Garry's Mod

Garry's Mod

Darken217's SciFi Weapons
Viser 41-50 af 64 forekomster
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Opdatering: 24. feb. 2016 kl. 12:45

Update 14 "Starfire"
Version 14.0.0

Additions
- Added dynamic viewmodel position modifier to advanced animations.
- Added "Power orb" item to SciFi items category and NPC drop tables. This will grant a 5x damage buff for 10 seconds. Beware, as this item can also be picked up by NPCs.
- Added "Prisma" smg.
- Added "Supra" grenade launcher.
- Added individual hit sounds for sfw_alchemy.
- Added new hit sounds to sfw_pandemic.
- Added flare gun to sfw_custom.

Changes
- Reworked misc. tracer effects as well as corrosion effects.
- Changed regenerative weapons don't loose their cooldown when holstered.
- Changed the default fast melee damage type to impact.
- Changed various shockwave effects to pretend that they are 3d.
- Changed sfw_hornet's flechettes not exploding anymore by entering water.
- Sfw_alchemy now formally deals blight damage with its charged attack. (was just ... yeah, just damage before. I actually don't quite get the difference for you guys, but here it is)
- Changed sfw_alchemy's visual firemode feedback.
- Changed sfw_alchemy's tracer particles.
- Changed sfw_alchemy's blight shock's refraction effect.
- Sfw_alchemy now has a longer deploy time then common weapons to let you feel the delay before regeneration and charge kick in. (adaptive deploy speed will be applied to other weapons soon, but not too soon)
- Changed sfw_fallingstar's projectiles not stumbling anymore, once they have found a target.
- Changed sfw_phoenix's hitgroup tolerance to be more punch-through and headshot friendly instead of 360-no-scope-autokill.

Fixes
- Fixed tons of "You need EP2 to see this s**t" errors. (yes, including the sfw_acidrain)
- Misc. performance improvements for scifi entities, especially for items and spawnables.
- Fixed sfw_hornet's flechettes spamming sound errors, when EP2 isn't mounted.

Base additions, changes and fixes
- Added DealDirectDamage() to SWEPs.
- Added more enums to projectile base.
- Added velocity modifier to meteor targeting, so projectiles don't neccessarily have to speed up to maximum velo., once they have locked on a target.
- Projectiles can now be freely used underwater.

Opdatering: 8. feb. 2016 kl. 9:16

Hotfix 8
Version 13.0.3

Fixes
- Fixed sfw_alchemy's uncharged projectiles not working.

Opdatering: 8. feb. 2016 kl. 6:28

Update 13 "Stopping Force"
Version 13.0.2

Informations and stuff
- blah, blah, blah, still no flamethrower.
- I'm trying out some more experimental methods with an aim for performance improvements. If you experience sudden and heavy perf drops, please report them.
- Sfw_hwave uses new systems for unified networking as well as a new and probably more efficient collision system for projectiles. This is still in the testing-phase, but should've no negative effect on your gameplay.

Additions
- Added blur effect for zoom (of cause, you can disable it in the options).
- Added shock damage. When used vs. players, it drastically increases damage on shields and may blind the player for a very short period of time. NPCs get stunned and disoriented.
- Added 'Hornet' flechette rifle.
- Added 'Meteor' rocket launcher.
- Added 'Spectra' sidearm.
- Added melee/block ability to sfw_ember and sfw_eblade.

Changes
- Changed recoil math for most of my weapons to match the view kick modifier. (or in other words: The projectiles will more likely spray positively along the top axis.)
- Most weapons will suffer less recoil/spread while zooming.
- The damage type "Entangling Blight" now forces targets to panic upon breaking free from their entanglement.
- Changed sfw_phoenix's scope display to be more in line with the other HS-type weapons.
- Sfw_hellfire has now the same controls as its blizzard counterpart, meaning aim down sights on Mouse2 and altfire on Mouse1 + E.
- Sfw_pandemic's charged shot can now be canceled, by holding down reload (def. R) when releasing Mouse1.
- Sfw_thunderbolt and sfw_pulsar's secondary fire now proc shock elemental. Consider this a huge buff to the thunderbolt as it now can basically stun-lock every NPC in range.

