#Glockmaker
1 messages · Page 2 of 1
I don't see this as a problem personally, but I do consider them all the same gun
i do find that less ugly than the tt33
its not just super tall slide
I love the caliber it shoots 762x25 is just a cute little bullet
Ew what the fuck is that?
That thing is a sin lmao
Why is the barrel so short?
That round is hilariously Russian mindset
Matilda my beloved
So nobody is talking about my C96?
Beautiful piece though~
Thanks, cost me a pretty penny as well.
I can only imagine how many kidneys you turned in
Could you please make mod that adds AK and ar, m4a1 rifles to the game. Or any other auto guns
Great addition for medieval style survival 😂
its also a burst gun
why TwT
I LOVE THAT GUN DONT DISRESPECT IT
It's 2k usd
So how about, uhh, 2 birds one stone
I hate those modifications that essentially turn a whole pistol into a receiver…
That's cursed, if you just want to go there, just make the Hi-Point, it's cheap IRL (120-190 USD MSRP) and easy to make, and doesn't require the complicated Browning Reciprocal Locks, it's pretty much a straight blowback pistol.
Found on Google from blog.cheaperthandirt.com
Found on Google from blog.cheaperthandirt.com
But then you gotta make a jam mechanic so it can perform accurately to life and jam on every shot
It, surprisingly enough, doesn't do that, and if so, it doesn't do it often.
Thats a crazy statement
they also inseminate horses
the high point looks like it has a low poly gon count
It does tho, more often than it doesn't in my experience. I bought one brand new and it jammed on the literal first shot
Hmm, I don't refute that it doesn't jam, but then again, this is coming from a police instructor when passing by the local gun shop, they advised not using it as a back up weapon for a multitude of reasons.
It either works or not, as they say.
Still, better than nothing.
At least it isn't those 80's Saturday Night Specials.
i mean a gun is a gun, but jamming as often as a hi point does is really unacceptable
Question, what type of model is the Hi-Point? C9 or the Yeet Cannon.
Hell if I remember, I basically threw it away right after
(Sold it to someone, didn't literally throw it away)
Could've traded that gun in a for a new one.
Lifetime warranty my good sir.
At least it's a cheap one.
Ew no
A glock is not a civilian weapon, I really don't care how good it is, no external safety means civilians don't need it
I have a 1911 somewhere in a safe and an m9
So like a G2C that I have as my personal concealed carry?
I'm unfamiliar with that one, at least by that name if that's an abbreviation
Taurus G2C, in .40 S&W.
Also has a safety as well.
Reviewing the G2C again but this time in 40s&w. This guns initial impressions are quite good, stay tuned for a more updated review after some more rounds are sent down range!
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Thanks, love the little thing, fits in my cargo pants pocket with it's spare mag without giving it away.
-# just please tell me it's not loose in the pocket
No it's not, has it's proper holster. Fits in nice and snug.
Nice
@wicked parrot for Glock maker did you mainly just change the shape .json from one of maltiezes fire arms mod, like specifically from the Bossi carbine as that's the only one with a multi round ability/ multi reload animation tied to it? And then from there just edit the muzzle reload anim to a bullet from in, and remove/ change the pre-requistes for firing the gun to no longer require the powder flask wadding and bullet/slug?
Also what does the math that you have in the file do/ in charge of?
And what program did you use for player animations lol?
for the code? i wrote the new script myself by looking at maltiez's source code
nothing in jsons determine the functionality of the gun outside of actually telling the gun to use the cs script
math is, without opening up the code again... i believe for the zeroing/accuracy of the gun when shot
in game tool, the developer version of configlib has it iirc
Okay, but otherwise it more or less uses the vanilla projectile system? You just wrote a bunch of math to make it more accurate and have the projectile follow a specific ark every time?
And there's a zeroing mechanic for the gun? Or do you mean aiming lol
Yeah, I knew .jsons didn't change functionality. I was thinking about how the easiest way to get a fascimily of what I want in a playable state before ironing out the gritty
the section of the code that uses it was, more or less, copied from the muzzle loader script from the firearms mod
For which one sorry, aiming or the projectile?
i don't remember, somewhere in shooting i believe
Okay
And that would just be opened up in Visual studio to look through it?
Just double checking lmao
your IDE of choice
Okay
This reply is unrelated to the above conversation, but if you want I'm happy to make models for you I find VSMC super easy and intuitive/ fun to use and from what I've read a lot of people don't
This is absolutely goated but I would seriously consider changing the name on account of glockmaker not really making any sense for an early industrial weapons pack
Except its going to have a glock
oh
Probably going to make a fork of this for my own server then, lol
you can commission it from maltiez for 500 bucks
I did see that
That's 2, maybe 3 paychecks though
Brainstorming for now
Gotta square up my idea first before jumping his bones
but he's the only one i would trust to do it well
I'm very much impressed with what he's done so far, his services would be worth it for me
The austrian/ German gasser revolver? Nevermind I googled colt .45 single action and a nagant revolver?
I've not had the energy to try this because I've had a busy work week and I've been exhausted from drinking too much lmao, but more or less the easiest way to implement a multi shot weapon, would be to go through the fire arms mod, like rip the Bossi carbine from the fire arms mod, put the relating info into a blank template, swap the code word to the one on a new shape .Json put in a different shape .json then go through and edit the other gun information for the Bossi (if the remainder of gun info is in .jsons like how many shots the weapon holds) edit the in-between shot animation to be the hammer pulling back and cylinder swapping via like overhaul lib, edit the reload again via overhaul lib but like have it repeat X ammount of times per cylinder, and then also edit the tp handposition, and the aiming animation ? Like as a hypothetical I've just thought about it for a while not actually tried
just getting it to work, maybe
but keep in mind, visual consistency
spent casings, live ammo, empty slots
THAT will be a bitch
Are those all hard coded into maltiezes overhaul lib and not in .jsons I'm assuming?
hunt showdown is the only game i know that goes all the way
no, firearms simply doesn't have anything like this
But swapping the requirements from powder horn, to a bullet, and dropping the other requirements would be easy yeah?
