UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: DidUknowiPwn on December 20, 2014, 12:11:48 am

Title: [WIP] DUKIP Weapon Mod [RELEASED]
Post by: DidUknowiPwn on December 20, 2014, 12:11:48 am
Now if I could actually release something, that'd be perfect. I always promise shit but 60% of the time I don't finish it because I get bored of it ._.
Anyway this small project I should be able to release, it's just a mash up of weapons from various CoDs for WaW.

Beta Video:
http://www.youtube.com/watch?v=M7nDBvUoerQ#ws (http://www.youtube.com/watch?v=M7nDBvUoerQ#ws)

Weapon List
Spoiler: click to open...
Last Updated: 01/12/2015 10:12 AM PST
Update Number: 10
Total 28 weapons (including variants, 29 weapons)
Spoiler: click to open...
Update Number
1: Fixed few weapons with wrong color types i.e. SPAS-12 MP5K, PP2000, AK-47
2: Added new weapon BO2 KSG
3: Added 3 new weapons MW3 MG36, BO2 SVU-AS, MW2 AA-12
4: Added 2 new weapons MW3 .44 Magnum, BO2 QBB LSW
5: Added 2 new weapons MW2 FN2000, BO2 DSR-50
6: Added 2 new weapons MW3 MP7, MW3 FiveSeven, Fixed BO2 3rd person soundalias problems
7: Added 1 new weapon MW3 ACR Beta #1 Released
8: Massive Update for Beta #2, weapons now have better stats/proper
Changed Prototype Visionfile set to "Factory"
Added Wall Weapons
Modified menus just a tad bit.
9: Mediumish update for Beta #3, some weapons were fixed/balanced
New Weapons: BO2 SMR, MW3 Spas-12 (moved from MW2 version), and BO2 Galil (I Actually Pwn, Special weapon)
Added my new menu mod :)
10: Updated menus again, added MW3 HUD, updated custom fonts, now has localized-strings :)
New Weapons: MW2 Barrett (removed BO2 DSR)
Play Solo goes to devmap of Nacht Der Untoten w/ dev features, to play without type map nazi_zombie_prototype in console.
  • MW2
    • AK-47
    • AUG (w/ Scope)
    • Famas
    • M4A1
    • M21 EBR (maybe an iron sight version in the future)
    • MP5K
    • P90 (w/ Silencer)
    • PP2000
    • Tavor (TAR-21)
    • AA-12
    • FN2000
    • Barrett
  • MW3
    • AK-74u
    • PM-9
    • Scar-L
    • UMP45
    • MG36
    • .44 Magnum
    • MP7
    • FN Five-Seven
    • ACR
    • SPAS-12
  • BO2
    • Browning HP
    • Executioner
    • KSG
    • SVU-AS
    • QBB LSW
    • SMR
    • I Actually Pwn (Galil Modded, SPECIAL, by Rollonmath42)

Screenies
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffd8CD%2Fd1b6c708e6.jpg&hash=bee278bb8eefde21acf78b9444801a8479a7b9cd)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffd8HZ%2F6656826934.jpg&hash=31b12ec813887a5958083492814a1735306488da)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffd7dP%2F8da7619349.jpg&hash=0adf1064850da3c936434d483debd8ed53748e0f)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffaurz%2F6ced7b4d0c.jpg&hash=ba475a72530464f04f4fb0fb169e6f56266fbba1)
More to be added later on.

Plans/Goals
At the moment my current objective for this mod is for to be used on other maps, so I will be releasing a version where mappers/modders can place this into their mods like a "Drag-and-Drop Zombie Models"-esque thing. I'm doing 1-4 weapons a day, so I should be able to release this mod in about a week or two (if all things go right). -- Weapons are mostly completed by now, I'll still be tweaking them here and there for the upcoming release.


Credits
Tom-BmX/WinCat - Lemon & Lime
Rollonmath42 - Helping me out from the very beginning <3 and Galil/KSG shotgun AR // I Actually Pwn
Tito - Some materials help
DidUknowiPwn - Just spending the time to do everything ;-;
HitmanVere / Ege115 / Ray1235 - Helping me out on decisions making stuff and being a general sponge for information
UGX-Mods / UndeadModding / FourDeltaOne Communities - Mainly for the user base giving me ideas on stuff :)

On another note, the sounds work exactly how they should be (more or less on the third person) but they work perfectly from my testings. The alias I made was a mash from the official weapons.csv and my own tinkering it may or may not be improved upon. Also, all weapons will be using the following images: Color maps, Normal maps, Specular maps, and Cosine power maps (so weapons look the best :D).

