Garry's Mod

Garry's Mod

M9k Remastered
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Update: 29 Jul, 2020 @ 9:19pm

Ironsights have received a quality of life improvement.
We are sacrificing a bit of detail by forcing the weapon to play a simplified animation while aiming down the sights. This makes it A LOT easier to see things

Fixed problematic CanPrimaryAttack statements.
Fixed Shotty based weapons not having a MuzzleFlash light effect.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/4fa91194f04e138d8e367834950713ec3ddfe036

Update: 28 Jul, 2020 @ 12:28pm

Fixed a bug with the PrimaryAttack and SecondaryAttack functions spitting out errors when dying on the exact same frame when firing. (For example: When shooting a bomb and dying from the blast)

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/91b395f6631f866196f57f6e2eb8ac3594364edc

Update: 26 Jul, 2020 @ 7:54pm

Bugfixes:
Fixed a bug with viewmodels and ironsights causing the viewmodel to keep the "zoomed" position when holstering the weapon and then switching back to it.
Fixed an oversight in the M202 having duplicate functions and causing phantom timers.
Fixed a bug with the Flaregun having issues reloading after firing.
Fixed holdtype of the Milkor Mk1 to be more tactical.
Fixed Milkor Mk1 ejecting shotgun shells when firing.
Fixed being able to reload the Thompson Contender G2 while it was playing its special reload animation.
Applied de-sync fix to the following guns:
- RPG-7
- Flaregun.
- Milkor Mk1.
- Matador.
- M202.
- M79 GL.
- EX41.

Features:
Added idle animations to the Peashooter and Peashooter Rifle.

Quality of life changes:
Changed the way unzooming by pressing the Reload key is handled.
- When you're scoped in and press the Reload key, it will unzoom but not force you to reload anymore.
- Hold the key a bit longer or press it again and it will reload the gun.

Optimizations:
Moved client return in the Proximity Mine class to happen a bit earlier. (saves cpu time)
Completely yeeted model&sound precaching out of existence.
Purged "SetWeaponHoldType" from all scripts since It's obsolete.
Weapon entity indexes are now cached since they are used for timers. (Slight improvement)
Removed pointless definitions in the matador class.
Removed a pointless timer scope in the Matador class.
This patch features a crap ton of "realm" optimizations. There is "CLIENT", "SERVER", and both at once which we call "SHARED".
- A lot of code ran on all clients when it only had to be run on the weapon holder and some code ran on the server even though it only needed to be run on clients etc..
- All of this is now fixed for maximum performance! (Less ram usage and less CPU time)

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/cfcfa5b315697225f54798a67b81fd48ca478de8

Update: 26 Jul, 2020 @ 4:08pm

Fixed a bug that would spit out errors when someone picks up a weapon.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/40569bbff163ac7e8513f7c83d691065cf8c6e07

Update: 26 Jul, 2020 @ 10:38am

Bug Fixes:
Fixed a bug that would cause the FOV to reset from 0 to 0 when reloading, begone screen spazz! (Even though it was barely noticeable)
Fixed a bug with shotty base weapons that would allow you to aim down the sights while reloading.
Fixed a bug with admin weapons, spitting out errors since we tried to remove them on the clientside as well! (whoops)
Fixed the very slight ironsight offset when aiming down the sights with the peashooter.
Fixed a bug with ALL weapons that allowed to aim down the sights while deploying the weapon.
Fixed a bug with ALL weapons that allowed to reload the weapon while deploying it.
Fixed a bug with ALL weapons not playing the draw animation in some cases.

Optimizations:
Optimized shotty base Deploy function.
- It no longer creates a new variable each time it is run and instead uses the value directly.
- Also made the time it takes to deploy a shotgun more accurate.