I used to play the fuck out of it back in the day, and then everyone got really sweaty and I wasn't ever able to keep up with people being good ; (
Trench gun and the Colt single action army
Having put myself through the shadow shit in Battlefield 1 I was very fond of that revolver
hate the game but admire its technical side
Loosely modeled off of a 56 navy and a gasser
The community behind it is lowkey trash lmao
audio that actually has travel time, insane visual consistency on every gun
Those are the things I really like about it, that other games N E E D to implement
I am currently reworking it though so that way the cylinder actually has hollow spaces for the shells and the barrel is hollow as well
I spent an embarrassingly long amount of time yesterday trying to understand why if you divide 360 by 45 you don't get 6
But, as you have a much more advanced knowledge of how coding and modding works, my like theory as to how to implement modern guns should in theory work without needing any super drastic modifications or knowledge of code besides editing animations and .jsons
And adding new recipes
i have no idea about the game's code
and the more i hear about it the less i want to
I wasn't gonna try to do anything code related lol, just use the frame work Maltiez already set up, but in an ideal world if I also knew anything about programming besides basic knowledge I would attempt to do that stuff myself
as you can see with glockmaker, it isn't as easy as just ripping the bossi and changing some things around
I'd asked him about it and he said he wanted to make his own code and his own maths for it, didn't ask why but I figured it was so it wasn't entirely dependent on someone else
nah there's variables to this
as i am currently making a game i have an idea of how easily things can go wrong
you have to account for every possible case
the lack of these various fallbacks likely is why glockmaker is only half-functional currently
and working off a game's existing code jungle makes that even harder
I think part of that is due to the reload system and him wanting to be able to reload the magazine at any time
for example there are already hacky fixes in place to prevent the gun from breaking entirely
following everything up with the rest animation
theorycrafting code and actually writing it are two completely different beasts
always expect it to be at least 10x harder than you think
the idea of implementing a visually consistent revolver terrifies me
I most likely wouldn't actually be writing anything, as I do not know how to code lol.
It'd more or less be a content mod similar to the extra firearms mod that adds a couple of new guns, like double barrel guns, I don't think manny928 does a lot of digging into maltiezes code for it
I was going to rely at least for the revolver the Bossi system that doesn't allow you to reload the weapon untill all shots are fired, for that thinking about either a full cylinder swap, or all 6 cartridges through the loading gate.
How so? Like what about it does
the visual part
the currently chambered shot has to be visually consistent with what is displayed
what if you have 2 spent rounds, 1 live round and three empty slots
you have to display and track that
have it rotate, and fire only when the next round is life
I don't think it's that hard, have cylinderrotateanimA-F assign them per shot, I guess the hardest part would be displaying the round has been fired
i can see so many ways this can go wrong
not to mention you need a different animation for placing each round, removing empty ones
and not only do you need to have that, it has to work too
And then I was only going to let the reload after all 6 shots are gone.
I would probably need to make 6 different cylinder models that each have 1-6 primers struck and have that split up into 6 different rotating animations around its center.
Oh for reloading I was thinking about taking the full cylinder out for ease of animation, and there is some precedent for stuff like that happening, with the American civil war
well that would be lame
but sure i guess you can modify a bossi into a dirty revolver
having an actual immersive revolver would be an absolute headache in my eyes
But for the model there is a loading gate, it'd end up turning into 6 segmented animation more or less copied with the cylinder over 60 degrees every time
Aye, getting something immersive is an end end end game goal, like year plus maybe
After all it took Maltiez like 6 months to add an aiming animation
cause he had to write his own system
the other modded "guns" were just bow reskins
and it's so obvious too
That is true, I'm also not tryna discount his work as he wants things to work right and properly and flawlessly
I've not used any of the other ones lol
Besides Glock and extra firearms
those other mods are the reason he started modding
they were so bad he just had to make a better one
LMAO the oroborus of people wanting more and more bang sticks
we went from bow reskins to actual functional guns
I wish I had the knowledge of C+ to be able to like go into the code and read and understand the differences between them/ and to see what all Maltiez did to improve on the vanilla projectile system
c#
i can read code but i don't understand the game's code
so i only have a vague understanding of how it works
A vague understanding is better than none lol!
I've legit been thinking about maybe signing up, or buying like an online C# course, but that would be like a year plus and hundreds of dollars of dedication, might be easier and more cost effective to pay Maltiez 🤣
there's only one commission slot
once it's taken no more guns
it ought to be a good one
and a revolver seems like a good contender
would also likely make a great template
the current guns being muzzleloaders with the same way of reloading leaves a lot to be implemented if you want to do something different
though detachable mags could also become a headache of their own
if it were up to me i'd make it an ak
The only detachable magazine I want from the fire arms mod I'm working on is the revolver, if I decide to do that.
All the weapons I'm planning on adding will be single shot, as that's also kinda what the frame work we currently have is for lol.
a detachable cylinder is effectively a mag yes
It also leaves it easier if you only want to make manually operated guns, because there is already a loading and a action animation set up in place, and that would need to be repeated X ammount of times per shots you want to have
even the way it is it's already kinda janky
the animation jitters and repeats
having that reset for every shot you load into the revolver will be very noticeable
Like the cylinder not fully rotating 360 degrees with all 6 shots or?
I don't think I fully understand that
no, the animation reset
you want to use bossi as a base, did you see how it reloads?
when you reload one shot it resets to idle, then restarts the animation
causing a jitter
for a gun like that, it's excusable
Yall know you can make your own animations right?
missed the point award
Not really
code is still the same
I haven't seen the actual firing/reload animations for the Bossi, I wanted to use it as a frame because to my knowledge, it's the only gun that's multi shot, and has an animation in-between shots
it will still jitter
You can make several animations that are used in various stages of loaded
Therefore no jitter
and that requires..
say it
Coding, or the gun resetting to neutral position
Several animations? I don't get what you are trying to say
Causing jitter
CODE
and that code will need fallbacks for every possible scenario
it's much more of a headache than it looks
Yeah no shit it would need code, you had never mentioned that before at all so saying I missed the point is wild
The entire exchange me and bolotnik were having would be about the feaseability of basically making a .json patch for maltiezes firearms mod to add more from the frame work he has in place because I don't have any coding knowledge
maybe read the convo before barging in
the convo is this guy wanting to make a revolver using the bossi's existing implementation
Eh whatever, I don't have to explain myself to you. I did read it though
If I time the jitter right it could be at the end of the hammer being pulled back so it looks more natural, a lot of BP revolvers have VERY heavy hammer pulls usually in the 5lb range
no the jitter is you resetting to idle
Which, wouldn't that happen after the action animation before aiming?
you can't really mask that UNLESS your animation ends with the idle stance
which would be even more awkward
Yeah, I get why that would be more awkward, it would pull away control and have like a .25 second delay in between the animation and usability
that needs code
The animations in .json can't be like sequenced?