You can hit me up on Steam or catch me on the chat (skype doesn't work as I can't get requests?).

Download
http://ugx-mods.com/forum/index.php?topic=5607 (http://ugx-mods.com/forum/index.php?topic=5607)
Title: Re: [WIP] DUKIP Weapon Mod
Post by: MAK911 on December 20, 2014, 12:24:43 am
Storm PSR from BO2 because it is awesome. It may require some scripting knowledge if you want to do it right.
MP412 from MW3 because I think it's an awesome revolver and I just like break-action stuff.
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DidUknowiPwn on December 20, 2014, 02:04:30 am
Small Update:
Was able to bring the colors back on the guns, didn't realize there was an option 'Color Detail Map'
SPAS-12
Spoiler: click to open...
Before:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fds2kb%2Faaaf7f19ac.jpg&hash=ca0b03feba5e1d3116b30ad5a8cb3265bf28a124)
After:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FdBNb5%2F4576cc3118.jpg&hash=3f7e962ccb61dba3cca753e1e88c4896f0cf19e5)

AK-47
Spoiler: click to open...
Before:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FdBhZf%2F12ab9f1894.jpg&hash=f5ddc24c95c6703d22bb919cd71b97992a85cdbc)
After:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FdBMK2%2F925d6b70ab.jpg&hash=835acb69ae2049d07534457b0ee469c31ef38035)
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DeletedUser on December 20, 2014, 02:15:57 am
BO2:

M27 or AN-94

Scorpion EVO

DSR-50

MW3:

Duel Wield USP. 45's

MW2:

AA-12

Intervention

ACR

Those are my picks! Mod looks very nice so far! ;) 
Title: Re: [WIP] DUKIP Weapon Mod
Post by: MZslayer11 on December 20, 2014, 04:14:28 am
Looking forward to this! Will these guns be able to be used in conjunction with other weapons we want to have in our maps? Will we be able to access the weapon files to change damage, make pap versions ect?
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DidUknowiPwn on December 20, 2014, 04:55:46 am
Looking forward to this! Will these guns be able to be used in conjunction with other weapons we want to have in our maps? Will we be able to access the weapon files to change damage, make pap versions ect?
Well the weapons may/may not work in conjunction, it all depends how many weapons you've added so far. Since the mod is going to be compiled with all assets at once the fastfile will use it all. I'll be making upgraded versions of the models with some custom textures I've made (if anything you can just make your own material by hex editing it).

Edit: And yes you can modify the weapon files as they're going to be included in the IWD's when it's released.
Title: Re: [WIP] DUKIP Weapon Mod
Post by: adfgdagasdf2 on December 20, 2014, 04:50:04 pm
Wow, this looks great! Since its a mod, not a map, could you drag the .iwd into other "prototype" maps and get the weapons in there?
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DidUknowiPwn on December 20, 2014, 04:53:45 pm
Wow, this looks great! Since its a mod, not a map, could you drag the .iwd into other "prototype" maps and get the weapons in there?
As I said in OP, the mod will have that functionality.
Title: Re: [WIP] DUKIP Weapon Mod
Post by: JiffyNoodles on December 21, 2014, 06:14:17 am
Will this be for all stock maps or just for NDU?
Title: Re: [WIP] DUKIP Weapon Mod
Post by: SarcyMoFo on December 21, 2014, 11:31:42 am
Cool weapon mod  :)
As for possible additions I'd like to see any of the following:

From MW2
- G18, Raffica & L86

From MW3
- FAD & MP9

From BO2
- Tac-45, QBB, War Machine [MP version where grenades explode on impact] & the Titus-6

Basically weapons which aren't over-exposed and a few unique preferences - would love to see the Riot Shield, RPG and XM25 in Custom Zombies but outside of the Shield being a buildable I doubt these will appear
Title: Re: [WIP] DUKIP Weapon Mod
Post by: MZslayer11 on December 21, 2014, 06:59:13 pm
Cool weapon mod  :)
As for possible additions I'd like to see any of the following:

From MW2
- G18, Raffica & L86

From MW3
- FAD & MP9

From BO2
- Tac-45, QBB, War Machine [MP version where grenades explode on impact] & the Titus-6

