Garry's Mod

Garry's Mod

Darken217's SciFi Weapons
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Update: May 18, 2020 @ 5:40pm

Hotfix 20
Version 18.2.1

Fixes
  • Fixed sfw_helios causing script errors when shooting NPCs while "keep corpses" is disabled.

Update: May 18, 2020 @ 7:39am

Yet Another Hotfix (it's 19)
Version 18.2.0

Additions
  • Added missing world-model for sfw_helios.
  • Added compatibility fix for VJ NPCs not being effected by on-death dissolve effects.
    Note, this change has NOT been implemented, after some conversations with DrVrej, we agreed that he'll update the VJ Base for improved compatibilty instead.

Changes
  • Changed reflections on sfw_phoenix's scope.
  • Changed sfw_vk21's holo sight to be more in-line with ones on other human-made weapons, further, the sights should now be projected "above" the rail, not "in front" of it.
  • The sfw_vk21's ammo counter is now permanently visible.

Fixes
  • Reintroduced a deprecated feature to fix a compatibility issue with the IHalo hud.
  • Fixed sfw_helios forcing NPCs to create server-side ragdolls, even though they aren't capable of doing so (i.e. npc_turret_floor).
  • Fixed sfw_behemoth winding up at twice the intended speed in multiplayer.
  • Updated sfw_grinder's stat table and inspection page.
  • Fixed sfw_blizzard being locked to idle animation after reload.
  • Fixed sfw_meteor firing its projectile backwards, causing the missile to do a 180° directly after spawning and likely colliding with geometry or the player that initially launched it.
  • Fixed sfw_meteor using the incorrect projectile spawn offset.
  • Fixed sfw_neutrino not listing "energy munitions" in its perk set, when it's clearly capable of dissolving corpses.
  • Fixed NPCs being capable of firing the sfw_vk21 way above its fire rate limitations.

Update: Apr 30, 2020 @ 6:11am

Hotfix 18
Version 18.1.0

Changes
  • The sfw_behemoth now draws ammo directly from reserves ("Inventory Uplink" perk) instead of being magazine based.
  • Slightly lowered the effect recoil has on sfw_behemoth's bullet spread.
  • sfw_behemoth will now give +200 smg ammo when picked up.
  • Increased sfw_behemoth's base damage from 8 to 10.
  • Reduced sfw_behemoth's crit multiplier from 2x to 1.5x and updated the item card to no longer incorrectly show 3x (it always was 2x internally).

Fixes
  • Fixed sfw_behemoth not properly scaling the wind-up on client/server.
  • Fixed sfw_hellfire (or other weapons with the "Pyro Munitions" perk) crashing the game when used against Striders.

Update: Apr 27, 2020 @ 3:34pm

Update 18
Version 18.0.0

Developer's note
It's been a while since this addon has received any updates.
I know a lot of you have been waiting for this update for a long time and I'm grateful for your patience.

Some of my work here is admittingly rushed, but it was important to get this out before GMod's April '20 update.

I have only so much time and motivation to work on this.
That being said, I hope you can understand and enjoy it regardless.

Update Highlights

New Weapons
  • Z-27A "Fang" Combat Rifle. A versatile and reliable rifle with a unique stealth option.
  • "Wasp" Flechette Pistol. The Hornet's smaller sister.
  • The "Helios" Hand Cannon. A fabled warrior's relic with a completely new elemental effect to it.
  • RK56 "Corruptor" Hand Cannon. Taking a different spin on Dark damage, this weapon combines human-made weaponry and alien matter into a cruel instrument of death.

New Functionality
  • Client-side ragdoll dissolve or optional hybrid solution. The days of having "keep corpses" enabled all of the time are officially over.
  • Completely overhauled inspection menu, featuring detailed and more accurate stats, a new (and scaling) UI and in-depth explanations of weapon functionality.
  • Safety feature for role-play purposes. You can now press "use" (default: E) and "walk" (default: ALT) to toggle safety.
  • All weapons now have improved NPC compatibility, including, but not limited to, improved accuracy and aiming behavior (leading targets with projectile weapons) and respecting an NPCs full range capabilities.
  • The Sci-Fi base will now verify its components on launch and notifying players when something is off. This will hopefully make tracking down certain issues with legacy content easier.

