Garry's Mod

Garry's Mod

Darken217's SciFi Weapons
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Update: Jul 15, 2016 @ 11:36am

Hotfix 14
Version 16.1.3

Informations and stuff
- What the hell, man? First no updates for months and now you're throwing them out like fun-sized candy?
- Well, as U16 changed a whole lot of stuff in the base, there were some things that didn't got the amount of playtesting they needed to show all the bugs. So yeah ... hotfixes and stuff.
- U16 part 2 is coming soon and unless there is another bug that 1st is actually my fault and 2nd needs to be fixed ASAP, there will be no updates or hotfixes until then.
- Stay tuned for the Phasma, the Ymir, the Trace's new models and a completely reworked Thunderbolt.

Changes
- Changed glow tinting on the charged sfw_vectra and sfw_zeala.
- Increased sfw_vectra's base spread and changed the spread math to calculate the actual spread per-volley instead of per-projectile.
- Changed sfw_eblade's swing damage to be more realistic instead of just spamming under-the-hood-explosions.
- Changed sfw_fallingstar's effects to be more "celestial-blue" instead of the heavier tinted "vapor-blue".

Fixes
- Fixed "NULL entity" error caused by an addon conflict.
- Fixed muzzle effects not being parented properly in either 3rd person or multiplayer. (note, that at this point in time, this only includes muzzleflash effects, not charge effects)
- Fixed "NULL entity" error on sfw_thunderbolt. Note, that the current sfw_thunderbolt will NOT recieve the same attention as any other weapon as the rework is half-way there.
- Fixed sfw_vectra dealing no splash damage when procing electricity.
- Fixed sfw_vectra sometimer never procing elemental effects when the server/map was started under mysterious conditions...
- Fixed sfw_custom using the wrong sound when firing the Zeala.
- Fixed sfw_hellfire casting its muzzle and lighting effects twice per shot.
- Fixed potential memory leak with sfw_astra. Whoops...

Deletions
- Removed the "NoSelfDamage" events entirely, as they were severely outdated, unperformant and full of conflict potential.

Base Additions, Changes and Fixes
- Added SWEP.DoMuzzleEffect() and coresponding SWEP. table values. This makes it way easier to add and create muzzle flashes. Note, that this doesn't work when you don't define a muzzle flash inside the SWEP structure.
- Added "gmod_hands" to the list of panic entities that elements like EML_FIRE should ignore.
- Changed the functions SWEP.OnReload() and SWEP.CreateReloadModels() to be ran for NPCs as well as for players.
- More experimental performance tests running on sfw_hwave right now. Try it out vs. the sfw_saphyre and tell me your FPS while using those two weapons in comparison.

Update: Jul 6, 2016 @ 2:56am

Hotfix 13
Version 16.1.2

Changes
- Increased sfw_vectra's base damage to 10. It's now on the same level as the prisma.
- Changed hud panels on sfw_vectra's smart scope to match the overall theme (charge left, ammo right).

Fixes
- Fixed Null Entity error occuring when a player is force-disarmed.
- Fixed potential game crash with sfw_vectra due to projectiles colliding multiple times per frame without being scheduled for death.
- Added sfw_zeala's charge particles to the precache schedule. (for real this time.)

Base additions, changes and fixes
- Fixed "nil" error with advanced damage (beta).
- Fixed "no physics" error for client-side dissolve effects (beta).

Update: Jun 28, 2016 @ 2:30am

Hotfix 12
Version 16.1.1

Fixes
- Fixed projeciles not spawning / weapons causing an error when attempting to spawn them if some cvars are wrecked by other addons.

Update: Jun 28, 2016 @ 2:15am

Hotfix 11
Version 16.1.0

Fixes
- Fixed high game fov breaking the aim down sights fov. (there is still some weird sh*t going on when your fov setting sets around 80. Unfortunately, the only way to fix it atm is to go to your game's video settings and set your fov to either 75 or 90.)
- Hopefully fixed an occurence, where a weapon doesn't have a charge value, resulting in script errors.
- Fixed sfw_zeala's charge particles rubber-banding while sprinting.
- Added sfw_zeala's charge particles to the precache schedule.