Fixes
- Fixed sfw_reset defaulting advanced animations to "disabled", regardless of the cvar's original default value (def. 1).
- Fixed some issues with server sided lighting effects.
- Fixed fast melee attacks were always enabled, regardless of "sfw_allow_melee".
- Fixed aim down sights animations not playing correctly when returning to default mode.
- Fixed potential game crash, when an antlion guard with corrosive proc hits any physics object or another corroding target.
- Fixed laser pointers having incorrect origin data when used by an NPC.
- Fixed sfw_pandemic spamming charge effects in multiplayer.
- Fixed sfw_neutrino using the player's eye position for laser pointer origin.
- Fixed sfw_stinger playing shooting animations and effects when remotly detonating stings in multiplayer.
- Fixed sfw_blizzard's altfire ignoring walls.
- Fixed sfi_sentinel causing NULL Entity errors, when their owner is either dead or wasn't set in the first place.

Deletions
- Removed the "Remove entities from dissolve index" button, that probably nobody used, from the settings menu... console command still exists.

Base additions, changes and fixes
- Added new elemental effect system. Elemental effects can now be applied with just one line, regardless of SENT or SWEP, instead of a tremendously long bunch of code.
- Added unified networking for SciFiSWEPs. This has been added to the base, but not all weapons use it yet. Support will be added over time.
- Added unified networking for SciFiSENTs.
- Added think rate modifier to projectile base.
- Added more modifiers to sprint animations.
- Changed projectile damage notifier color to a disgusting pink.
- Fixed lua error with damage report system regarding DealDirectDamage().
- Fixed all weapon's using the default sound on dry-fire, even if an individual sound has been defined in that particular weapon.
- Fixed Meteor targeting missing out the locked target resulting in the projectile getting stuck in mid-air. Do not confuse this with switching to rest-mode.
- Fixed Meteor targeting not locking on other players when "ignore allies" is enabled.

Inofficial additions and W.I.P
- Added "basetest" system to sfw_custom.
- Added sfw_orchid combat knife.
- Added sfw_vprnade vapor type grenade.
- Added sfw_pbeam, the Pandemic's HS-type predecessor.
- Added sfi_upgrade, temporarly damage buff.

Opdatering: 2. jan. 2016 kl. 8:41

Hotfix 7
Version 12.3

Informations and stuff
- Happy new year, everybody.

Additions
- Added overriding hotfix to prevent persisting fire-proc, even after the player died and respawned.
- Added crouch animations.
- Added smothened zoom animations.
- Added new muzzleflash lights.

Changes
- Reworked projectile system to improve performance and collision / entity targeting accuracy.
- Improved general performance for _rope type particles.
- Melee attacks now deal more damage vs. func_breakable based glass surfaces.
- Changed misguiding hints.
- Adjusted some sprint animation angles for AR2-based weapons.
- Adjusted melee animations to further clearify when the attack is charging up.
- Minor changes to the HS24 series' viewmodels.
- Slight adjustments to stw_behemoth's sounds.
- Changed sfw_pandemic's charge light effect now dynamically scaling similar to the sfw_stinger's.
- Adjusted reflectivity tint on sfw_fallingstar's models.
- sfw_ember changes:
- - sfw_ember will no longer be able to score critical hits or benefit from headshots.
- - Base damage has been nerfed to 6 - 10 and AOE base damage to 3 - 4.
- - A burning target will recieve damage of 10% to 100% from the laser.
- - The laser's endpoint will no longer emit AOE damage under water.

Fixes
- Fixed particle render error.
- Fixed NULL Entity error caused by players being disarmed in a nasty and unpleasant way.
- Fixed NULL Entity error appearing when the player dies while charging sfw_vapor's or sfw_fallingstar's secondary attack.

