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 #1081
    like..dude..nevermind....fuck
    DarkZero135's Avatar
    July 2011
    4,617 Posts
    It's because of the default empty clip sound being played when the gun runs out of ammo but you keep clicking. I made a fix for it in fall 2010, but the sound script update in early 2011 that broke the sounds made it impossible to override scripted sounds with other scripted sounds, and since I can't change the sound that plays, I don't think I'll be able to fix this one.

    And there shouldn't be any lag from holstering or running with the weapons, at least I never get any.

    And one more thing. I've been working on a way to get recoil for the guns to work better in multiplayer, but I'm really busy so don't expect updates immediately. I'm also going to try to add a bunch of big updates with new things like grenades and more machine guns sometime around Rama-Kwanzaa-Mas.
    hnnng
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  2. Post #1082
    powerdpower's Avatar
    June 2010
    39 Posts
    OK, I have tried and tried and tried to change the bullet speed. But it wont change! Could it be that I only have the speed changes in my server and not my client? Please help!
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  3. Post #1083
    Marxman's Avatar
    July 2010
    168 Posts
    Is there a way that you could add an option to change the bullet impact particles back to the original, as these make me lag when using them in a close quarters environment.
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  4. Post #1084
    powerdpower's Avatar
    June 2010
    39 Posts
    I have an idea!

    Generic should add some server-side options such as:

    "sv_GDCW_bulletspeedmult" " "

    "sv_GDCW_bulletspreadmult" " "

    etc.

    You cant tell me this is not a good idea.......
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  5. Post #1085

    January 2010
    14 Posts
    OK, I have tried and tried and tried to change the bullet speed. But it wont change! Could it be that I only have the speed changes in my server and not my client? Please help!
    It is possible to change the bullet speed in m/s by editing a number in the init.lua file located in the entity folder of the gdcw sweps. to test this I make a joke weapon and edited this line;

    "self.Flightvector = self.Entity:GetUp()*((1*52.5)/66) // Velocity in m/s, FIRST NUMMER is SPEED (FrameTime)"

    Now the swep fires a bullet only at 1m/s. This worked for me, but i NEVER play gmod online so I wouldn't know if there is a problem with your server.
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  6. Post #1086
    G-Enigma's Avatar
    June 2011
    326 Posts
    Not that anyone cares, but:
    Firerate toggle: Check (but uses Leetnoob's code so cant redistribute w/out permis)
    Differentiated partially full/empty mag reloads: Check but still heavy wip, and will look horrible for pistols
    Bipods: -_- (requested by Marxman)
    Massive number of Russian guns (requested several pages back): NOPE
    Shotgun base fix: Wasn't somebody else trying that?
    Addition of more shotguns: If i could figure out how to get permission, I could try to finish the few extras I have...
    Scope sway (also requested by Marxman): Just get Sharpeye...
    Combine SWEP usage: coincident with EP3, so were basically screwed
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  7. Post #1087

    January 2010
    14 Posts
    Scope sway (also requested by Marxman): GET. F**CKING. SHARPEYE.
    I'd LOVE to see that with these sweps. That would make sniping a whole lot more fun and challenging. The ability to hold one's breath would be awesome too.
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  8. Post #1088
    Marxman's Avatar
    July 2010
    168 Posts
    Not that anyone cares, but:
    Firerate toggle: Check (but uses Leetnoob's code so cant redistribute w/out permis)
    Differentiated partially full/empty mag reloads: Check but still heavy wip, and will look horrible for pistols
    Bipods: -_- (requested by Marxman)
    Massive number of Russian guns (requested several pages back): NOPE
    Shotgun base fix: Wasn't somebody else trying that?
    Addition of more shotguns: If i could figure out how to get permission, I could try to finish the few extras I have...
    Scope sway (also requested by Marxman): Just get Sharpeye...
    Combine SWEP usage: coincident with EP3, so were basically screwed
    Will try out Sharpeye, sorry, never thought of that. XD

    Edited:

    Well, duh. It's using an overlay system, therefore SharpEye doesn't affect it. (Talking about 4x, 8x, and 12x scopes)
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  9. Post #1089
    G-Enigma's Avatar
    June 2011
    326 Posts
    Will try out Sharpeye, sorry, never thought of that. XD

    Edited:

