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Sergeant Kelly's Weapon Pack
http://www.runestorm.com/forums/viewtopic.php?f=27&t=51480
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Author:  Treadhead [ Sun Feb 24, 2008 3:24 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

I'm guessing it's a semi-superweapon, right? I mean, it has accuracy relatively good for a shotgun, double shot AND quad shot? Beast of a gun. Must take a cripeload of ammo, though

Author:  SX [ Sun Feb 24, 2008 5:42 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Looks nice, but i have questions

How Much Ammo does it have?

will quad shot have a lot of holes when fired into a wall?

and what gauge is it?

Author:  Treadhead [ Sun Feb 24, 2008 6:59 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Same gauge as the M763, it simply has extra firing capabilities and auto-fire. At least that;s what I assume....

Author:  Sgt. Kelly [ Sun Feb 24, 2008 7:20 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

The M781 fires the same 12 Gauge as the M763 and other shotguns.

It is larger than the M763 and because of that has a clip capacity of 12.


It's actually quite balanced for an automatic shotgun; full auto is chaotic and the quad-shot is very short range.

And yes, quad shot makes a lot of holes. :P

Author:  skyfe [ Mon Feb 25, 2008 2:43 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

hows the animation thing going?

and do you have any idea on when this will come out : )

Author:  Treadhead [ Mon Feb 25, 2008 6:02 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Please use the edit function, unless the post is more than a few hours old. A day is generally the minimum amount of time before I double-post and I usually like to have the post merged. Not a real problem, but an occasional annoyance. Everyone does it, really, and I don't mind it much. Enough with my incessant rambling. As he said, have you found an animator?

Author:  Sgt. Kelly [ Mon Feb 25, 2008 8:23 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Nope, no animator as of yet. !sad

If worst comes to worst, I'll either scrap the M30s or release them with the bug. It's a shame, but it's hard to find a good animator for Ued.
[SECRET MESSAGE.]
[SECRET MESSAGE.]
Update on front page!

Author:  Treadhead [ Mon Feb 25, 2008 9:27 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Just release em with the bug, and see if you can get Runestorm to fix em for a few bucks after the initial release. The bug is very minor if you ask me.

Author:  Kaboodles [ Tue Feb 26, 2008 1:34 am ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

You'd need a new model for it, as well. The grenade launcher will show up when someone shines the MRS138 flashlight on you, or when you pick up a UDamage.

Author:  Grobut [ Tue Feb 26, 2008 1:27 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Kaboodles wrote:
You'd need a new model for it, as well. The grenade launcher will show up when someone shines the MRS138 flashlight on you, or when you pick up a UDamage.


Quite true, i tried making an unscoped version of the R78 just by making the scope texture masked and invisisble, but that does not work at all, all emitters will show the mesh, static shadows in maps, certain light effects in some maps, and ofcourse, the Udamage effect, and emitters like flashlights.

You'd be supriced how many maps use emitters of some sort, so this little trick really doesen't work, you have to delete the part from the mesh.

Author:  Kaboodles [ Tue Feb 26, 2008 3:53 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Grobut wrote:
Kaboodles wrote:
You'd need a new model for it, as well. The grenade launcher will show up when someone shines the MRS138 flashlight on you, or when you pick up a UDamage.


Quite true, i tried making an unscoped version of the R78 just by making the scope texture masked and invisisble, but that does not work at all, all emitters will show the mesh, static shadows in maps, certain light effects in some maps, and ofcourse, the Udamage effect, and emitters like flashlights.

You'd be supriced how many maps use emitters of some sort, so this little trick really doesen't work, you have to delete the part from the mesh.


Unscoped R78? Why?

I'd be more interested in a scoped Redwood 9000. It would make the weapon much more useful, and could fill the same niche as CS's Scout Sniper.


EDIT: Update on front page? Starting production on the Crossbow?