Deletions

Opdatering: 22. dec. 2015 kl. 8:45

Update 12 (part 2) "Hordeslayer"
Version 12.2

Informations and stuff
- Due to reasons, sfw_meteor and sfw_ignis are, once again, delayed. Sorry about that.
- Feel free to have your expectations disappointed...

Additions
- Added passive melee system.
- Added ARX.2 "Falling Star" Cannon, a modified Vapor, outfitted for close to mid-ranged combat with stunning abilities.
- Added RK800 "Behemoth" chain-gun, drown your enemies in bullets with this 4-barrel-spin-gun.
- Added HS200-X "Pyre" grenade launcher. Yet another expansion to the HS-series armory.
- Added projectile count setting to sfw_custom.
- Added Vaportec energy grenade to sfw_custom's available weapon systems.
- Added individual hit effect for sfw_eblade when stabbing.
- Added remote-detonate function to sfw_stinger. Press "E" + "Mouse1" to let active stings explode before their 5sec lifetime elapses.
- Added more debug options (not relevant to the average user).

Changes
- Improved sprint animations with all of my weapons. Also, sprint animations are now enabled by default. (this will not override already defined settings)
- Corrosive proc changes:
- - Bullet damage based weapons (actually most weapons) will benifit a lot more from corrosive procs now.
- - Heavily armored enemies, like antlion guards, will loose up to 100% of their damage reduction. So you can deal full base damage.
- - Corrosive damage on corroded targets will recieve a +50 % to + 75% damage buff, instead of +100% and will NOT recieve actual armor reduction.
- Ice proc changes:
- - Frozen targets will take +15% more damage from impact (DMG_CLUB) or slash (DMG_SLASH) based damage sources. This does NOT include hybrid damage types.
- Damage type effectivity changes:
- - HS-series' plasma/slash hybrid damage types are now very effective vs. fleshy targets, moderately effective vs. armor and ineffective vs. shields.
- - Keep in mind that all bullet or projectile based weapons have a significant buff on critical hits, that ignore damage effectivities.
- Various improvements to meteor targeting.
- - Targeting system will now detect targets, that are close to the player's view axis and not just close to the point they're looking at.
- - The projectile can now "decide" whether to aim for the target's actual position or for its eye position or the head.
- NPCs will now take reduced damage from self-inflicted damage sources.
- Changed gunsmoke and heat effects.
- Reduced sfi_sentinel's maximum ammo count from 2000 to 960.
- sfw_blizzard now suffers from armor resistances.
- Reduced sfw_pandemic's damage from 8 to 6 and charged damage from 12 + 6 + 4 to 6 + 4.
- sfw_seraphim, sfw_phoenix and sfw_ember will no longer be able to ignite objects which are made of metal.
- Reduced sfw_phoenix's miss-tolerance.
- sfw_stinger's viewmodel will now glow in an appropriately humble manner.
- improved performance on sfw_hellfire's effects.

Fixes
- Added missing particle systems to the precache schedule.
- Fixed weapons still being able to zoom, while the player is in a vehicle.
- Fixed ca3 muzzle effects being visible through walls.
- Fixed AI translation. All weapons will now show way better performance with NPCs.
- Fixed corrosion proc wrecking gunships within seconds.
- Fixed corrosion proc sometimes persisting, even when the corroded target is dead.
- Fixed sfw_pandemic being half-way useless in multiplayer along with a bunch of issues. So yeah... Actually, the gun was completely useless, until now.
- Fixed sfw_pandemic "stealing" ammo from the ar2 ammo pool.
- Fixed sfw_pandemic heaving no recoil.
- Fixed sfw_pandemic's charge sound sometimes keeps looping for a while.
- Fixed sfw_blizzard's altfire causing errors in multiplayer.
- Fixed sfw_hellfire's altfire beeing able to explode several times in a row, causing heavy performance issues and probably game crashes.
- Fixed sfw_hellfire's altfire causing NULL entity errors when attempting to cause damage events, but having no valid owner.

Season's greetings and a happy new year.

Opdatering: 30. okt. 2015 kl. 9:00

Update 12 (part 1)
Version 12.0.0

Informations
- The recently teased weapons will be delivered in the next update.
- I had to push this a bit due to some private issues.

