lamekupo wrote:*Stuff about slide and hammer spawning*
Hmm... I don't think it's just the hammer being uncocked, there's been a few times that I've used T+R to look in the chamber and there's a round, but it doesn't fire regardless of how many times I cock the hammer and fire again. I'll have to see if I can reproduce it, maybe using what Davidos said.
I think it's fairly simple to force the hammer to be cocked if you spawn with the slide locked open, I've forced it for the Remington if it spawns with a round in the chamber, although it's kind of useless without the press check. I can try
to make it force a round to be half-loaded or whatever you call it if it's possible.
lamekupo wrote:Strangely enough, a double barrel actually sounds more appealing to me for fighting the current enemy set. Since turrets are stationary and flying drones tend to kill you before you get more than a few shots off, magazine capacity isn't much of an issue for me when it comes to shotguns.
It may just be the way I play the game, but I have the most trouble fighting flying drones using the R870. The problem is that I miss the first shot 50% of the time, but I'm too slow with the pump handle to get in another shot. It does exceedingly well against turrets though.
While I'm spouting off my impressions of the guns you've added, I've found the Thompson great at taking out flying drones. Having full auto makes it similar in practice to the Glock, but I can start bursting at a much farther range with it thanks to the reduced recoil. I would normally wait until the last second to fire the Glock on full auto, but I can do it from a much safer distance with the Thompson.
That said, I dread having to take out turrets with it, mainly because of the sights. It may just be my low resolution, but aiming with that tiny diopter aperture sight is very tough. Most of my vision is blocked and I can hardly place shots on turrets properly. Combining that with the lack of a semi auto fire mode, I can end up wasting several times the ammo I use on turrets with any other gun.
Just my two cents though. It's nice that each gun has a bit of a weakness in one or more aspects.
Haha that's weird, I find the 870 to be exceptionally good at taking out multiple drones. I usually hide and take pot shots, but when they've spotted me it seems to do a good job of taking them out quickly. I've been using it a lot though. I do find it strange that you would prefer a double barrel for these situations, but to each his own!
The Thompson's action type is 99% scripted now so it operates properly, I'm polishing up the recoil and materials now. I can have it toggle between semi and full auto, but you can't even see the fire selector so I'm not sure what to do with that, I've kept it with safe/full auto for now. The recoil right now is roughly where it will be, but it just doesn't quite feel right to me, part of that might be because of the lack of high quality gun shot audio that suits the Thompson.
I agree with you about the sight, I play on a 1440x900 monitor and it's really damn hard for me to hit anything at a distance without taking a good 5-10 seconds to get it lined up properly. I'm not sure if it was part of the problem before, but I took the time to properly align the front and rear sights on it (TT-33 as well) so that the bullet isn't firing at an angle slightly, so it should be more accurate, even if just barely.
Davidos wrote:As for the double barrel, consider the implications of:
-Aiming with either an over-and-under or a side-by-side configuration.
-The addition of an eject state (e.g. popping out empty shells followed by tilting the weapon on opening)
-The chance of that failing and having to manually remove shells
-Switch-trigger to shift which barrel should fire first
Good points! If I ever get a good model I can use then I'm going to try to make it as realistic as possible, like with the rest. I can pretty easily make each chamber fire the bullet out of each barrel so that you have to readjust your aim accordingly, the ejection would be fairly similar to the revolvers 'yolk' movement. You could open the action and have some internal springs push them out, and if those fail to get a shell out then you can either pull it out or tilt the gun and shake it like with the extractor rod.
Davidos wrote:I was also wondering, is it potentially possible to change the way mouse-aiming works?
I'm having the hardest difficulty turning around at high speeds while also having to aim very carefully in sighted mode, most games have these two variables separated when they include a free-aim mechanism. Nothing more frustrating than either very slowly turning around as if you were in a wheelchair than throwing your weapon across the place when you do finally get your sights up...
I'm not exactly sure what you mean by this, just different sensitivities for aiming and not aiming? It'd be pretty simple to write. If that's what you mean then I can give it a go, I'm uploading the next update a little later today after I finish a few things. I'm not sure if it was you who asked but I've pretty much got the random selection check boxes working. If sensitivity isn't what you mean please elaborate!
Davidos wrote:As mentioned in the previous post, speaking of 2 handed weaponry, why not have the weapon sway drastically lowered, normally you'd be pressing the stock into your shoulder and the weapon would hardly bounce at all if you're walking at such a slow pace (even if you're unadept in wielding submachine weaponry)
Another good point, I never even thought about the sway while walking, but now that you mention it it looks really weird how it is. I'll try to reduce it for the two handed weapons.
