Garry's Mod

Garry's Mod

Bootleg ULTRAKILL Sweps
Cash D'Money 25 Nov, 2024 @ 3:58pm
Weapon Feedback
I made this by testing each individual weapon and comparing them to their Ultrakill counterparts or to the wiki.
I already mentioned this in the comments of this mod but this seriously impresses me a lot, I wasn't expecting this mod to have carried over so many actual Ultrakill things (such as the nukes, airshots, and more) all while working so well. And while there is a lot of stuff listed, most of it is things I'd consider small that don't drag down the mod by much at all, only improvements to bring it closer to the original game.
The format lists issues shared between all variants of a weapon type, then below that problems with the individual variants.

Universal Feedback
Some weapons need you to stop firing to do their secondary fires, such as the nailguns.
Explosion damage becomes inconsistent when lowing the damage multiplier.




Revolvers

Piercer
Works perfectly.

Marksman
Works perfectly.

Sharpshooter
Works perfectly.

Alternate "Slabs"

Piercer
Charge shot does too much damage, it should be 500. In ULTRAKILL the extra 250 is only meant for piercing but because of how piercing shots work in gmod it doesn't matter.

Marksman
I find it really impressive that you were able to get the coin interaction working right. Works perfectly.

Sharpshooter
Works perfectly.




Shotguns

Core Eject
Is able to fire during the cooldown animation.

Pump Charge
Primary fire and pump cooldowns should be linked.

Sawed-On
Doesn't exist so no feedback.

Jackhammers
Hammer boosted projectiles should deal higher damage.
Red explosion rockets should deal even higher damage and have a red explosion when hammered.

Core Eject
Works perfectly.

Pump Charge
Works perfectly.




Nailguns

Attractor
Works Perfectly

Overheat
Works Perfectly.

Jumpstart
Doesn't exist, so no feedback.

Sawblade Launchers

Attractor
These saws should deal 225 damage before breaking.

Overheat
Lacks overheat cooldown, should have only one heatsink that takes 8 seconds to recharge.
These saws should deal 120 damage before breaking (overheated saw damage should remain unchanged).




Railcannons
Cooldowns should be linked between variants (though if that's not possible due to limitations from being separate weapons, it's fine).

Electric
Conductors seem to do the same damage regardless of how many nails there are, every 1 conducted nail should deal 7 damage.
Magnets mess up conducting, taking all the nails out of enemies (this also makes it so the same nails can be recycled to do damage twice).
Magnets should be able to amplify conductors, dealing 100 damage per magnet in an enemy and allowing the electricity to pass through them, extending the conductor's range.

Malicious
Works perfectly.

Screwdriver
Should deal 725 damage while it's in an enemy.
Being punched with the feedbacker should cause it to launch from its current target, resetting the timer and dealing the remaining damage and an extra 500 (this is pretty complex though so if it's not possible with limitations that's fine).




Rocket Launchers

Freezeframe
There's a bug where, when holstered, rockets ignore the limited duration of the freeze and can stay frozen forever.
Rocket riding has some odd quirks, like the turning depending on the angle of the rocket and not yourself, being unable to dismount the rocket while turning it, the rocket spinning out of control (I'm guessing that's it losing power though) and some lag when first mounting a rocket. But overall it works very well.

S.R.S
Works Perfectly.

Firestarter
Doesn't exist so no feedback.




That took a lot a lot of writing, can't wait to write some more when I write out the bugs I found in the bugs forum. There may be problems with grammar and the like as I didn't want to proof read all of that too many times, so if you need clarification for anything just ask me. I will also try to keep this updated with the mod.
Last edited by Cash D'Money; 26 Mar @ 11:26am
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Showing 1-15 of 15 comments
SonaristicCatboy  [developer] 25 Nov, 2024 @ 5:25pm 
delicious feedback, ive taken notes
krillin 27 Nov, 2024 @ 12:58am 
Originally posted by Cash D'Money:
I made this by testing each individual weapon and comparing them to their Ultrakill counterparts or to the wiki.
I already mentioned this in the comments of this mod but this seriously impresses me a lot, I wasn't expecting this mod to have carried over so many actual Ultrakill things (such as the nukes, airshots, and more) all while working so well. And while there is a lot of stuff listed, most of it is things I'd consider small that don't drag down the mod by much at all, only improvements to bring it closer to the original game.
The format lists issues shared between all variants of a weapon type, then below that problems with the individual variants.

