Garry's Mod

Garry's Mod

Darken217's SciFi Weapons
Viser 1-10 af 64 forekomster
< 1  2  3  4  5  6  7 >
Opdatering: 9. dec. 2024 kl. 10:34

Hotfix 37

Additions
  • Added a cvar and setting to toggle background blur for inspection UI elements. Disabled by default, intended as a fix for render target changes introduced on x64.

Changes
  • Updated method for UI transitions.
  • Changed sfw_jotunn's status chance from ~5% to 40%.
  • Adjusted visual recoil generation for the sfw_corruptor.
  • Reduced camera sway when firing the sfw_umbra.

Fixes
  • Fixed potential script error with Dark dissolve effect.
  • Fixed sfw_alchemy_wrath and sfw_alchemy_void not being effected by sfw_showhiddenweapons.

Deletions
  • Removed software vertex files in compliance with addon publishing restrictions.
  • Removed Dark dissolve's ability to create decals.

Author's Note:
If you came to these patch notes hoping for new content, some big changes or fixes I said I'd get to years ago or maybe even some hint that there's new hidden content in the mod, I'm sorry to disappoint you.
Just not been feeling it lately.

Opdatering: 9. dec. 2024 kl. 10:31

Reverted to January Hotfix 36.

Opdatering: 9. dec. 2024 kl. 10:19

Redacted

Opdatering: 21. jan. 2024 kl. 2:34

Hotfix 36

Additions
  • Added sfw_allow_propdissolve console command and setting. You can now explicitly disable or enable dissolving of props. Note, that there are some exceptions to this (notably the Zeala) due to unique effects of a weapon.

Fixes
  • Fixed props automatically failing dissolve checks.

Opdatering: 18. jan. 2024 kl. 13:04

Hotfix 35

Fixes
  • Fixed script errors from physics using a really, really, really hacky workaround.
  • Fixed script error from conflicting overlay effects (i.e. default spawn effect).
  • Hopefully fixed script error from Power Orb's damage buff.

Opdatering: 11. jan. 2024 kl. 2:29

Hotfix 34

Fixes
  • Fixed script error when chaining dark damage to nearby targets.
  • Added missing purpose information to sfw_dartgun.

Opdatering: 8. jan. 2024 kl. 10:00

Update 28
Hey all. Been a hot minute (or more like several years) since the last update. I doubt much of this would've ever seen the light of day, if a surge of bug reports hadn't forced my hand, consequentially, this update will be fairly light on new content features. I hope you enjoy it regardless.

Additions
  • Added "sfw_showhiddenweapons" cvar and setting in the spawn menu. Enabling this will list previously hidden sci-fi weapons in the spawn menu. Note, these have been hidden for a reason. Expect unfinished or outright broken content.
  • Added shortcut buttons at the bottom of the settings page to link to the workshop or bug reports thread.
  • Added a variant of the Helios to the custom weapon (so you can stop asking now).