Additions
- Added sfw_give console command.
- Added corrosive elemental damage.
- - Corroded targets will suffer damage over time, as well as increased damage from all sources.
- - Damage buff is +25% for most damage types and +100% for corrosive damage. Dissolve or Vapor damage does NOT benefit from corrosion.
- - Corrosion will ALWAYS last for 5 seconds or when the target dies.
- - Corrosion can be combined with other elemental procs, such as fire or the bane's defile.
- - Corrosion damage's effect will not stack.
- Added new view-/worldmodels for HS24 rifles.
- Added Sentinel turret.
- Added season's item: Trick or treat!
- Added HS24-K3 'Pandemic' rifle.

Changes
- Minor updates to various materials to improve reflectivity.
- Added more normalmaps to misc. materials.
- Changed sfw_seraphim's muzzle shockwave.
- Changed sfw_hwave_tx' model.
- Acidrain changes:
- - Secondary fire is now guaranteed to deal corrosive damage and put nearby targets to corroded state.
- - Secondary fire can hit a single target or surface multiple times inflicting damage, corrosion procs and spawning child grenades on every hit.
- - Grenade's initial damage has been lowered to 5 for primary fire and to 10 for secondary.
- - Gas clouds benefit from corrosive procs.
- Lowered the stinger's primary damage from 120 to 80.

Fixes
- Minor performance and networking improvements.
- Fixed an error caused by conflicts between lua forced fov data and engine fov values.
- Fixed reload sounds not playing correctly in multiplayer.
- Fixed an error that was created if a physical projectile creates a bullet trace while the player uses a bullettracing weapon.
- Fixed sfw_seraphim having an infinite clip size when used by a NPC.
- Fixed sfw_vapor causing NULL Entity errors when using secondary fire.
- Fixed sfw_blizzard's muzzle flash being visible through walls.

Inofficial additions and W.I.P
- Added sfw_hwave_tx heatwave rifle with grenade launcher.
- Added sfw_ignis flamethrower.
- Added sfw_powerfist melee weapon.
- Added sfw_meteor rocket launcher.

Deletions
- Removed any dissolve abilities from sfw_hellfire.

Opdatering: 6. okt. 2015 kl. 13:25

Update 11
Version 11.0.2

Additions
- Added HS12-CF "Ember" pistol to the armory.
- Added HS200-X Grenade to sfw_custom.
- Added more hints.
- Added sfw_eblade to misc. antlion's item drop table.
- Added aurora blast altfire to sfw_blizzard. Use it with "e" + "mouse1".
- Added new effect when freezing stuff, that has already been frozen.
- Added more firemodes (full-auto, burst and semi-auto) to sfw_blizzard.
- Added new item halos and improved droptables for npc weapon drops.

Changes
- The damage amp setting now saves, so you don't have to readjust it everytime. (if you even change it in the first place)
- Sfw_eblade's damage can now be positivly effected by the player's movement speed.
- Buffed sfw_eblade's range.
- Sfw_hwave's projectiles will no longer have aimtrack / recoil compensation if the player's weapon isn't a sfw_hwave or sfw_custom.
- Changed sfw_seraphim's dissolve mass tolerance so heavier ragdolls (like that from a combine hunter) won't be dissolved anymore. It has to be enough, that you shot it in the face.
- Reduced sfw_blizzard's reload speed from 2.2 to 1.6.
- Changed sfw_blizzard's impact effects.
- Increased sfw_hellfire's secondary ammo consumption from 5 to 10.
- Sfw_grinder can now fire underwater.
- Changed various heatwave weapon's damage types from DMG_SONIC to DMG_SLASH.