Author:  Sgt. Kelly [ Tue Feb 26, 2008 5:32 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

I just added the two weapons. :)

The crossbow's going to take a helluva lot of work, though. For it to work, I'm going to need a model and an animator as well. :\

Author:  Scorpion_SK [ Tue Feb 26, 2008 5:49 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

To fix the animation bug you need to extract m50 animations from BallisticAnims2.ukx file.
I know only two utilities for extracting files from UT packages (Unreal Tournament Package Tool and WOTgrealExporter) but both of them displays the same f..ken error "The new (UT2003) SkeletalMesh format is unknown". !ill :(( !sad

Maybe somebody knows other extraction utilities which supports UT2003/2004 animations extracting ?!

Author:  Grobut [ Tue Feb 26, 2008 7:08 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Kaboodles wrote:
Unscoped R78? Why?


Because it would be fun, like having a good old WWII era rifle (yeah i also gave it wood grips).

Not everything is supposed to be easy, sometimes its good to play with something that challenges you ;)

Author:  Kaboodles [ Tue Feb 26, 2008 9:28 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Grobut wrote:
Kaboodles wrote:
Unscoped R78? Why?

Not everything is supposed to be easy, sometimes its good to play with something that challenges you ;)


I agree with you there. I try to avoid using any weapon I consider overpowered, which encompasses a large portion of the weapons, I'm afraid. I hate V2.1 for making the SRS900 (my once favorite gun) so strong, but I really just get annoyed with extraneous weaker weapons that serve little purpose. The Redwood 9000 and an unscoped R78 are examples of this.

Author:  Sgt. Kelly [ Mon Mar 03, 2008 6:40 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Progress is nearing Private Beta 5.

First release will be Public Beta 6. :)

Author:  skyfe [ Wed Mar 05, 2008 7:01 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

how is that animation problem coming along?

Author:  Sgt. Kelly [ Fri Mar 07, 2008 12:43 am ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Still no animator yet. I'll post some info on the AH104 soon.

Author:  skyfe [ Thu Mar 13, 2008 5:56 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

any news?

Author:  Sgt. Kelly [ Thu Mar 13, 2008 10:20 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

I've been very busy lately, but I present weapon number 5. The AH-104!

Image

Image

Background: "The Desert Eagle of the future." Those were the words of Enravion as they publically released this modified version of the AM67. Nicknamed the 'Pounder' for its potent .50 Armor Piercing rounds; the AH104 comes equipped with a laser targeting system in place of the usual flash bulb. Its high power and long range make this weapon a favorite of military leaders and personell across the worlds.

Primary Fire: .50 Armor Piercing Rounds.
Secondary Fire: Laser Sight.

It's a handcannon by all means. 8)

Author:  SX [ Fri Mar 14, 2008 7:29 am ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Sweet.

Author:  Raptorian [ Fri Mar 14, 2008 10:15 am ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

How does it differ in damage, accuracy and overall firepower to the Assault Pistol?

Any alt firemodes? Specials?

Author:  Sgt. Kelly [ Sat Mar 15, 2008 3:09 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

The AH104 is a very accurate sidearm, however it suffers from high chaos due to its recoil. It fires high-powered armor piercing bullets that can do more damage than those of the D49. The laser allows for accurate targeting.

It is not dual wieldable.

In basic terms, it hits harder than the D49 but is significantly harder to control.

Author:  skyfe [ Wed Mar 26, 2008 9:25 am ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

any news? its been a while.

Author:  Sgt. Kelly [ Thu Mar 27, 2008 1:09 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

I was taking a small vacation. :p

Right now I'm just looking for and fixing any bugs.

Author:  thetrunkmonkey [ Fri Mar 28, 2008 7:15 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

ballistic weapons needs some bullpup weapons :O

Author:  Sgt. Kelly [ Tue Apr 01, 2008 4:12 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Sorry guys, but due to a lack of model help and free time, I'm going have to put this back in the canceled bin.

All good things must come to an end. !sad


Though don't worry, it's not like I wouldn't leave you guys without a download link, right?

Rick Roll!

Author:  Glosmostinex [ Tue Apr 01, 2008 5:07 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

buh? !sad

Anyways, you can't release the finished weapons? the shotgun look nice.

Author:  SX [ Tue Apr 01, 2008 6:11 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

Fake Html, rickr roll warning activated.

Author:  James [ Tue Apr 01, 2008 6:20 pm ]
Post subject:  Sergeant Kelly's Weapon Pack [V9 In Progress]

way to obvious :P

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