ZOMKILL Posted June 3, 2017 Share Posted June 3, 2017 I wonder how much weight will be shaved off guns if every single moddable bit used fixed weights instead...even just adding glowing dots to the sights of your gun multiplies its overall weight by like 0.05 or something. This mod does something pretty similar to what I'm planning. It has a couple of images there illustrating the weight difference. Hi Antistar, how does the mod evolve? I'm in the middle of doing the high-poly meshes for the USAS-12. That sounds great, I know I repeat a lot but I really want to release your mod, that M4 ... by the way in total how many weapons is finished? The M4, the Glock and is now working on USAS 12, I'm wrong? There is still a lot of work ahead Link to comment Share on other sites More sharing options...
protatato Posted June 3, 2017 Share Posted June 3, 2017 After the replacers are done, is that when the first version of the mod launches? Link to comment Share on other sites More sharing options...
antistar Posted June 3, 2017 Author Share Posted June 3, 2017 (edited) That sounds great, I know I repeat a lot but I really want to release your mod, that M4 ... by the way in total how many weapons is finished? The M4, the Glock and is now working on USAS 12, I'm wrong? There is still a lot of work aheadIn terms of assets, the AR-15, Glock and Mini-14 are finished. Some assets are partly done for other weapons; I went over that in a recent post. After the replacers are done, is that when the first version of the mod launches?There's also a bunch of plugin work to do; stat changes and whatnot. I'd also like to get a pump-action shotgun and the two anti-materiel rifles in before release as well - without them there'd be gaps in coverage, I guess you'd say. The pump-action shotgun because it was just such a glaring omission in the base game, and the anti-materiel rifles because I'll be removing the .50 BMG rechamber options in vanilla weapons. (There's some info on these things in the OP.) Edit: There's also the Tommy Gun replacer. Not sure yet if I'll do that for the first release or not. Edited June 4, 2017 by antistar Link to comment Share on other sites More sharing options...
Cruor34 Posted June 5, 2017 Share Posted June 5, 2017 (edited) After the replacers are done, is that when the first version of the mod launches?There's also a bunch of plugin work to do; stat changes and whatnot. I'd also like to get a pump-action shotgun and the two anti-materiel rifles in before release as well - without them there'd be gaps in coverage, I guess you'd say. The pump-action shotgun because it was just such a glaring omission in the base game, and the anti-materiel rifles because I'll be removing the .50 BMG rechamber options in vanilla weapons. (There's some info on these things in the OP.) Edit: There's also the Tommy Gun replacer. Not sure yet if I'll do that for the first release or not. Hey, sent you a PM. My mods update is mainly done, Ill send you the .esp to try out. If you like it, it should save you a huge amount of time on the stat changes. I have spent a lot of time testing and I really like where its at. Humans go down about as quick as they would in Counter Strike, H1Z1, Player Unknowns Battlegrounds etc. Robots are much tougher. Also, just my 2 cents but the Tommy Gun, while not perfect, can get away without a replacer. I'd vote skip it if it gets the mod out sooner. Edited June 5, 2017 by Cruor34 Link to comment Share on other sites More sharing options...
Bryan244 Posted June 5, 2017 Share Posted June 5, 2017 My friend took me to his range today and demonstrated his fullauto Glock! Boy oh boy is the recoil strong on that thing lol. Link to comment Share on other sites More sharing options...
Bottletopman Posted June 5, 2017 Share Posted June 5, 2017 Wrong thread? lol Also with the M203 heatshield I know what you mean. The only game I can remember having it was Modern Warfare 1. Fun times with the noob tube and triggering people with it. Link to comment Share on other sites More sharing options...
antistar Posted June 5, 2017 Author Share Posted June 5, 2017 Hey, sent you a PM. My mods update is mainly done, Ill send you the .esp to try out. If you like it, it should save you a huge amount of time on the stat changes. I have spent a lot of time testing and I really like where its at. Humans go down about as quick as they would in Counter Strike, H1Z1, Player Unknowns Battlegrounds etc. Robots are much tougher. Also, just my 2 cents but the Tommy Gun, while not perfect, can get away without a replacer. I'd vote skip it if it gets the mod out sooner.Thanks; replied. And that is the way I'm leaning with the Tommy Gun, but we'll see. My friend took me to his range today and demonstrated his fullauto Glock! Boy oh boy is the recoil strong on that thing lol.I would like to give the Glock its real-world (auto) fire rate. The game seems to have different sound files for automatic weapons firing at specific different rates though, for some reason, and I'm a bit fuzzy on why that is - and how to properly make new ones. (E.g. maybe it's something to do with the way echo is applied?) Link to comment Share on other sites More sharing options...
