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Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 09 Jan 2014, 10:24
by Dr.Flay
I tried to add the UT weapons to the config, as I have it setup with a modded BotPack so I can port and play UT maps.
Can you tweak it to allow extra swaps, or are they coded-in ?

BTW. is the "realistic" mod mentioned by Shivax, anything like "Xanth realism" or more like "ActionRealism"
http://files.myopera.com/dr-flay/unreal ... Realism.7z
http://www.unrealcentral.com/downloads/ ... sm_v05.zip

Xanth is something I use in all UT games, and ActionRealism is something I use to play DayZ style survival games.

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 12 Jan 2014, 00:51
by Gizzy
Dr.Flay wrote:I tried to add the UT weapons to the config, as I have it setup with a modded BotPack so I can port and play UT maps.
Can you tweak it to allow extra swaps, or are they coded-in ?

BTW. is the "realistic" mod mentioned by Shivax, anything like "Xanth realism" or more like "ActionRealism"
http://files.myopera.com/dr-flay/unreal ... Realism.7z
http://www.unrealcentral.com/downloads/ ... sm_v05.zip

Xanth is something I use in all UT games, and ActionRealism is something I use to play DayZ style survival games.



I didn't account anyone wanting to replace more than the maximum amount of csweps (I think the array is hardcoded to support up to 30 replacements)

Shivaxi's "Realism" mutator was originally intended to make the weapons fire much faster and make them much more lethal. I messed around with it in csweps but the way I structured the code would've made it really difficult to implement properly :/

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 12 Jan 2014, 03:49
by Dr.Flay
Ah poo.
I did try and fool it last night, by putting the UOldskool mutator first to convert the weapons to U1, hoping it would them map them next.
Nope :(
You may have to think about this for the UT port as many MH and SP maps in UT are based on the Unreal weapons.

Xanth Realism, puts the damage emphasis on to how much the pawn can take, rather than how much the weapon can give.
I would suggest when you have a working UT build, to try it with Xanth. It works with most weapon packs but was born to be used with these type of packs.
It is unfinished, but maybe someone could finish it, or just use the ideas.
Location-based damage is something I am keen on, as it stops people getting dumb kills by shooting someone in the foot or arm, and increased the chance a chest-shot will put someone down.
(I wish I had Xanth for all the Unreal series).
Allowing the user to choose the shell-casing lifespan is also a good idea, as if you have the RAM all the piles of brass at your feet, really add to the "real" feel.
It also means that casings can actually reach the ground and alert you to a sniper high above you.
You can also hear people walking on empty casings and give away their location ;)

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 19 Feb 2014, 05:34
by Dr.Flay
As you are busy, I thought I would do some scouting.
It occurred to me that the main benefit of this project is the 227 features, and that as Torax is currently working on the SDK UT weapons pack, it may be good to work together, or allow him to do the SDK port.
If all 3 versions can be kept network compatible this would help keep us all playing together.

Torax said he is interested so I thought I'd see how you feel about it.

BTW. It seems my suggestion for the SDK bullets to have a zipping sound as they wizz past yer ears looks promising.
Not many mods have this, but I recommend you read my full post where I explain in gory detail
http://www.ut99.org/viewtopic.php?f=34& ... =60#p60756
The following posts in the conversation contain stuff you may also find useful.

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 23 Oct 2014, 09:56
by Dr.Flay
I realise you have other projects on, but how close to finished is this pack ?
By the feel of it I am guessing over 90% as it only seems to be missing a few aim-anims.

If you do not want to finish it, would it be OK to get someone else to complete it ?

BTW. Watching people play the real game makes me realise how much better your mod is than the real thing :D

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 25 Oct 2014, 03:10
by evilgrins
I may've missed it. Did anyone say if this works for ut99?

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 26 Oct 2014, 18:15
by xRedStar
Hey can you update your drop box file, I think the link is down!

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 26 Oct 2014, 20:02
by Dr.Flay
No, this is built for Unreal 227.
I believe the plan was to make he UT version after.

Dropbox files always disappear unfortunately.
You can find the last version I have here;
https://drive.google.com/folderview?id= ... sp=sharing
No way to tell what version it is though. I can't find any version info in the docs.

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 26 Oct 2014, 20:48
by Gizzy
I got linked to this thread, I'm aware that there's a few bugs with it pertaining to online play which I'm gonna look into

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 08 Nov 2014, 16:45
by Dr.Flay
Cool.
Newbies playground now has it as a regular feature, so it would be good to get it finalised.

Re: Counter-Strike Weapons for Unreal (CSWeapons227)

Posted: 21 May 2017, 12:06
by Rocky
Sorry for bumping the topic.

I am releasing a small patch mutator which makes CSWeapons227 playable in Botpack gametypes.
Botpack I have tested is of dots which included in the zip file along with original CSWeapons227 files.
Sorry for the file size, due to Botpack and original CSWeapons227 files were also added.

From ReadMe file:
Changes from Previous Version:

1. Removed Sway rotation codes and made it static rotation.
2. AWP and Scout Sniper rifles will act like in original CS.
3. Fixed the crosshair bug appearing on scoped weapons while zooming.
4. Fixed a log error - "'WingIn' not found" of all types of CS grenades, since the CS grenades are a sub-class of UnrealShare.Grenade.
5. Players will now spawn with random pistols if the option bRespawnWithRandomPistols is set to true in .ini file.
6. Players or bots will spawn with two extra frag grenades.


Download: http://www.mediafire.com/file/8pzncy4l8 ... otpack.zip

Credits to Gizzy, Shivaxi and dots.