Like resting, hammer pull back cylinder rotate then to resting again, and repeating 6 times?
why would you pull back the hammer before loading?
doing it the other way would both work the same way as bossi and be more natural
but needing to cock before each shot WILL need code
Don't you need to cock the second hammer for the Bossi before firing it? Or is it reload like a singular barrel gun, fill touch hole cock hammer and frizen and repeat? Then fire
LMAO but double action won't?!
But if I wanted an animation to play while I press the trigger I would have to code that, or would the hammer fall animation group already implemented be enough?
you prime both in the same animation
Ahhh okay
I thought the priming was in-between firing not before both
Is that his real asking price or are you being silly
Thank you for talking to me about all this
It's real
real
find someone else who can do it then talk shit
It's really not, Maltiez codes professionally, he's applying his actual rate for what he'd do for work
Home boy has obviously never actually had anything commissioned if you think 500 is a lot
Give it a few months and someone will just code a cool revolver themselves
furries pay more daily
Bro what the heck do you think me and bolotnik were talking about for the past hour
people have been saying that forever
where is it
Yes, and they also rip off each other 
And true guns have been the number 1 most requested feature in VS since it was released in 2016, took till 2024 for a decent implementation of them
And about another 2 for people to build off of that
I can shop around and commission a drawing of a furry creature for like 20$ or I can find someone who will rob me and ask for 300$
This is known
The 20 dollar one will be shit, but the 300 one will be hyper realistic and have all of your kinks and freak nasty desires in it
malt doesn't even want to do it
he just put it up to get people off his back
but he WILL do it if someone does it
Not really no
He kinda hates the majority of people that use his mods lmao
This is more reasonable
and he's right
Anyway this game is steadily getting more popular and the next update will increase that popularity even more so it's just a matter of time really
but the price is fair because he will have to maintain that mod, and he is the only one who does this shit
I don't disagree, it's a bunch of people clamouring for things he doesn't want and then actively talking shit about him when he doesn't cave to their every whim and fancy
economy rules
I guess if you include maintainer fees that is more reasonable
His fire arms mod is already one of singular most popular mod the the DB with like 350k downloads
And currently 4 forks
yea
anyway you figure out how you're gonna get your revolver done without code, i'm going to bed
i would say double action is the only way
(would still need minor code adjustments)
Whenever I have the energy to use my PC and actually do it I'll let you know, especially if you're willing to hold my hand through any coding LMAO
Good night Bolotnik lmao
(reminder again i do not understand the game's code)
a hand to hold in darkness is better than none at all
But yes LMAO I'll most likely end up posting about it in mod development when once I can get something to shoot multiple shots, as that seems like the easiest thing in the whole process
Yeah probably unfortunately
❓
Basically was a long conversation on the logistics of trying to make a revolver without code, nothing too relevant to you
its definitely... doable, for sure
not in a way that would look great, or be fully immersive, but it would function
There's time enough to make it purdy later
Gotta make it exist first
I've not worked on it hard because I'm exhausted, and I don't like the model I was currently working with so I was re doing it.
I really didn't want to have to mess with the projectile system, or making a projectile system or coding, as I have no knowledge of it.
But my plan was more or less to rip the bossy carbine from maltiezes mod, initially swap the shape file for it, swap the code word from super imposed to revolver. Change the shot count to 6, and then start messing around with the player animations in overhaul lib. The gun wouldn't be able to reload till all rounds are fired most likely (as I think that's how the Bossi handles it).
I was told if I wanted to have animations after firing the gun I'd need to code that in, but wouldn't that be doable just with animation sequencing
I was also thinking of having the animation be a full cylinder swap, and the recipe for a loaded cylinder would be fat lead bullet powder flask.
could the ammo be made abit more powerful
like maybe 20-25 damage
as currently its on par with the firearms wheel lock pistol in damage
which is generally made far more easily
and the musket deals like 38 damage so is the bolt action trade off for more ammo lower ammo damage ?
From what I recall, muskets fire a fairly large ball, around .50 and higher calibre
Yeah this was an intentional decision from the mod maker
One I greatly disagree with
Once this mod itself is in a more stable and usable state I plan on making a fork of it that will go a slightly different route
But for now just change the damage, it's in a json I believe
Also once I go back to vintage story
yeah the bolty currently is not very worth it as its tbh worse then the bossi carbine
ammo is cheaper 32 rounds is like half a flask
That's hardly a good balancer lol
it will one shot every drifter type till like the second highest one as well
the musket oneshots all drifters lmao
always 1 shots wolves, sometimes 2 shots deer which is how irl guns kinda typicallys works.
the musket according to maltiez fires a .75 caliber round
thats is a 19mm projectile
The bolty takes like the entire magazine to kill a single double headed drifter
Well it's one shot, so I'd imagine it takes the entire "magazine" for anything
i meant bolty
Lol
Yeah no the bolt action should be a steel weapon that does a bit less than the musket, purely on principle alone
Yeah
Which for the record is what I'm going to do
even 20 damage is enough
But that's a few months out cus I'm lazy and wanna make sure my baseline is fully usable
its like the bolt action has same power as wheel lock piztol
I think the musket does 38?