Major Changes
  • Remastered sprinting animations for all weapons.
  • Major balance changes towards elemental damage types. (Including, but not limited to, corrosive damage no longer exponential, players can now mash space-bar to break out when frozen in ice ...)
  • Weapon balance pass regarding damage stacking and damage infliction to have more consistent and predictable damage output. Some weapons have been struck with a nerf-hammer, others have been brought up. See the link below for the full change log for details.

Fixes
  • Massive performance improvements in multiplayer.
  • Addon conflicts, such as model overrides with legacy c_models have been addressed.
  • Fixed several script errors.
  • Fixed animation smoothing not being calculated properly.
  • Fixed a crash related to shock damage effects.
  • Fixed sniper scopes copying custom HUD elements.
  • The "Ember" pistol has been remade internally from the ground up to improve functionality and viability.

For a full detail changelog, see: https://pastebin.com/raw/Y1dBihRT

Update: Aug 11, 2017 @ 6:11am

Hotfix 17
Version 17.1.0

Additions
  • Updated sfw_neutrino's effects. Yep ... all of them.
  • This includes a "fix" for the issue that the previous Neutrino effects were occasionally be visible through walls.

Changes
  • Increased the pick-up radius for Impure Spectrum from 150 to 220 units.
  • sfw_umbra's status chance now increases relative to it's ammo drain.
  • sfw_umbra's ammo drain will now increase on single targets over time.
  • sfw_umbra's damage falloff has been reduced and will cap at ~ 50% reduction instead of up to 100%.
  • Slightly adjusted sfw_umbra's "reload" drain buffer to slow down further when the owner is at low health.
  • Buffed sfw_lapis' base damage from 8 to 10.
  • Adjusted light color and brightness of the Zeala's vortex.
  • Reduced sfw_storm's spread for NPCs.

Fixes
  • Fixed typo in options menu.
  • Fixed developer messages being displayed in console, even though developer cvar is set to 0.
  • Fixed idle animations overriding charge animations and the follow-up fireing sequence.
  • Fixed core effects on certain Celestial weapons suggesting that ammo is depleted, even though it's not.
  • Fixed potential script error with sfw_cryon's reload.
  • Fixed sfw_jotunn's arrows using the wrong trail effect. They should be more subtle now.
  • Fixed sfw_umbra dealing damage to its owner instead of healing when they're having "over-health" (i.e. through "bouncy balls").

In case you missed it, see the full update 17 changelog here:
https://pastebin.com/raw/5EneBpAr

Update: Aug 4, 2017 @ 9:31am

Hotfix 16
Version 17.0.5

Fixes
  • Fixed supply drop command being inverted.
  • Fixed script errors with supply item drops.

Update: Aug 3, 2017 @ 12:30pm

Update 17 "Obsidian Skies"
Version 17.0.2
Informations and stuff
This update includes various performance improvements and massive changes to the scifi base. If you're using my base for your own weapons (for whatever reason) consider updating at your earliest convenience!
This time, there will be NO LEGACY SUPPORT due to the nature of these changes.