Fixes
- Fixed viewmodels spazzering around or "flickering" while sprinting, even when sprint animations are disabled.
- Improved general compatibility with NPCs.
- Fixed the burtalizing force aka. sfw_vapor's altfire causing a game crash when hitting a strider. Seriously, why wasn't this reported earlier?
- Fixed sfw_eblade not applying damage amp.
- Fixed sfw_eblade having no world model.
- Fixed sfw_eblade spamming glow effects.
- Fixed sfw_phoenix critical damage not beeing effected by damage amp.
- Fixed sfw_seraphim's targeting trace sometimes ending up in the player's head instead of at a way more resonable target position.
- Fixed sfw_blizzard spamming clicking sounds when the current clip is empty.
- Fixed sfw_thunderbolt not applying damage amp.

Opdatering: 14. sep. 2015 kl. 9:51

Hotfix 6
Version 10.2.1

Fixes
- Removed bugged / unfinished worldmodels.
- Removed humming idle noises from sfw_eblade.

Opdatering: 14. sep. 2015 kl. 9:15

Update 10
Version 10.2

Additions
- Added more overhauled viewmodels and worldmodels.
- Added sprint animations to all scifi weapons (sfw_allow_advanims).
- Added L4D or CS:GO stylish real time muzzleflash lights.
- Added option to enable/disable projectiles emitting dynamic lights in mid-air.
- Added SciFi Entities to the spawn menu featuring: Supplies!
- Added option to make NPCs randomly drop supplies. (note here that some weapons may also drop from certain enemies... praise RNG)
- Added the sapphire edition of the known HS24 rifle to the armory. The vampire awakes... (25000 sub special) \o/
- Added HS107 "Phoenix" sniper rifle.
- Added HS20-40 "Seraphim" shotgun.
- Added "Fenris" energy blade.
- Added new remote projectile targeting system "Meteor" to the scifi base.
- - The projectile will fly the way, the weapon or think rule directs it to, except when the owner (the player) looks close to a target (player, npc).
- - Once a target is in the owner's sight, it will take over the directing system and try to hit that particular target.
- Added effect for "OnWater" auto-remove event.
- Added cheap particles to misc. weapons which will be used, if advanced particles are disabled (sfw_particles 0).
- Added flyby sounds to sfw_hwave, sfw_blizzard, sfw_storm, sfw_vapor and sfw_neutrino.
- Added CX33 type guided missile to sfw_custom. ("give sfw_meteor" in console works too)
- Added missing killicon for bane_hurt.

Changes
- Reworked the soundscripts to improve sound effect quality and "realism".
- Reworked the sfw_acidrain to be more like a grenade launcher, including mechanical changes and a decent damage buff.
- The sfw_custom's zoom value setting will now be saved.
- readjusted some ironsights...
- readjusted realistic spawn offsets on AR2 derived weapons.
- Changed sfw_pulsar's muzzle shockwave.
- Changed sfw_pulsar's viewmodel with secondary firemode.
- Changed ca3 tracer.
- Reduced sfw_hellfire's dissolve radius.
- Reduced sfw_hellfire's initial altfire damage (5 initial, 1 per tick)
- Changed sfw_stinger's viewmodel slightly to indicate remaining ammo by resizing its glowing orb.
- Slightly reduced sfw_hwave's overall damage and added decent punch-through mechanic. Damage is now based on one bullet-style trace and incendiary AOE-Damage.
- Buffed sfw_hwave's critical damage (damage dealt with headshots) from 24 to 36 (max. 48.).
- Changed sfw_hwave's sight's distance indicator to fade out when the given distance is too large, and also added a reminder, to reload... coz whatever.
- Changed sfw_hwave's reload animations.
- Changed sfw_hwave's tracer effects.
- Buffed sfw_storm's damage amount and radius.
- sfw_stinger's altfire now uses Meteor targeting instead of "just-pick-the-next-target-in-range"-targeting. You can still fall back to the legacy targeting via the options menu.
- sfw_blizzard and sfw_cryon can now freeze NPCs as well as players for a short time without killing them.
- Buffed sfw_blizzard's and sfw_cryon's temporary freeze duration.
- sfw_cryon now checks for visibility / line-of-sight before attempting to freeze something or somebody.
- Changed sfw_blizzard's description to be less irritating or in other words: Less wrong.
- Overhauled the blizzard's damage values as well as the ricochet mechanic. Long story short: A bit more initial point damage, a bit less aoe damage, slightly reduced firerate and improved accuracy.
- Changed sfw_neutrino's sublimal damage type. It will now dissolve antlions instead of neccessarly splashling them as well as deal damage to props.
- Reduced sfw_neutrino's dissove indexing range from 100 to 80.
- Slightly changed sfw_vapor's altfire explosion effects. (It just got more BOOM, ya know...)
- Changed the convar "sk_trace_maxchilds" from 30 to 10 by default. (already saved values won't be overridden.)
- Changed sfw_vapor's secondary fire using legacy projectiles. Its projectile is now based on the new entity system.
- Changed sfw_vapor's secondary fire being more adjustable via damage scale by effecting the damage ranges aswell.