It does
That was intentional
If the musket does 38 id give bolt 25, still less to make up for magazine, but enough to be actually powerful
yeah
france and the UK for most of the 17th and 18th used .75 cal muskets gun caliber dropped to the mid .50s and .40 when rifliing became more common place ,rifling has been around almost as long as musketry in europe(the 1480-1520s is when its thought to of surfaced), it was never common place till the cost got reduced signifcantly in the late 1730s+ most militaries didnt start adopting rifles till the 1780s-1820s
Idk off rip how to change damage, but if it's by ammo type I might do some fun stuff with it
Well yes, I should probably have clarified most we'd see now are 58
Since a lot of older ones didn't survive
it is
Unless I'm mistaken
Oh cool
The bullets is what gives the guns damage
If I can figure it out I'll make a smokeless variant too that does more damage
So base will be a little more than it is now and smokeless would be 25
With less smoke obviously
if you have the mod making version of overhaul lib you can just get rid of the smoke animation and then save it to the weapon .json frtom overhual lib i beilive
the bolty doesn't make any smoke anyway
it does depends on how much your partilce ammount is in the games settings
It should?
That was one of the complaints I remember, multiple shots make it impossible to aim
hah imagine expanding bullets, vs armor piercing bullets... we out here making escape from story
That is beyond my abilities, but if someone makes it im installing it immediately
really easy said then done
yeah
talk to maltiez about it, might cost 500$ tho
Combat overhaul has penetration tiers
he takes commissions?
one for crossbows and one for firearms, ever in totality
Moreso he will take a commission from what I understand
Because people really want more stuff but he doesn't want to add anything more
Someone commission him to write fuckin documentation for his library
That way more people can make guns
thats one of the things he offers as a form of payment or atleast used to for the comission
wdym ?
I've been pondering early grenades, since explosives are always fun
Isn't there a mining charge in game?
Could just make that throwable
theres already a mod for grenades
That adds modern grenades
his mods are closed source?
it has types of grenades
Who? Maltiez?
Not that I'm aware of
I don't think you can edit them, but you can view the source code
you need to pay to find out how his mods work?
No
ohh
He just doesn't write documentation
I don't blame him tbf
But it means most people find it harder to approach his library to use it
like writing what each component in the code does?
Moreso how to make use of the tools provided by the library
huh
mind you maltiez said he offered the dude a fixed up model for this btw
Basic instructions on how to use them that is
The explosive mods there are don't really do it for me
Just a bunch random stuff, perfect for the game I s'pose but I mean more historical bombs/incendiary devices you'd throw at some poor sap
Yeah, has gorg not implemented it?
no
Historically a mining charge is probably the earliest grenade
Just throw it instead of placing it
Followed by just balls of iron filled with powder

?
Early frag grenade
Or a useful scrap bomb
those exist as mods
what maltiez had to say for now there is nothing specific to crossbows, and also I see no reason to have docs for not library mods
ovh lib is not meant as library for other modders to use, it is just a part of CO separated from it
There was a library with docs long ago, nobody used it, so no reason to have proper library now. They can figure it out if they want.
overhaul lib (as in short for library) is a library mod
he could have just kept it in his mod files if he didnt want others using it
so... yes it should have documentation
im not upset it doesnt, it doesnt bother me
but it should
m2 browning when
overhaul lib is apart of combat overhaul now
its simply seperated from co to not brick older mods
dont misunderstand, im not upset with maltiez for not writing documentation, its fine, but if its a seperate mod people need its a library, and if its open as it is its going to be used by others. someone at some point should write documentation, and maltiez would be the best person for it
but like maltiez said he had library with docs which no one used
its older than my time on vintage story so i wouldnt know about it
but also not really relevant to my point
i was never upset with maltiez for not doing it, i was making a joke about commisioning him to do it
well i played vintage story since the times when we still used server sided Model changing mods for races
kemono?
nah
these mods changed the player model for everyone
you also couldn't choose
Kemono was the right step forward
it was, but it wasnt a good solution
maltiez (once again) revolutionized that
bro singlehandedly rewrites the mod game i swear
I started playing since the addition of food spoilage
i only started in like... summer this year maybe? i dont remember
wasnt too long ago
was before player model lib came out tho
i know that
or at the very least, before it was popularly used
i believe i started playing since 1.14
He used to have a statement that went along the lines of 'if you document overhaul lib libraries or one of my other libraries I'll potentially consider that as a form of payment for a comission' but I think he changed it recently
thats weird
I started playing like maybe 6 months before Maltiez implemented the firearms mod, because I remember that came out and was insane, and then I stopped for a while shortly before he implemented aiming down sights
Ah, that makes sense
The damage isn’t based on the weapon, it’s based on the projectile.
The MULTIPLIER is what the weapon effects
So, if you want to bullet to go from 16 to 20, (which wouldn’t even do a whole lot anyway?)
Polar bears have 66hp, so you go from 5 shot-ing a polar bear (or 4 shot and 1 stab from pretty much any weapon in the game), to 4 shots.
Your 5 round weapon needs 1 less round to kill one of if not the strongest non boss animal in vanilla VS.
Idk about anyone else…but I find it rewarding to land all 5 shots on a polar bear…the reward is killing it faster than any weapon on its own…only slower than stacking…
if people want their overpowered guns they are by all means allowed to config the damage. i'll even add configs in the next update
default settings will remain geared towards game balance rather than perfect realism, however
and, should the person bringing up "it only does the damage of a wheellock pistol" be reading this... yes, actually, black powder and ball firearms were often more damaging than modern guns and ammunition. its just that modern pierces better
Black powder munitions crushed and tore, they were slow and lumbering, we never got projectiles faster than 630m/s from the use of black powder weapons and the ONLY people to change that were the British by using specially compressed and extruded black powder pellets till cordite was able to be synthesized on any meaningful quantity until 1889.
