[Model] Compact LMG Replacement

Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
<div class="IPBDescription">Not sure if worth "publishing" as a mod...</div>So I figured this maybe deserved it's own thread, since it wasn't that relevant to my other thread about requesting source files. This is more fruition of my other thread, and although I'm not sure it really warrants any kind of "mod", I wanted to be sure to offer it up to anyone that wants it.

I hacked up the LMG as a series of tests for myself personally, to see how the compile handles different things. So the result here is a vertical grip variant of LMG animations, with alot of other miscellaneous changes. New melee animation, barrel spins and front assembly recoils more when firing, and all animations are held from a vertical grip, as well as new (heavily heavily editted) deploy/draw animation. Check it out for yourself, see the pictures, video, and download below!


Images:
<img src="http://ice.annihilation.info/NS2/CompactLMG01.jpg" border="0" class="linked-image" />
<img src="http://ice.annihilation.info/NS2/CompactLMG02.jpg" border="0" class="linked-image" />
Added some "iron-sights" (I ripped the little bits off the foregrip and put them on top =p) Video was taken before this.
<img src="http://ice.annihilation.info/NS2/CompactLMG03.jpg" border="0" class="linked-image" />


Video:
<a href="http://www.youtube.com/watch?v=2CLa6L_QA0o&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=2CLa6L_QA0o...eature=youtu.be</a>


Download:
<a href="http://ice.annihilation.info/NS2/CompactLMG.rar" target="_blank">http://ice.annihilation.info/NS2/CompactLMG.rar</a>

Here is a download link for the Compact LMG if you wanna try it, and I do encourage it! You can either make it into a little mod by extracting the contents to your "Natural Selection 2" folder, and making a new NS2 shortcut with a link like so:
"D:\Steam\steamapps\common\Natural Selection 2\NS2.exe" -game CompactLMG
or if you are feeling more direct, you can just put the files directly in your default models directly!


Expect much more original works to come, this was just the result of some expirementing. Have fun!

Comments

  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited November 2012
    damn man I'm digging this, ofc its worth publishing its awsome!
    can't wait to see what else you got going on, took a quick look at the rest of ur work you got some cool stuff there for TF2.
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    Very nice work! Glad to see some new model work coming in, I don't think I've seen anyone else doing this for NS2 yet.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited November 2012
    Good, good.
    NS2:C needs some gun and armor models hint hint hint.

    Seriously, this is nice. Workshop!
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    How ever you did this, nice work!
    Looks great, could be a new weapon between Rifle and Shotgun, you know like a MiniHMG, faster firerate but less accuracy.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    Beautiful model, really does look compact! I'm happy to add it to my Swarm mod as an 'SMG' if that's ok with you.
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    Uploaded/Added to the NS2 Workshop as a mod, test it out for me! Appreciate all the positive responses, now you can all just look forward to a fully custom model with brand new animations to come, designs are already in the works for the "Hand Cannon"!
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    <!--quoteo(post=2019926:date=Nov 11 2012, 07:41 PM:name=Evil_Ice)--><div class='quotetop'>QUOTE (Evil_Ice @ Nov 11 2012, 07:41 PM) <a href="index.php?act=findpost&pid=2019926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uploaded/Added to the NS2 Workshop as a mod, test it out for me! Appreciate all the positive responses, now you can all just look forward to a fully custom model with brand new animations to come, designs are already in the works for the "Hand Cannon"!<!--QuoteEnd--></div><!--QuoteEEnd-->

    WE NEED A LUA COER! ASAP!
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    I played a bit with the gun and it seems to have an issue. You can glitch the reload animation at any time and the ammo counter often goes back from 50 to 49. Something is a bit derpy.

    I dunno, if maybe another workshop mod is causing it, but I doubt, since none of the workshop mods which i have installed, alters the lmg.
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    edited November 2012
    An interesting find, I have has this happen once as well in an online match, it would allow me to reload at 50 ammo, and the counter would bounce between 49 and 50... the thing is I can't for the life of me figure why a custom model would alter this in anyway... I'll have to email Brian about it, I did notice that the source files I got from him do not line up %100 with the LMG in use ingame at this time, but I never suspected to find a weird bug like this. It seems to be purely visual, but it does play the reload sound and will play the whole reload animation. From what I could tell it is interruptable by anything else so it's just an annoying visual glitch, but at this time I'm baffled as to what is causing it, unless it has to do with the animation graphs... hmmm.... gonna look into that now.