Universal Feedback
The weapon damages are pretty wack, some instakill and other hardly do chip damage. While there is a meter to adjust weapon damage it affects all of them instead of specific ones, I suggest either adjusting the weapon damages to be proportional to how they are in Ultrakill or give each weapon their own slider. If you don't know how much damage they do in Ultrakill, you can ask me in the comments.
Many explosions also seem to lack self knockback.




Revolvers
Firing speed might be a little fast though it's hard to tell since both shoot fast to begin with, just in case it is too fast the firing speed is 0.5s in Ultrakill, so 2 shots per second.

Piercer
Pierce shot lacks a cooldown, in Ultrakill the cooldown is 2.5 seconds.
Pierce shot doesn't pierce through enemies.

Marksman
Works perfectly.

Sharpshooter
It's hard to say how this one is working due to a lack of tracers, but it seems to work properly aside from a bug that I'll put in the bugs forum.

Alternate "Slabs"
Doesn't exist so no feedback.




Shotguns
Firing speeds are too fast, since the variants have different firing speeds I'll write the cooldowns in their categories.
It's a bit tough to projectile boost and the explosion caused is too small, it should be the same size as a Core explosion.
Sometimes the pellet hitboxes are inconsistent, occasionally going through enemies without killing them.

Core Eject
Firing speed should be 1.25 seconds
Secondary fire cooldown should be 2.3 seconds
Primary and Secondary fire cooldowns should be linked.
Cores seems to explode on contact with the player.
Cores can be punched with the feedbacker, boosting it and making an explosion in your face. Honestly I don't mind this, it's kinda cool if you think really hard.
Cores explodes when hit by projectiles when it should only explode to hitscan.
Cores don't despawn after exploding, instead they keep going. This allows for a scary combination when used with the explosion with projectiles thing, you can cause one magnum ♥♥♥♥ of concentrated explosions by shooting a core with the shotgun.

Pump Charge
Firing speed should be 0.92 seconds (that's extremely specific)
There's no cooldown between pumps, so you can spam it to instantly reach full charge. While there isn't a cooldown listed on the wiki, I think the cooldown should be around 0.3 seconds.
Primary fire and pump cooldowns should be linked.
Pellets should have greater spread on higher charge level.

Sawed-On
Doesn't exist so no feedback.

Jackhammers
Hammer takes too long to pull back, it should be a 0.5 second wait to fire with a 0.5 second cooldown.
There should be a 7 second cooldown from a full speed hit

Core Eject
This works perfectly. Though it could use a tracer for hammering projectiles.




Nailguns

Attractor
The Attractor should shoot silver nails, these have pretty blue tracers and do more damage than the nails from the Overheat and Jumpstart variant.
When magnets despawn, they cause every orbiting projectile to despawn with them, when they should scatter all of them instead.
Magnets break when being hit with the feedbacker, when it should only be from being shot with hitscan.

Overheat
Spawns with only one heat sink (alt) instead of two.
As it gets closer to full heat, the firing speed should slow.

Jumpstart
Doesn't exist, so no feedback.

Sawblade Launchers
Saws should fire in a straight line instead of falling.

Attractor
Ditto as the Attractor Nailgun, but with silver saws.
Additionally, lacks a cooldown, should be 0.25 seconds between each shot.

Overheat
Lacks any indicators on heat level or alt. fire cooldown.
Overheated Saws should ricochet in a straight line.




