Garry's Mod

Garry's Mod

[TFA] DeadSpace:Remake Weapons
67 Comments
WölfKann  [author] Nov 27, 2024 @ 4:39am 
The Melee+Kinesis system is currently in it's final stages of development.
WölfKann  [author] May 31, 2024 @ 9:13am 
That's my personal model
Эйден May 31, 2024 @ 8:40am 
Hello! May I know what player model you used when showing the weapon? Fluffy thanks in advance!
Eldritch Slug from Tahiti Nov 11, 2023 @ 6:30am 
ok
WölfKann  [author] Nov 11, 2023 @ 6:29am 
there's no current plan to remove said feature for now.
Eldritch Slug from Tahiti Nov 11, 2023 @ 6:29am 
ok... but can you please make a version without that feature? i just like to hip fire guns rather than aiming them
WölfKann  [author] Nov 11, 2023 @ 5:52am 
as it will include melee and telekinesis from the game
WölfKann  [author] Nov 11, 2023 @ 5:52am 
I'm currently basing the weapons off a new fork of TFA base I'm working on, there's no current plan to remove said feature for now.
Eldritch Slug from Tahiti Nov 10, 2023 @ 4:19pm 
make it so you can fire the guns without having to aim pls
Shake 'n Bake Mar 6, 2023 @ 9:23pm 
you'll probably say the same thing to the previous question, but will the wolfkumes return? Also, you will have my upvote. :)
WAAAAAAAAAAAAH Mar 2, 2023 @ 5:33pm 
yaaaaaaaaaaa :steamhappy:
WölfKann  [author] Mar 1, 2023 @ 4:14pm 
It'll return in it's own addon later c:
WAAAAAAAAAAAAH Feb 28, 2023 @ 10:02pm 
nooooooooo :steamsad:
WölfKann  [author] Feb 26, 2023 @ 11:04am 
It's been removed
WAAAAAAAAAAAAH Feb 25, 2023 @ 10:43pm 
where is the Kenesis System base.and it's not doing it
WölfKann  [author] Feb 24, 2023 @ 11:28am 
again, It'll be updated to be removed, It was put on the flashlight key because in deadspace that's the key to use it, and your flashlight was only used when you were aiming, which is how the weapons work. it's not bound to "flashlight" it's just bound to F
JiffyJelly Feb 24, 2023 @ 9:59am 
The kenesis is super cool, but since it's binded to the same key as the flashlight, it gets pretty annoying when you just wanna use your flashlight and accidentally start throwing chairs across the room. I'd suggest either having it as a separate addon, or have a settings menu in options to turn it off or rebind <3
Kenny Blankenship Feb 23, 2023 @ 2:43pm 
no safety!
JiffyJelly Feb 23, 2023 @ 1:37pm 
Is there a way to disable the kenesis?
moosenibble Feb 18, 2023 @ 5:41am 
a good dead space weapon pack. soon we will have a PM pack for these if he lets you do it
WölfKann  [author] Feb 18, 2023 @ 4:33am 
So I tested the Lazer system, It'd be possible to setup but it's going to end up causing more trouble then it's worth at the moment. the other aspect is, I love the lasers as a concept but I'd rather have them not move all the way up when aiming past where your character will feasibly look up or down with the gun, so I might make a compromise that as the visual aesthetic but not exactly the functionality 100% when aiming to high or too low

