Project Zomboid

Project Zomboid

Guns of 93: Test Build (Unstable)
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Update: 25 Jul @ 6:47pm

- Weapon light MountOn script tweaked. Had an "or" where there should of been an "and."

Update: 24 Jul @ 4:51pm

Quick hotfix

- MountOn script was corrected for weapon lights. It was preventing the light from being attached when a scope was on the weapon.
- BarrelItem tag was fixed on 870, 500/590, and Remington 1100/11-89 shotguns. Clamp mount style light should work with them now.
- AR carbines now sometimes spawn with A1 style receivers (if you look close enough to actually notice).

Update: 24 Jul @ 10:44am

- Military spawns should have more items now.
- Other slight adjustments to loot.
- Fixed a few attachment issues.
- 590 shotguns now spawn with the correct trigger.
- 500/590 now use a different rear ghost ring sight model.
- Fixed some ammo recipe stuff.
- Fixed pistol scope not being able to mount.
- Touched up the S&W revolvers.
- Removed the Optics tag from sights. This is supposed to be a tag the game uses to toggle between different sights depending on range. It seems to not be fully working and makes guns have really bad accuracy. It has been removed and guns are now much more shootable.
- Finished up AR-15s. They now spawn with unique manufacture names. Also added freefloat handguards (the old tube style) and cheek rest. For military spawns, the M7 bayonet has been added along with a rare reflex style silencer. Military carbines also have a rare chance to spawn camouflage. Also, AR pistols grips can be crafted with a saw and screw to be used as vertical fore grips.
- All the standard scopes and the AccuDot now have silver finish versions.
- A bunch of small fixes that are too numerous to list out.

Moving on to rework the AK and Remington 700/788 rifles.

Update: 15 Jul @ 7:37pm

Small hotfix because I don't know if I'll be able to work on the mod any tomorrow.
- Found a two typos in the lua that decides what guns spawn that could cause issues.
- Pistol Target Sights had the wrong sights.

Update: 15 Jul @ 12:33pm

Just a wrap up of previous stuff mostly.
- Finished up S&W revolvers. Realigned and scaled hand placement and holsters.
- Completely rewrote the attachment switcher script for swapping items for bayonets and ammo switching. Little more convoluted, but the old method wasn't cycling through all the attachment each time and only sometimes swapping the right parts and it only got worse as more attachments got added to the guns. So no more ranges bonuses from scopes to bayonets.
- Sandbox options should now work for firearm spawns. Unless I come up with some work around, the new method doesn't really work with the custom rarities anymore, but you should now be able to disable guns by ammo type again. Vanilla sandbox options should work for rarity stuff. Also made a few adjustment to the loot tables.

Moving on to do some final tweaks to the ARs and then moving on to reworking AK rifles. Somewhere in there, I may start messing around with a new maintenance system.

Update: 12 Jul @ 9:12pm

- S&W J, K, L, and N Frame revolvers reworked. Each can now spawn as their blued or stainless counterparts, and spawn with various grips.
- I still need to do some adjusting with hand position and holsters.

Update: 11 Jul @ 12:39pm

- Removed new spawn method for survivor homes. Wasn't playing nice because those items spawn a little differently.
- Alt ammo guns should be set to the correct ammo type when you load a previous game.
- S&W revolver started. They do not have all the stuff they will eventually spawn with. Icons have not been updated yet. Model 36 now also spawns as a Model 60, Model 10 as a 64. Model 65 as a 13, Model 586 as a 686, and Model 29 as a 629.

Update: 8 Jul @ 2:12pm

- .223/5.56 should be fixed now. I should have done more testing with that last time.
- New spawning method introduced. It will still need some adjusting, but hopefully the spawns should feel a little better, a little more vanilla like. Feedback on if things feel too common or too rare is appreciated. Currently, the new method does not work with the mod’s sandbox options, but the vanilla options should still work.
- Mossberg 500/590 shotguns reworked and Maverick 88 has been added. Like the 870 before, the Mossberg pump guns should have swappable parts and should spawn with different finish styles.
- Fixed an issue where attachment range bonus was being added to bayonet attacks.
- Brown recoil pad added, replacing the leather one for gun spawns. Leather will be back when I redo break actions.
- Add english translate names to some items and recipes.
- Handguns with fixed non-removable sights can now be dovetailed with a file and metalworking 3 to allow for replaceable sights.
- Ammo swapping has been reworked again. Looks like the way I was doing it didn’t work outside of debug. I should have tested for that. I haven’t found a way to get the item details to update with the new ammo type, but the gun’s name should change to reflect the current ammo setting.
- Uzi, Mini-14, M1 Carbine, and Ruger 10/22 now have a chance to spawn with hi cap mags.

Next will be further refinement of the new spawn method and general bug fixing. Rework of K/L frame revolvers and AKs and maybe the Rem 700/788 rifles.

Update: 4 Jul @ 6:13pm

- Script was looking for the wrong tag when mounting .45cal silencers. They should work now.
- 1911 fixed sights and barrel threading should be visiable now.
- Hopefully fixed an issue where some guns would get stuck in "safe" when removing required parts.
- Currently a known issue where handguns will work with triggers removed.

Update: 2 Jul @ 8:27pm

- Modified the ammo switching script to hopefully get around some errors people have been having.
- Sawing shotgun down now removes the ammo from the shotgun and places it in the player inventory.
- Adjusted a bad ammo recipe.