Basically weapons which aren't over-exposed and a few unique preferences - would love to see the Riot Shield, RPG and XM25 in Custom Zombies but outside of the Shield being a buildable I doubt these will appear

Titis-6  :rainbow: :rainbow: :rainbow:
Title: Re: [WIP] DUKIP Weapon Mod
Post by: JiffyNoodles on December 21, 2014, 11:10:00 pm
Titis-6  :rainbow: :rainbow: :rainbow:
Just a question, has anyone got an actual working version of the titus 6 (3-round burst explosive bolts/2-round burst shotgun), because in TMG christmas the had the titus, but it was just an assault rifle.
Title: Re: [WIP] DUKIP Weapon Mod
Post by: Centric on December 21, 2014, 11:29:00 pm
Don't know anything about mw2 or 3
Bo2: storm psr, titus 6, mg08
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DidUknowiPwn on December 22, 2014, 12:11:16 am
For know let me say I'd rather not work on stuff that requires some scripting such as the Storm PSR for that I'd have to create a damage indicator through script and although that's very easy to do, I believe that I wanna keep it simple for the first iteration of the mod. I do plan on doing a version with all the crazy weapons together such as: melee weapons i.e. MW2 Ending Knife, War Machine, Titus-6, Storm PSR, etc.
That'll all be in the future when I have the base mod done :)
Title: Re: [WIP] DUKIP Weapon Mod
Post by: Rollonmath42 on December 22, 2014, 12:38:46 am
Just a question, has anyone got an actual working version of the titus 6 (3-round burst explosive bolts/2-round burst shotgun), because in TMG christmas the had the titus, but it was just an assault rifle.

[BO1] Titus-6 (http://www.youtube.com/watch?v=Vbnajk131yA#ws)

Did it awhile back, really all that's needed to get it to work in WaW is a crossbow script.
Title: Re: [WIP] DUKIP Weapon Mod [Update #5]
Post by: SarcyMoFo on December 23, 2014, 03:18:57 am
Holy crap that's awesome!  :D

See QBB got in, nice one, others were a bit out there I know but I appreciate you considering them for a future version  :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #5]
Post by: GdayitsVishnu on December 23, 2014, 08:00:23 am
very nice, the weapons look solid and well made. i like the graphics of the guns too. they have detail not just grainy details like some other gun mods.
Title: Re: [WIP] DUKIP Weapon Mod
Post by: DeletedUser on December 23, 2014, 09:34:03 am
[BO1] Titus-6 (http://www.youtube.com/watch?v=Vbnajk131yA#ws)

Did it awhile back, really all that's needed to get it to work in WaW is a crossbow script.
Actually, Titus-6 has homing explosive bolts. They automatically attach to their targets.
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: DidUknowiPwn on December 23, 2014, 03:11:12 pm
Actually, Titus-6 has homing explosive bolts. They automatically attach to their targets.
Can use the script for it from BO2 in any case.
Small update: I will most likely release a beta of the mod today with that I need feedback and a lot of it to determine how to balance tht weapons.

Double Post Merge: December 23, 2014, 10:34:21 pm
Beta #1 released on original post, gimme your cruel as hell feedback.
To play the mod install in: C:\Users\YOURPC\AppData\Local\Activision\CoDWaW\mods\ and then in WaW run the mod "weap_testing", play on the map Nacht Der Untoten only!
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: WIL-H on December 24, 2014, 12:57:57 pm
The beta version does not work, the file seems to be corrupted.
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: RonanMerriman on December 24, 2014, 03:23:44 pm
Lovin' the mod dude! The weapons are are top notch but one thing that stood out was how weak some of them are. The magnum take 6 shots to kill on round 2 and the SPAS-12, one of my favorite shotguns in any COD, really sucks. The snipers felt very weak too, as well as the assault rifles, just an all round damage increase on everything would be great. Just a few suggestions as far as weapons:

-On the F2000, it'd be cool to have it with it's red dot sight. I think it looks really cool.
-From MW2 I'd like to see the L86 LSW, M240b(with different fire sounds), G18 & Barrett .50cal(love this version, hate MW3 one and COD4 is old).
-From BO2 I'd like to see the AN-94, M8A1 & LSAT. I personally would like to see the BO2 MP7 instead of the MW3 one(don't ask, I just hate that game), I think it looks and sounds better.
-If you don't plan on adding any wonder weapons or even a custom one, I think you should at least have the Ray Gun in there.