Changes
  • Projectiles and other entities based on scifi base projectiles will now scale their light brightness down in non-HDR scenes (such as the majority of vanilla HL2 maps) to not overbright or produce otherwise undesireable visuals. You may also adjust this via the console command "sfw_fx_ldrscalar". This has no effect on HDR supported maps (i.e. gm_construct and all episodic maps).
  • Dark damage now drops impure spectrum not only based on the target's health, but also depending on the amount of dark stacks applied to the target at the moment of death. This should alleviate low dark ammo income combined with high cost when fighting shielded targets (such as players).
  • Reduced impure spectrum lifetime from 6 minutes to 1 minute.
  • Slightly reduced the amout of ammo gained from each drop of impure spectrum. Combined with the above, that should result in a slightly boosted ammo economy against shielded targets, but largely unchanged against regular enemies (with the exception of very high-health targets).
  • Changed sfw_vapor's altfire hit detection to have some more leeway. It also can now be properly used against gunships.
  • Increased sfw_blizzard's elemental effect chance from 25% to 30%.
  • Reduced sfw_behemoth's recoil, increased accuracy and slightly increased rate of fire.
  • Slightly changed sfw_zeala's viewmodel light origin and brightness.
  • sfw_zeala's projectile has been given the same treatment the vapor's altfire has received and should now be much more useable against airborne targets.
  • Previously, sfw_zeala's vortex could be more or less reliably used to kill Striders, unless they perform their "crouch" animation. I've found that to be a bit irritating, since why should something which has its center-mass literally in its head be able to just crouch to pull that head out of a miniature black hole? So to address that, Striders will now more or less die an instantaneous, yet probably still painfull death.
  • Changed sfw_vectra's spread angle for charged shots to be a bit tighter. Intermediate charge stages have reduced spread. Charge now increases projectile damage.
  • The Vectra is in a weird space. It's in the 3 slot and deals damage similar to other strong rifle type weapons, it's semi-automatic like a pistol with a charge trigger that turns it into a shotgun. In terms of raw damage-per-bullet it can
  • on paper
  • compete with prisma and storm, but doesn't have the armor penetrating aspects of the latter (no reduced damage against antlion guards, for example), though it does have shock elemental damage.
  • Cleaned up and clarified perk descriptions on sfw_vectra and sfw_supra. sfw_supra now inherits "Rift Surge" trait, so increased projectile count and velocity for charged shots.
  • Vectra's shots now drain more ammo depending on weapon charge.
  • Changed sfw_prisma's spread pattern to be a bit more tighter and vertical oriented as well as the recoil build-up to be more controllable.
  • Slightly reduced sfw_prisma's base accuracy.
  • Slight cosmetic changes to sfw_helios' elemental explosions, which should now create a flash of dynamic light with the actual explosion as well, instead of just the charge up, as one would expect.
  • Helios explosions will no longer be cancelled by targets dying while their explosion is charging up. This was an edge case, particularly with high-health targets or chaining explosions, but a case nonetheless.
  • Renamed perk "Low-power payload" to "Low-power propulsion" for added clarity.
  • Reduced sfw_supra's initial explosion brightness. Thing does enough damage as it is, doesn't need to be an IRL flashbang on top of that.
  • Changed sfw_dartgun's burst interval to four-round-burst (used to be three) and increased magazine capacity from 15 to 16.
  • Reduced sfw_storm's burst timing from 0.07 seconds to 0.12 seconds.
  • Changed sfw_grinder back to have physical bullets / micro missiles instead of hit-scan bullets.
  • Changes sfw_lapis to have the same per-bullet damage profile as the sfw_storm.
  • Changed sfw_astra's charged shot's damage force to 0. It's killing power is does not come from a physical impulse and this should reflect that more.

Fixes
  • Fixed an overengineering on my part that caused sniper rifles to have much lower zoom than intended when players use higher-than-default FOV.
  • Fixed material overrides not applying or applying more often then they should with no obvious benefit. Idealy, this will resolve a bunch of addon conflicts and at the same time improve performance.
  • Fixed view bob happening while aiming down sights when it really shouldn't happen.
  • Fixed potential script error when ice damage is applied to gibbing NPCs (such as antlions).
  • Fixed ice damage not properly stacking up when used against players, causing players to not be frozen by any ice elemental effect that isn't an instantaneous freeze.
  • Fixed dark damage status creating sound warnings and not playing sounds on x64.
  • Fixed Impure Spectrum drops not dynamically switching collision filters properly. This could in some instances lead to drops knocking over props or other physics objects or violently pushing them into the player they are magnitizing towards, ultimately killing them.
  • Addressed some consistency issues with sfw_draco's and sfw_hwave's hit registration.
  • Fixed sfw_trace causing script errors when used by NPCs.
  • Addressed minor spelling error in sfw_saphyre's Resurgence perk's description and clarified that the health regen is based on dealt radiation damage.
  • Fixed incorrect display on sfw_storm's item card, indicating that it's total base damage is 48 (8*6) and not 60 (10*6).
  • Fixed sfw_vectra having incorrect ricochet direction for the fully charged shot.
  • Possibly fixed sfw_vectra having unintended double-impact events, either by projectiles rubber-banding into the same surface, colliding twice before the visible ricochet or by just bouncing back into the next target (especially on larger hitboxes). This will feel like a direct nerf to the fully charged shot's damage potential, but this should bring the weapon closer to how it was meant to work.
  • Addressed sfw_lapis hit registration issues. Headshots should be a lot more consistent now.
  • Fixed sfw_storm hitreg issues, same as above. Headshot and direct body impact multipliers should now be applied correctly.
  • Fixed sfw_storm missing the perk descriptor for "High-Cal Rounds", since it deals full damage to armored targets.
  • Fixed sfw_astra accidentally creating more damage instances than intended, causing it to be a able to one-hit-kill players on bodyshots... an issue the whole rework was supposed to address. Oh well...
  • Fixed "astra carbine" not using custom fire rate settings on custom weapon.
  • Fixed sfw_hornet and sfw_dartgun listing incorrect damage values (was "4, 4", is now "2, 4"). Only the listed damage has changed, the actual damage has been like this for a while now.
  • Fixed script error when using sfw_custom with blizzard as firing mode.
  • Potentially fixed script errors related to networked data.

