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Thanks a lot fo the insight, and I didn't know about the renderer switch.
Oh, and the gunplay option is good news; I couldn't stand having a crosshair on screen when aiming, but I do know many others like it the more precis aiming it offers, hence why ATRO was so popular for B41.
I think whenever you do look into it, it'd be worth looking into what's different between the revolver casings (I think it's something like PistolLong?) and the regular pistol casings as even when the revolver ones are scaled down a ton they are still visible whereas the regular ones are invisible in the B42 renderer.
You can also switch back and forth between the B41 and B42 renderer by pressing the Home key on your keyboard, might help with debugging if you didn't know about that one.
While axis may be a factor, scaling is definitely a factor as well. A lot of unchanged vanilla models have new scale values since B42, and I do believe they indeed changed something here, unfortunately. I just haven't found the time, nor energy, to figure it out, but I will look into it sometime soon. I'm just swamped with work. Anyone who has a solution is welcome to contribute.
Switching the model those rounds use to the revolver casings and scaling them down also works, but looks a bit wonky just because they're not the right type of casing.
I think it's an issue with the model and/or how it's placed in the world, but I'm not sure how to go about fixing them.
Even if things don't work as they should, what it adds is a still a nice touch over the lack of casings the game has by default.
[2/2 due to character limit]
For B42? No, not yet. The problem with my casing mods currently being stagnant is that B42 changed something in regards to how the scale of 3D models is calculated when placed in the world as WorldItems. In the current B42 version, 9mm casings, for example, are too small to be seen, while .308 casings are too large. It's a mess I haven't gotten to yet. But technically, of course, the mod works with B42, since the mod's code is doing what it's supposed to; the result is just not satisfactory. If you're playing B42, and the B42 version of Rain's mod, you might not find much use in trying to make this mod work with it at the moment.
But just because you brought it up, I'm now motivated to keep looking at the scale issue again.
[1/2 due to character limit]
Would it just be a matter of renaming some things, or would every gun need to be individually modified to work with this? As far as I can tell the only two ammo types it adds are 7.62x39 and 7.62x51, which this one already covers.
I had planned on making mods for all major gun mods, but B42 dropped, requiring a bunch of rework, and I've been very busy as of late, which has slowed progress. But I absolutely intend to have a Spent Casings for Rain's Firearms sometime in the future.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387222454&searchtext=gun
?
"I've been doing some testing, and it appears to be a scale issue in B42; basically, the items were too small to be seen. For example, .308 casings appear, but smaller than they should be compared to the B41 version. This will require some time to figure out and correct."
Basically, the 9mm casings ARE there, but the scale and visibility cutoff is completely different in B42 for whatever reason, and I've been very busy IRL, so I haven't had time to figure out the new scale system, and I don't know how long this will take me. I gotta figure out how that works, and then match everything to the original B41 sizes.
Been on my to-do list forever. I will eventually make spent casing mods for all major gun mods, and also a vanilla standalone so people won't need this one for vanilla-guns-only gameplay. Basically "it's coming up".
@borkie
See above.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2256623447&searchtext=firearm
Yes, I've just been extremely busy over the holidays, and haven't gotten to it yet.
Thank you for your comment. I've almost finished an addon mod (to be used alongside e.g. this one) for all Totally's calibers from all his gun mods, so that's on its way.
Yes, the author of Ammo Maker updated his mod a while back to support this mod. You just reminded me I should update the description of this mod.
Thank you for your comment. I'm glad you like it.
Always been off my radar, but I'll look into it.
VFE has been updated to fix this issue! Just tested it myself, and it works. Although if you're also using AFR along with VFE, that mod seems to override it, so just disable it to make the VFE double barrel work the way it should.
That would be fantastic!
It works, yes, but you won't get casings for anything beyond vanilla calibers; as the FAQ states, it works with specific calibers, and not specific mods. However, I've been considering making a separate Firearms B41 version, like I did with Guns of 93, now that it's gotten a revamped version that's quite popular.
Glad you like the mod!
As for the double barrel, that's intentional. I've disabled casings/shells for all breechloaders, since they'd produce spent casings/shells before reloading, with the double barrel dropping a shell per each shot, even though the character never opened the gun to extract them. Enabling spent shells on reloading would drop shells even when the gun is empty and is being loaded, which would be even worse.
The problem is that the breechloading guns don't have [code]ManuallyRemoveSpentRounds[/code] set to [code]TRUE[/code], so the spent round isn't "stored" in the gun, like with revolvers, so I decided to prevent breechloaders from dropping casings/shells entirely, as a temporary solution.