Eventually it would be awesome to see this mod come to Der Riese, or even custom maps. Hopefull this helped  ;)
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: InFInIX on December 24, 2014, 05:06:04 pm
The weapons look good i can port you some bo1 weapons if you want   ::)
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: MBLADE on December 26, 2014, 11:03:08 pm
cool mod, how do you run this in solo?
i thought you load up the original map with the mod , but its not loading the guns?
Title: Re: [WIP] DUKIP Weapon Mod [Update #7] [Beta Release #1]
Post by: conn6orsuper117 on December 27, 2014, 03:48:25 am
I dont think you should put in a .Rar, stuff that requires access via Winrar never likes/works for me.

 :lol: (for some strange reason I posted this and was posted to Bluntstuffy's and Steviewonder's Contest entry. so this was a retype) :lol:
Title: Re: [WIP] DUKIP Weapon Mod [Update #8] [Beta Release #2]
Post by: DidUknowiPwn on January 04, 2015, 01:26:32 am
Updated the mod to beta #2, lots of fixes/additions let me know how it is :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #8] [Beta Release #2]
Post by: DeletedUser on January 06, 2015, 01:21:30 am
BUG REPORT:

- The M4A1's textures are a little weird (Very shiny & pixelated)

- The AUG HBAR w/ Scope and the AUG HBAR share ammunition when holding both

- Spas-12's trigger gets jammed when continuously firing (Fires off 1-3 extra shots by itself)

- Most to all guns still say WT in font of the name (Don't know if this is intentional)

Mod is coming along very nicely Pwn! Patiently waiting for the next update... :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: MZslayer11 on January 16, 2015, 12:25:44 am
Downloading beta #3 now!
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: JiffyNoodles on January 16, 2015, 01:33:09 am
after some more thorough testing, i uncovered some more bugs/problems:
DSR-50: Fire Rate's still too slow, you can fire it before the bolt has returned to where it sits
SCAR-H: Sights are still misaligned (front higher than rear)
SPAS-12: Recoil is too high
Knife sound needs to be changed for all other guns as the correct sound currently only applies to the browning Hp
Browning HP: Reload animation is slower than it should be
 
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 16, 2015, 04:54:25 am
after some more thorough testing, i uncovered some more bugs/problems:
DSR-50: Fire Rate's still too slow, you can fire it before the bolt has returned to where it sits
SCAR-H: Sights are still misaligned (front higher than rear)
SPAS-12: Recoil is too high
Knife sound needs to be changed for all other guns as the correct sound currently only applies to the browning Hp
Browning HP: Reload animation is slower than it should be
DSR-50 had times messed up, fireTime was shorter than rechamberTime's :D
Scar-H known
Spas-12 only in ADS I presume?
Melee sounds no idea wtf went wrong as the sounds were updated and replaced in all of the guns, it's weird.
BHP: Reload Empty was shortened.
Title: Re: [WIP] DUKIP Weapon Mod [Update #8] [Beta Release #2]
Post by: Harry Bo21 on January 16, 2015, 05:22:34 am
- The AUG HBAR w/ Scope and the AUG HBAR share ammunition when holding both
well of course... they are they same gun just one has a scope...
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: JiffyNoodles on January 16, 2015, 08:36:03 am
DSR-50 had times messed up, fireTime was shorter than rechamberTime's :D
Scar-H known
Spas-12 only in ADS I presume?
Melee sounds no idea wtf went wrong as the sounds were updated and replaced in all of the guns, it's weird.
BHP: Reload Empty was shortened.
Understandable, as long as you know about this problems.
The SPAS-12's is for ADS as far as i know
thanks for ackknowledging the problem.
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: GdayitsVishnu on January 16, 2015, 10:25:26 am
I know I'm going to get shit for this but can i have a short descriptive tutorial on how to implement these weapons into a map? or maybe a link to a tutorial, also what WaW stock maps can this go into? der ries, verruckt?  :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: HitmanVere on January 16, 2015, 10:26:26 am
I know I'm going to get shit for this but can i have a short descriptive tutorial on how to implement these weapons into a map? or maybe a link to a tutorial, also what WaW stock maps can this go into? der ries, verruckt?  :)

Well, it is still beta, so no. And only NDU
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: GdayitsVishnu on January 16, 2015, 10:30:52 am
Well, it is still beta, so no. And only NDU

so you're saying i can't put this into NDU at the moment?
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: HitmanVere on January 16, 2015, 10:33:31 am
so you're saying i can't put this into NDU at the moment?