Opdatering: 27. juli 2021 kl. 13:08

Hotfix 32
No new weapons with this one, sorry.
Had to push this update out in order to address some glaring issues, such as crashes.

Additions
  • Added experimental "sfw_allow_sck_autocleanup" console command. This changes how client-side models for viewmodel composition are being managed, destroying and re-creating them on weapon holster/deploy.
    The goal is to improve performance in scenarios where players are carrying a lot of weapons around.
  • Added or updated some utility sounds for sfw_vk21 to improve feedback and consistent feel of the gun and avoid overlap with standard hl2 assets.
  • Added option to swap between RTScopes and overlay scopes for certain weapons (mostly snipers). See option in spawn menu and see sfw_allow_rtsniperscopes console command.
  • Added option to use toggle-aim instead of hold-to-aim. (see option in spawn menu and sfw_toggleaim console command)
  • Added perk name and description to sfw_storm's alternate firemode "Focus Choke" to more clearly communicate its functionality.

Changes
  • Changed spawn menu icons to now display the view model of each weapon as well as some of the elemental attributes featured.
  • All weapons now return to aim-down-sights after reloading when the player was aiming down sights while initiating the reload.
  • Changed how ice elemental effects behave. Ice status now builds up, slowing down NPCs. Multiple status inflictions will result in targets being frozen solid.
  • Adjusted sfw_blizzard's recoil behavior and bullet trace accuracy.
  • Reduced sfw_blizzard's altfire charge time from 0.7 to 0.6 seconds and increased freeze duration from 2 to 3 seconds.
  • Changed sfw_blizzard's muzzle, tracer and impact effect to a slightly more modern set.
  • Adjusted sfw_blizzard's elemental effect chance in the wake of the ice elemental changes and balancing effords.
  • Changed sfw_vk21's deploy speed from 1.8 to 2.
  • Slightly adjusted sfw_lapis' and sfw_storm's projectile impact effect.
  • Changed sfw_lapis' recoil animation and reduced amount of screenshake.
  • Slightly increased sfw_lapis' stability.
  • Two of the major systems that effect a hit-scan bullet's reliability and hit-registration are aim-assist (which is barely utilized among my weapons) and bullet trace hull size (so how "thick" the trace is, making it more generous to hit). The sfw_corruptor is utilizing both of these systems to make the weapon feel more reliable and overall more satisfying to use, however, I felt like it was a little much. Therefore, sfw_corruptor's aim-assist diameter has been narrowed (was 2, is now 1) and its bullet hull size has been reduced (was 4, is now 0.5).
    The goal here is to preseve the weapon's feel while also not handing out hits for free or at times even converting genuine headshots into bodyshots due to hitbox overlap.
  • Adjusted sfw_corruptor's recoil-based screenshake.
  • Slightly changed sfw_corruptor's reload animation.
  • Adjusted sfw_helios' recoil behavior, recoil animation, bullet hull size and aim assist. Some of the lesson's learned from the "corruptor" have been applied here, the goal being to better communicate the impact recoil has to the player, rather than to just hand-hold the player into landing their shot.
  • Changed sfw_saphyre's sprinting animations and recoil behavior to match updates done to the sfw_hwave.
  • sfw_draco no longer features a punch-through perk, as it wasn't reliably working anyway.
  • Increased sfw_meteor's homing factor.
  • Increased sfw_meteor's impact blast radius from 256 to 300 units.
  • Changed sfw_astra's sniper-mode fire to have 36000 units of range and an unlimited amount of impacts along its beam. This should make the weapon more consistent to use and less likely to inflict multiple damage instances against the same target when it shouldn't. It will still be able to pierce a Strider's hull if you hit the "head", but you shouldn't be able to one-tap a full health / full shield player on the body when looking at a certain angle.
  • Changed sfw_astra's sprinting animations.
  • Reduced sfw_ember's muzzle flash size.