Most black powder weapons including bolt action rifles of the day, such as the GewherM1871 (11.5 mm wide projectile) typically used .40 and above sized projectile. The Portuguese kropatsech was an 11mm wide round, the Japanese murata rifle used an 11mm round as well, all of them flew at under 450m/s the British Martini Henri had a muzzle velocity about 440m/s
Modern munitions typically have a muzzle velocity around 750 m/s to 1500 m/s in cases like 5.45 nato, or 6.8x51 furry which can be between 900-1500 depending on the load shot through it
so the only benefit of this is more ammo ?
but really, the reason is he wanted a modern gun to be "balanced"
when that kinda removes the point
guns themselves are already fundamentally overpowered, so just keep playing into that
not a competitive game
i doubled the damage in my json
i wouldn't be suprised if his bolt action does nothing to end game armor ie steel plate
Uh…you are forgetting that the COUNTER to plate armour…is blunt damage…
Yea, getting hit by a lead shot might not puncture into your body, but depending on the design, your sure as hell got broken ribs or a skull that’s split in half.
musket doesn't either
co isn't balanced for pvp
I thought with full plate and gambeson musket damage drops to like 25
it was like 6 damage
I got confused with this meant lmao I thought you were saying plate armor doesn't do anything to stop it rip me my reading compression is terrible
more so the guns aren't
no, co as a whole
it has pvp functionality, not pvp balance
pvp hit detection for example is location based, not rng
The entire game isn't made with pvp in mind, the devs actively changed the sword model to the ugly falx because "you aren't killing people" or something like that
CO makes it possible tho
On that note, when I make my fork i may make an armor piercing ammo for that purpose
how are you gonna do that
you would very likely have to modify co at the core to be able to do that
damage tier is stored in the gun, not the ammo
nah you can give bullets additional tier
it's just that there is no such thing as armor penetration
the "armor piercing" on maces is just additional tiers against players
not actual armor penetration
Yeah I'm not gonna make real armor penetration, especially since I do not care about pvp in the slightest
Just give the AP ammo higher damage tier against players
If I can figure it out
About libraries and docs:
- first of all, there is a statement about docs for config lib as a way to pay for commission of a firearm, it was always about config lib, never about overhaul lib. Also it is not about in-code docs, it is about API docs.
- then, overhaul lib is a library indeed, it is a library mod for my projects based on it, though it does not mean it has to be documented in a way for others to understand. Library does not mean that it is meant to be used by everyone, it just means that it is a collection of code and assets used by other mods. For me I dont need to doc my code, cause it is written in a highly readable way (for me at least), or at least I try to do it this way.
- There was FSM lib and Animation Manager lib, they were documented and meant to be used by others. A lot of effort and time was put into docs and proper API, but it all was for nothing, I failed at this, though it was a learning experience. Later I made Config lib and with a lot of friction it made its way into modding scene. And then I made PML that practically exploded, compared to config lib.
- In contrast: there is zero effort put into ovh lib to make usable by others, it is made in way to be the easiest used by me. May be if I see enough demand for animations, player controls and other aspects of the lib, I will make proper libraries for this. Until recently, there were no signs of ppl that can utilize such functionality to level of mods I made with it.
Attack tier does describe how well an attack penetrate armor, so additional tier is the armor penetration, and armor piercing is specifically about player armor penetration. Not sure what else do you need.
obviously, but say if someone wants musket to do full damage through armor, can't directly do that
(also doesn't attack tier still cap at 9 even with additive tiers?)
There is no support for projectiles yet, you could'v just requested this.
Sorry for intrusion though, I will probably leave this thread after this discussion for you to have a space to talk free of me.
Btw, I do considering implementing some single shot and magazine black powder rifles that use metallic cartridges for Rubix next playthrough, but not sure I will have time for this.
rubix?
also a magazine gun would make a fantastic template for future guns
detachable ones would be extra work from there, but the ak would be much closer..
Repeating crossbow is a magazine bolt action rifle, btw
huh what the hell why didn't i think of that
@frozen agate
lmao
you can use the repeater as a base
I had been thinking of this lowkey, I thought against it because of the lack of ads
But I'm certain I could copy the animation, or reset it using overhaul lib dev mode
why not do it quake style first
then proper style later
would also give it some "uniqueness"
That was original goal as well, I'll actually be able to work on trying for a gun today as well as I have today off and I don't feel tired, but I did almost cut the pad of my middle finger off yesterday lol
LMAO I just woke up I need coffee
Good night lol
that action animation looks like firearms when the animations were stop motion
the cylinder drop animation looks good, but should be faster
what part should be faster?
it does look very snappy, i am thinking about adding more frames for the hammer pull back, but i made all 6 shot shot animations one per cylinder
fair
Question, but is it suppose to be a swing out cylinder like most revolver?
Seams a bit prudent, other then that, having multiple cylinders are usually in the realm of caplock revolvers.
Other then that, I thought the revolver was going to be a gate loaded revolver, looks similar to a Reich's Revolver if you ask me.
Found on Google from reddit.com
True revolvers were always caplocks
flintlock revolvers existed but as prototypes
Back then, yes, but even in the 1850s, there where cartridge based revolvers in the form of the pinfire revolvers
The Lefaucheux M1858 was a French military revolver developed for the navy, chambered for the 12 mm pinfire cartridge, and based on a design by Casimir Lefaucheux and his son, Eugene (also a gun designer). The 1854 model was the first metallic-cartridge revolver adopted by a national government; the 1858 was the first variant fielded. It was fir...
Yes, even matchlock revolvers as well, but even then, I do have to wonder what glockmaker is using as a model for his revolver.
personally don't expect any of his guns to be powerful
They are, just depends on the target.
the revolver will probably be weaker then a vanilla bow
... bruh, question, have you ever fired a .38 Special Revolver?
no
but this is purely due to the bolt action having same damage as the wheel lock pistol
what
vanilla bows already do fucking nothing
do you want it to compete with rocks?
More than capable enough to put down a boar if you know where to place the shot.
that's an attempt to balance a gun that doesn't belong to begin with
I think glockmaker needs to tweek it for the folks in the back.
with default values, i would not use that boltie at all
with doubled damage, it feels alright
it's just that guns are guns
this is more like a post cod gaming perception of a gun
I mean, compare it to a .75 to .69 cal musket ball, a .303 sized cartridge will go fast, but won't cause much damage like the musket ball.
in an immersive sandbox game you ought to actually feel a gun's strength
with doubled damage this thing is still weaker than a carbine
but it's no longer a peashooter
bossi and the pistol ARE peashooters, a proper modern gun isn't to compare to those
And it's blackpowder, so I think it's preferable that the bolt action should be somewhere above a matchlock by 40 damage, at least.
i want to have blackpowder and smokeless rounds
because a downside of this gun currently IS that followup shots are basically blind
adding smokeless rounds as an option (though not sure how you would make smokeless powder) would be a great dynamic
I believe they'll will copy that of the poudre B formula that the French made.