... Did you mean with "how to implement these weapons into a map" your map or NDU? If your, not possible atm. For NDU, just download the .rar and add it in mods folder (make folder, if doesnt have mod folder for this)
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: GdayitsVishnu on January 16, 2015, 10:36:21 am
yes for NDU, i place it in the mods folder where all the other custom maps go.. correct?
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: HitmanVere on January 16, 2015, 10:39:12 am
yes for NDU, i place it in the mods folder where all the other custom maps go.. correct?

Yes
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: GdayitsVishnu on January 16, 2015, 10:57:51 am
i placed it in my mods folder and nothing happened, its not there when i start up NDU
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: HitmanVere on January 16, 2015, 11:36:50 am
i placed it in my mods folder and nothing happened, its not there when i start up NDU

Did you launch the mod?
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 16, 2015, 07:18:02 pm
I know I'm going to get shit for this but can i have a short descriptive tutorial on how to implement these weapons into a map? or maybe a link to a tutorial, also what WaW stock maps can this go into? der ries, verruckt?  :)

Well when I finish everything up I'll release a version where it can be "drag and dropped" into a map.
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: conn6orsuper117 on January 19, 2015, 05:07:55 pm
Did you launch the mod?
you forgot to tell him to extract the mod from the .rar
then open up the folder that said Weap_testing
and then put THAT in the mods folder
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: GTTClan on January 24, 2015, 01:00:21 am
http://youtu.be/vypJFrVhgHs (http://youtu.be/vypJFrVhgHs)

This was pretty fun. Good mod  :accepted:
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 24, 2015, 06:34:34 am
http://youtu.be/vypJFrVhgHs (http://youtu.be/vypJFrVhgHs)

This was pretty fun. Good mod  :accepted:

Looks awesome thanks for playing :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: Rorke on January 26, 2015, 03:37:03 am
worked perfectly fine for my tutorial map but not for my REAL map

  (!) UNRECOVERABLE ERROR: duplicate menu name 'friendly_arrows'
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 26, 2015, 03:45:01 am
Well just FYI the mod isn't supposed to be used on other maps yet... it's not even in a state where it's completed .-.
I'll be releasing a version without my menu mod on it when the mod is completed :/
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: Rorke on January 26, 2015, 04:06:55 am
ohh shhheeettt lol ok but will be be compatable when finished?
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 26, 2015, 04:49:17 am
That's the goal.
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: JiffyNoodles on January 26, 2015, 07:12:24 am
when's the next update coming out?
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: DidUknowiPwn on January 26, 2015, 03:53:14 pm
when's the next update coming out?
Progress has been slow because I've been working on a couple of other maps and mods the past couple of weeks. If you have more suggestions let me know.

Double Post Merge: January 26, 2015, 08:16:05 pm
Alright updated and added pre-release.
The generic stuff still exists misaligned Scar-L iron sights
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: JiffyNoodles on January 26, 2015, 10:29:16 pm
Progress has been slow because I've been working on a couple of other maps and mods the past couple of weeks. If you have more suggestions let me know.

Double Post Merge: January 26, 2015, 08:16:05 pm
Alright updated and added pre-release.
The generic stuff still exists misaligned Scar-L iron sights
so the SCAR sights can never be aligned? what a shame :-[
Title: Re: [WIP] DUKIP Weapon Mod [Update #9] [Beta Release #3]
Post by: Rorke on January 27, 2015, 02:02:45 am
Well just FYI the mod isn't supposed to be used on other maps yet... it's not even in a state where it's completed .-.
I'll be releasing a version without my menu mod on it when the mod is completed :/
ooppss i was meant to post that in the menu mod ^_^ imma derp
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 28, 2015, 11:43:16 am
I tested a bit more, and idscovered a few more things
- The DSR-50 has been replaced by the Barrett (what a shame)
- The knife sounds are still the same as the W@W knife sound (except the browning)
If it isn't too much to ask, can you please add a BA rifle to this map? it doesn't feel right having 3 SA rifles on this map.
Anyway, i have faith in what you're doing, keep it up.
Regards,
JN
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: joj on January 28, 2015, 01:41:59 pm
Any significant differences from update #9 to #10? The changing from "Alpha" to "Pre-Release" might tease one to believe something big has been implemented, but that's not usually the case.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: Harry Bo21 on January 29, 2015, 07:50:39 am
I think he just means he has nearly reached the point he originally planned to reach