I do intend to make them however so stay tuned
Disappointment Feb 17, 2023 @ 3:32pm 
I see, thank you.
WölfKann  [author] Feb 17, 2023 @ 3:29pm 
both E+M1 and the Jump key work in multiplayer servers. which is my main goal right now. I'll worry about singleplayer once I have the multiplayer functions sorted
WölfKann  [author] Feb 17, 2023 @ 3:29pm 
It'll be jump, right now it functions correctly in multiplayer but not in singleplayer, so I'll be fixing that in time.
Disappointment Feb 17, 2023 @ 3:26pm 
Ah, also, have you decided on how will you be handling the secondary fires? Currently it's E+M1, but also spacebar (Except for the pulse rifle which only seems to work on spacebar). Is it going to stay E+M1, or did you plan to have jump disabled while aiming?
I have a few more potential bugs, but given this is a WIP addon I don't want to keep pestering that much or flood the comment section, so I'll hold on that for now unless a discussion thread for bugs is needed/wanted.
WölfKann  [author] Feb 17, 2023 @ 2:35pm 
Currently working on it right now
Disappointment Feb 17, 2023 @ 2:33pm 
Very nice.
WölfKann  [author] Feb 17, 2023 @ 2:22pm 
Yes. I intend to add fully functional lasers in time
Disappointment Feb 16, 2023 @ 7:44pm 
Looks like a lot of stuff ahead. One thing I did forget to ask is whether you intend to implement the lasers in full.
https://steamcommunity.com/sharedfiles/filedetails/?id=2430825132
I feel like this addon is the best example, real satisfying to aim.
WölfKann  [author] Feb 15, 2023 @ 12:09pm 
New teaser uploading. features something really special c:
Disappointment Feb 15, 2023 @ 8:47am 
All good then.
WölfKann  [author] Feb 15, 2023 @ 8:42am 
Oh, the actual world stuff ,yeah those'll be replaced in time
Disappointment Feb 15, 2023 @ 8:34am 
Nope, double checked. The primary fire is proper, since it's directly from the model I assume, but the projectiles are HL2 saws. Same with the ammo pick-up actually? Might be naming conflicts with the HL2 model?

That aside, glad to hear it's getting an update soon! Should be fine then, hope it goes well.
WölfKann  [author] Feb 15, 2023 @ 5:36am 
Uh no, The ripper blades are from the model itself, also, the DS2 pack is going to be getting a revamp sometime after I finish this, it's only clutter because it holds DLC items and it's meant to be used in a server.
Disappointment Feb 14, 2023 @ 6:12pm 
By models I mean stuff like the ripper blades, which I think are just scaled down HL2 saws currently?
And that's unfortunate. I'd stopped using it altogether because of the errors and how cluttered it is as a whole. Since it was the only DS weapons pack for the longest time, I was pretty much out of luck. There is another in progress currently, but I don't know if they'll be doing the remake weapons at all.
WölfKann  [author] Feb 14, 2023 @ 5:10pm 
Animations/Sounds yes, Models no, as they're ripped from the game and can't really get much better,

as for the second question. no
Disappointment Feb 14, 2023 @ 2:10pm 
fairly solid WIP. I assume models, sounds, and animations will all be adjusted as you go along. Ports are always a mess so best of luck to you.
One thing I will ask, will you eventually be able to set it up so the TFA Dead Space 2 addon is no longer required?
WölfKann  [author] Feb 13, 2023 @ 2:17pm 
Next update is with more sounds and stuff, right now I just wanted stuff to be functional
WölfKann  [author] Feb 13, 2023 @ 2:17pm 
C o n t a c t b e a m
WölfKann  [author] Feb 12, 2023 @ 8:50am 
I can't find anything wrong with it
WölfKann  [author] Feb 11, 2023 @ 4:24pm 
I'll take a look after work tomorrow
CMB | STRAIT : 4149 Feb 11, 2023 @ 10:08am 
it doesnt work for me, it just acts like it does when you install a tfa weapon with no tfa base, it shows the viewmodel and i can use the attachment/info menu but it doesnt shoot or act like im out of ammo or anything it also doesnt show the ammo indicator
WölfKann  [author] Feb 10, 2023 @ 10:06am 
It's in the required items tab
NyxTTV Feb 10, 2023 @ 10:00am 
can you link the ds2 weapons addon
WölfKann  [author] Feb 9, 2023 @ 6:37pm 
under entities, but you need to have the ds2 weapons addon subscribed. it is *required.* for this to work.
WölfKann  [author] Feb 9, 2023 @ 6:37pm 
depends on the gun, they use custom ammo types, you can find them in the q menu under DS2 Pickups.
Jelqpsr Feb 9, 2023 @ 6:36pm 
whats the ammo for the gun
WölfKann  [author] Feb 9, 2023 @ 6:31pm 
Anyways, Please if you see this addon, Upvote and favorite, I do wanna get that achievement still!
WölfKann  [author] Feb 9, 2023 @ 6:30pm 
So, funny thing, I've checked the suits.


I've done my best to optimize them as much as possible, but I'll put it into a perspective.

Max source MDL size with verticies and all base, is like 500k verts, to 1.8 mil with a patcher.

even with optimization most of the models have 2.2 mil alone.

I'm not giving up just yet but as of right now, doesn't look like it's feasible until I can figure out the studiomdl compiler problem.