Update: Jun 27, 2016 @ 11:49am

Update 16 "Midnight Dawn", Part 1
Version 16.0.5

Informations and Stuff
- Well, the opposite of what I orignally intended to do had happened: The updates got less frequent and way larger, so... I hope this keeps you interested until the next update. If any...

Additions
- Added C-AZ "Zeala", a Celestial vortex cannon.
- Added C-CA "Astra", half-carbine, half-sniper rifle. This Celestial weapon will take down most target at a suitable range.
- Added C-CS "Vectra" shotgun. Accomulating energy to a deadly volley, this weapon provides a more then appropiate fit to the Celestial's armory.
- Added new, dynamic dissolve effects for heatwave series weapons. (most notably the Seraphim)
- Added new dissolve effects for "death by corrosion".
- Added new effects for frozen targets.
- Added Draco to sfw_custom's available weapon systems.
- Added Jotunn to sfw_custom's available weapon systems.
- Added air strike beacon to sfw_custom's weapon systems.
- Added new scopes/sights to sfw_alchemy and sfw_prisma.

Changes
- Reworked laser-pointers.
- Inspection text is now on the left side of the screen, to prevent it from being hidden by context menus or simply your screen's edge. Also, I'm too lazy to format it properly.
- Projectiles and SciFi-entities (not weapons) are no longer duplicatable.
- Lightflare now scales along with the viewangle towards the entity in question, so the bloom's scale is about 50% at a 45° offset and starts to decrease from a 22.5° offset and higher.
- Improved several bumpmaps and reflectivity settings on some of the hs series weapons.
- Changed the name of all Celestial weapons, so they appear next to each other in the menu. The prefix "C-**" doesn't have that much of a deep meaning. They're ranked EP, CE, CS, CA, CK, AZ, AS with EP being the lowest and AS the highest tier.
- Improved quality of sfw_alchemy's altfire shockwave.
- sfw_alchemy's charged attack now has damage falloff, only dealing 100% base damage when you stick the darn thing right into your enemy's face.
- Further improved sfw_draco's headshot tolerance.
- sfw_draco will now have perfect accuracy while being steady, calm (no recoil level) and aiming down sights.
- sfw_jotunn's crosshair now adapts to the world brightness so it doesn't "hide" a target from you in bright environments.
- sfw_jotunn's crosshair now indicates whether you're aiming just at a target or specifically on the head.
- sfw_jotunn's head-crit-multiplier has been raised from 1.2 to 1.4. Seriously, that thing is overpowered as f*ck.
- Reworked sfw_saphyre's hit effect.
- Decreased sfw_saphyre's base recoil reduction.
- sfw_saphyre will no longer have the ability to punch through thin objects or inflict multi-damage. The base crit multiplier has been raised to 2x on body hits and stays 6x on headshots.
- Reworked sfw_seraphim's tracer effect. (that old one looked pixelated as f*ck, while the new one ... it's basically a rainbow, depending on the point of view)
- Due to this update's crit overhaul, the Seraphim's maximum damage potential per trigger-pull now exceeds 100. I may consider nerfing this in a future update or hotfix.
- Reduced sfw_seraphim's elemental effect chance from 20% to 10%.
- Changed sfw_phoenix's tracer effect to match the new red-ish style of linear/crit focused plasma weapons.
- sfw_aquamarine's accuracy is now effected by recoil and the base damage has been increased from 16 + 16 to 18 + 16, meaning, the darn thing now can one-hit like a VaporTec weapon and quickly becomes inaccurate like one of those.
- sfw_neutrino is no longer able to score critical hits (no more positive multipliers on headshots), but seriously, who cares about that with that 350 base damage.
- sfw_cryon does no longer play drawback animations when holding down mouse1 or mouse2 while ammo is depleted. (however, the viewmodel is still shown, when you switch to another weapon and back to the cryon, which is weird, but what the heck.)
- sfw_eblade will now perform a fast-forward dash on secondary attacks when the player is aiming at a valid target.
- Reduced sfw_hellfire's projectile bloom.
- Reduced sfw_trace's reload time from 3.8 to 2.7.