Fixes
  • Fixed client-side viewmodel entities not being destroyed upon weapon removal, causing performance degredation.
  • Potentially fixed an issue where weapons would seemingly at random return from ADS to IDLE, even though the player is still holding the zoom button, especially in multiplayer sessions.
  • Potentially fixed crashes caused by fire status igniting things it really shouldn't ignite.
  • Fixed potential script error caused by shock elemental status being applied to func_ entities while underwater.
  • Fixed custom rtscope render target resolutions being unintentionally disabled. The feature is now available again.
  • Fixed weapons not playing the crouch-state.
  • Fixed hit-scan weapons with ricochet capability having incorrect direction data, causing the ricochet shot to be fired incorrectly (This change effects mostly, sfw_vk21 and sfw_blizzard).
  • Fixed players being able to "un-statue" frozen ragdolls.
  • Fixed sfw_blizzard not listing elemental effect chance in its inspection page / item card.
  • Fixed sfw_blizzard not working for NPCs.
  • Fixed sfw_hellfire not proccing fire status' flame burst.
  • Fixed script errors when NPCs attempt to use sfw_behemoth.
  • Fixed sfw_draco's damage values to match the item card. (14 base, x4 crit)
  • Fixed errors sfw_draco's description text.
  • Fixed script error with sfw_stinger when used by an NPC.
  • Fixed some odd verticies on sfw_corruptor's weapon model.
  • Fixed accidentally corrupt normal maps on sfw_corruptor's weapon model, causing texture artifacts.
  • Fixed sfw_corruptor having the wrong family icon in weapon selection.
  • Fixed sfw_vapor's alt fire not having the correct dissolve mass limit (should be 3000, was 200).
  • Fixed sfw_phasma taking longer than intended to activate the blade.
  • Fixed script error when players die to a sfw_helios and have their bodies explode post-death while near NPCs, internally prompting to chain to said NPC. Note, that players as of writing this do NOT chain explosions on death, only on overcharge.
  • Fixed sfw_phoenix's punch-through effect triggering on regular targets, causing unintended damage infliction.
  • Fixed sfw_storm's item card and inspection text listing 8 * 6 damage, when it's in fact 10 * 6.

Opdatering: 5. nov. 2020 kl. 14:34

Hotfix 31
Version 18.4.9

Changes
  • Increased sfw_grinder's damage from 12 to 15 (10 + 5)
  • Slightly adjusted sprinting animations on sfw_vk21, sfw_corruptor and sfw_hwave.

Fixes
  • Further addressed conflict potential with CPTBase and SciFi's elemental damage types.
  • Fixed sfw_helios causing issues with color blending on some menu items.
  • Fixed grenade launcher sub-system for sfw_custom not working.

Opdatering: 15. okt. 2020 kl. 13:05

Hotfix 31
Version 18.4.8

Changes
  • Changed sfw_trace's altfire behavior. It no longer requires a fully loaded drum to be fired, instead it empties the current one, regardless of ammo count. The amount of child projectiles is now determined by the amount of bullets left in the chamber when firing the powershot. Maximum amount of child projectiles is therefore now 5 (1 powershot + 5 children).

Fixes
  • Fixed script error with sfw_trace's projectiles.

Deletions
  • Removed sfw_sk_trace_maxchilds console command.