    [edit: I looked into it, and unfortunately found that the issue is not something I can resolve at this time. I noticed that the muzzleflash is also not playing clientside when on an online server match. This is commonly caused by the server models passing a series of requirements or instructions to the client, which are using a different set of animation/timings, or different names on nodes, such as the muzzleflash. This means the source files I have are outdated, and incompatible with the currently in-use models used on the official servers... These issues are all resolved if the server is hosting a game using this rifle, but that isn't a solution, so hopefully I can get some updates or info to fix this from Brian or someone else on the NS2 team.
  • MyLilPwnyMyLilPwny Join Date: 2012-11-06 Member: 167812Members
    Glad to code this as a new weapon if you give me the specifics on how you want it .
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    I don't really mind those small glitches. If I would, it would annoy the hell outta me. Can't wait for a fully fixed version tho :D
  • KyralosKyralos Join Date: 2012-11-10 Member: 169226Members
    Good work!
    I used your model to add a weapon.

    A submachine gun very bad against the armor, but with a very good rate of fire.

    Here's a little video (not very interesting) of the result :

    <a href="http://www.youtube.com/watch?v=gYWq0tvLByg&list=HL1352747142&feature=mh_lolz" target="_blank">http://www.youtube.com/watch?v=gYWq0tvLByg...feature=mh_lolz</a>
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    That's pretty neat! Wait till the hand cannon is out and you'll have another one to code in.

    That said a few people mentioned coding this into mods and things, by all means please have at it, this is still primarily UWE property, I just modified it a good bit.

    Feel free to code this into any mods you want to, just be sure to pass along credit for the edits and reanimations!
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    This thing is pretty sweet! Fit pretty damned well with the vanilla weapons theme too. Props!
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    NID DIS AZ NEW WEP0Nz :3

    Maybe a 5 PRes gun for those who are tired of the Rifle? with some tweaks but not really leet better
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    You bring up an interesting point, I personally would LOVE to see some cheap marine personal weapons added. I know this isn't at ALL what a lot of die-hard, core-NS1 players want to see, but NS2 has already proven to deviate from NS1 in alot of ways.

    I think that some cheaper, more reliably affordable for the general public of the marines. One glaring problem I have with the marines in NS2 is that while aliens can customize their alien experience to a degree for free, given the hive upgrades, marines are stuck waiting %75 of a game to afford more than a shotgun, and if they ever buy a shotgun, that's a good chance they will not be getting another opportunity at more than another shotgun for a good long time. One of the core problems is that personal resources are only awarded for a killing blow, not to any assistance in the matter, even if someone else did %90 of the damage, and someone with a pistol or flamethrower finished the job. This means that only one player at any given time is generating resources from kills, and it feels that without having super-rambo marines playing, aliens will always generate resources faster, and customize their gameplay far better without the need of spending resources every death.

    I think some cheap filler-guns would greatly help reduce this problem. Maybe providing some variant weapons in the mix would help marines feel they have more control and freedom to spend their resources before the end-game when exos with dual miniguns are researched! I find that most games marines won't purchase anything until protos are up and don't want to waste resources on just a single minigun when they could get two in a few more minutes. This makes marines extremely reliant on nothing but commander upgrades, and puts marines at an early game disadvantage to the far more useful hit-and-run, more bang for your buck alien types.

    Hopefully this will get modded into existence, followed by public acceptance if it does well enough, then implemented as a concept in core NS2... just ranting now, I gotta get back to studying and working on the Hand Cannon!
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited November 2012
    Curently it looks little bit ridiculous, but if you could change it to bullpup design, it will look like a viable weapon.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    <!--quoteo(post=2023246:date=Nov 14 2012, 04:00 PM:name=Evil_Ice)--><div class='quotetop'>QUOTE (Evil_Ice @ Nov 14 2012, 04:00 PM) <a href="index.php?act=findpost&pid=2023246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You bring up an interesting point, I personally would LOVE to see some cheap marine personal weapons added. I know this isn't at ALL what a lot of die-hard, core-NS1 players want to see, but NS2 has already proven to deviate from NS1 in alot of ways.