Features:
Added extension compatibility. (Required for other M9k Remastered weapon packs)
Added HL2 selection fonts for easy use.
Updated selection icon for the Peashooter and Peashooter Rifle.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/31eac7848265bad6918c33fcfb695365c8231bf2

Update: 23 Jul, 2020 @ 2:48pm

Bug fixes:
Fixed various material glitches (causing errors in console on loading)
Fixed a bug with viewmodel muzzleflashes somehow being created while looking through a camera, making the camera flash.
Fixed a bug that made it possible to aim down the sights while looking through a camera.
Fixed a bug with the M202 being able to zoom while reloading.
Fixed a bug with the M202 not applying the hand-fix after reloading.
(I really have no idea why they designed the M202 so poorly, good thing I can somewhat fix these issues with Lua)

> Fixed super annoying desync issues regarding weapon recoil for ALL weapons (It wasn't networked properly and it was quite cancerous to fix) <

Features:
Ported MMM (MeteorsManagementMod) weapons to M9k and made them available for everyone to enjoy. These weapons include:
- Flaregun
- Peashooter
- Peashooter Rifle

Optimizations:
Tiny optimizations for the sniper rounds and winchester ammo entities.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/b2295d560e7e59c114b6cae2919867c08f82272b

Update: 21 Jul, 2020 @ 10:40am

V1.3

Version 1.3 is here. This update focuses on balance changes, making sure all weapons are realistic and fun to play with and or play against.
In this patch, ALL weapons have been re-balanced.

Bug fixes:
Fixed viewmodel FOV of the Remington 7615P being so high that you could still see parts of the right hand even though you're not supposed to.
Fixed a viewmodel related glitch when deploying the M202 Rocket launcher.

New Features:
Sniper rifles with a bolt-action system now automatically unzoom while loading the next bullet and re-zoom when finished.
A few admin weapons have been introduced. These are purely for fun and have safety measures implemented so that non-admins can't make use of them.
- HK45C (ADMIN)
- L85 (ADMIN)
- AMD65 (ADMIN)
- Mossberg590 (ADMIN)

Optimizations:
Removed "SWEP.Primary.SpreadZoomed" vars in all weapon classes and defined it in the scoped base since they were all the same.
Removed "SWEP.CanBeSilenced" var from the HK 416. This feature does not exist in M9k Remastered.


Balance Changes:

Shotguns:
My original intent was that they are your average "home defense" gun. IRL, the best choice would be to use Birdshot instead of Buckshot inside your home (IMO) as Birdshots tends to underpenetrate and therefor are less likely to hurt any good guys.
After doing further research on this topic to make them as realistic as possible but also as much fun as possible, I have decided to reduce the spread to be similar to how it is IRL (But also keep barrel length into consideration). Short barrels WILL have a higher spread. That's their intended purpose after all.
The original thought behind having a really high spread but also a lot of BBs shot was to force players having to fight on close range since that's what shotguns are for.
Overall, the spread of the shotguns has been reduced drastically. They will shoot more bullets compared to buckshot but still way less than they would IRL to keep them balanced and not that laggy to shoot.
I have invested quite a bit of time to make sure they're still fun to shoot, but also fun to play against. Perfectly balanced, as all things should be.

The average shotgun will be able to 2-3 shot an un-armored player from medium range, and 1-shot on close range.
Do note that, some servers may have their own damage overrides and they may be more powerful or less powerful.

In terms of performance, having a high shot count is actually a bad thing since every single shot causes several hooks to be called. Make sure your addons are optimized to prevent lag!

----------------------------------------------------

Sniper rifles:
Sniper rifles struggled to confirm kills on targets on high range even though they're supposed to be a very dangerous and lethal weapon.
Their overall damage has been increased drastically, but their accuracy will suffer immensely while moving or not being scoped in.

Do note that (unless changed by other addons), sniper rifles will always one-shot in the head even when fully armored.
The average Sniper rifle should be able to one-shot an un-armored target when shot in the chest, and 2-3 shot when shot anywhere else that isn't the head.
The only exceptions are sniper rifles designed to shoot fast. These suffer from a damage penalty so that they're not utterly broken.
Another exception for all of these notes is the Remington 7615P as it is more of a gimmick sniper rifle shooting fictional rounds. A shotgun sniper rifle designed to be fun, not realistic.
The Thompson Contender G2 has only received a slight damage increase. Even though it shoots the same rounds as other snipe rifles, it only has a very short barrel meaning the bullets won't go as fast. Realism!