Davidos wrote:Is it possible to have the 'gun away from face' distance for two handed weapons to be a lot closer to the face, even with this setting out on max? Right now it looks like the shotgun and Thompson are being held with one hand (Especially the Thompson, being able to wield a flashlight and all that?
Yeah that's pretty simple too, I can manually adjust the weapon prefabs so that they're closer/further by default. I'll adjust them to the best position I can find, but I had to keep them a little far away because the stock was clipping through the camera, and you could see inside the gun. Not sure how I can fix that, I've already reduced the cameras near clip planes more than I should have to but I'll mess around with it.
Davidos wrote:I was going to say, if you're looking for sounds or models, I'm pretty good at making models/sounds from scratch, so give me a call if you feel like animating the separate parts! No questions asked, no credits required and no money needed.
Haha okay! That would actually be great, I kind of feel bad asking but there are a couple sounds that would make the custom guns sound a little better. I'd understand if it would be difficult to make some, but any sound that would resemble the Thompson's bolt being pulled back, another releasing it from being fully back to hitting the bolt lock, and finally the bolt being released, so basically a sound of it sliding very fast and hitting whatever stops it. If you can't manage to record/make some sounds like this don't worry about it. I've had to resort to ripping audio from other games, the TT-33 you might recognize from Red Orchestra 2.
As for models, honestly if you have any model that you would like to see put in the game then feel free to suggest it and send it over. The only thing that holds me back from adding stuff is the lack of decent models. I'm okay
with modelling, I can make some decent quality models and modify existing ones, but I really dislike modelling, almost hate it. Programming is where it's at! I can't texture models either, you might have noticed but that's why the custom weapons don't look very good, they're just using materials with one solid color and specularity.
Davidos wrote:EDIT: I would really like to bring to your attention that the 7.62 x 25 round is severely underperforming in the mod. The performance is more like the .357 SIG in most aspects, low weight, light recoil, high velocity and relatively high piercing round, it should make swiss cheese out of any type of steel alloyed armour these targets have. One of the reasons they stepped away from this design is that the round overpenetrated targets way too often, doing minimal damage to tissue. Take a minute and wonder what that'd do to people wearing body armour, let alone a circuit board inside of a machine.
Right now I have to shoot a target 4 times in the same area for it to not bounce off and go through.
I did notice that too, part of it is the gunshot audio but it feels like a pellet gun to me. The only property of bullets that can be changed to affect overall damage is the muzzle velocity - I looked up the velocity for the TT-33 and it's a whopping 480 m/s compared to the 1911's 251m/s, I changed it like with the other guns but now the bullet seems to travel a little too
fast. I'm not too familiar with different calibers and how fast they travel so if it's supposed to be that fast, please let me know. Unity measures distance by meters, when you fire the bullet is given a velocity of the weapons forward vector direction multiplied by the speed, which used to be default 251 for all weapons. I'm not sure if that's muzzle velocity but you can set it's initial velocity precisely, should the TT-33's bullet velocity be 480m/s?
Davidos wrote:Same can really be said of the Thompson performance at longer ranges, but considering it's an antique SMG I can't really say much about it. It rather pales in comparison to the damage output and accuracy of the M1911 firing the same rounds in the game.
In this game, you can't really get away with fast-firing or bursting at enemies at longer ranges, doing it up close is usually suicide.
Yeah, the Thompson is using the same caliber round as the 1911 so I figured it should have the same velocity, but I'll look it up and see if the barrel length or something else makes a difference.
I found that too, I hate that you can't fire rapidly at a target a few feet away and have a realistic shot grouping, the recoil seems to rotate the gun too much. I didn't want to touch the original guns though, I figured someone with Wolfire had some experience with guns so they tried to find realistic values. I think I'm going to slightly tweak the recoil for each gun, give them slightly less rotational recoil and slightly more of the recoil that pushes it around the aiming zone - It just doesn't seem right having to wait a full second to be able to hit near your last shot.
However - If you don't want the recoil changed let me know, I can always have multiple versions with different values.
Hmm... That does seem like a useful concept but it would hard to script, right now the magazines and tubes have a set amount of rounds and positions for those rounds, so I can't really fit another round in there without letting you just load a round into it. I could
have another position set specifically for that purpose, but I'm going to finish scripting some other things before I try anything like this.
Whew... Am I done typing yet? Everything's written in a text file now so I'll be sure not to miss anything that was suggested.
Edit: One last thing, I took the time to beat the game after hearing that it was hanging on that white screen, and everything worked perfectly for me :\ It turns out there's a separate slideshow script for that scene so the main menu has nothing to do with it. I think it just might have to do with the Steam version but I really don't know!