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Topic: SS2 Tacticool Weapon Replacements
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674592d7acbd3Enchantermon

Re: Tacticool Weapon Replacements
674592d7acc3e
The order in which you add mods to the mod manager doesn't matter. The order in which you activate them, however, does.
That said, a drag-and-drop ordering feature in SS2MM would be nice. ;)

674592d7acd13Mercurius

Re: Tacticool Weapon Replacements
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Can anyone confirm whether the messed up multiplayer wrench is present in vanilla SS2?

674592d7ace27Scorpion

Re: Tacticool Weapon Replacements
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I'll see if I can, first I need someone to test it with.

674592d7acf2bMercurius

Re: Tacticool Weapon Replacements
674592d7acf7b
Aha, thanks.  No need to go to any great trouble though, I was just wondering if anybody knew offhand. 

674592d7ad08dA Dodge

Re: Tacticool Weapon Replacements
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Great models, merc. I give them 5 stars. your AR is highly anticipated, the only thing I noticed on the pistol that stood out was the position of the last digit of the trigger finger, it is curled back enough to see the fingernail which is a nice detail, but somewhat unrealistic.  As an artist, I know how hard it is to get a hand to have correct anatomy, and I can only imagine how hard it is to model a good hand in 3D.  This is a minor detail, but other than that, all the models look well conceived and executed and I'm glad to see they retain the original feel of the weapons.

674592d7ad219ThumpieBunnyEve

Re: Tacticool Weapon Replacements
674592d7ad269
To-Date, what weapons are graphically patched in the Tacticool Weapon Replacements? Is this Mod-Project still active? Are all the weapons of SS2 yet covered in this patch project?

Is there a chance of acquiring ill-finished patching of Tacticool Weapons? Such as, items that will be improved upon in the future, but for now are simple gray polygon representations of their yet-to-be-completed status? 

Often road blocks such as making parts move, or fancy special effects, Complicated reload actions, or cartridge ejection can throw off ones progress. I'm ok if it's fairly the same item, with just a higher quality texture map. And so few people ever finish a sets worth of work..

I really hope this project isn't dead! Please find the inspiration to finish all the weapons, even if they aren't Fantasmlisticaly-Super-Natural!

-------
♀tbe

674592d7ad6e7RocketMan

Re: Tacticool Weapon Replacements
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I think it should be fairly obvious from the first post that Merc only did a few weapons so far.  Since his are pretty bang-on compared to the originals, I'd say that makes at least 4 weapons that are totally souped up.  There are however other incarnations of the same weapons in other mods as well as different weapons altogether that have been redone.  It's up to you whether those count or not.  I can tell you for sure we don't have a replacement for the fusion cannon or the assault rifle yet.  IMO the laser rapier does not require a redo due to how simple it is. 

If you want my opinion here's the best and most complete list of weapons that have been redone:

Merc's wrench
Merc's pistol
Merc's shotgun

AR - INCOMPLETE, use standard for now
Laser Rapier - INCOMPLETE, use standard
Merc's laser pistol
R&R&R's emp rifle
Assidragon's grenade launcher
RocketMan/Assidragon's Stasis Field Generator
Fusion Cannon - INCOMPLETE, use standard for now
RocketMan's Crystal Shard
RocketMan's Viral Proliferator
RocketMan's Annelid Worm Launcher
Eldron's Psi-Amp / RocketMan's world model copy of Eldron's psi amp

Obviously there are some weapons that many people have redone in their own way so some substitutions could be made to the above but I feel these are currently the best ones.

Here's a visual of everything above:

http://h1.ripway.com/RRRocketMan/system%20shock%20stuff/crapcollage.jpg
« Last Edit: 14. February 2010, 07:39:07 by RocketMan »

674592d7ad857Mercurius

Re: Tacticool Weapon Replacements
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@A Dodge
Thanks for the feedback!  I agree, that pistol needs a lot of revision, though that won't be for quite a while.