Railcannons
Cooldown should be 15 seconds.
Cooldowns should be linked between variants (though if that's not possible due to limitations from being separate weapons, it's fine).
Deploy speed should be instant.

Electric
Lacks piercing.

Malicious
Works perfectly.

Screwdriver
Doesn't exist so no feedback.




Rocket Launchers
When rockets collide with some objects, instead of exploding they spin out of control and make me laugh.
Deploy speed should be about twice as fast as the Shotguns.
Rockets seem to fire too high above the player, this makes it a bit tougher to rocket jump.
Firing cooldown should be 1 second.

Freezeframe
Alternate fire seems to trigger the cooldown, causing a delay in firing.

S.R.S
Cannonball has no cooldown, should be 8 seconds.
Cannonball should fire at an arc instead of a straight line, however once parried then they should go straight.
Cannonballs explodes when hit with the whiplash, when they should be reeled to you.
Cannonball hitbox seems inconsistent, most noticeable when trying to dunk.

Firestarter
Doesn't exist so no feedback.

That took a lot a lot of writing, can't wait to write some more when I write out the bugs I found in the bugs forum. There may be problems with grammar and the like as I didn't want to proof read all of that too many times, so if you need clarification for anything just ask me. I will also try to keep this updated with the mod.
ngl I feel like the shotgun damage is WAYY unbalanced than the other weapons, kinda destroys most npcs including some npc "bosses"
SonaristicCatboy  [developer] 27 Nov, 2024 @ 10:21am 
im basing the shotgun damage off the ultrakill gg wiki and multiplying it by 100 just like other weapons which is why its so high
Cash D'Money 27 Nov, 2024 @ 1:06pm 
There must be something off with the damage then, going by that the shotgun should be doing 300 damage and the electric railcannon would do 800, but if you test them on someone like father grigori the shotgun one taps him and the railcannon doesn't
Cash D'Money 27 Nov, 2024 @ 1:07pm 
maybe you set the shotguns to do 300 damage per pellet and not in total?
Cash D'Money 27 Nov, 2024 @ 1:21pm 
I tested it again and it looks like it doesn't do as much damage to other enemies, although it's hard to tell cause sometimes the pellets go straight through instead of hitting them, maybe grigori's just weak to whatever projectiles the shotguns use idk
although it does still seem to do a little too much damage, right now it's able to do 550 (at least from my testing) where it should do 300
Last edited by Cash D'Money; 27 Nov, 2024 @ 1:25pm
Cash D'Money 1 Dec, 2024 @ 4:00pm 
Updated this to be in line with the current patch.
peteg skinny 5 Dec, 2024 @ 8:04pm 
Shouldn't the jackhammer impulse account for where you are vertically looking too? Not just applied horizontally? Another suggestion is that there is no pump charge overcharge jumping, so may that be added? A comment to make is that an older gmod ultrakill weapons addon has the same problem with unbalanced weapon damage for the shot guns, so yes, do balance damage values for them.
Cash D'Money 5 Dec, 2024 @ 10:16pm 
I think the problem with the pump charge explosive jumping is that explosions in general don't really seem to do much knockback along with their inconsistent damage, as for the jackhammer self knockback it's kinda tough to tell how it's working cause it's a little inconsistent
Cash D'Money 7 Dec, 2024 @ 2:51pm 
updated to match the current patch
SonaristicCatboy  [developer] 23 Dec, 2024 @ 3:52pm 
srs cannon and whiplash interaction will likely not happen unless i decide to ask that ultrakill arms guy if i can add some changes to his code, seems extremely hard from the cannonball side of coding
Cash D'Money 26 Dec, 2024 @ 10:31pm 
updated to the current patch
updated the electric railcannon section to have conductor stuff, I was honestly not expecting conductors to even be added so it's really cool to see, the new ricochet stuff is also really cool
updated to the current patch
updated it again cause I figured out rocket riding
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