----------------------------------------------------

Submachine guns:
They are supposed to be effective at medium to close range. Their advantage over rifles is that they fire faster and have a lower recoil, however, their damage is lower and their spread is higher.
The HK USC was intentionally made hard to shoot, but if you land your shots, you are rewarded with high damage.
The STEN is a weird one. It is meant to have a low firerate but in return do high damage. It is more similar to rifles but it kept the high spread penalty that SMGs should have.
The UZI is meant to be worse than other SMGs. I mean, just look at it. How could that plastic buttstock help with accuracy?

----------------------------------------------------

Pistols:
Pistols are meant to be effective at close-medium range similar to shotguns. They are very accurate, semi-high damage weapons that suffer from a low firerate and small magazines.
If your aim is good, you should be able to take out an un-armored target within one magazine.
The Desert Eagle is an exception to these rules. It does similar damage to revolvers as it is the largest caliber of handguns in this pack. But it suffers from high recoil and low accuracy immensely.
The Glock 18 has been balanced similar to an SMG since It is basically that but suffers from a higher recoil and spread.

----------------------------------------------------

Revolvers:
Revolvers are meant to be accurate at even high ranges (If your aim is that good). They do high damage but suffer from a low firerate, high recoil and small magazines.
A Revolver can easily one-shot an un-armored target when shot in the head.
The Remington 1858 is another gimmick gun. This one though shoots existing rounds, birdshot designed for revolvers. Even though it is still fairly accurate, it does reduced damage compared to other revolvers.
The S&W Model 500 is an absolute beast. Shooting one of the largest caliber for revolvers, this thing WILL make your hands hurt! And since the rounds are so powerful the gun suffers from an absurdly high recoil but that comes with a damage bonus.

----------------------------------------------------

Machine guns:
Machine guns are supposed to be accurate on medium-close range. Their damage is about equal to assault rifles but their fire rate is much higher and they have large magazines. They suffer from high spread, medium recoil, and long reload times.
The FG42 is a special machine gun. It has a small magazine but does increased damage. However, spread and recoil is also increased. This weapon is capable of 2-3 shotting an enemy over medium-high range. (But that's somewhat rare even with good aim)
The M1918 BAR is similar to the FG42, however it suffers from less spread but does reduced damage.
The Minigun is a powerful weapon, shooting powerful rounds which makes it more powerful than other machine guns (Excluding the FG42 and M1918 BAR) but at the same time being absurdly heavy. Due to the fact that it is so hard to carry around, it suffers greatly from an accuracy decrease.

----------------------------------------------------

Assault rifles:
Assault rifles are meant to be your go-to weapon. They are supposed to be effective on close, medium and high ranges. They do above average damage have a fairly low spread and recoil but suffer from a low firerate and average magazine size.
The 73 Winchester Carbine is not technically an Assault rifle AFAIK. But this is pretty much the best category for it to be in. This weapon does slightly lower damage than a sniper rifle and is more accurate than other Assault rifles. It does however suffer from a high recoil.
The KAC PDW is a special weapon as it was originally a Submachine gun. It was reclassed to be an Assault rifle but its damage, firerate and spread is more similar to a submachine gun.
The M14 is special as well as it was balanced to be more similar to a sniper rifle, having increased damage and increased accuracy, however it suffers from high recoil.
The SR-3M Vikhr is another special weapon as it has an increased firerate but has also received an increased recoil and a damage reduction.

Assault rifles WILL ruin your day.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/4f7b1da426a80b23312e2f264afced75c2ad6f76

Update: 20 Jul, 2020 @ 1:54pm

Fixed and optimized holdtypes

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/fa1daf8b7828881de9da24e18cebedbf22f46b44

Update: 20 Jul, 2020 @ 11:00am

V1.2

Bugfixes:
Fixed player reload animation not playing for the second reload animation from the Thompson Contender G2.
Fixed being able to zoom in while looking through a camera.
Fixed legacy ironsight functions spazzing out when spamming them.
Fixed M202 left hand position being messed up after deploying.

Balance changes:
EX41 now reloads slower. ShellTime changed from 0.35 seconds to 0.65 seconds.
Milkormgl now reloads slightly faster. ShellTime changed from 0.5 seconds to 0.45 seconds.

Milkormgl is now fully automatic.
M16A4 ACOG is now fully automatic.