Bryan244 Posted June 5, 2017 Share Posted June 5, 2017 Wrong thread? lol Also with the M203 heatshield I know what you mean. The only game I can remember having it was Modern Warfare 1. Fun times with the noob tube and triggering people with it. Naw, just didn't elaborate :D After I saw Hitman's animation on the Glock it did seem realistic from what I witnessed the day on the range. Hey, sent you a PM. My mods update is mainly done, Ill send you the .esp to try out. If you like it, it should save you a huge amount of time on the stat changes. I have spent a lot of time testing and I really like where its at. Humans go down about as quick as they would in Counter Strike, H1Z1, Player Unknowns Battlegrounds etc. Robots are much tougher. Also, just my 2 cents but the Tommy Gun, while not perfect, can get away without a replacer. I'd vote skip it if it gets the mod out sooner.Thanks; replied. And that is the way I'm leaning with the Tommy Gun, but we'll see. My friend took me to his range today and demonstrated his fullauto Glock! Boy oh boy is the recoil strong on that thing lol.I would like to give the Glock its real-world (auto) fire rate. The game seems to have different sound files for automatic weapons firing at specific different rates though, for some reason, and I'm a bit fuzzy on why that is - and how to properly make new ones. (E.g. maybe it's something to do with the way echo is applied?) Yes, I noticed that with P90 by Shiny. Although it is a excellent mod, there are a little hiccups that have do with what you mentioned above. As I saw Hitman's video again, I was surprised how similar the recoil looks. That recoil was definitely a pain in the ass to control. Link to comment Share on other sites More sharing options...
Slostenn Posted June 5, 2017 Share Posted June 5, 2017 (edited) Out of curiosity, do you have any plans of including a right-handed update to the Hunting Rifle, similar to what you did with Nuka World's Handmade Rifle? I know there are already two options available for right-handed Hunting Rifle replacers, but both have their ups and downs and leave me hoping for Hitman's personal spin on it. I know he was working on Hunting Rifle animations months ago, but it never went anywhere, and by now I assume if he was going to do it he'd probably start from scratch (based on his usual MO). Although, you're mentioning anti materiel rifles now, and I always felt like his aforementioned WIP Hunting Rifle animations would fit perfectly for an anti materiel rifle. I found them to be very reminiscent of the vanilla Anti-Materiel Rifle animations in New Vegas. Edit: regarding automatic weapon sounds, vanilla automatic weapons and most modded automatic weapons use looping sound files based on five fire rates: 420 RPM, 540 RPM, 660 RPM, 780 RPM, and 900 RPM. Creating looping sound files is actually a very easy process with a free program called Wavosaur. I've been thinking about making a quick tutorial just showing the basics of using Wavosaur to make looping sound files - the sounds I've created myself aren't perfect, but they are functional, and could easily be perfected with a little more time and deliberation. I don't know how you would go about making looping files for any of the fire rates not listed, however. You could use a single shot, non-looping sound file, but those sound noticeably worse than looping files and sometimes suffer from stuttering. I know DOOM's Mac-11 has a pretty insane rate of fire, maybe you could ask him how he handled the sounds for it? Edited June 5, 2017 by Tukster Link to comment Share on other sites More sharing options...
Bottletopman Posted June 5, 2017 Share Posted June 5, 2017 Huh. So now I know that the glock in real life has similar recoil pattern to the one animated here. And people say video games are a waste of time. Actually I'd be interested on a new take of right handed bolt-action anims - the most popular one right now is pretty wonky to be honest and while the other (the bolt sometimes changes) is a lot better in my opinion, the author had to animate it in a way so that the bolt didn't clip into the camera. Wasn't there an ini setting to configure how close your camera can get to things before they get culled? Link to comment Share on other sites More sharing options...
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