[227] EarthWepzFoRealz.u [v0.3 Alpha Released!]
Posted: 03 Nov 2014, 05:24
EDIT:
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.
DOWNLOAD Version 0.3 Alpha: https://www.dropbox.com/s/boriv28ctvuiz ... a.zip?dl=1
CHANGELOG Version 0.3 Alpha: viewtopic.php?f=3&t=3534&p=74797#p74797
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
-MP5-N Submachine Gun - Summon EarthWepzFoRealz.CS_MP5N
-M26 Grenade - Summon EarthWepzFoRealz.K_GrenadeM26
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
-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
Original Post:
A brand new amazing awesome mod since the time of ROCKET BLOOD that'll blow your mind!
https://www.youtube.com/watch?v=UMrkjXEioO0
So now you're probably wondering, "what the hell did I just watch!?". I don't know either! But basically, Bleeder and I are working on a new mod to bring extremely realistic weapons, or as realistic as the Unreal engine will allow us. Yes there have been some similiar mods like serpentine and infiltration and such, but they never quite had the realistic feel to them and a lot of things were off.
Here's a list of features and what this mod will include for it's weapons:
-Weapon models and textures from CSWeapons (Gizzy) and Knifee (Matrix & Spike), permission has been granted, thank you guys!
-Accurate recoil for each weapon based on power of a weapon's real life counterpart (projectile speed, bullet size)
-Accurate accuracy (redundant) based on weapon's real life counterpart
-Iron sights and possible other attachments + firing modes, if weapon IRL counterpart supports them
-Damage based on projectile velocity and bullet size
-New damage mechanics (Headshots doing most damage, body shots normal damage, and leg shots a little under normal damage) to give a more realistic feel, which also means every shot vary in damage.
-Only the latest and greatest 227 particle effects for sweet sexy eye candy goodness
-Bullet hit sounds and effects dependent on texture/surface
-Water hit effects
-Correct ammo and magazine types
-Correct rate of fire for automatic weapons to exactly match their real life counterparts
-Not skimping out on shell casings and including a shell casing per every bullet fired (small feature but mentionable, little things matter too after all)
-Bullets will be actual projectiles with proper speed and drop off
Currently I have nothing else to show other than that silly video, but yeah, you get the idea. Will post more as updates continue!
UPDATE #1
https://www.youtube.com/watch?v=VrEerpWgRvA
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.
DOWNLOAD Version 0.3 Alpha: https://www.dropbox.com/s/boriv28ctvuiz ... a.zip?dl=1
CHANGELOG Version 0.3 Alpha: viewtopic.php?f=3&t=3534&p=74797#p74797
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
-MP5-N Submachine Gun - Summon EarthWepzFoRealz.CS_MP5N
-M26 Grenade - Summon EarthWepzFoRealz.K_GrenadeM26
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
-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
Original Post:
A brand new amazing awesome mod since the time of ROCKET BLOOD that'll blow your mind!
https://www.youtube.com/watch?v=UMrkjXEioO0
So now you're probably wondering, "what the hell did I just watch!?". I don't know either! But basically, Bleeder and I are working on a new mod to bring extremely realistic weapons, or as realistic as the Unreal engine will allow us. Yes there have been some similiar mods like serpentine and infiltration and such, but they never quite had the realistic feel to them and a lot of things were off.
Here's a list of features and what this mod will include for it's weapons:
-Weapon models and textures from CSWeapons (Gizzy) and Knifee (Matrix & Spike), permission has been granted, thank you guys!
-Accurate recoil for each weapon based on power of a weapon's real life counterpart (projectile speed, bullet size)
-Accurate accuracy (redundant) based on weapon's real life counterpart
-Iron sights and possible other attachments + firing modes, if weapon IRL counterpart supports them
-Damage based on projectile velocity and bullet size
-New damage mechanics (Headshots doing most damage, body shots normal damage, and leg shots a little under normal damage) to give a more realistic feel, which also means every shot vary in damage.
-Only the latest and greatest 227 particle effects for sweet sexy eye candy goodness
-Bullet hit sounds and effects dependent on texture/surface
-Water hit effects
-Correct ammo and magazine types
-Correct rate of fire for automatic weapons to exactly match their real life counterparts
-Not skimping out on shell casings and including a shell casing per every bullet fired (small feature but mentionable, little things matter too after all)
-Bullets will be actual projectiles with proper speed and drop off
Currently I have nothing else to show other than that silly video, but yeah, you get the idea. Will post more as updates continue!
UPDATE #1
https://www.youtube.com/watch?v=VrEerpWgRvA