Search found 21 matches

by UNHchabo
Sat Feb 22, 2014 11:16 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Feb. 15th

How about insane reaction speed and incredibly large FOV in combination with that? The game would become unplayable but oh my god, that would be hilarious to see. I have managed to take out a few turrets even after killing their motor, making it so I needed to hope any rounds they fired would miss....
by UNHchabo
Mon Feb 17, 2014 2:15 am
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Feb. 15th

A couple things I've noticed 1) It is hard as HELL to penetrate the armour now. I'm getting my arse kicked by these bots (maybe it's /slightly/ too high?) I'd recommend maybe lowering the armour (or agility) values on the flying drones, especially for a couple of reasons; they're a little too hard ...
by UNHchabo
Sun Feb 16, 2014 1:40 am
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Feb. 15th

Volpe77 wrote:i also like the USP (though i was wandering if you could make the USP much more like the one in MGS1, if you know the one, i would so love that =O!).
In MGS1, Snake had a Mk23. It's related to the USP, but it's a different pistol.
by UNHchabo
Wed Feb 05, 2014 6:59 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Nov. 16th

Yeah, if you look at the spoiler above the rifle picture on the main post you'll see how it looks without the magazine mesh there, the last 2 bullets are in the same position so the first shot doesn't look like it takes a round though Here's an interesting quirk I just realized in the way this is i...
by UNHchabo
Tue Feb 04, 2014 5:57 pm
Forum: Receiver
Topic: some receiver bugs
Replies: 5
Views: 7155

Re: some receiver bugs

Something I've noticed is that sometimes when you spawn with the Glock, the slide will start open. You take out the magazine to check if there's even any ammo in it, and then try to close the slide. A round pops out of the chamber (which, obviously, it shouldn't have been in there in the first plac...
by UNHchabo
Tue Feb 04, 2014 5:01 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Nov. 16th

APsychonaut wrote:I think it should. The glock and colt push the rounds up/down on the mag's base while you load and unload them after all. I assume that inside the magwell, it's doing just that still.
From my time looking at the code I'm pretty sure that's what it's doing.
by UNHchabo
Mon Feb 03, 2014 6:31 pm
Forum: Receiver
Topic: some receiver bugs
Replies: 5
Views: 7155

Re: some receiver bugs

-slide cant be moved when safety is enabled This is how the 1911 works; the safety lever physically stops the slide from moving -doubletapping an inventory which has a mag in it inserts this straight into the gun, idk if this is a feature though This one is a feature; currently in the GitHub code t...
by UNHchabo
Tue Dec 10, 2013 7:39 pm
Forum: Receiver
Topic: [Idea] Horroreiver
Replies: 22
Views: 19844

Re: [Idea] Horroreiver

I'll have to confront the statement. It depends on weapon, mostly. When I was in combat training, my M16 would jam up pretty often during little firefights, enough to say that they do happen pretty often. The M16 is a pretty open system, lets a lot of dust in and has a lot of carbon buildup. Yeah, ...
by UNHchabo
Fri Dec 06, 2013 5:45 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Nov. 16th

One quick question, how would you properly insert/remove rounds with this magazine? Would you just push them down through the top? I'm done replacing the Thompson but I don't know how the rounds should be animated. You can see in this video he loads a few rounds into the mag about 5:00 in, and he p...
by UNHchabo
Thu Dec 05, 2013 8:32 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Nov. 16th

The so called Garand thumb. Actually I believed that the Garand thumb was caused because the bolt is no locked back properly, or rather is barely locked back, and to prevent that you have pull the oprod handle properly and you will notice that it has an extra backwards travel, only then is locked b...
by UNHchabo
Thu Dec 05, 2013 12:19 pm
Forum: Receiver
Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Replies: 392
Views: 512130

Re: Weapon Additions - Updated Nov. 16th

The Garand can be reloaded before the clip is empty, but it isn't easy, so most games don't bother. If you pull the oprod handle while pressing on the clip latch (the button on the left side of the receiver), it will eject the clip and all remaining rounds. It's a bit awkward, cause generally you wa...
by UNHchabo
Fri Nov 29, 2013 5:22 am
Forum: Receiver
Topic: The "Floating shell" bug
Replies: 9
Views: 8240

Re: The "Floating shell" bug

You pointed out that it was decreasing the slide position even with the slide lock in place. That helped immensely! :)
by UNHchabo
Thu Nov 28, 2013 10:45 pm
Forum: Receiver
Topic: The "Floating shell" bug
Replies: 9
Views: 8240

Re: The "Floating shell" bug

I checked in my changes and issued a pull request to the main branch. Thanks for your help!

https://github.com/David20321/7DFPS/pull/11
by UNHchabo
Thu Nov 28, 2013 5:36 pm
Forum: Receiver
Topic: The "Floating shell" bug
Replies: 9
Views: 8240

Re: The "Floating shell" bug

Sometimes it seems like it cuts a little close to missing the feed position but it seems to be working properly. Well, even if you were able to render at a billion frames per second, you'd still have one single frame where the slide position goes from 0.6000000 to 0.5999999, and that's when it woul...
by UNHchabo
Wed Nov 27, 2013 8:17 pm
Forum: Receiver
Topic: The "Floating shell" bug
Replies: 9
Views: 8240

Re: The "Floating shell" bug

Apparently slide_stage is set to nothing rather than hold when the slide lock is engaged as well, so this whole block will execute if it's locked but doesn't do anything (except chamber the round currently). It's set to hold only when the user is actively holding the slide in place, whether all the...