    Well, duh. It's using an overlay system, therefore SharpEye doesn't affect it. (Talking about 4x, 8x, and 12x scopes)
    But Sharpeye bobbing does affect where the scope is pointing (it bobs slightly), kinda (i know, only KINDA, but still) like if you were breathing.
    Though there's no "hold breath" option to temporarily disable Sharpeye's viewbobbing, its the closest to "breathing motion"-or scope sway- ive seen so far.
    Edit: Granted, its usually not very noticable, but it is there.
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  10. Post #1090
    Generic Default's Avatar
    September 2009
    217 Posts
    Right now I'm working on getting grenades in the pack(finally), and I made a new system for recoil in multiplayer so guns aren't perfectly accurate on full auto. There aren't very many Russian guns on FPSBanana(now GameBanana), so if you find any good ones with good animations, good textures, good sights and recoil, and preferably with multiple sights, TELL ME!

    I'm also trying to get an update out for ChristmaKwanzaadan with an updated SWEP base, some new guns, the nades, and something else I'm forgetting...


    And Enigma;
    Bipods- No, unless I got those two DOD machine guns with bipod animations.
    Firerate Switch- If I can find an extra keyboard control that isn't ever used, I would like to add it.
    Russian Guns- I want them, but there aren't enough good models for anything other than AK's.
    Shotgun Fix- It's a lot harder than you think, and it's not my top priority.
    Scope Sway- I might be able to do that with the scope overlays and the viewmodels, but it will take a lot of work.

    The problem right now is Garry's big update. I don't know when he's going to release it, but I have a feeling that I'm going to have to remake all of the SWEP bases and stuff, so that's what's been preventing me from working on the guns a lot for the past few months. I think this will be like the big update at the beginning of 2008 that broke everything, so I'm demotivated to make any progress.
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  11. Post #1091
    Uncle Bourbon's Avatar
    November 2011
    4,751 Posts
    Can you please fix the red dot sights and holographic sights for the next update? The way they look like atm i unrealistic because you're not supposed to see the reticule until you look down the sight.
    In case it's not possible, could you at least make the reticule smaller and more high res?
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  12. Post #1092
    Marxman's Avatar
    July 2010
    168 Posts
    But Sharpeye bobbing does affect where the scope is pointing (it bobs slightly), kinda (i know, only KINDA, but still) like if you were breathing.
    Though there's no "hold breath" option to temporarily disable Sharpeye's viewbobbing, its the closest to "breathing motion"-or scope sway- ive seen so far.
    Edit: Granted, its usually not very noticable, but it is there.

    Yes, but it doesn't stay in sync with the crosshair itself, as it is an overlay. I'm talking about making the scopes model based, just like the other weapons (Red dots, Iron sights, Holo sights)

    Edited:

    Since some of your scopes on your weapons aren't transparent, you could hack them off and use these (http://www.facepunch.com/threads/978901?highlight=).
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  13. Post #1093
    Erfly's Avatar
    April 2011
    5,391 Posts
    Right now I'm working on getting grenades in the pack(finally), and I made a new system for recoil in multiplayer so guns aren't perfectly accurate on full auto. There aren't very many Russian guns on FPSBanana(now GameBanana), so if you find any good ones with good animations, good textures, good sights and recoil, and preferably with multiple sights, TELL ME!

    I'm also trying to get an update out for ChristmaKwanzaadan with an updated SWEP base, some new guns, the nades, and something else I'm forgetting...


    And Enigma;
    Bipods- No, unless I got those two DOD machine guns with bipod animations.
    Firerate Switch- If I can find an extra keyboard control that isn't ever used, I would like to add it.
    Russian Guns- I want them, but there aren't enough good models for anything other than AK's.
    Shotgun Fix- It's a lot harder than you think, and it's not my top priority.
    Scope Sway- I might be able to do that with the scope overlays and the viewmodels, but it will take a lot of work.

    The problem right now is Garry's big update. I don't know when he's going to release it, but I have a feeling that I'm going to have to remake all of the SWEP bases and stuff, so that's what's been preventing me from working on the guns a lot for the past few months. I think this will be like the big update at the beginning of 2008 that broke everything, so I'm demotivated to make any progress.
    Why don't you ask if somebody who has beta can test out your pack?
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  14. Post #1094
    G-Enigma's Avatar
    June 2011
    326 Posts
    Model based scopes?

    Good luck wit dat, bro.
    Edit: Unless you mean something akin to Leetnoob's Acog rendertarget zoominess, which would be interesting...
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  15. Post #1095
    Marxman's Avatar
    July 2010
    168 Posts
    Model based scopes?