Additions
  • Added error message in the console if your game is NOT running on DX9 or higher.
  • Added 'sfw_fx_muzzlelights' cvar and more performane improvements and options for muzzle flash lights. 0 = disable all, 1 = dynamic light, 2 = cheap projection, 3 = expensive projection.
  • Added optional blur effect to inspection mode.
  • Added sprint animations for world models.
  • Added viewbob and -sway features and respective options/cvars.
  • Added HL2 style idle animations. For now, those are restricted when aiming down sights, just because it's irritating as fuck.
  • Added recoil reduction while crouching. (for devs, see base additions below)
  • Added more consistant trails to some of the faster projectiles that'll be visible even on lower graphics settings to improve visibility.
  • Added "Dark" damage and elemental effect.
  • > Dark damage obeys damage reduction by armor and shielding.
  • > Inflicting Dark status on an already "darkened" target will add a "stack" of dark status.
  • > The Dark status effect increases incoming dark damage. Each "stack" will increase the damage multiplier.
  • > Dark stacks decay over time until the effect wears off.
  • > Targets killed while under the effects of the Dark status drop "Impure Spectrum" which acts as used by all weapons using this damage type.
  • > If a target is suffering from two or more Dark stacks, it'll cause an additional status infliction in an area of effect. The range is relative to the amount of stacks (so two or higher).
  • Added the Umbra Inferiant (I-DC Umbra). A defiled version of former Celestial weaponry, used by those left to die by their former masters.
  • > This living weapon is working with its wielders health, draining it to fuel its systems if neccessary and regenerating it upon killing darkened targets.
  • > The amount of health regenerated is based on the target's dark stacks plus a bonus for being low heath.
  • Added the AQM "Lapis" pistol. The first pistol entry to the vaportec category. That's about it.
  • Added individual overheat sound for Celestial weapons so they no longer share one with the sfw_pulsar.
  • Added shotgun fire-mode to sfw_hornet. Switch by pressing +use (def. E) and Mouse2.
  • Frozen targets, NPCs and players alike, will now show chunks of ice on their body, those will start to "melt" (or rather shrink/fade away) as the elemental status expires. This should ease measurement of duration.
  • Frozen NPCs will now shatter into frozen gibs when the lethal damage exceeds 25% of their maximum health. (this requires 'sfw_allow_propcreation' to be enabled and is effected by the 'sfw_fx_maxexpensive' limit.)
  • Added more vfx to the shock elemental effect to better communicate when it's kicking in.
  • The fathom grenade now emits a ticking sound, similar to default HL2 grenades hinting the moment of explosion.
  • The TC-X6 'Storm' shotgun has been revisited and now has joined the VaporTec production line as the ASR-5 'Storm' shotgun.
  • > It's damage has been changed from 20 (across 40 units) * 6 to 8 (single damage instance) * 6. The damage destribution should now be way more relyable, making the weapon effectively more lethal then before, even though the numbers have been cut.
  • > It has a new view- / worldmodel as well as animations and entirely new sounds, further integrating it in the VaporTec artstyle.
  • > As with several of the recent additions, it features two firemode, however in this case, they switch automatically by aiming down sights between scattershot and burst.
  • Added altfire to the Thunderbolt. Launch a shock grenade by pressing "Use" (def.: "E") and "Mouse1" which will arc towards nearby targets and can be stuck onto enemies, eventually keeping them stunned or draining a player's shields in a blink of an eye.
  • Added missing world model to sfw_hellfire. It used to be added a while ago but appearently got lost in version control. My bad.
  • Added RT-Scope to sfw_phoenix. Not sure if I'll add similar to other sniper-esque weapons, but if you guys like it, let me know.

See the full changelog with all its ~ 200 entries here:
https://pastebin.com/raw/5EneBpAr

Update: Oct 9, 2016 @ 3:21pm

Hotfix 15
Version 16.3.0

Informations and stuff
  • This update has, once again, been pushed a bit due to the upcoming gmod update (the october update).
  • As of now, I can't give any details for the next big content update and/or release dates, but I'm working on it.
  • With this update, I also added new beta weapons.
  • Please consider giving the sfw_frag_mirv, sfw_azure and the sfw_asa6 a try and tell me, if they represent a direction you'd like to see this addon take a direction to.

Additions
  • Added long missing world models for sfw_stinger and sfw_pulsar.
  • Added the "Fathom" spore grenade. Let these bacteria swarms devour your foes.