Milkormgl, reduced rate of fire. RPM changed from 250 to 125.
M16A4 ACOG, reduced rate of fire. RPM changed from 400 to 360.
PSG-1, reduced rate of fire. RPM changed from 500 to 400.
SVD Dragunov, reduced rate of fire. RPM changed from 400 to 175.

The following weapons now have recoil when firing:
- EX41
- M202
- M79GL
- Matador
- Milkormgl
- RPG-7

Features:
Scope overlays have been re-introduced! The following weapons have a scope overlay again:
- M16A4 ACOG
- f2000
- L85
- SL8
- AUG A3
- Raging Bull - Scoped
- AW50
- Barret M82
- Barret M98B
- Dragunov SVU
- Intervention
- M24
- PSG-1
- Remington 7615p
- SVD Dragunov
- SVT40
- Thompson Contender G2
- Matador
- MP7

The ironsight feature has been re-introduced and heavily optimized. You can now aim down the sights with the following weapons again:
- 73 Winchester Carbine
- AAC Honey Badger
- ACR
- AK-47
- AK-74
- AMD 65
- AN-94
- AS VAL
- FAMAS
- FN FAL
- G36
- HK 416
- HK G3A3
- KAC PDW
- M14
- M4A1 Iron
- SCAR
- SR-3M Vikhr
- TAR-21
- Ares Shrike
- FG 42
- M1918 BAR
- M249 LMG
- M60 Machine Gun
- PKM
- Colt M1911
- Colt Python
- Desert Eagle
- Glock 18
- HK USP
- HK45C
- M29 Satan
- M92 Beretta
- P08 Luger
- Raging Bull
- Remington 1858
- S&W Model 3 Russian
- S&W Model 500
- S&W Model 627
- SIG Sauer P229R
- TEC-9
- Benelli M3
- Browning Auto 5
- Ithaca M37
- Mossberg 590
- Pancor Jackhammer
- Remington 870
- SPAS 12
- Striker 12
- USAS
- Winchester 1897
- Winchester 87
- EX41
- M202
- M79 GL
- Matador
- Milkor Mk1
- RPG-7
- Bizon PP19
- FN P90
- HK MP5
- HK MP7
- HK UMP45
- HK USC
- KRISS Vector
- Magpul PDR
- MP40
- MP5SD
- MP9
- STEN
- Tommy Gun
- UZI

Optimizations:
Removed unused variables in the following weapons:
- M202 ( "SWEP.Primary.NumShots = 0", "SWEP.Primary.Damage = 0", "SWEP.Primary.Spread = 0" )
- Matador ( "SWEP.Primary.NumShots = 0", "SWEP.Primary.Damage = 0", "SWEP.Primary.Spread = 0" )
- Milkormgl ( "SWEP.Primary.NumShots = 0", "SWEP.Primary.Damage = 0", "SWEP.Primary.Spread = 0" )
- RPG-7 ( "SWEP.Primary.NumShots = 0", "SWEP.Primary.Damage = 0", "SWEP.Primary.Spread = 0" )
Removed SWEP.Primary.Round from all weapon classes as it was unused.
Removed all "SWEP.ViewModelFOV = 70" Vars and made it the default in the gun base.
Removed all "SWEP.ViewModelFlip = true" Vars and made it the default in the gun base.
Removed invalid GetMaterialType in Effects table.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/67919e14e6428fb72146c0bbe4e0a9f8f7c19c22

Update: 19 Jul, 2020 @ 7:28pm

Bugfixes:
Fixed an issue with scoped base weapons not resetting the mouse sensitivity correctly when holstering a weapon while zoomed in.
Fixed an issue with the Thompson Contender G2 not unzooming when playing any of the two reload animations.
Fixed an issue with the Matador not unzooming when reloading.
Fixed an issue with the M202 still being able to zoom in while reloading.
Fixed an issue with the EX41 starting with 3 grenades in the clip. Only rocket launchers are supposed to start with ammo in the "magazine".

Re-added Killicons code. They should work again, though I don't even know if they were broken in the first place.

Optimizations:
Removed pointless function in the gun base.

https://github.com/MeteorTheLizard/MMM_M9k_Remastered/commit/4dabbbc6c310b743e00032891282bd4c7f74ebf9