Fixes
- Various performance improvements. (I wonder if the effective performance actually got better, compared to U15. I've added some burners...)
- Reduced GLua load from scripted viewmodel animations as well as possible conflict potential.
- Yet another rework for the aim-down-sights mechanic with an aim (no pun intended) on improving multiplayer performance and reducing the overall conflict potential.
- Improved viewmodel fov compensation for high game fov values.
- Fixed all weapons having a slight offset when aiming down sights while advanced animations are disabled.
- Fixed sprint animations breakingly frequently.
- Drastically reduced the performance impact and conflict potential of velocity rules.
- Improved performance and accuracy of meteor targeting controlled projectiles.
- Fixed meteor controlled projectiles randomly flying away from the actual target instead of towards it.
- Improved general critical hit mechancis with physical projectiles and trace-based weapons, making the crit. focused weapons way more relyable and lethal.
- Fixed weapons with distance indicators in their sights/visors would cause a player's vehicle, notably the ep2 jalopy, to "rubber-band".
- Fixed players were able to perform a quick melee attack while being in a vehicle.
- Fixed weapons which are capable of firing underwater also can be fired while "sprinting" underwater.
- Fixed NPCs defaulting to pistol attack animations causing compatibility issues of various sorts.
- Fixed thrown grenades, bolts and arrows not having shadows or otherwise obey lighting.
- Fixed sfw_saphyre using heatwave series icon in the weapon selection.
- Fixed sfw_vapor's altfire causing errors on spawn due to legacy values.
- Fixed potential game crash with sfw_vapor's altfire vs. certain game entities such as npc_helicopter.
- Fixed sfw_cryon not "reloading" when the grenade was rolled.
- Fixed sfw_alchemy's discharge not being gradient on client.
- Fixed sfw_alchemy, sfw_prisma and sfw_supra all suddently missing their killicons.
- Fixed sfw_hwave not being effected by damage amp.
- Fixed sfw_meteor's missiles getting stuck in mid-air.
- Fixed sfw_custom using Spectra (fire) even when Spectra (ice) was selected.
- Fixed sfw_custom being unable to load sapphire systems.
- Fixed sfw_neutrino having no hit effects.
- Fixed sfw_neutrino not dissolving "wild" ragdolls.
- Fixed sfw_eblade hurting its user's shields.

Deletions
- Removed accidentally implemented ds_artorias_fx particle library and particle systems from the precache schedule.
- Removed sfw_hwave_tx.

see the additions, changes and fixes related to the base here [pastebin.com]

Update: Apr 9, 2016 @ 6:51am

Hotfix 11
Version 15.1.3

Additions

Changes

Fixes
- Fixed sfw_draco having no firing sounds.

Deletions

Update: Apr 9, 2016 @ 12:31am

Hotfix 10
Version 15.1.2

Additions

Changes

Fixes
- Fixed "vapor_sounds.lua" error.
- Fixed sfw_aquamarine presenting the same purpose and instructions as sfw_draco.
- Fixed sfw_aquamarine using the wrong icon in weapon selection.

Deletions
- Removed unused/obsolete base files.

Update: Apr 5, 2016 @ 11:19am

Update 15 "Frozen Wraith" part 2
Version 15.1.1

Informations and stuff
Due to some personal stuff, that need my undivided attention, I won't be able to get to work on this addon (or any of my other projects) until May 2016.
I've pushed this W.I.P. update to provide you the currently completed content and fixes.
As you can probably figure by now, this update will be very small and more an expansion and some fixes for U15 instead of the way larger U16.