HNO3 and pyroxilin first
mercury fulminate for percussion caps
as i've said, feel free to modify the gun's damage as you like, but my default settings will remain mostly in favor of game balance
game balance was thrown out the window when guns were implemented
Word more truer has been spoken.
Also, is the weapons damage in the mod files or in the game mod adjustment settings?
unless you want it to be a separate entity from firearms
it's in the jsons
easy to edit
Thanks
setting to setting, sure. gun strong because gun strong isn't particularly a design philosophy i want to follow. all weapons are... well, weapons
It more or less is a cap revolver, mainly because that was the easiest way I could think of with animating a reload
It's like a mixture between the reichs revolver and a 46 walker
Oh, maybe a Gasser 1870 perhaps, as well?
Reminds me of my 1851 colt navy and 1858 remington I have.
Though I have a question. Is it possible to do a simple caplock revolver reload like this?
: https://youtube.com/shorts/ki9IP7QaAPE?si=NCP1sPFJ2q6gff2k
#shorts #roblox #gravedigger
other info:
discord username Fai hastag 1744 (DM for Doom mapping work or music)
email: [email protected] (do not disturb except more serious contact)
It is possible but it's a lot of work lol. I was gonna be lame and have it be cylinder swaps, and what you do is swap emptied cylinders with loaded ones. And the loaded cylinder would be through a crafting grid
Or, if you want to get more technical, you can explain by having multiple cylinders holding individually loaded cartridges like this gun.
But after firing you have to take part the cylinder, eject the cartridges, and replace them with new ones like this revolver
Straight out of your Western movie childhood.
👆
I knew I wasn't being crazy when I remembered there was a way to reload the old colts without taking the barrel wedge out/ without dropping rounds in with the loading lever
Glad to be of help then.
I've read American civil war stories of people doing full cylinder swaps with their colts or whatever revolver they had access to, and they'd carry around a pouch with like 5-10 cylinders all loaded with cap and ball covered in fat , nipples capped
That was where that reload idea came from lol
Hey, at least this can be used for a civil war era rp.
Yeah true I guess lol, it's almost 20 years from one of the design influences lol.
It's so weird to think about the guns that were available in the civil war lol, like if I remember right the British were designing the Martini Henri during the American civil war LMAO, the Snider Enfield was adopted during the American civil war, and the Springfield 1861 is almost an exact copy of it lmao
The rolling block was also in development during the American civil war lol
True, also, if your going to individually reload each cylinder like a caplock revolver, use this: https://youtu.be/oU4vxBrd278?si=jav_Yj6PwD4r2_3Y
Today I demonstrate the Powder Inc. cylinder loading stand. Thanks for watching.
Something like that will probably be added once I can get the model to show up in game and shoot, I spent all of yesterday remaking and animating that bad boy
Also make the device portable and easy to make so people won't be too worked up about it.
If I do implement it it would be the same one for pushing down rifle bullets into their casing, nonmobile, you just gotta make enough rounds, or bring a flint lock and flask of powder as back up.
But for a while ^ because that sounds like it would need coding, it will just be crafting grid recipe, fat linen patch powder flask 6 bullet 1 cylinder
Don't add fat or fat linen, makes it quite hard for others to reload the gun in question, but caps, lead bullet, and powder will do nicely, and do make a tight fit to make it waterproof enough.
Also, if your wondering about rifle ammo reloading kit, I present to you my mobile .303 british reloading kit that I have in my house:
This one is both pistol and rifle reloader kit.
The Lee Loader is how many people got started in handloading. For what is a pretty rudimentary process, this reloading kit is very capable of producing accurate and dependable ammunition, and is completely safe as OL's Tyler Freel shows here.
Learn more and to get your own Lee Loader: https://www.outdoorlife.com/story/guns/easiest-ammo-reloadin...
I only have the rifle reloader, not the pistol one.
I was thinking of the old school rifle loading presses that you have bolted into the side of your gun table
Like the other guy had for his BP revolver
Well then, the mobile one isn't accurate, and slow to use, maybe a mechanic in which the kit makes it a bit less useful, but workable and ready for immediate use, but the reloading bench is both accurate and fast to use, but is only in one place or the other, a settlement based reloading bench.
O my…pre loaded cylinders in VS, for speed loading…refilled back at base at a specialty table?
I love it
I know it’s a bit rude to ask when an update is going to come out but will any of the guns be added within this year?
maybe
mod development is a little on the backburner right now, but should i get the motivation and time to work on it again pump action shotgun shouldn't take long
dont be impressed this is a collabortive effort between me and another person that has taken days, however slowly but sure \ly we do be doin' some cooking
that is some wild drift man lmao
im trying to fix the aim drift right now by looking through your aim animation and maltiezes, i also think it has the wrong aim type put into it
i want to know if there are any plans for a lever action rifle or single shots any time later i do know that this would be much later but i do want there to be some things for something like a cowboy rp
there was a guy who made a lever rifle model but we haven't seen any gameplay
Me?
nah
I thought so
are you the one who is making the Glockmaker mod
of so let me know when we can talk
he's making a revolver (which will likely soon be obsolete..), glockmaker dev is op
Not really, I mean I do carry a revolver for conceal carry.
What you want?
that would be me
i am usually around to answer questions or discuss things, what did you want to talk about?
something that could be cool would be a Pieper carbine
Revolver rifle Is coming to the main mod
i never said revolving rifle, just revolver. but the code will be the same and i can add it if there is a desire for it
it will be separate
Will it? I thought the commission was to add it to firearms
well the plan was to make it a separate addon
Well either way it's being made already
Would it be able to hold different ammo types in a single magazine?
