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[227] EarthWepzFoRealz.u [v0.2 Alpha Released!]

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xRedStar
Skaarj Assassin Skaarj Assassin
Posts: 116
Joined: 13 Jan 2013, 18:56

Subject: Re: [227] EarthWepzFoRealz.u

Post Posted: 15 Feb 2015, 02:56

it would be cool if the crosshair traveled with the recoil, that would be unique :O

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1909
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
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Subject: Re: [227] EarthWepzFoRealz.u

Post Posted: 17 Feb 2015, 00:57

xRedStar wrote:it would be cool if the crosshair traveled with the recoil, that would be unique :O


There won't be any crosshair =P unrealistic and encourages iron sights =3
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1909
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
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Subject: Re: [227] EarthWepzFoRealz.u

Post Posted: 13 Oct 2017, 00:28

heeeyyyy remember this mod that totally vanished? WELP ITS BACK!!

I got inspired again to continue work on this project after a long while (and a hard drive crash which nearly made me lost the project) so I want to release what I have so far.

Version 0.2 Alpha: https://www.dropbox.com/s/rdgf73j8zx82z ... a.zip?dl=1

INFO:

"button bextra1" is for reloading, same as with infiltration or serpentine mods. Typing "set input r button bextra1" in console will change your R key to reload

Mutator=EarthWepzFoRealz.EWFRMut

2 options in INI and Advanced Options under EarthWepzFoRealz:

bEnableHeadshotDamage = Enables headshot damage between 3 to 4 times for all weapons
bEnableVariableDamage = Enables variable damage scaling based on how close to a creatures center of mass you hit

Current Weapons and Summon Names:

-AK47 Assault Rifle - Summon EarthWepzFoRealz.CS_AK47
-Steyr AUG Assault Rifle - Summon EarthWepzFoRealz.CS_AUG
-AWP Sniper Rifle - Summon EarthWepzFoRealz.CS_AWP
-Benelli M3 Shotgun - Summon EarthWepzFoRealz.CS_BenelliM3
-Famas F1 Assault Rifle - Summon EarthWepzFoRealz.CS_FamasF1
-FiveSeven Pistol - Summon EarthWepzFoRealz.CS_FiveSeven
-M249 Machine Gun - Summon EarthWepzFoRealz.CS_M249
-M4A1 Assault Rifle - Summon EarthWepzFoRealz.CS_M4A1
-Beretta M9 Pistol - Summon EarthWepzFoRealz.K_BerettaM9

Current Working Features:

-Independent bullet hit effects, particles, sounds, and decals, based on material/texture
-Current supported textures include metal, rock, stone, wood, dirt, grass, snow, ice, and glass/lights/windows (this also works for custom textures)
-New blood hit effects and sounds, green blood supported as well
-Bullet trail, water bullet trail, and water hit splash effects and sound effects
-Accurate clip sizes and ammo types for all weapons
-Accurately spawned shellcasings for each weapon
-Muzzle flash effects for first and third person, including visible lighting effect that uses 227 real time lighting
-Muzzle flash variation textures for first person (muzzle flash varies each time fired, based on type of weapon)
-New individual sound effects for pickups and weapons, firing and reloading, shellcasings and various effects
-Firing sounds and bullet hit sounds have an increased range and realistic falloff based on distance, allowing players to hear these sounds at a much more realistic distance
-Accurate and realistic rate of fire for each weapon based on IRL counterpart (rounds per minute in game identical to IRL)
-Realistic damage based on bullet size and speed for base damage, and then based on where a creature is hit, center of mass doing base weapon damage times 1.1 to 0.9, headshots doing 3 to 4 times base damage, and arms and legs doing 0.5 to 0.9 times base damage the further the shot is from center of mass
-Realistic accuracy based on weapons effective firing range.
-Realistic recoil based on weapon's weight, lighter weapons will have more recoil, but a shorter recoil time, where as heavier weapons have less recoil but a longer recoil time
-Iron Sights for all weapons, offsets bullet spawn location directly from center and eye height of player


Current planned features, not yet implemented:

-More weapons....LOTS more weapons
-Upgrades and attachments such as silencers, laser sights, different types of scopes, different magazine sizes, extended and quickdraw mags that can be swapped out on the fly
-Different firing modes for weapons that can be toggled on the fly
-Different ammo types for weapons that support multiple types of ammo, with the ability to swap them on the fly
-Possibly dual wielding for 1 handed weapons like pistols
-More hit effects for other textures not yet supported
-A projectile based version instead of instanthit, giving bullets an actual speed and drop based on their IRL counterpart


Current bugs or issues with this version:

-Third person muzzle flash isn't lined up for all weapons yet
-Third person weapon offset when being held by a player isn't 100% lined up with player's hands yet
-Iron sights on the Beretta M9 is slightly off due to slightly off center rotated mesh
-EarthWepzFoRealz currently relies on CSWeapons227 and Knifee mods, will remove dependencies in later versions
-Ammo pickups and ammo icons have wrong meshes and textures, placeholders for now
-Shell casings still have the bullets in them (lel) will create new models later
-Online if you reload by clicking fire at the end of your clip while in iron sights, you will stay locked in zoom and walk mode until you right click for iron sights again after reload
-Metal bullet holes and rock/stone bullet holes are meant to be alphablend instead of modulated, but currently that causes the decal to be unlit, working on a fix for this in 227J release


MEDIA:

metal hit effects ------------------------------------------------------- dirt/grass hit effects


wood hit effects -------------------------------------------------------- rock/stone hit effects


glass hit effects --------------------------------------------------------- ice hit effects


snow hit effects --------------------------------------------------------- shell casing smoke


bullet trail --------------------------------------------------------------- water hit effect


red blood hits ------------------------------------------------------------ green blood hits


glass bullet holes -------------------------------------------------------- dirt bullet holes


metal bullet holes -------------------------------------------------------- wood bullet holes
Last edited by Shivaxi on 18 Oct 2017, 02:20, edited 1 time in total.
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Dr.Flay
Skaarj Lord Skaarj Lord
Posts: 216
Joined: 23 Aug 2012, 06:24
Location: Kernow, UK
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Subject: Re: [227] EarthWepzFoRealz.u [v0.1 Alpha Released!]

Post Posted: 14 Oct 2017, 06:55

Very impressive.
Hopefully they will be used in maps with EFX zones so the realism sounds awesome.

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1909
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: [227] EarthWepzFoRealz.u [v0.2 Alpha Released!]

Post Posted: 18 Oct 2017, 02:21

made a minor adjustment and fixed an interesting black blood trail issue that is only present in 227i due to the way alphablend on trails works in 227i vs 227j. original link updated
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

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