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на PV - 9 если сначала нацепить гранатомёт то все равно можно будет добавить встроенный фонарик, что выглядит смешняво.
Но прошу и молю Вас, не исправляйте это! Пусть это останется в истории как прототип к ПП из half-life 1
I was just saying that the dude claiming these weapons were like Quake was bizarre considering that your weapons go for a minimalist style in the texture work, while Quake had over-detailed textures that clearly meant they were trying to squeeze as much detail as they could.
Please google "Low poly" and open first link
If each of these weapons have around 15,000 polygons, that would mean only one of the weapons in this addon has more polygons than the entirety of Quake combined.
Plus, this addon is clearly going for a different artstyle. While I wouldn't call it low-poly, I would say they are pretty minimalist with the modeling, with flat textures and trying to avoid adding unnecessary details. While in Quake, every single weapon had a lot of details in their overly-designed texture work.
Adding this context to the FAQ would not only provide the answer to common sense folks who have the same question I had, or even reduce the number of ungrateful 10 year old Gmod script kiddies rudely swearing at and insulting you while screaming more insults, swearing, screaming and more insults. what a world! Damn. Almost wrote an essay just thinking about those people... they need parents. It's fascinating, for the wrong reasons.
BTW, man those weapons are good with the attention to detail... It's like if a cel-shaded Pixar movie became American and added a bunch of guns, explosions and gore... in America!
Obviously, you're gonna see artists taking liberty with high quality fancy/modern/cinematic graphics along with retro visuals.
because it looks nice and it's just cool. :D
Looks cool tho!
for current standards, those use very small amount of polygons (~10k for base gun compared to 50-100k in cod/eft/any modern game)
surely, older games had smaller budgets due to limitations and other things, but also have less details. in "lowpoly style" games there's like zero limitations related to geometry as rendering polygons on modern gpus is basically free, so any amount is fine as long as it looks good and consistent enough
i don't get why assets with relatevely small amount of polygons in "low poly" style can't be described as low-poly?
Don't get me wrong, they look so beautiful and well made. But that's the problem when describing them as low-poly.
term "low-poly" can stand for multiple things
the standards of optimal polygonal count has greatly changed since release of those consoles you mentioned (they're like considered retro now) - in those times, models used in them possibly were at max of their capabilities and weren't considered "low poly"
second, technically every videogame is using low-poly models, "low poly" can just stand for model optimized for real-time rendering, as opposed to "high poly" which is used in cinematics & similar
third, "low poly" also stands for style of graphics that purposefully uses flat surfaces with sharp edges, commonly used in indie games as its faster to make and gives certain stylistic look to assets
as you may notice, this pack uses hexagons instead of circular shapes, unsmoothed polygons, sharp edges and has no textures at all. i think you can understand it wasn't done for optimiziation purposes but for style
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its all just how guns are irl
for gameplay standpoint separating caliber conversions into different guns might make more sense (cod does it too) but this is more about fun and sheer amount of possible customization
also:
scar 7.62/5.56/6.5
aug 5.56/9x19/300blk
mp5 9x19/.45acp
mac11/10 9x17/.45acp
the only irl conversions i didn't included i think is .357 deagle and 9x39 rsh12 - it wouldn't serve any purpose but lower the damage for no reason, default 50ae/12.7 is superior
Is this a balancing thing? An early design decision that was abandoned with later weapons for easier development? Simply a representation of how versatile the AK and AR platforms are in comparison to literally everything else, and a desire to implement that versatility as a game mechanic?
Again, this is not a suggestion. This pack does not need more ammo types for its arsenal, I'm simply curious as to why these two rifles specifically have this nearly UC-sized pool of ammunition.
Shotguns should technically kill from 2-3 shots on >7m range
send link to that addon please
[[ARC9] PolyArms Project] lua/entities/arc9_uplp_m26_thrown.lua:57: bad argument #3 to 'EmitSound' (number expected, got table)
1. EmitSound - [C]:-1
2. Detonate - lua/entities/arc9_uplp_m26_thrown.lua:57
3. unknown - lua/entities/arc9_nade_base.lua:74 (x2734)
and the underbarrel grenade launchers just delete the projectile when hitting a wall
[[ARC9] PolyArms Project] lua/entities/arc9_uplp_riflegrenade.lua:121: bad argument #6 to 'EmitSound' (number expected, got table)
1. EmitSound - [C]:-1
2. Detonate - lua/entities/arc9_uplp_riflegrenade.lua:121
3. unknown - lua/entities/arc9_uplp_riflegrenade.lua:167
Timer Failed! [Simple][@lua/entities/arc9_uplp_riflegrenade.lua (line 159)]
I hope we get more weapons and Rocket Launchers