.Tracer = self.Entity:GetVar("Tracer")

    Here's the transferring line for the swep base

    bullet.Tracer = true
    bullet:SetVar("Tracer", true)

    I know it's probably some really simple, stupid mistake I made because I don't know lua but please help! I know the problem must be in one of those two parts.
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  21. Post #621
    Russian's Avatar
    August 2009
    393 Posts
    Freespace

    And Ababs I've been trying to fix the shotgun reload problem since I made it, but I guess Garry made two different reload functions for when you run out of ammo and when you press R.

    Also that GDCW options menu is going pretty well. I have a few options working on it but I've run into a problem. Either the swep base isn't transferring the tracer variable or the bullet entity isn't receiving it.

    Here's the receiving line for the bullet

    self.Tracer = self.Entity:GetVar("Tracer")

    Here's the transferring line for the swep base

    bullet.Tracer = true
    bullet:SetVar("Tracer", true)

    I know it's probably some really simple, stupid mistake I made because I don't know lua but please help! I know the problem must be in one of those two parts.
    it-mean-u-stopped-working-on-this-:(-
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  22. Post #622
    Gold Member
    elowin's Avatar
    December 2009
    7,977 Posts
    it-mean-u-stopped-working-on-this-:(-
    Uh, what?
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  23. Post #623
    Gold Member
    Marlwolf78's Avatar
    August 2008
    2,821 Posts
    What was it again that you needed to remove to make the bullets not set things on fire?
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  24. Post #624
    Blargh123's Avatar
    October 2009
    403 Posts
    Freespace

    And Ababs I've been trying to fix the shotgun reload problem since I made it, but I guess Garry made two different reload functions for when you run out of ammo and when you press R.

    Also that GDCW options menu is going pretty well. I have a few options working on it but I've run into a problem. Either the swep base isn't transferring the tracer variable or the bullet entity isn't receiving it.

    Here's the receiving line for the bullet

    self.Tracer = self.Entity:GetVar("Tracer")

    Here's the transferring line for the swep base

    bullet.Tracer = true
    bullet:SetVar("Tracer", true)

    I know it's probably some really simple, stupid mistake I made because I don't know lua but please help! I know the problem must be in one of those two parts.
    Er... why are you using SetVar and GetVar for your bullet SENT anyways? All entities already have a table associated with them.

    The one line in your weapon base should be sufficient for transferring the Tracer variable to the bullet. Simply having:

    bullet.Tracer = true

    before bullet:Spawn() should be enough.
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  25. Post #625
    Generic Default's Avatar
    September 2009
    217 Posts
    Nope, it doesn't work that way I guess. I've tried a ton of stuff and none of it seems to be working.
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  26. Post #626
    Blargh123's Avatar
    October 2009
    403 Posts
    Nope, it doesn't work that way I guess. I've tried a ton of stuff and none of it seems to be working.
    If that's the case, then the issue may very well be in the way you're using the Tracer variable in the bullet entity, or perhaps you're not utilizing the code that sets the bullet entity's variables. Either way, you really don't need SetVar and GetVar at all.
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  27. Post #627
    Generic Default's Avatar
    September 2009
    217 Posts
    If that's the case, then the issue may very well be in the way you're using the Tracer variable in the bullet entity, or perhaps you're not utilizing the code that sets the bullet entity's variables. Either way, you really don't need SetVar and GetVar at all.
    OK, I switched to a new thing in the bullet init file.

    if self.Tracer then
    .. and here is the tracer code.

    There is nothing above it to say what self.Tracer is.
    And my way of setting variables is working; I used the print function to see when it sets "bullet.Tracer", and it prints it every time.

    bullet.Tracer = true
    print("Tracer")

    So the problem must be on the receiving end.
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  28. Post #628
    Blargh123's Avatar
    October 2009
    403 Posts
    Try putting " Msg(self.Tracer.."\n") " above your "if self.Tracer then" code (I assume you're doing this all in Entity.Initialize.) . It will print either true (Meaning something's wrong with the stuff inside "if self.Tracer then") or nil (the bullet is not recieving bullet.Tracer"), I think. If it doesn't print to the console at all, then there's a problem outside of the bullet entity's attempt to retrieve self.Tracer.
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  29. Post #629
    Generic Default's Avatar
    September 2009
    217 Posts
    Try putting " Msg(self.Tracer.."\n") " above your "if self.Tracer then" code (I assume you're doing this all in Entity.Initialize.) . It will print either true (Meaning something's wrong with the stuff inside "if self.Tracer then") or nil (the bullet is not recieving bullet.Tracer"), I think. If it doesn't print to the console at all, then there's a problem outside of the bullet entity's attempt to retrieve self.Tracer.
    Nope, still doesn't work. I'm still working on this, here's what I have now.
    In the SWEP base shared file;