I will not provide beta-access or hidden content from U16.

I hope everyone is having a good time and may you succeed in whatever you're up too for the next few weeks.

Additions
- Added "Inspect weapon" function.
- Added HS46-C "Draco" carbine rifle. (also added it to prison guard's drop tables)
- Added HS46-VP "Aquamarine" carbine rifle. (also added it to zombine's drop tables)

Changes
- Reduced the default value for "sfw_fx_maxexpensive" from 16 to 8.
- Changed viewbob math for advanced animations.
- Improved crit. spot detection on physical projectiles.
- Increased Jotunn's charge rate and the maximum charge threshold from 50 to 80 percent.
- Reduced Jotunn's base damage from 12 to 10. (note here, that it can still multi hit, so no bragging here!)
- Changed Phoenix's basic material to get rid of the hexagons.
- Improved Supra's charge animations.
- Supra's charge sound will now start to play earlier.
- Reduced Prisma's recoil, improved the weapon's overall accuracy and headshot tolerance.
- Increased Spectra's and Prisma's base damage from 8 to 10. (even tho the Spectra's item card showed 10 previously, it was in fact 8, but whatever...)
- Increased Spectra's charged attack threshold.

Fixes
- Fixed errors in elemental info table causing a lua error instead of a clean ending and a silent console message.
- Fixed Jotunn having the wrong damage type/spread, making it effective vs. everything. It now has Ice/Slash, therefore being useless vs. fortified synth- and mech-armor, moderately effective vs. chitin, hardned chitin and very effective vs. flesh, zombieflesh and shielding.
- Fixed Prisma's jam sounds not playing in multiplayer.
- Fixed Supra's, Spectra's and Pandemic's charge not resetting on client.

Deletions
- Removed beta weapons.

Base additions, changes and fixes
- Recompressed most of the current included textures to reduce the addon's overall file size... BY OVER 100mb, WTF?!

Update: Mar 27, 2016 @ 10:08am

Update 15 "Frozen Wraith"
Version 15.0.4

Informations and stuff
- It seems like I hit some these weapons with a nerf-hammer... was about time, right? Right?
- Nope, sill no flamethrower. Sorry...

Additions
- Added new cvar and setting to adjust mouse sensitivity while aiming down sights.
- Added new cvar and setting to manually limit expensive dissolve effects and force them to cheap-mode, before crashing the game by creating too many of them.
- Added LightFlare, a generic bloom effect, to all light emitting projectiles.
- Added chance to trigger status effects to item cards.
- Added "Jotunn" Bow.
- Added ancient weapons to sfw_custom.
- Added VPR binary to sfw_custom.
- Added viewmodel fov setting to sfw_custom.
- Added new damage type to sfw_vapor and other vaportec weapons.
- Added new sounds for heatwave type dissolve effects.
- Added "plasma flamelets" to sfw_saphyre's heat effects.

Changes
- Changed charge mechanics for several chargable weapons to work more synched.
- Changed several weapon's reload time. (this became inevitable during the reload-overhaul.
- Projectiles will now override the maximum velocity setting. We'll see, if this creates errors/conflicts, but I've come to notice, that some addons, like FAS2 or some CW2.0 weapons, override the velocity rule on their one, cause all of my physical projectiles to slow down... So yeah... There is that.
- - As a direct consequence of this, you may notice increased projectile speed on some weapons. For example, the sfw_saphyre will no have a higher projectile speed then the sfw_hwave.
- Re-organized physics handling for projectiles, hopefully reducing addon conflict potential.
- Changed the reload function. Clips will not be refreshed fluently anymore or reload while being holstered, unless the weapon is explicitly told so. (like the sfw_behemoth)
- Item orbs will now be picked up by proximity in addition to collision with a potential target or by pressing "use" (def. "E") when looking at them.
- Reworked sfw_cryon aka. the Cryon grenade.
- - Fuse time has been increased to 2sec.
- - Damage has been lowered to 50 + 16 within 280/320 units
- - Elemental effect radius has been increased to 300 units and duration is now up to 3sec.
- Reduced sfw_prisma's viewbob scale.
- Slightly reduced sfw_supra's child grenade's fuse time.
- Increased sfw_supra's energy consumption to 30 per shot.
- Reduced sfw_pandemic's charged projectile's velocity when hunting a locked target.
- Reduced sfw_pandemic's charged damage to 4 (direct) + 4 (aoe).
- Changed sfw_hellfire's elemental duration to 5 sec.
- Reduced sfw_hornet's dart flight speed.
- Reduced sfw_seraphim's ignition chance from 100% to 20%.
- Increased sfw_seraphim's gunfire volume. So yeah... It's louder now... Hurray...

