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What is a "broken" weapon?

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Created 9 years ago
by sevengpluke
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Hello UGX community. Luke here. I'm a little confused as to what the community considers as "broken" weapon. So here is a topic of me asking you guys what is a broken weapon in a map. I ask this because I want to make sure the weapons I plan to port are well done and not "broken". I know a few key things such as incorrect anims and raise time and such, but is there more to it? Here is a video of a AN-94 I (almost)finished porting(thanks to MakeCents, Midget Blaster, Rorke, and BWC). Keep in mind that the spec and cosine arent done yet(still learning) and the world model shown in video isnt the actual world model(have yet to do). Is that weapon broken? If so what about it makes it broken so I can fix and make sure its done to other weapons I plan to port. The weapon files have official bo2 an94 stats and some bo1 prone and crouch stats. I do this because bo2 weapon files doesnt seem to show all of the values for them. Thanks.. :P

http://youtu.be/ri3BTxjyOkk
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Here's a good example, you can see some of the weapons on my old map VS the ones one my newer map

https://youtu.be/BkebzWRjsFQ
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Enjoy my 2015 contest map, a simple map with bo1-bo2 features
http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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Incorrect sounds, missing sounds. Incorrectly placed notetracks, no fx, no normal / spec maps, messed up animations, timing things, incorrect ammo counts, incorrect damage settings (don't really have to be spot on but try to make sure they make sense.)!those are all examples of what makes a weapon broken. (At least to me) your an94 looks really nice imo.
Last Edit: March 18, 2015, 01:55:43 am by Centric
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Thanks for the responses. Nice comparison video as well. I will be sure to keep these in mind, although I am using the reloadtime and such from bo2 weapon files so I shouldn't have to worry about those(of course natural human errors can occur). Also your video just shown me that my an94 port doesnt have the iron sights animated as shown in your video. Fail on my part for not binding them in maya lol. I removed the bone because i thought it was uneeded. ;D Will makesure to fix that. Thanks.
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That map in the video looks interesting...is it just a test map or is it an actual map you're currently working on?
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oh my god its a map from halo  :o
please tell me this will be a thing
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You only seem to be missing normal, spec and cosine map images for your weapon to make it shiny and more detailed. Other than that, nice job.
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oh my god its a map from halo  :o
please tell me this will be a thing

Is it really?
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You only seem to be missing normal, spec and cosine map images for your weapon to make it shiny and more detailed. Other than that, nice job.

Funny you mensioned the normals. Its using the bo2 normals, not the grey ones but the purple-ish looking ones. Are the extracted ones no good? Should I just make my own normals? As for cosine and spec, I plan to add those as well once I learn how to properly make them. Thanks. ;)


The map shown in video is nothing more then a test map. Sorry. :P
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I personally think that "broken" it's a bit over the top.
I prefer not ported well, and/or not with the correct settings.

I think that the most important things are:
the damage of the weapon
the firetime (ratio of fire)
the reload times (reload and reload empty)
the first raise time and pullout and putaway times
Clip capacity and number of clips.

There is a good site: http://symthic.com/
with stats and specifications for bo2 - ghosts and some bf games
also this table is very useful for bo2 , at least for me it was
http://i.imgur.com/mtJtv.png?1.
It was just a google search "bo2 weapon stats"
You can find sveral tables for mw2 and mw3 too.

Let's talk about your AN-94:
Your worldmodel seems to be the viewmodel,
because it has the second magazine behind the weapon.
Also this weapon has a nice feature: the barrel moves back and forward
with the fire anim and in the reload empty anim too. Chech the binds on the viewmodel
If You are using tanims or already ported xanims

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I don't see anything wrong with the port qualities in the UGX mod 1.0, some are missing cos/specs and incorrect sounds, but they're not bad imo.
Last Edit: March 18, 2015, 08:27:48 pm by Ege115
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Actually the weapons in UGX Mod 1.0 were pretty poorly done. Some didn't have correct sounds and reused WaW sounds, they were all based off the FG42 soundalias which made them have that ting sound to them which was quite annoying, and correct me if I'm wrong but I believe one of them didn't have sounds at all, and no I'm not referring to the missing sounds in Nazi Zombie Titan. Also, some of them weren't even the correct models, some had bad animations, the Thundergun was full-auto instead of semi-auto like in Black Ops 1, and the "semtex" grenades were just molotovs in most of the maps that featured the mod.
Last Edit: March 18, 2015, 07:38:49 pm by zsftw115
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Actually the weapons in UGX Mod 1.0 were pretty poorly done. Some didn't have correct sounds and reused WaW sounds, they were all based off the FG42 soundalias which made them have that ting sound to them which was quite annoying, and correct me if I'm wrong but I believe one of them didn't have sounds at all, and no I'm not referring to the missing sounds in Nazi Zombie Titan. Also, some of them weren't even the correct models, some had bad animations, the Thundergun was full-auto instead of semi-auto like in Black Ops 1, and the "semtex" grenades were just molotovs in most of the maps that featured the mod.

And how old is the mod? :P Take that into consideration
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I like broken weapons. Its like scripting. It's not a bug, its a feature. But I like custom, so I don't want my stuff to look, sound, act, like the original version.  ;D

But seriously,
The only thing I consider broken is if the sound is ridiculous and doesn't go with the gun, like having pistol fire sounds for an auto fire weapon, strange lines happen during anims, or if the world view doesn't look right or is facing the players head. Other than that, if it looks cool, sounds cool, and serves the purpose of the map, damage and fire wise, which is the more important part to me, then it is just modified, not broken. But then, you should prob rename the weapon...
I doubt my opinion will be a popular one in the community.
Last Edit: March 18, 2015, 08:46:49 pm by MakeCents
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I personally think that "broken" it's a bit over the top.
I prefer not ported well, and/or not with the correct settings.

I think that the most important things are:
the damage of the weapon
the firetime (ratio of fire)
the reload times (reload and reload empty)
the first raise time and pullout and putaway times
Clip capacity and number of clips.

There is a good site: http://symthic.com/
with stats and specifications for bo2 - ghosts and some bf games
also this table is very useful for bo2 , at least for me it was
http://i.imgur.com/mtJtv.png?1.
It was just a google search "bo2 weapon stats"
You can find sveral tables for mw2 and mw3 too.

Let's talk about your AN-94:
Your worldmodel seems to be the viewmodel,
because it has the second magazine behind the weapon.
Also this weapon has a nice feature: the barrel moves back and forward
with the fire anim and in the reload empty anim too. Chech the binds on the viewmodel
If You are using tanims or already ported xanims

Thanks for your response. The stats are direct so those thing you've mentioned should'nt be a problem for my ports. The world model for the an94 isnt finished but will be and added. Also for the iron sights not moving during fire, i need to fix that as Ive removed that bone when I rerigged the weapon model. Thanks :P
Last Edit: March 18, 2015, 09:02:08 pm by sevengpluke

 
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