Project Zomboid

Project Zomboid

Guns of 93: Test Build (Unstable)
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Update: 2 Jul @ 10:59am

Another quick hot fix. Chopped stocks were not visiable when attached to 870s.

Update: 1 Jul @ 9:32pm

Forgot to update magazines to use .223 instead of 5.56.

Update: 1 Jul @ 4:02pm

This update took a lot longer than I expected. Ended up rewriting more than I planned. A lot of behind the scene changes. Hopefully future updates won't take as long. If you have an ongoing save, existing items might have issues or disappear.

- All Remington 870 and 1100 guns have been remodeled and reworked to have removable furniture and accessories that they spawn randomly with. They will also spawn with different finishes. The 870 Police sometimes spawns as a Marine Magnum. The 1100 sometimes spawns as a 11-87. Wooden stocks can be cut down, since everyone keeps requesting that. Hopefully things like this will go fast now. I had to set up a lot to make this work right.
- Remington 870 Police and M870 can now be made into sawed off guns (they lose their extended mag tubes).
- Reworked how attachments have been working since B41. Now the B42 has the OnAttach, I no longer have to overwrite the main context menu lua, which should help avoid some compatibility issues Guns of 93 has had with other mods in the past.
- Ammo switching for Buckshot/Slugs and .375mag/.38Spc has be completely reworked. It no longer requires a secondary gun item that is swapped out with the lua and modifies the existing gun directly. This will greatly reduce the amount of work I have to do to make multi caliber guns work.
- Bayonet system has been completely reworked. Like the new ammo switching, greatly reduces the amount of work on my end to make guns work as bayonet guns. Still might need some tuning, but is functional now. As an added benefit, the system isn’t tied to one type of bayonet per gun anymore, so eventually I will add things like the M7 bayonet to go with the M9 and different AK bayonets.
- 5.56 guns and ammo have all been changed to .223.
- Cyclic rate modifier has been added to applicable guns.
- Some guns now spawn with more variations of names and finishes. An example is that 1911s can now spawn as various Colt, Springfield, etc. models and with various types of finishes. Various surplus guns spawn with random manufactures.
- Hi-cap mags now spawn with some 1911s, AR15s, and AKs.
- A lot of other small changes that I don’t have the energy to list out. A lot of them are changes to how the mod works under the hood.

Next update, I will focus on getting the loot tables back into shape. I know they’re a bit of a mess right now. I’m going to be completely redoing how the mod spawns guns. Hopefully in a way that prevents the game from being weird with large pools of extra items. I’m also going to rework K/L frame revolvers and AKs. The Rem 700/788 and Mossberg 500/590 might also get looked at if things don’t take too long. In a future update, I also plan on redoing how repairing guns work. Right now, the repair tables are not up to date and some attachments that are not supposed to be removable get removed when you repair a gun. I want to make repairing a little more scalable when adding guns to the mod and universal. Tooltips also need a good lookover.

Update: 6 Jun @ 5:46pm

Bit of a hotfix. Hopefully no more updates during the weekend.

- I believe I fixed the infinite loop reloading bug. Some magazines had the wrong tags and it was making the lua mad.
- Reworked the magazine lua script a bit. The magazine with the highest rounds remaining should be prioritized when pressing R to reload.

Update: 5 Jun @ 9:07pm

- Icons for new grips and new icons for 1911 pistols
- AR15/M16 and 1911 series of guns now have replaceable triggers. With normal, match grade, and full auto triggers (for AR16/M16s) available. Guns that have already spawned before this update will not have triggers installed and will not work until one is installed.

Some people have been experiencing a bug when reloading magazines. I have not been able to replicate it yet on my end, but I am aware of it.

Update: 3 Jun @ 7:42pm

Finally got a little time to work on some stuff.

- Valmet flash hider position has been corrected.
- Cleaning Kits should work again.
- Mini-30 magazine should be visible again.
- Revolver Tritium sights are now named properly.
- .45 Auto and 10mm Auto can be switched to use either ammo type. Must have no ammo for the option to appear.
- Metalworking can be used to modify some magazines for other guns. Must have no ammo for the option to appear.
- Uzi mags can now now be modified for use in the Colt 635
- Grease Gun mags can now be modified for use in the MAC-10 and vice versa.
- AR-15 mags can now be modified for use in the AR-180 and vice versa.
- 1911 pistols now spawn with different grips and have extended magazines available (not on the loot table yet). Officer size 1911s can use full size magazines. Barrels will now appear threaded, if threading has been done.
- 1911 Weapon Light has been added.

Update: 26 Feb @ 7:22pm

- Few guns updated that didn't have the right accessories listed for them.

- Threading recipes fixed for threading handguns.

- Reworked the firearms adjustment script again.

- M1911A1 updated with new model and removable grips. Stil WIP and next update should include all the other 1911s in the mod.

Update: 16 Feb @ 4:41pm

In my attempt to get something kicked out the door, it seems I missed a few things.

- Some recipes were working because of some small mistakes as I’m still getting used to the new CraftRecipe system in B42. Oil filters should be able to be combined with thread adapters and links installed onto ammo belts now. Threading barrels should work now and muzzle devices/silencers should mount.

- Jennings J-22 wasn’t set up correctly for ankle holsters.

- A weird bug that I can’t figure out is now affecting the reload animations on some custom animation sets. I haven’t been able to figure it out, but for now I have replaced them with working vanilla animations. This will be most noticeable with break actions as they might have the wrong model when “broke open” during reloading.

Update: 14 Feb @ 7:43pm

Sorry this took so long and it’s not as complete as I was hoping to be by now. I haven’t been able to work on the mod at the same rate I was a few months ago. But, this should be enough to make the mod more usable in B42. I’m sure there are plenty of bugs still to fix.

- The B41 version of the Test Build has been removed for now. The Test Build will be for the B42 version of Zomboid until further notice.

- Loot tables have been rebuilt: They will need further tweaking, but you should be able to find guns in gun shops again.

- Recipes have been rebuilt: Recipes have been rebuilt to the new B42 CraftRecipe system. Full auto conversions have not been added back yet.

- Folding stocks, bayonet switching, and threading barrels has been reworked. Trying to cut down on the number of item IDs I need for one gun. This is more under the hood stuff, but it will make adding and editing guns much easier in the future.

- Some guns now come with removable/replaceable furniture. At the moment, this really only applies to the various AR15s in the game, but will be expanded to most guns as I continue. It still needs some work, as you can use an AR without a stock or pistol grip at the moment.

Known Issues: Besides some weirdness with the furniture system of the ARs, I haven’t updated a number of translation files for the mod. So you may see things oddly named at the moment until I get those worked on.

Update: 26 Dec, 2024 @ 8:11pm

B42 Notes
- Context menu has been updated and hopefully works ok now in B42.
- Attachment types have been adjusted and B42 min and max sight range has been added to sights and scopes.
- Tritium have been adjust to work with Go93 guns. Revolver version has been added.

I'll start updating the recipes for the next update. Sorry this took a bit, holidays were busy.