The weapons are all ok pretty much bar a few things he needs to sort, I think hes done adding gun now and is just fixing these last few bits
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on January 30, 2015, 12:33:12 am
I tested a bit more, and idscovered a few more things
- The DSR-50 has been replaced by the Barrett (what a shame)
- The knife sounds are still the same as the W@W knife sound (except the browning)
If it isn't too much to ask, can you please add a BA rifle to this map? it doesn't feel right having 3 SA rifles on this map.
Anyway, i have faith in what you're doing, keep it up.
Regards,
JN

DSR was replaced because I had broken the model when I tried to get rid of tris discards :/
Knife sounds are now fixed, forgot to replace the meleeSwipe properties.
A "BA" rifle? You mean burst? There's the Famas and that's about it.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 30, 2015, 01:43:14 am
DSR was replaced because I had broken the model when I tried to get rid of tris discards :/
Knife sounds are now fixed, forgot to replace the meleeSwipe properties.
A "BA" rifle? You mean burst? There's the Famas and that's about it.
It's all good, if you couldn't do much, then that's about all we can ask.
And BA=Bolt-Action (L96A1, L118A, L115, Intervection, M40A3, MSR etc.)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on January 30, 2015, 01:55:37 am
If anything I can probably just slap the Intervention instead of the Barrett, I just didn't want to use it because it's overused. I can't get my hands on any other MW3 anims so gotta deal with this :D BO2's are just tris discard which make me not want to use them until a method has been developed.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 30, 2015, 04:11:01 am
If anything I can probably just slap the Intervention instead of the Barrett, I just didn't want to use it because it's overused. I can't get my hands on any other MW3 anims so gotta deal with this :D BO2's are just tris discard which make me not want to use them until a method has been developed.
What's wrong with the L96A1 or the L118A (i have never seen the latter in a custom map)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on January 30, 2015, 04:18:09 am
What's wrong with the L96A1 or the L118A (i have never seen the latter in a custom map)
I don't have the L118A anims, the L96A1 is from BO1 which is why I don't want to use it.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 30, 2015, 04:21:06 am
I don't have the L118A anims, the L96A1 is from BO1 which is why I don't want to use it.
Ah, that's right, you're using BO2, MW3 & 2 guns
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on January 30, 2015, 04:23:44 am
Ah, that's right, you're using BO2, MW3 & 2 guns
Basically yeah, I don't want to use weaponry that can be accessed normally/easily. Which is why the mod is only using weapons from those 3 games.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 30, 2015, 04:24:54 am
Basically yeah, I don't want to use weaponry that can be accessed normally/easily. Which is why the mod is only using weapons from those 3 games.
What about the Ballista or MSR (i know the latter is used a lot)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on January 30, 2015, 04:26:40 am
What about the Ballista or MSR (i know the latter is used a lot)
I could use the Ballista but I really wanna try and get the MSR or L118A anims somehow, I like the MSR more in terms of weapons but it's anims are broken for reload. So L118A is my choice, but in any case if I can't get it by around next tuesday I'll probably just replace it with the Intervention :/
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on January 30, 2015, 05:55:34 am
I could use the Ballista but I really wanna try and get the MSR or L118A anims somehow, I like the MSR more in terms of weapons but it's anims are broken for reload. So L118A is my choice, but in any case if I can't get it by around next tuesday I'll probably just replace it with the Intervention :/
I think Cyberman has the reloads for the L118A, but don't quote me on that, but wither way, the intervention's a pretty sweet sniper rifle.
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DeletedUser on February 01, 2015, 11:44:17 am
would be nice if you could add a Solo Scoreboard and place the iron sight the Scar-L  :)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on February 01, 2015, 07:32:32 pm
would be nice if you could add a Solo Scoreboard and place the iron sight the Scar-L  :)

Small update this version of the mod will be put on hold until I finish the downloadable weapon mod.

