Weapons, Mods and Ammo Mega-Thread #5

Post » Tue Feb 01, 2011 12:23 pm

I thought about recording it, but that would have amounted to a video from my phone and it's so quick that you'd probably miss it anyway.
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Ross Thomas
 
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Post » Tue Feb 01, 2011 4:16 pm

I tried searching the You of the tube for the animation, no luck. Stumbled upon "Fallout 3 - Fawkes and the Gauss Rifle" its very amusing and theres a very relaxing song in the background that is very soothing.

Anyways I admire your dedication. I wish someone had a video of the crank being used. That and live footage of big Bigfoot.

- It's CrankFoot!

Bigfoot using a Gauss Rifle- just slap some glue on Fawkes, throw a bunch of hair on him, hand him the Gauss Rifle and call it a day.
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Lakyn Ellery
 
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Post » Tue Feb 01, 2011 8:23 pm

Anyone else pleased with the M1 Garand in this vid? I thought it looked amazing.
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Lloyd Muldowney
 
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Post » Tue Feb 01, 2011 8:02 pm

Anyone else pleased with the M1 Garand in this vid? I thought it looked amazing.

Totally, 8 rounds and everything. I'm thinking that it will replace the hunting rifle as my general purpose go-to gun as of right now. What it will be chambered for and how rare the ammo will be will be a deciding factor though

. I'm thinking .308, and since the hunting rifle has been rechambered and the sniper rifle being .308 again should make it a little more common.

That is, unless the varmint rifle replaces the hunting rifle as the general purpose rifle in the game.
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Michelle davies
 
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Post » Tue Feb 01, 2011 6:53 pm

Anyone else pleased with the M1 Garand in this vid? I thought it looked amazing.

Yes, the bolt still looks a little strange though, almost like it's missing? Whatever, probably some sort of gun development you can blame on divergence. Blame it all on divergence.

I hope it pings.
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Zach Hunter
 
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Post » Tue Feb 01, 2011 12:13 pm

Yes, the bolt still looks a little strange though, almost like it's missing? Whatever, probably some sort of gun development you can blame on divergence. Blame it all on divergence.

I hope it pings.

I do too, It ain't an M1 Garand if it doesn't PING. :tops:
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Heather Stewart
 
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Post » Tue Feb 01, 2011 8:22 pm

I hope the Garand is 308 and you can turn it into an m1a somehow, maybe by modding it. Pretty much the only games that have m1a/m14 are games I am not interested in (one of the newer rainbow six games, I think maybe bad company?), and I really enjoy m1a rifles.
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Robert Jackson
 
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Post » Tue Feb 01, 2011 9:59 pm

Yes, the bolt still looks a little strange though, almost like it's missing? Whatever, probably some sort of gun development you can blame on divergence. Blame it all on divergence.

I hope it pings.

Josh knows the 4 C-O-L-T clicks. He made the thing ping. Gauranteed. Also, it looks like the bolt has been modeled as a flat peice. I wonder if this is because they don't have animations showing the bolt moving and then locking back when empty? That also makes me wonder if the slide moves and locks back on empty on the P35? Off to check......

No. The slide does not move on the 9mm. I don't know if it locks back or not, though. Shame. Oh, well. Damn blind old eyes. To top it off I broke a damn pair of glasses today also. Using the backup pair.

I hope the Garand is 308 and you can turn it into an m1a somehow, maybe by modding it. Pretty much the only games that have m1a/m14 are games I am not interested in (one of the newer rainbow six games, I think maybe bad company?), and I really enjoy m1a rifles.

I amagine that this may well be possible. One set of possible mods could be to make the rifle into a national match M1, Glass bedded, lapped match barrel, lapped custom action, match stock. Or they could make the mods turn it into a M1A. Detactable mag, fire rate and what? Maybe a scope? Like a Designated Marksman Rifle?
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Amy Siebenhaar
 
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Post » Tue Feb 01, 2011 8:42 pm

The slide does move and does lock back during reload on the 9mm Pistol. However, the slide moves very quickly so depending on the framerate/capture rate, you may not see it during firing.
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Adrian Morales
 
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Post » Tue Feb 01, 2011 11:49 am

The slide does move and does lock back during reload on the 9mm Pistol. However, the slide moves very quickly so depending on the framerate/capture rate, you may not see it during firing.

Yep, I was just about to post that I had seen the slide moving, and I remember you saying that due to limitations in the animation department, the slide magically locks back when you reload in mid-magazine.
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D IV
 
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Post » Tue Feb 01, 2011 3:41 pm

The slide does move and does lock back during reload on the 9mm Pistol. However, the slide moves very quickly so depending on the framerate/capture rate, you may not see it during firing.


Very nice, the more I hear, the more I'm glad you're working on this game. :disguise:
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Jodie Bardgett
 
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Post » Tue Feb 01, 2011 10:54 am

Also there is a "ping" for the rifle in question, but it does occur on reload, not the last round. That's just part of how the engine works.
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Lalla Vu
 
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Post » Tue Feb 01, 2011 5:49 pm

The slide does move and does lock back during reload on the 9mm Pistol. However, the slide moves very quickly so depending on the framerate/capture rate, you may not see it during firing.

Thanks Josh. Of course, it could be that I'm bland as the old bat I am. I looked at the new dev diary vid at 720 and couldn't see it move. Did the animators make the bolt locking back on the M1ish rifle animation also? Off to correct my earlier post............
Also there is a "ping" for the rifle in question, but it does occur on reload, not the last round. That's just part of how the engine works.

