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That's odd. The animation doesn't simply cease to exist, it's merely blank. My testing both online and offline showed no such problem, but I guess I'll have to take a look and see what's up.
@Dr Wyatt
You need to subscribe to the Overhaul Shared Content , which contains the texture file for the flashlight among other things.
@trigger_hurt
Bloody kill me now nothing could ever get better then a mod maker who loves consistency and plans to CONSISTENCY the entire game...!
Complete
LEGEND IN THE MAKING HERE.
I'm looking forward to 'em. Also, as a suggestion, I found a model that you may be able to use in place of the m60. It looks better than the default (in my opinion) while still fitting in with the rest of the weapons. http://www.gamemaps.com/details/8351
I'm not sure why it would be invisible, other than a conflict with another addon. Worst case, verify your game cache .
EVERY weapon. Infected arms, special tiers, melees, items, and any other standard weapon.
Technically, the events still fire on secondary weapons to actually play the animations, they were just never animated... Except they were in Left 4 Dead 1. Offline, you can add them back in, and they will work. In the SDK, they're commented out in the compiling scripts for the pistol. Online, they'll break, due to how Source handles client-server sequence synchronization.
As part of the overhauling process, I try to remove useless features. On the Hunting Rifle, for example, there are a lot of unused animations that may occasionally play due to a bug, but otherwise do not ever get played, because they were left over from Left 4 Dead 1.
I respect your point of view, though. In the scheme of things it's not really a good design decision, and inconsistently implemented because even in Vanilla, it's missing in secondary weapons.
I also just don't like their execution. They don't make sense. Tell me, why would one sit there staring at an item with their hand extended, when they can simply look at the item, and then grab it when they make up their mind?
I intend to overhaul every weapon, sniper rifles included.
DC-15S
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=926342673&searchtext=dc-15
They're separate because the default M16 overhaul's textures are also separate. The compiling script I created for these overhauls separates the individual file types into different addons, in the event someone wants to use a custom skin or something for the model. It's mostly for the default weapons, but for consistency, I figured I wouldn't bother messing with my script for just this one addon.
Look at the default AK-47 animations, for example, if you want some reference for an animation that's sped up too much. Its reload animation (by default) is 100 frames long, but it's played at a nonstandard framerate of 42 frames per second, likely for balance reasons. As a direct result of the framerate increase from the standard 30 it was clearly animated at, the weapon's reload appears unnaturally fast. Try using HLMV to slow down the reload to about 30 frames per second, and what I'm talking about should become obvious.