    Good luck wit dat, bro.
    Edit: Unless you mean something akin to Leetnoob's Acog rendertarget zoominess, which would be interesting...
    I was talking about something similar to WAC's snipers, or that one sniper on Toybox, the M110, I think, that creates a new, cylindrical model when you go into the sights.
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  16. Post #1096
    G-Enigma's Avatar
    June 2011
    326 Posts
    I was talking about something similar to WAC's snipers, or that one sniper on Toybox, the M110, I think, that creates a new, cylindrical model when you go into the sights.
    I stand corrected.
    Either way, I hope this upcoming gmod update doesn't break too much stuff...
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  17. Post #1097

    January 2010
    14 Posts
    I reckon it would be great if the sniper scopes could be adjusted so that when you look down the scope, the rest of the screen doesn't zoom in as well, much like the snipers from that insurgency pack Zoey made along time ago.
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  18. Post #1098
    I reckon it would be great if the sniper scopes could be adjusted so that when you look down the scope, the rest of the screen doesn't zoom in as well, much like the snipers from that insurgency pack Zoey made along time ago.
    Also like LEETNOOB's code, you use a code that uses VMT effects, the only problem with that form of scoping is that some maps the scopes have black screens or have hundreds of problems. Might as well stick to the current method, unless you want to get someone to go into every map ever made and create cube maps.
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  19. Post #1099
    sentrygunman's Avatar
    September 2008
    796 Posts
    Hehe I gave Gen some AT4 animations. You know what this means guys. Another rocket launcher finally!
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  20. Post #1100
    G-Enigma's Avatar
    June 2011
    326 Posts
    Hehe I gave Gen some AT4 animations. You know what this means guys. Another rocket launcher finally!
    RAAAAAWKEET LAUNCHAIR?
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  21. Post #1101
    Heydshaut's Avatar
    June 2010
    596 Posts
    RAAAAAWKEET LAUNCHAIR?
    Rocket Lawnchair.

    LOL.

    Hell... I should get a SMAW model. That would make my day.
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  22. Post #1102
    G-Enigma's Avatar
    June 2011
    326 Posts
    Rocket Lawnchair.

    LOL.

    Hell... I should get a SMAW model. That would make my day.
    Lol, you're loling at me for spelling incorrectly...in teh internets.
    That almost as bad as decompiling the Masada and trying to fix its smoothing errors; you can try hard for a really long time, but you'll never get the results you want. *sigh*
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  23. Post #1103
    sentrygunman's Avatar
    September 2008
    796 Posts
    Yep. He made it c;
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  24. Post #1104
    powerdpower's Avatar
    June 2010
    39 Posts
    It is possible to change the bullet speed in m/s by editing a number in the init.lua file located in the entity folder of the gdcw sweps. to test this I make a joke weapon and edited this line;

    "self.Flightvector = self.Entity:GetUp()*((1*52.5)/66) // Velocity in m/s, FIRST NUMMER is SPEED (FrameTime)"

    Now the swep fires a bullet only at 1m/s. This worked for me, but i NEVER play gmod online so I wouldn't know if there is a problem with your server.
    I DID edit the line in my server, but server side the bullet speeds do not seem to be effected.......
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  25. Post #1105
    Marxman's Avatar
    July 2010
    168 Posts
    Yep. He made it c;
    I just came. NEW FUCKING LAUNCHER? HELL YEAH! (Goes off to break stuff in celebration)
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  26. Post #1106
    Heydshaut's Avatar
    June 2010
    596 Posts
    Yep. He made it c;
    OLOLOLOLOL M136 AT4. Nice.
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  27. Post #1107
    sentrygunman's Avatar
    September 2008
    796 Posts


    I can tell this is going to be fun
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  28. Post #1108
    Heydshaut's Avatar
    June 2010
    596 Posts


    I can tell this is going to be fun
    The M72 is not that large IRL.
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  29. Post #1109
    Generic Default's Avatar
    September 2009
    217 Posts
    I've been working a lot for the last few days on an explosives pack for today. That means;

    ////////////////////////////////////////////////
    RPG7
    AT4
    M202
    M72 (LAW)
    --- I'm going to try to get a guided rocket launcher in today, not sure what kind, but I'll get something.