Changes
  • Changed sfw_hellfire's and sfw_grinder's muzzle effect to be way less viewblocking. Note, that both are scheduled for rework.
  • Minor tweaks to sfw_phasma's animation timing.
  • Increased sfw_phasma's repulse's damage force.
  • Increased sfw_phasma's melee range by 4. It's small on paper but ... nah, who am I kidding.
  • Changed sfw_phasma's hold type from "fists" to "knife".
  • Changed sfw_aquamarine's tracer effect a little bit to further adjust it to the overall vapor theme.
  • sfw_zeala's projectile now triggers on proximity as well, being now able to hit airborn/non-colliding targets. (the little circle on the scope may proove usefull now).
  • Minor tweaks to sfw_jotunn's charge animation.
  • Minor tweaks to sfw_pyre's world model.
  • Major performance improvements on sfw_hwave's and sfw_saphyre's muzzle flashes. Also, sfw_hwave's muzzle flash now also has that view-angle based purple tint.
  • Changed the "CA3" muzzle flash effect.

Fixes
  • Pre-maturely fixed possible crash due to legacy death events. (will take effect with gmod's october update)
  • Fixed inspection panels being effected by map lighting (for real this time).
  • Fixed various weapons using classic gunsmoke instead of heat effects when those are enabled.
  • Fixed sfw_custom using incorrect/legacy spawn offsets.
  • Massive improvements to sfw_phasma's particles.
  • Fixed sfw_phasma's blade effects persisting after dropping the weapon or dying while the weapon is held.
  • Fixed a client's phasma blade being copied to another player's in multiplayer.
  • Fixed sfw_thunderbolt still playing its firing sound while reloading.
  • Fixed sfw_hellfire's altfire spawning in your feet, causing critical self-damage. Outch.
  • Fixed sfw_jotunn having weird charge times in multiplayer and showing an incorrect charge-meter in singleplayer.
  • Fixed sfw_jotunn's world model using non-vanilla content, causing missing textures.
  • Fixed possible conflict potential with sfw_trace's secondary fire.
  • Fixed collision error with sfw_fallingstar's primary fire.
  • Fixed sfw_cryon was tagged as "nomelee", even though you can punch people in their respective faces with your grenade.

Deletions
  • Removed misc_fx.pcf particle library as well as various obsolete/unused/outdated particle systems.

Base Additions, Changes and Fixes
  • Added SWEP.ReloadGibMaterial and SWEP.ReloadGibSize, so you can edit dropped magazines even further.
  • Added ENT:KillSilent(). Use this instead of Entity:Remove() when you're planning to let a projectile die on collision.
  • Added ENT.LightXplode to projectiles to fake flashing lights when ENT:GetXPloding() is set to true to further reduce the amount of maximum lightsources needed per projectile.
  • Added ENT.SoundRate to set a delay until the next flyby sound is played.
  • A projectile's color code can now be either a string or a classic color structure. Note, that legacy lighting (with the "light_dynamic" entity) doesn't work if you use color structures, but it works the other way around.
  • Improved performance of projectile lighting and vfx management.
  • Improved performance of item drops. (not weapons, items)
  • Fixed SWEP.CustomAmmoDisplay() being defined two times. This did not lead to any wrong results, but it was just weird...

Update: Sep 17, 2016 @ 2:45pm

Update 16 "Midnight Dawn", Part 2
(Version 16.2.0)

Informations and stuff
  • This is a W.I.P. update. So expect more stuff to come as well as more "drastic" changes soon.
  • Upon release I noticed, that I've re-introduced beta weapons more or less accidently. As I don't want to hot-fix them out, you'll be able to find them by typing "sfw_" in your spawn menu's search tab. (No warranties!)

Additions
  • Added world (3rd person) animations for quick-melee attacks.
  • Added the new Thunderbolt. Electrocute your foes like you never did before! It's playstyle has changed a little bit. See the inspection text for more details.
  • Added the C-EA Phasma. Being technically two weapons in one, the Phasma is an elegant and versatile melee weapon entry to the Celestial's armory.
  • Added wrath-shot to sfw_custom.
  • Added holo-sights to sfw_zeala.