Nice. BTW, just for conversation's sake, just what was the "rifle in question" called again? Also, someone was asking what brass the .22s threw? Did the pistol and the SMG ejecting cartridge animations show the same size brass?
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Jason White
 
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Post » Tue Feb 01, 2011 3:04 pm

Also there is a "ping" for the rifle in question, but it does occur on reload, not the last round. That's just part of how the engine works.

Excellent. Epic avatar by the way. :D
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Nicole M
 
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Post » Tue Feb 01, 2011 10:58 pm

Also there is a "ping" for the rifle in question, but it does occur on reload, not the last round. That's just part of how the engine works.


Sweet, people reload pretty much right after the last round is fired so it'll probably sound right.
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Lil Miss
 
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Post » Tue Feb 01, 2011 8:09 pm

Sweet, people reload pretty much right after the last round is fired so it'll probably sound right.

Well if you think about it, when the last round is fired the game automatically reloads for you, so it should ping right after the last round anyway.

Now the important thing I want to see is, can you only reload it at the end or will you be able to reload it halfway through the clip? if that feature was in I'd be impressed.

http://www.youtube.com/watch?v=wrXLtkY4wOw&feature=related
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Khamaji Taylor
 
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Post » Tue Feb 01, 2011 10:16 am

Well if you think about it, when the last round is fired the game automatically reloads for you, so it should ping right after the last round anyway.

Now the important thing I want to see is, can you only reload it at the end or will you be able to reload it halfway through the clip? if that feature was in I'd be impressed.

http://www.youtube.com/watch?v=wrXLtkY4wOw&feature=related


wouldn′t be impossible to add aso long as they balance the gun to make up for it.
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luke trodden
 
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Post » Tue Feb 01, 2011 9:58 pm

wouldn′t be impossible to add aso long as they balance the gun to make up for it.

Well usually the limitations for adding such a thing are related to the amount of animations you'd need for it, so that's why I asked.
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Tasha Clifford
 
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Post » Wed Feb 02, 2011 1:33 am

Well usually the limitations for adding such a thing are related to the amount of animations you'd need for it, so that's why I asked.

I don't think I can recall any weapons that limited reloading to only when the magazine was empty. I would imagine that would be a scriptable thing to do, something like after the player hits reload, a script runs to ckeck if the mag is empty or not. One already has to run to see if the player has any ammo of that type left, and what other scripts run at that time I don't know. Maybe it's a case of not being able to run all the scripts, or maybe I'm just clueless on how to program games. Oh, yeah, I forgot. I'm clueless on how to program games.
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marina
 
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Post » Tue Feb 01, 2011 4:22 pm

Also there is a "ping" for the rifle in question, but it does occur on reload, not the last round. That's just part of how the engine works.


Oh man, thank you. I've been wondering about that for a pretty long time.
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Trent Theriot
 
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Post » Tue Feb 01, 2011 2:41 pm

I don't think I can recall any weapons that limited reloading to only when the magazine was empty. I would imagine that would be a scriptable thing to do, something like after the player hits reload, a script runs to ckeck if the mag is empty or not. One already has to run to see if the player has any ammo of that type left, and what other scripts run at that time I don't know. Maybe it's a case of not being able to run all the scripts, or maybe I'm just clueless on how to program games. Oh, yeah, I forgot. I'm clueless on how to program games.


We modders don't have access to checking the current ammo in a weapon. And the only way for us to check if the player is reloading is by... checking if the reload animation is playing. :facepalm: So you can see the problem there :)
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Oceavision
 
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Post » Tue Feb 01, 2011 3:50 pm

I amagine that this may well be possible. One set of possible mods could be to make the rifle into a national match M1, Glass bedded, lapped match barrel, lapped custom action, match stock. Or they could make the mods turn it into a M1A. Detactable mag, fire rate and what? Maybe a scope? Like a Designated Marksman Rifle?

This is such a good idea I can't even comprehend words to describe my feelings toward it. M1A Mod for the M1 Garand! (Also full-auto fire would be awesome to have, along with the box magazine, match-grade barrel, and other bonuses this would allow to the M1 Garand to have.) :tops:
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Dan Endacott
 
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Post » Tue Feb 01, 2011 11:28 pm

We modders don't have access to checking the current ammo in a weapon. And the only way for us to check if the player is reloading is by... checking if the reload animation is playing. :facepalm: So you can see the problem there :)

Understood. I can't imagine them adding an additional ammo check (that I assume all weapons would have to do) just for one weapon. I imagine the engine could do this, and it seems like an easy enough thing to code, (again, WTF do I know) but the return for complete accuracy on one weapon probaby isn't worth the effort.
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Nathan Maughan
 
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Post » Tue Feb 01, 2011 4:13 pm

Understood. I can't imagine them adding an additional ammo check (that I assume all weapons would have to do) just for one weapon. I imagine the engine could do this, and it seems like an easy enough thing to code, (again, WTF do I know) but the return for complete accuracy on one weapon probaby isn't worth the effort.


Oh, I wouldn't mind. Gives me more toys to play with :D Even with script extenders we sadly cannot check the current amount of bullets in a weapon. And I'm certain that we could do some fun stuff with it :)
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Harinder Ghag
 
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Post » Tue Feb 01, 2011 2:25 pm

Post limit. New thread http://www.gamesas.com/index.php?/topic/1118684-weapons-mods-and-ammo-mega-thread-6/
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Prue
 
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