Project Zomboid

Project Zomboid

Guns of 93: Test Build (Unstable)
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Update: Jul 15 @ 7:37pm

Small hotfix because I don't know if I'll be able to work on the mod any tomorrow.
- Found a two types in the lua that decides what guns spawn that could cause issues.
- Pistol Target Sights had the wrong sights.

Update: Jul 15 @ 12:33pm

Just a wrap up of previous stuff mostly.
- Finished up S&W revolvers. Realigned and scaled hand placement and holsters.
- Completely rewrote the attachment switcher script for swapping items for bayonets and ammo switching. Little more convoluted, but the old method wasn't cycling through all the attachment each time and only sometimes swapping the right parts and it only got worse as more attachments got added to the guns. So no more ranges bonuses from scopes to bayonets.
- Sandbox options should now work for firearm spawns. Unless I come up with some work around, the new method doesn't really work with the custom rarities anymore, but you should now be able to disable guns by ammo type again. Vanilla sandbox options should work for rarity stuff. Also made a few adjustment to the loot tables.

Moving on to do some final tweaks to the ARs and then moving on to reworking AK rifles. Somewhere in there, I may start messing around with a new maintenance system.

Update: Jul 12 @ 9:12pm

- S&W J, K, L, and N Frame revolvers reworked. Each can now spawn as their blued or stainless counterparts, and spawn with various grips.
- I still need to do some adjusting with hand position and holsters.

Update: Jul 11 @ 12:39pm

- Removed new spawn method for survivor homes. Wasn't playing nice because those items spawn a little differently.
- Alt ammo guns should be set to the correct ammo type when you load a previous game.
- S&W revolver started. They do not have all the stuff they will eventually spawn with. Icons have not been updated yet. Model 36 now also spawns as a Model 60, Model 10 as a 64. Model 65 as a 13, Model 586 as a 686, and Model 29 as a 629.

Update: Jul 8 @ 2:12pm

- .223/5.56 should be fixed now. I should have done more testing with that last time.
- New spawning method introduced. It will still need some adjusting, but hopefully the spawns should feel a little better, a little more vanilla like. Feedback on if things feel too common or too rare is appreciated. Currently, the new method does not work with the mod’s sandbox options, but the vanilla options should still work.
- Mossberg 500/590 shotguns reworked and Maverick 88 has been added. Like the 870 before, the Mossberg pump guns should have swappable parts and should spawn with different finish styles.
- Fixed an issue where attachment range bonus was being added to bayonet attacks.
- Brown recoil pad added, replacing the leather one for gun spawns. Leather will be back when I redo break actions.
- Add english translate names to some items and recipes.
- Handguns with fixed non-removable sights can now be dovetailed with a file and metalworking 3 to allow for replaceable sights.
- Ammo swapping has been reworked again. Looks like the way I was doing it didn’t work outside of debug. I should have tested for that. I haven’t found a way to get the item details to update with the new ammo type, but the gun’s name should change to reflect the current ammo setting.
- Uzi, Mini-14, M1 Carbine, and Ruger 10/22 now have a chance to spawn with hi cap mags.

Next will be further refinement of the new spawn method and general bug fixing. Rework of K/L frame revolvers and AKs and maybe the Rem 700/788 rifles.

Update: Jul 4 @ 6:13pm

- Script was looking for the wrong tag when mounting .45cal silencers. They should work now.
- 1911 fixed sights and barrel threading should be visiable now.
- Hopefully fixed an issue where some guns would get stuck in "safe" when removing required parts.
- Currently a known issue where handguns will work with triggers removed.

Update: Jul 2 @ 8:27pm

- Modified the ammo switching script to hopefully get around some errors people have been having.
- Sawing shotgun down now removes the ammo from the shotgun and places it in the player inventory.
- Adjusted a bad ammo recipe.

Update: Jul 2 @ 10:59am

Another quick hot fix. Chopped stocks were not visiable when attached to 870s.

Update: Jul 1 @ 9:32pm

Forgot to update magazines to use .223 instead of 5.56.

Update: Jul 1 @ 4:02pm

This update took a lot longer than I expected. Ended up rewriting more than I planned. A lot of behind the scene changes. Hopefully future updates won't take as long. If you have an ongoing save, existing items might have issues or disappear.

- All Remington 870 and 1100 guns have been remodeled and reworked to have removable furniture and accessories that they spawn randomly with. They will also spawn with different finishes. The 870 Police sometimes spawns as a Marine Magnum. The 1100 sometimes spawns as a 11-87. Wooden stocks can be cut down, since everyone keeps requesting that. Hopefully things like this will go fast now. I had to set up a lot to make this work right.
- Remington 870 Police and M870 can now be made into sawed off guns (they lose their extended mag tubes).
- Reworked how attachments have been working since B41. Now the B42 has the OnAttach, I no longer have to overwrite the main context menu lua, which should help avoid some compatibility issues Guns of 93 has had with other mods in the past.
- Ammo switching for Buckshot/Slugs and .375mag/.38Spc has be completely reworked. It no longer requires a secondary gun item that is swapped out with the lua and modifies the existing gun directly. This will greatly reduce the amount of work I have to do to make multi caliber guns work.
- Bayonet system has been completely reworked. Like the new ammo switching, greatly reduces the amount of work on my end to make guns work as bayonet guns. Still might need some tuning, but is functional now. As an added benefit, the system isn’t tied to one type of bayonet per gun anymore, so eventually I will add things like the M7 bayonet to go with the M9 and different AK bayonets.
- 5.56 guns and ammo have all been changed to .223.
- Cyclic rate modifier has been added to applicable guns.
- Some guns now spawn with more variations of names and finishes. An example is that 1911s can now spawn as various Colt, Springfield, etc. models and with various types of finishes. Various surplus guns spawn with random manufactures.
- Hi-cap mags now spawn with some 1911s, AR15s, and AKs.
- A lot of other small changes that I don’t have the energy to list out. A lot of them are changes to how the mod works under the hood.

Next update, I will focus on getting the loot tables back into shape. I know they’re a bit of a mess right now. I’m going to be completely redoing how the mod spawns guns. Hopefully in a way that prevents the game from being weird with large pools of extra items. I’m also going to rework K/L frame revolvers and AKs. The Rem 700/788 and Mossberg 500/590 might also get looked at if things don’t take too long. In a future update, I also plan on redoing how repairing guns work. Right now, the repair tables are not up to date and some attachments that are not supposed to be removable get removed when you repair a gun. I want to make repairing a little more scalable when adding guns to the mod and universal. Tooltips also need a good lookover.