Changes
  • Updated all electrical effects along with the Thunderbolt overhaul.
  • Changed sfw_astra's tracer and impact effects.
  • Slight adjustments to sfw_zeala's viewmodel to prevent you from seeing the inside of your arm all the time. Eww, gross.
  • Changed sfw_zeala's aftershock to deal impact damage instead of generic damage. The least allowed it to ignore any armor types, now it just slaps you in the face. And it knocks stuff back, ya know....
  • Changed sfw_spectra's elemental particles to stick to the viewmodel instead of the global coordinate system.
  • Changed sfw_spectra's firemode change particles.
  • Some more adjustments to sfw_vectra's sight and positions.
  • Changed sfw_vectra to proc shock status effects in a huge aoe instead of pin-point accurate when hitting a surface or a target underwater.
  • Increased sfw_vectra's per-shot recoil. It's accuracy with sustain fire is now comparable to that of the Spectra.
  • Minor changes to sfw_vectra's viewmodel, especially the charge animations.
  • Changed sfw_cryon's explosion effects.
  • Changed sfw_acidrain's secondary fire's impact particle (or to be more accurate, I added one...).

Fixes
  • Fixed c_irifle.mdl and c_physcannon.mdl dependancy, removing any conflict potential from reskins on those weapons.
  • Fixed FOV issues while aiming down sights.
  • Fixed compatibility issues with DarkRP.
  • Fixed item dropchance slider in the settings referring to an outdated cvar, rendering the slider useless.
  • Fixed inspection menu being effected by map lighting (what the hell?!) making it very hard if not impossible to read on some maps.
  • Fixed error with generic muzzle effects on automated fire events (like timer-controlled or hooked events without validation pass).
  • Fixed quick melee animations getting stuck until you slam that melee button again due to Client/Server issues.
  • Fixed NULL entity errors occuring with ice elemental tech.
  • Fixed NULL entity error with realistic spawn positions.
  • Fixed sfw_custom causing errors when using astra carbine.
  • Fixed sfw_supra not using the correct muzzle effect.
  • Fixed sfw_vectra still being able to fire while the reload key (def. "R") is held down.
  • Fixed possible conflict potential with sfw_alchemy's charged attack.
  • Fixed sfw_aquamarine not using the correct muzzle effect.
  • Fixed an error with sfw_phoenix's muzzle effect.
  • Fixed sfw_draco's and sfw_aquamarine's world models still looking like a HS24. (they're still ugly AF though)
  • Fixed sfw_grinder's projectiles getting stuck in the player or the ground due to incorrect attachment retrieval.
  • Various performance and/or "realism" improvements on various particles and effects.

Deletions
  • Removed electrical_fx.pfc particle library, since it has become completely obsolete.

Base Additions, Changes and Fixes
  • Added experimental viewbob feature. You can turn it on by setting sfw_allow_viewbob to 1.
  • Added cvar "sfw_debug_showanimscaling" and check-box to the debug panel to show the current s-animation scaling on the screen.
  • Added "charge" type ammo displays. Those will automatically apply, when the primary ammo type is either "" or "none".
  • Added "sfw_sk_phasma_enableoverpower" console command. Since the game doesn't support max. ammo values above 255 in multiplayer, it's capped. Set this to "1" to enjoy the phasma the way it was intended.
  • Finally added options to the second tab in the debug menu (former "settings", now "debug graphics").
  • Changed animation scaling to avoid GC-overflow as well as overall GLua load and reduced possible conflict potential.
  • Changed default quick melee damage forces, so you can't smash cars around with your gun.
  • Fixed SWEP.DrawMuzzleLight() not properly falling back to alternate attachment IDs should the default one fail to pass.
  • Fixed the "static" option for SWEP.GetProjectileSpawnPos() not working for NPCs.
  • Fixed real-time muzzle lights don't properly reposition themselves when the player is crouching.
  • Fixed conflict potential with SciFiMelee().
  • Fixed error with weapons that don't have a "depleted sound", when firing underwater.
  • Fixed SCK world model not supporting submaterials.

Update: Jul 16, 2016 @ 10:55am

Hotfix 15
Version 16.1.4
Informations and stuff
- Like I said ... fun-sized candy.

Fixes
- Fixed error with sfw_phoenix's muzzle effect.

Base Additions, Changes and Fixes
- Fixed SWEP.DrawMuzzleLight() not properly falling back to alternate attachment IDs should the default one fail to pass.