I'm surprised no one yet implemented magazines and gun attachments, while I did it in one day almost 4 years ago
I also did magazine rendering, with rounds rendering inside
Also shell ejection on every round shot
I implemented all of this but gave up when couldn't make guns fire bullets as actual entities and couldn't implement burst and full auto. Also animations
Honestly probably not, that is something that I would want to do, but it also sounds like something that would require knowledge of coding, and I don't have any lol, me and someone else were struggling to implement a different bolt action rifle based on what is in Glock maker and it works kinda lmao, reload animations need to be remade so when animation ends it reverses, instead of plays the animation enfull on a loop once more, and we were having issues with the gun hooking into config lib, and I couldn't figure out why it wasn't doing that
Gut attachments probably wouldn't be that hard, it'd be another shape .json and another item .json more or less, but that's like something me and my friend will get to when I cross that bridge ya know, we want stuff that works and to understand why it works/doesn't
I was only starting at that time
That's fair, and look at you now, you have spinning d12
I made first tabletop games version 3 years ago
That's fair, I just gotta keep chugging along with it lol. I know for the other rifle I was working on I could ask Maltiez why it's not working and get it to change the aim type almost immediately but I don't wanna annoy him and have him be like 'did you read the documentation' when I did and I understood it like a 4 year old LMAO
My first prototype
So I did it after tabletop games
You only spent a day on it?
A few days at least
But I coded it very fast, yes
These are actually really cool, how come you never finished em? Especially now that we have guns as mods that do render the bullets as entities, you just won't see em they travel too fast
Also I like the backwards bullets those are funny lol
This is the only implementation of a gun me and my friend have that works LMAO
I do want to work on it more, but I'm taking a break to play battlefield 6
I am going to rework that rifle model to be more in line with the revolver as well
I made that when only one gun mod existed
Oh the og one
I don't remember what it's called but I know of it
Ranged Weapons
It added guns that were based on bow class
I originally started playing VS about 2 months before Maltiez added his fire arms mod, and then stopped for about a year right before he implemented aiming
and they were just reskinned bows
Yeah Maltiez has talked on how he didn't like the implementation and wanted to do better
Maltiez started modding 2 years after I started modding
I tried to use his first FSM lib when it was released, but it was completely unsuitable for my advanced ideas
At that time I used attributes everywhere already
are you an alien
His lib didn't support my attributes system
Are you?
Doesn't he have an attribute class library system now?
find out next time
On dragon ball Z
on Bog Bouillon
What
Wtf is that
I made that library
Little bits of drod bog to put into your soup???
swampman's creation
I wrote 99% of the code for it
(it's pear brandy)
Rip wasn't trying to give away your valor Dana
I believe it should be much easier to implement gun attachments with my library now
yearly production of like 50l every harvest
Especially gun skins
I cook for a living, and on one of the deserts I'm make now there's a caramel apple like 'sauce' that has pear brandy in it, it's very good
Honestly the one that would be the most goated would be a way to split up the screen rendering into two cameras for scopes. One set kinda before the eye piece, and the other at the zoom point you want it (like 6x or whatever)
I never drunk alcohol in my life
i have never BEEN drunk
what is this
A type of religious person in the US, they're native to Utah, they can't have caffeine or alcohol
no tea..
I was joking lol about the Mormon thing lol
Same here
BUT TEA!
Makes you jittery?
all caffeine I get is from unforgiving dark chocolate
Has no effect on me
Tea is kinda mid
Literally none
Oh do you have ADHD?
I don't know, maybe
That's common with caffeine
if it has no effect on you that means you have a tolerance
/it'll calm you
If you have ADHD/ADD it has a paradoxical affect compared to regular people
I drunk coffee only a few times
in my entire life
Was it too bitter?
well being immune to caffeine is good
I already was used to dark chocolate, so no
you're safer from the feds
Do you mean the American feds? LMAO
yes
I would've figured you meant like the federal police of your nation that threw me for a second lol
Rn the perception of the federal police in America is that they are scary, but I think most people my age kinda view them as 'oh what are you going to do Mr.Fed disappear me to a black site/ deport me?? get the fuck out here looser' in like a fed up with their shit way? It's hard to explain lmao
this
Yes but while throwing a sandwich (at the fed)
just gonna put this out here, small update coming in the next few days or so
fixed a bug regarding picking up full cased bullets when you miss, fixed a crash when you spam inputs, and (maybe if i can get the item to load in properly) ceramic mold for bullet casings
code should roughly remain the same in function, but is also starting to be adapted to fit shotguns as well as different loading and actions. if any issues arise of it in the new version let me know
Btw do you want the shape .json for the revolver I made/ the textures I made for it I figured I'm not going to implement it or work on it for a while, I've caught the battlefield 6 bug and don't see myself putting it down for a while
if you drop them here i can look at it, revolver is probably going to be a later addition though, still thinking over how i'm going to make it work
It's already animated in full for a full cylinder swap, so probably reload would be flask+bullet+spare cylinder as easiest thing and ammo be 'loaded cylinder' and amount of shots set to 6 I think
Lemme know if this works I'm sending it via my phone
i already have an idea for how it will function though, mainly to make it more applicable to other firearms
If you rip the revolver loading stuff from Maltiez you can probably convert it to like colt 1851 style reload where it's not a cylinder swap.
Or do you want something where the cylinder fully swings out, or like a loading gate style thing?
Here's also the extra rifle stuff I was working on
Bolt actiontwo I believe is item type
Bolt action2 (1) I think is animation, and bolt action 2 I think is .shape json (can't check still on my phone lmao)
Animations are broken because I had them set to end instead of go back to origin on end
But it's also mainly your animation stuff LMAO
new version is out and ready
also added some reload/cycle sounds, they aren't the best, but they work
Plenty of time later to make it purdy
Y'alls work is massively appreciated
Glad to see more fun things!!!
Today I thought "I am going to add the animations to my mod" to be hit out of the blue with: item class blah blah has been blah blah blah blah, will ignore... 🙂 Pardon?
did you register the item class?
Three item classes now count as unregistered
have you changed anything?
I just added three JSON patches for the seraph animation
Anyways, I have to clock in now.
Did you register the firearm

Don’t be silly
Hey gorg, you should consider the trapdoor rifles
might be interesting, i could potentially work on it and set it in with the lever action in the bronze age as a slower but more damaging option
yes
hey if you are making a double barrel shotgun could you add the ability to gild the double barrel with gold and make it into a parker invincible shotgun
its a shotgun set made during the great depression and it so beautiful
Shotgun slam fire when??