    I think that some cheaper, more reliably affordable for the general public of the marines. One glaring problem I have with the marines in NS2 is that while aliens can customize their alien experience to a degree for free, given the hive upgrades, marines are stuck waiting %75 of a game to afford more than a shotgun, and if they ever buy a shotgun, that's a good chance they will not be getting another opportunity at more than another shotgun for a good long time. One of the core problems is that personal resources are only awarded for a killing blow, not to any assistance in the matter, even if someone else did %90 of the damage, and someone with a pistol or flamethrower finished the job. <b>This means that only one player at any given time is generating resources from kills</b>, and it feels that without having super-rambo marines playing, aliens will always generate resources faster, and customize their gameplay far better without the need of spending resources every death.

    I think some cheap filler-guns would greatly help reduce this problem. Maybe providing some variant weapons in the mix would help marines feel they have more control and freedom to spend their resources before the end-game when exos with dual miniguns are researched! I find that most games marines won't purchase anything until protos are up and don't want to waste resources on just a single minigun when they could get two in a few more minutes. This makes marines extremely reliant on nothing but commander upgrades, and puts marines at an early game disadvantage to the far more useful hit-and-run, more bang for your buck alien types.

    Hopefully this will get modded into existence, followed by public acceptance if it does well enough, then implemented as a concept in core NS2... just ranting now, I gotta get back to studying and working on the Hand Cannon!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Im not sure if one player gets PRes from kills, i think its just points (?).

    On a youtube comment i already suggested on a vid of this the following:
    "Also, fire rater needs to be faster, clip size reduced (to 35 perhaps), less weight than the rifle (thus more movement speed) less damage (via direct nerf or damage type) and less accurate."
  • KyralosKyralos Join Date: 2012-11-10 Member: 169226Members
    Yop, actually i give this weapon the following characteristic:

    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'><b>MR13 Spitfire</b>
    Speed move ​​reduced by 10% (13% for rifle / 9% for pistol)
    Dispersion: 8 degrees (3 for rifle)
    Damage: 10 (10 for rifle) but divided by 2 against armor, -25% damage against structure
    Reloading: 25% faster than the Rifle.
    ROF: 120% faster than the Rifle.
    Price: 5 resources
    Clips: 50</div>

    This weapon is very effective against small aliens, but ineffective against large and structure.
    This is a really specialized weapon in its current version.

    I am also currently working on other weapons (but without 3d model for the moment):
    Another one for the Marine at start game, one for the middle and two at the end (for concurencer Exo choice)

    At the moment I'm almost finished it:
    Sulaco MH29 'aka the giant killer' : A semi-automatic rifle with a very low rate of fire, a 5 shot magazine, but causing severe damage.

    I work too on new Kharaas lifeform, but for now I'm focusing on the Marines.

    <b>A big thank to EVIL_ICE for is wonderfull work !</b>
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    edited November 2012
    <!--quoteo(post=2023677:date=Nov 14 2012, 10:16 PM:name=Kyralos)--><div class='quotetop'>QUOTE (Kyralos @ Nov 14 2012, 10:16 PM) <a href="index.php?act=findpost&pid=2023677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yop, actually i give this weapon the following characteristic:

    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'><b>MR13 Spitfire</b>
    Speed move ​​reduced by 10% (13% for rifle / 9% for pistol)
    Dispersion: 8 degrees (3 for rifle)
    Damage: 10 (10 for rifle) but divided by 2 against armor, -25% damage against structure
    Reloading: 25% faster than the Rifle.
    ROF: 120% faster than the Rifle.
    Price: 5 resources
    Clips: 50</div>

    This weapon is very effective against small aliens, but ineffective against large and structure.
    This is a really specialized weapon in its current version.

    I am also currently working on other weapons (but without 3d model for the moment):
    Another one for the Marine at start game, one for the middle and two at the end (for concurencer Exo choice)

    At the moment I'm almost finished it:
    Sulaco MH29 'aka the giant killer' : A semi-automatic rifle with a very low rate of fire, a 5 shot magazine, but causing severe damage.

    I work too on new Kharaas lifeform, but for now I'm focusing on the Marines.

    <b>A big thank to EVIL_ICE for is wonderfull work !</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    Note that faster reloading times need equal faster reloading animations.

    BTW and maybe more directed to Evil_Ice, it may be best served with a new kill icon and higher pitch sounds
  • PistachioPistachio Join Date: 2005-05-26 Member: 52481Members
    Though I have no real experience doing any of this stuff you gents are getting your hands into, I have noticed how much easier it is to get into the guts of NS2 and use existing resources to make fun mods like this. Very encouraging.

    Good stuff, Evil! Thank you for sharing!
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