Currently I'm doing upgraded weapon models, about 13/29 weapons are done so far. I've also gotten the fix for the ADS anims for the Scar-L

The weapon names are based on people that have been helping me out a lot in this mod along with the other mods I've been doing for other CoD's. Basically my friends are what the weapon names are after, (almost) everyone picked their own weapon so hopefully I can do them proud.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfiwRd%2Fea3b9660fc.jpg&hash=2fbc2233b7200b7a1065c93ef5a120ef6c458040)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfjkuD%2F7d50fb8655.jpg&hash=3b96636af659fe38deb0d7947b63c6a019565b38)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfhM25%2F2c927da577.jpg&hash=24e68e8b10869e647caf4af92a83a67bb4d5e042)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fff6F5%2F910080d2d5.jpg&hash=a844b11132084df510c4b4fecb8174b2b79d53f7)

A little teaser :P
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DeletedUser on February 01, 2015, 07:36:00 pm
Small update this version of the mod will be put on hold until I finish the downloadable weapon mod.

Currently I'm doing upgraded weapon models, about 13/29 weapons are done so far. I've also gotten the fix for the ADS anims for the Scar-L

The weapon names are based on people that have been helping me out a lot in this mod along with the other mods I've been doing for other CoD's. Basically my friends are what the weapon names are after, (almost) everyone picked their own weapon so hopefully I can do them proud.

(http://puu.sh/fiwRd/ea3b9660fc.jpg)
(http://puu.sh/fjkuD/7d50fb8655.jpg)
(http://puu.sh/fhM25/2c927da577.jpg)
(http://puu.sh/ff6F5/910080d2d5.jpg)

A little teaser :P
WoW! very nice idea, keep up the good work!  :P
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on February 06, 2015, 02:55:04 am
Hey guys sorry about being away on this topic for a while now, been kinda unmotivated lately but I'll get back on the mod as I'm close to the end I really want to complete this.

Here's a small update:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfoxqF%2Fabe87c053f.jpg%5Bimg%5D%3Cbr+%2F%3E%3Cbr+%2F%3E%5Bimg+width%3D770+height%3D443%5Dhttp%3A%2F%2Fpuu.sh%2Ffoa29%2Fa716a98e09.jpg&hash=8f75409a9217ec02a884550e491f1fcf2f2479de)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfoAK9%2F08dd0eccc0.jpg&hash=297ea4327304255f962960413eb8ec86dd5802f3)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffoa29%2Fa716a98e09.jpg&hash=6059e3bbb9ea7501dfbe49ae62ec2d228a0e487a)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Ffoemh%2Fa79d51d05b.jpg&hash=2a408f5ba94b53f678b0fb4cd506f1868a15cd70)

17/31 weapons completed
http://puu.sh/fx3MN/09e6cf2257.png (http://puu.sh/fx3MN/09e6cf2257.png)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: JiffyNoodles on February 06, 2015, 04:56:05 am
Can't wait to see the final product of this mod in someone's map, gonna be sick (if only i know how to map, port etc.) keep up the good work
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: DidUknowiPwn on February 11, 2015, 10:44:22 pm
6 days later~

26/31 weapons completed
Replaced PM-9 with Advanced Warfare MP11
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfNeUt%2F18f29dd4b8.jpg&hash=3b7e7ef30405f1b79bd4b8f786408922c00a55dd)
:o

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfN8Zx%2Fe3e07cc890.jpg&hash=b4d66419c981ddc58c2e5710648979e93005e146)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfN7hl%2Fa1249f078f.jpg&hash=6115a586f1e2d91682454f7b47610cbdf2f6fa1d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfN4xj%2Ff79f128fc0.jpg&hash=0548eed4069582825ca151f3a7d02e502825e3c5)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfN4Tb%2Fcab2e57ac9.jpg&hash=8d6ad1389b88416419d39b215517b31b74bcf963)


Edit: yay!
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfOa1z%2F225f7f74c9.jpg&hash=d33b358883f58a2ddf0592ccfefc030e545e3ae1)
also waw pap fx places a new model on top of existing model, lolok
(which is why it seems like there's two pap models)
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: Rollonmath42 on February 11, 2015, 11:23:38 pm
Le smexyness continues :3
Title: Re: [WIP] DUKIP Weapon Mod [Update #10] [Pre Release]
Post by: vinnyz500 on February 12, 2015, 12:55:10 am
very excited, after this no excuse for stock weapons  ::)
Title: Re: [WIP] DUKIP Weapon Mod [RELEASED]
Post by: DidUknowiPwn on February 12, 2015, 09:58:40 pm
First release can be found here: http://ugx-mods.com/forum/index.php?topic=5607 (http://ugx-mods.com/forum/index.php?topic=5607)
This topic can be locked by a mod  :-X