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ForumsShowcase → CWMod Alpha 1
CWMod Alpha 1
2005-07-23, 1:01 AM #1
I have posted the latest version of Contemporary Weapons Mod for JK on the JK Editing Hub.

http://www.jkhub.net/project/show.php?projid=72§ion=download

I made this a new topic because last time, it seemed like a lot of people didn't notice when I posted it in the other thread way back when I released the first version.

Things that changed since the last version:
weapon 2 the peashooter
weapon 6 can zoom in with a scope
weapon 7 the blower-upper
weapon 7 Goldeneye-style explosion. For JK, I like it.

Post whatever bugs or problems or other things that bug you here please.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-23, 6:28 AM #2
It's really good, some the best work I've seen thus far.

Minor bugs include the tip of the weapon 3do not visible when up close and facing a wall, and when firing (close to a wall) causes the bullet hole 3dos to attach to the player's perspective (ie. moves with the player). But these are minor things.

Awesome work.
Attachment: 6271/Image1.jpg (40,375 bytes)
2005-07-23, 6:59 PM #3
Very awesome. Definatly one of the best gun mods I've played. I can only imagine the amount of work that went into it thus far, I mean the machine gun keys are... phenominal!

The only thing I could see that CavEmaN didn't talk about was the shells ejected from the gun interfere with elevators and sometimes the internal model doesn't show up at the beginning of a single player level but it still plays the sounds and fires (happened on all but the first level of the stock JK campaign).

I like how you get the gun to follow a target, You might already have this planned, but maybe you could get it to auto aim when you fire too rather than just pointing at the target.
2005-07-23, 8:22 PM #4
Originally posted by Stormtrooper:
I like how you get the gun to follow a target, You might already have this planned, but maybe you could get it to auto aim when you fire too rather than just pointing at the target.


I actually didn't plan that...
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-23, 8:50 PM #5
It just seems kind of strange that the gun follows a target, but still fires straight forward reguardless of where it's pointing, not really a big deal, just kind of confusing until you get used to it.

Anyway, it was just a suggestion.
2005-07-23, 11:58 PM #6
Auto aim should be turned off anyway ;)
"Nulla tenaci invia est via"
2005-07-24, 12:21 AM #7
Very good, I second all positive comments that have been said. The keys are especially excellent.

The only other problem I've noticed is the 'magazines' for the sniper rifle don't show up.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-07-24, 10:58 AM #8
The sniper rifle doesn't have one. It's reloaded shot for shot. I know what you mean, though, you'd like to see how many shots are remaining before you have to reload. Well, Proddy, maybe you could handle the sniper the opposite way: display the "backpack" ammo as numbers and display the remaining shots in gun as battery dots?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-07-24, 6:56 PM #9
A damn fine mod you are brewing up. I like the models and animations!

I thought that the bullets need to do more damage, but I could be wrong. How much damage do the shots do?

Maybe, could you increase the speed of the bullets too?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-07-24, 7:24 PM #10
The faster the bullets get, the screwer collision gets
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-30, 2:44 AM #11
Your pistol turned into an ugnaught, and I couldn't reload. :gbk:
Attachment: 6374/uggun.jpg (41,217 bytes)
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-07-30, 3:33 PM #12
Did it happen seemingly randomly or did it happen with something specific? Which version are you playing?
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-30, 6:26 PM #13
It first happened when I shot an ugnaught in that level (level 9 of JK SP). When I fire again, he appears to get 'hurt' and there's a blood splatter, and he eventually 'dies', though he plays no animation.

BTW: Daft is future posting below me, yet I'm still listed as the "Last Post" in the main Forum view.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-07-30, 7:34 PM #14
Originally posted by Acharjay:
Your pistol turned into an ugnaught, and I couldn't reload. :gbk:

That is the most bizzarre glitch I have ever heard of.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-07-30, 11:04 PM #15
I had something similar happen today using the newest version; I was using a standard JK player model in multiplayer (kyh4.3do to be precise) but I instead just showed up as normal old ky.3do. Also, a grappling hook I was using wasn't getting its custom hook model; it was just showing up as a rail detonator model. My best guess is you're hitting a 3do count limit.

QM

P.S. - I miss the bulletholes. :gbk:
2005-07-30, 11:18 PM #16
How do I change the 3do count?
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-30, 11:24 PM #17
Well, the easiest way to avoid the problem is to name models to replace JK's defaults (like bryv.3do and bryg.3do for weapon 2, strv and g for weapon 3, etc.).

After you use up all of JK's main defaults, in static.jkl's MODELS section, add in the names of all models that overflow (count-wise) past JK's defaults.

It's tedious to go back through all the COGs and reset all the 3do names, but that should solve this issue.

I know you have multiple external mesh models for each weapon, but even after you add a few more weapons, you should be below the limit as long as you do that junk.

Also, if someone knows that something I said is incorrect (as this is just from my personal experience, but some things could have just been coincidence that what I did fixed it) please speak up. This mod is awesome, and PO should get our full attention on squashing annoying bugs like this.

QM
2005-07-31, 10:04 PM #18
Uhm, just increase the model count in the static.jkl. I imagine the max is 640 or so, considering the default thing count maximum.
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2005-08-01, 12:47 AM #19
PO has it set to 3000 in their static.jkl, it doesn't seem to help.

QM

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