@ThumpieBunnyEve
Yeah, those stupid gimmicks are a real time-killer :D
The project isn't dead, it just takes me a while to get back to it in between releases.  I'm pretty sure that by 2030 I should have at least half of the weapons done.
Re: Tacticool Weapon Replacements
674592d7ada02
2030? I'll have to look that up in my filofax. Lesseee if I can squeeze you in there. Mmmh. Looks baaad!

674592d7adabasidmoon

Re: Tacticool Weapon Replacements
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Hello,

I renamed your files to .ss2mod and installed them with modmanager. I activated them, but they are not working...
I use the HOTU Version under xp... it's working.
Are there any known problems with the HOTU version and your mod?
I'd REALLY like to play with such textures and meshes.
Re: Tacticool Weapon Replacements
674592d7adc01
They work like any other mod.
Do you have any other mod working?

674592d7adc91sidmoon

Re: Tacticool Weapon Replacements
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SHTUP and ADaOB...

I don't know what to do :(
Re: Tacticool Weapon Replacements
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And do they work? For example if you deactivate SHTUP do signs and objects (crates, etc) suddenly look quite blurry?
I'm asking because the only explanation I can see so far is that the game wasn't made mod-ready correctly, but that would affect all mods then.

674592d7ade7fMercurius

Re: Tacticool Weapon Replacements
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Updated the Laser Pistol to 1.1 to fix the problem with the world model being fullbright.

Also work resumes on the Assault Rifle:

Image: http://img218.imageshack.us/img218/1456/ar15b.jpg
Re: Tacticool Weapon Replacements
674592d7adfbb
Darn, I just downloaded that, too! (the laser pistol) By the way, is there any way to reduce or cut out weapon sway? I find it kind of distracting. Love the models though!

674592d7ae051Mercurius

Re: Tacticool Weapon Replacements
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Not that I know of.  I wish there was at least a way to make the swaying less jerky but that's entirely an issue with default SS2.

674592d7ae305ThiefsieFool

Re: Tacticool Weapon Replacements
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It can be done but only by editing the gamesys, so you'd have to incorporate it into every gamesys mod.
That's a great AR, Mercurius, I remember liking your first try at it too, wasn't it all textured and stuff?

674592d7ae545Rainalkar

Re: Tacticool Weapon Replacements
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A very excellent work on the Assault Rifle, Mercurius! Eagerly anticipated...
Re: Tacticool Weapon Replacements
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Hell yeah!!! Looking forward to play with this sweet weapon... oh man you are so great!! Keep up the damn good work and keep SShock2 alive!!!

You're awesome!!!!

674592d7ae8f5Mercurius

Re: Tacticool Weapon Replacements
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Thanks for the encouragement everyone, I guess failure is not an option :D

The mesh imported perfectly which is a relief since I'm using a higher polycount than usual.  With this weapon, I'm trying a new tactic of putting higher texture and mesh detail where it counts the most...which would be the parts most visible in first-person view.

Image: http://img208.imageshack.us/img208/1033/ar152.jpg
Re: Tacticool Weapon Replacements
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Thanks Mercurius -.- ju just made me wanna play SShock2 for the XY-time... man I try to complete the great Vampire Bloodlines and you make me drool... looks just great :) maybe you are someday in the mode to recreate the PSI-Amp in the original Style.... someday.... :D

674592d7aeb06Mercurius

Re: Tacticool Weapon Replacements
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VtMB is a superb game, well worth finishing.  Besides, maybe by the time you're done I'll have the grenade launcher done too (heh.)

The psi-amp is pretty low priority considering I personally hate playing OSA and Eldron's amp is quite serviceable.

674592d7aebf4ProAken

Re: Tacticool Weapon Replacements
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awesome work on the weapons  :thumbwink: looking forward to that AR your working on also, seems to be keeping close to its true design like all your other weapons have done
Re: Tacticool Weapon Replacements
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The world model looks great from that perspective, but unlesss you are aiming to flesh out the first-person model with the texture, the middle part of the gun looks too round, almost chubby, like a Super Soaker.

... okay, that's a bit harsh. But honestly, it could use a little more "edge". :)

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