    Pineapple frag grenade
    White Phosphorus grenade
    Red smoke indicator grenade
    Regular smoke grenade
    //////////////////////////////////////////////

    + some other updates, like;
    A new recoil system for the GDCW base to use in multiplayer.
    New M4/M16 sound.
    Compressing ALL of the GDCW viewmodel materials that are excessively huge in file size. This should save hundreds of mb.
    New machine guns, like M249 with ACOG, M249 iron sights, SL8 with CMAG and ELCAN scope, M16 with CMAG and ELCAN scope.
    Possibly new pistols.

    I'm working on all of these so update your SVN at least once a day for the next few days.
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  30. Post #1110
    Heydshaut's Avatar
    June 2010
    596 Posts
    I've been working a lot for the last few days on an explosives pack for today. That means;

    ////////////////////////////////////////////////
    RPG7
    AT4
    M202
    M72 (LAW)
    --- I'm going to try to get a guided rocket launcher in today, not sure what kind, but I'll get something.

    Pineapple frag grenade
    White Phosphorus grenade
    Red smoke indicator grenade
    Regular smoke grenade
    //////////////////////////////////////////////

    + some other updates, like;
    A new recoil system for the GDCW base to use in multiplayer.
    New M4/M16 sound.
    Compressing ALL of the GDCW viewmodel materials that are excessively huge in file size. This should save hundreds of mb.
    New machine guns, like M249 with ACOG, M249 iron sights, SL8 with CMAG and ELCAN scope, M16 with CMAG and ELCAN scope.
    Possibly new pistols.

    I'm working on all of these so update your SVN at least once a day for the next few days.
    :D

    Maybe I could make some attachments for the other weapons? It's a possibility, as I'm on winter break right now.

    EDIT: HOLY SHIT GDCW UPDATE NAO!1!!!11!
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  31. Post #1111
    Uncle Bourbon's Avatar
    November 2011
    4,751 Posts
    I'm wondering why the M416 acog isn't working. When I press mouse2, it zooms so much that I cant see the reticule. Or I'm missing the scope texture, dunno.
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  32. Post #1112
    Heydshaut's Avatar
    June 2010
    596 Posts
    I'm wondering why the M416 acog isn't working. When I press mouse2, it zooms so much that I cant see the reticule. Or I'm missing the scope texture, dunno.
    If you're using the old base, the ACOG scopes won't work properly. Grab the fixed version or the SVN.
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  33. Post #1113
    sentrygunman's Avatar
    September 2008
    796 Posts
    If you're using the old base, the ACOG scopes won't work properly. Grab the fixed version or the SVN.
    He's talking about the HK416. Anyway to fix that just go in options and FOV is in there somewhere, so you need to set FOV to the max I think.
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  34. Post #1114
    Generic Default's Avatar
    September 2009
    217 Posts
    That HK416 problem is if your default FOV is too high. Yours is probably at 90, you should set it to 75. It looks better that way anyway. I released the rocket pack on the SVN yesterday, but I just released it on the garrysmod.org now. Check it out;


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  35. Post #1115
    Marxman's Avatar
    July 2010
    168 Posts
    That HK416 problem is if your default FOV is too high. Yours is probably at 90, you should set it to 75. It looks better that way anyway. I released the rocket pack on the SVN yesterday, but I just released it on the garrysmod.org now. Check it out;


    What are your ColorMod and Fog settings for that picture? Also, could you upload a save of it somewhere and put it here?

    Edited:

    Also, SVN is missing the Matador's scope material.
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  36. Post #1116
    Ghille's Avatar
    January 2011
    20 Posts
    I love the explosives pack.
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  37. Post #1117
    ~Tital~
    napalm_bomb's Avatar
    July 2009
    1,194 Posts
    I'm going to try it.
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  38. Post #1118

    December 2011
    38 Posts
    Eh, my friend installed this on his server and we all downloaded it. I can't see the world models for most guns. (The ones I can see are all Rocket Lawnchairs other than the RPG and all the pistols.) We downloaded all the packs. What do?
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  39. Post #1119
    Heydshaut's Avatar
    June 2010
    596 Posts
    Eh, my friend installed this on his server and we all downloaded it. I can't see the world models for most guns. (The ones I can see are all Rocket Lawnchairs other than the RPG and all the pistols.) We downloaded all the packs. What do?
    Use the SVN. That's the most up-to-date version. The earlier packs may have problems.
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  40. Post #1120

    December 2011
    38 Posts
    Use the SVN. That's the most up-to-date version. The earlier packs may have problems.
    Tried that, didn't work.
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