Fixes
- Fixed 3rd-person reload animations not playing correctly or being left aside at all.
- Fixed sprinting shortly after or during the reload-process breaking reload animations.
- Fixed incorrect / uneffected recoil scaling while aiming down sights. Base recoil reduction while zooming is now 20% compared to hip shooting.
- Fixed switching weapons while aiming down sights caused the previously active weapon to stick to that state and/or not returning to the default position.
- Fixed aim down sights causes weird FOV changes, when interrupted by occasional sprinting.
- Fixed projectiles spamming fly-by sounds when dissolving.
- Fixed Meteor targeting locking on "npc_bullseye" entities.
- Fixed fire elemental damage also igniting supplemental player entities and weapons, causing multi-damage.
- Fixed "crazy physics" error going along with corrosive elemental damage, preventing the elemental effect to kick in.
- Fixed frozen ragdolls spamming freeze sounds.
- Fixed ice elemental sound effects being instantly interrupted by player sounds.
- Fixed sfw_cryon was using incorrect melee angles/positions.
- Fixed weird lighting index on sfw_phoenix' hit effects.
- Fixed sfw_vapor not using the correct muzzle flash with altfire.
- Fixed minor networking issues with sfw_alchemy, sfw_prisma and sfw_supra.
- Fixed NULL entity error with sfw_saphyre's life steal.
- Fixed NULL entity error with sfw_seraphim.
- Fixed NULL entity error with sfw_thunderbolt's lightning parents outliving their creator.
- Minor performance updates.

Deletions
- Removed "warmup level" setting, convar still exists for scientific reasons.
- Removed "dissolve index" button from the settings, convar still exists.
- Removed sfw_vindex_* cvars.
- Removed sfw_debug_reportents cvar.
- Removed sfw_allow_bloomtest cvar and contents, as they became obsolete by the introduction of the new LightFlare system.
- Removed leaked content for upcoming features. Whoops...

Base additions, changes and fixes
- Added sfw_frag and sfw_frag_ent as grenade-like weapon reference. Type give sfw_frag in the console, if you want to give it a try.
- Added Draw() to projectiles by default.
- Added projectile.LightFlare
- Added EML_DISSOLVE_VAPOR elemental effect.
- Added ForceCheapFX parameter to EML_DISSOLVE_*** elementals.
- Added parameters dmgforce and hullsize to DealPointDamage() for projectiles.
- Changed base error messages, to print the entities class name if available. For example: "@sfw_frag_ent : !Error; Invalid physics object! Removing!"
- Changed lifetime to be a think()-mechanic.
- Fixed NWBool "IsReloading" being inaccurate.
- Fixed projectiles always getting a NULL physics object when being forced to model collisions.

Update: Feb 27, 2016 @ 4:59am

Hotfix 9
Version 14.0.1

Fixes
- Added missing particles to precache schedule.
- Fixed "compare number with nil" error in multiplayer when deploying a weapon.
- Fixed fx manager sometimes being able to outlive set lifetime due to a ping issue.
- Fixed sfw_pandemic having no charge effect in multiplayer.