    Code:
    		if self.Primary.TracerCount>=self.Primary.TracerOn then 
    		bullet.Tracer = true
    		bullet:SetVar("Tracer", 1)
    		print("SWEP Tracer")
    		self.Primary.TracerCount = 0
    		else 
    		bullet.Tracer = false
    		end
    In the bullet entity init file, under "Initiate"
    Code:
    print(tostring(self.Tracer))
    
    if self.Tracer then
    print("Bullet Tracer")
    Trail = ents.Create("env_spritetrail")
    Trail:SetKeyValue("lifetime","0.1")
    Trail:SetKeyValue("startwidth","20")
    Trail:SetKeyValue("endwidth","5")
    Trail:SetKeyValue("spritename","trails/laser.vmt")
    Trail:SetKeyValue("rendermode","5")
    Trail:SetKeyValue("rendercolor","255 150 100")
    Trail:SetPos(self.Entity:GetPos())
    Trail:SetParent(self.Entity)
    Trail:Spawn()
    Trail:Activate()
    Glow = ents.Create("env_sprite")
    Glow:SetKeyValue("model","orangecore2.vmt")
    Glow:SetKeyValue("rendercolor","255 150 100")
    Glow:SetKeyValue("scale","0.10")
    Glow:SetPos(self.Entity:GetPos())
    Glow:SetParent(self.Entity)
    Glow:Spawn()
    Glow:Activate()
    end
    And in my console it prints this looping message when I shoot on full auto;

    Code:
    nil
    nil
    nil
    SWEP Tracer
    nil
    nil
    nil
    SWEP Tracer
    nil
    nil
    nil
    SWEP Tracer
    So from that I can tell that the swep base is setting the variable, but the bullet is receiving it as nil. The sweps still shoot fine but it isn't shooting tracers. I must be doing something obviously wrong or else Garry messed up. Help please?
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  30. Post #630
    werewolf0020's Avatar
    October 2009
    5,853 Posts
    We need a version that has lower damage for npc battles
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  31. Post #631
    Russian's Avatar
    August 2009
    393 Posts
    Generic-can-u-make-DOF-effect-while-reload?
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  32. Post #632
    Trooper0315's Avatar
    January 2010
    2,767 Posts
    2 additions I can think of are the M14 and the AR-10.
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  33. Post #633
    SickJits's Avatar
    August 2009
    2,067 Posts
    I'd love to see a M14 in this pack.
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  34. Post #634
    Gold Member
    elowin's Avatar
    December 2009
    7,977 Posts
    2 additions i can think of are the m14 and the ar-10.
    Why am i seing M14's everywhere right now?
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  35. Post #635
    Marine123's Avatar
    January 2008
    458 Posts
    Because the M14 is an awesome battle rifle.
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  36. Post #636
    Trooper0315's Avatar
    January 2010
    2,767 Posts
    I just tried out the ACOG version of the P90, and the scope texture is missing when not looking down the sight. Any fix? I have already tried to re-install both gmod and GDCW, but neither seem to work.
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  37. Post #637

    July 2009
    123 Posts
    This is a fantastic addon, except that you need to get some of your weapon stats right. I'm not sure if the weapon stats on the info pane (When you hover over the weapons in the spawn menu) are based on how the weapons function in game, or how they function in real life, but some of the information is either misleading or downright wrong. For example, the Colt Python doesn't use 12.7mm rounds (That's a .50 round) it uses a .357 round, which would be in the 9mm range. Sorry if I'm nitpicking a bit, but I'm a bit of a gun nut when it comes to video games, comes from playing S.T.A.L.K.E.R. a bit too much.
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  38. Post #638
    Generic Default's Avatar
    September 2009
    217 Posts
    This is a fantastic addon, except that you need to get some of your weapon stats right. I'm not sure if the weapon stats on the info pane (When you hover over the weapons in the spawn menu) are based on how the weapons function in game, or how they function in real life, but some of the information is either misleading or downright wrong. For example, the Colt Python doesn't use 12.7mm rounds (That's a .50 round) it uses a .357 round, which would be in the 9mm range. Sorry if I'm nitpicking a bit, but I'm a bit of a gun nut when it comes to video games, comes from playing S.T.A.L.K.E.R. a bit too much.
    Sorry about that, I'm not quite that retarded, I just copy and paste each weapon file so when I add new guns I often forget to change the statistics. I need to go through and clean up a bunch of those I bet. Thanks for pointing that out!

    And I'm still waiting for somebody to tell me how to transfer vars from the SWEP to the bullet entity! I'm working on a detailed menu so people can customize their guns.
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  39. Post #639
    Russian's Avatar
    August 2009
    393 Posts
    And I'm still waiting for somebody to tell me how to transfer vars from the SWEP to the bullet entity! I'm working on a detailed menu so people can customize their guns.[/QUOTE]

    u should post ur problem there http://www.facepunch.com/forums/337-Questions
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  40. Post #640
    017
    Gold Member
    017's Avatar
    October 2006
    69 Posts
    Not sure if you've looked at this yet, but I'd suggest adding scope sensitivity for the sniper weapons as well as adding toggleable silencers for the guns with the right animations.

    You should be able to use "self.MouseSensitivity" in the sniper rifle's base. I've seen it divided by the FOV in Mad Cow's Weapons to get the right sensitivity each time; you could try the same method.
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