Fixes
- Fixed SciFiACC (recoil math) not running clientsided in multiplayer.
- Fixed a bug that caused infinite reloading.
- Fixed linear tracer effects always spawning at the average admin's muzzle position instead of your's. ( Finally! )
- Fixed "Tried to use a NULL entity" errors. (at least the most of them)
- Misc. performance improvements on various particle effects.
- Misc. additions to the precache schedule to improve performance of the running game for the cost of loading time.
- Minor compatibility fixes for use with NPCs. All weapons now work with combine soldiers.
- Reduced some texture's resolution to imporve performance and reduce required disk space. Don't worry, you won't notice any negative effects.
- Fixed "attempt to index a nil value" error when using sfw_custom with a 3rd party viewmodel that doesn't support the HL2-style bone system.
- Fixed secondary stingers being able to attach to each other.
- Fixed heatwave projectiles refer to the wrong targeting data when used by a NPC.
- Fixed sfw_neutrino not dissolving NPC's ragdolls after killing them.
- Fixed sfw_hellfire being able to one-hit-kill a comine dropship.
- Fixed sfw_custom's bullet based weapons have no directional damage force.
- Fixed sfw_hwave being unable to switch firemodes while being unable to fire.
- Fixed a bug with sfw_blizzard and sfw_cryon, that appears when the owner has frozen a target (or themself) and then dies before the auto-unfreeze time expires.
- Fixed ice props created by sfw_blizzard or sfw_cryon weren't swimming in water.
- Fixed sfw_blizzard doesn't emit bullet shells.
- Fixed sfw_cryon auto-switching when reloading. This is not the case anymore.

Opdatering: 24. juni 2015 kl. 21:43

Hotfix 5
Version WhoGivesACrap (9.3.1)

Stuff
- Stay tuned for update 10, including the sentinel shield device and the powerfist melee weapon. Release date is not known yet.

Additions
- Added secondary fire function to stinger. It shoots a volley of three target seeking stings.
- Added reset button to settings menu.
- Added killicons as icons to weapon selection

Changes
- Changed some weapon's projectile angle management.
- Changed sfw_hwave viewmodel's looks, slightly.
- Changed sfw_hwave's damage mechanic and buffed the damage.
- Changed sfw_hwave's heat effects. Woo, such fireworks.
- Changed sfw_blizzard's freeze mechanic. Frozen NPCs will now instantly become frozen ragdolls upon being frozen first and then damaged until death without defrosting.
- Changed sfw_pulsar's effects.
- Reduced sfw_hellfire's altfire ignite radius. It's now half of the absolute damage radius.

Fixes
- Added missing models used by sfw_cryon.
- Fixed zoom fov doesn't scale with engine settings fov which resulted in weird viewmodel offsets.
- Fixed sfw_vapor sometimes dealing no damage on impact.
- Fixed sfw_pulsar creating timer errors when charging.
- Fixed multiple minor multiplayer/singleplayer errors on the sfw_pulsar.
- Fixed ammo regeneration on sfw_storm and sfw_thunderbolt spazzering around.
- Fixed the cvar "sfw_cw_allow_shelleject" being persistent and on "0" by default.

Deletions
- Removed unused hud content.