If shotguns are done up I just hope they'll actually be deadly and not expensive confetti cannons
Shotgun uses confetti rounds now
gotta collect all the colors of dye just to make the confetti for the shells
Scott player model when
I have a .36 I put simple sights, hits accurately across with ease on open field, and slugs are the bane of anything in view. Shotguns are beasts, hope they were credited enough.
current plan for shotgun damage is
pellet shells: 4 x 10
slug shells: 32
all shotguns likely will have just a 1x multiplier, main difference being rate of fire
Thoughts on spread?
probably similar to the blunderbuss/carbine depending on ammo used
shotguns are (usually) smoothbore, so it's a good enough baseline
pellet shells for higher base damage, and slugs for higher attack tier and range is the idea
Very nice~
I think it should depend on barrel length
Shorter the barrel wider the spread, like irl
A sawn off DB would have more spread than a full length
And shotguns are always smoothbore
Unless you plan to only use slugs for it
Very therapeutic.
Jonas Glock (its a switch)
I have been WAITING for someone with more braincells than I, to make something like this
I want to murder bowtorns with purpose and spite
i do have plans for a gun made from jonas parts and fueled by temporal gears, actually
I tried making a victorian era gun pack for minecraft once
it hit me like a high velocity brick wall that I do not understand code, even for mods, at all
it really be like that sometimes
sometimes with code you just gotta pretend you know what you're doing until you actually do
I ended up making a Kar 88 and a revolver I forget
probably an 1851 colt cus I was having an obsession at the time
I think that corrupted file was the only picture I had of the full thing
FOUND THEM
wasnt perfect, I did this in like jan 2023 or something and it was my first blockbench model
but yeah the current rifle looks amazing
I cant wait for the other stuff to start coming outt
I was impressed by the actual bolt action functionality
Oh, so it's a Gewehr 88 comission rifle.
Karabiner 1888 not the Kommissiongewehr
Oh, makes sense.
spoon on the bolt instead of ball
which is why its so flat
I animated the firing pin and trigger reset too if you pay attention to the cycle
was quite proud of that at the time
are you actually working on a repeater mod
Yes. Struggling, but yes.
anyone wanna vc?
Can u make a Glock switch
It was a typo in the modsystem
While I couldn't find it, I added 20 new tuning cylinders to my mod 🙂
development is unfortunately stalled until next year, my computer is in for repairs
Dang guys we gotta wait an entire year 😔
the current plan is to slot them into the bronze age
though with the rifle drill being an iron age item, they will either be smoothbore or i'll have to find another workaround. so either not "rifles", but functionally similar, or yeah i remap the tools
the idea is to get them out at the same time as the steel age pump action shotgun to round out the stages of progression while i work on the guns that require different code
maybe you could make them be available as both smoothbore and rifled depending on the time of progression?
honestly a rather awkward way of doing it, but it'd work out I'd say, at least in regards to having the rifle spirit
Would it be possible to implement a way to engrave the rifling manually?
theoretically, absolutely
but i would need to figure out some in-world crafting code to make it work
its not high on the priority list, but it would be pretty cool
it could work, putting an iron version somewhere early iron age or so. though the only real benefits would be increased accuracy
Could also have the benefit of rifling be a flat 20% increase to damage
you could make pre-iron age rifling a lot more difficult, expensive or time consuming like it was irl since you had to manually drill the barrel
rifling appears in german texts in the 15th century by individuals Gaspard Kollner and Augustus Kotter
obviously a lever action isnt a 15th century gun
but
in terms of pre-iron rifling
Think they make a rifled wheellock rifle barrel.
15th century? whats that got to do with iron and not iron?
maybe im missing the point here....
i mean... that is what is implied if you look at the in game model of the rifling drill
i just, as said, have not yet done any unique in world crafting for the mod, and it's not a high priority for me
If you were to add the rifling thing I’d just make it one of those small tools and make it be a crafting recipe…
Manually doing it in the world would be a later dev thing I’d assume
that is how it already works
arquebus barrel + animal fat + rifling drill = rifle barrel
ah, glockmaker, home of the world's most perfect vintagestory mod thumbnail
seriously I ADORE this mod's thumbnail, its like, s tier reaction image
i'm glad my thumbnail is so greatly appreciated lmao
Any update on this? I'd love to help test and improve the mod, I really like it but it's obviously suffering a bit from issues like controls.
well, as for controls, i am definitely NOT going to be poking around in the revolver arquebus mod's code to steal some of the inputs (i actually am)
I tried using the rifle against a bear and I will say, do not reccomend trying to panic load
I fumbled that thing more than a horror movie character
A bayonet would be cool too 
If you need any ideas, I think having button combinations would be a safe way to implement many of the needed controls.
Wouldn't really make much sense other than having it to be better accuracy, unless you'd want to cram some eldritch temporal gears into the frame to magically increase damage versus Cursed ones like Drifter enemy types.
Why not instead use different kinds bullets to increase the damage output? The Bow and Arrow already uses different arrowheads for specific uses like the bodkin arrow. Not in the game but you get my meaning
It does make sense, because, if you look at reports of gun shot wounds from when rifling started to make it's way into military weapon procurement doctors and surgeons hated the new rifles because they would cause significantly more damage from ripping and spinning through the body, then just blunt force puncturing it.
An example, during the napleonic wars, rifled muskets were given out to marksmen and small squares, whenever they'd get 'captured' they'd usually just immediately get executed because both sides thought the use of rifles and the damage they did were ghastly, and the fact that specifically being able to target individuals from longer ranges was also seen as like 'unhonorable'
Like a good example is if you shoot a water melon with an unrifled gun you just get a hole, but if you shoot a watermelon with a rifled gun half the water melon goes out of the hole with it
The rifles, also maintained their muzzle velocity for much longer, so if you had 2 guns and were shooting at a target like 100m away the muzzle energy of the musket would pretty much entirely dissipate, it would still be lethal, but that shot would get lodged into your body probably stopping an inch or 2 into muscle , a rifled shot would still have the energy to spin and tear and rip right through you
Don't believe me go look at doctors records from about the 1830s-1850s
No no it's alright, I Believe you, sorry. I guess didn't really consider all the facts about the physics of what a bullet does when it's spinning, that does make more sense now that I think about it.
I do also know it's the Minnie ball that helped to facilitate that damage, but a lot of the ammunition used was still round ball for rifles muskets/muzzle loaders, and even for some breach loaders well into the 1870s
Don't be sorry, I don't mind educating
I do still think different bullet types would be a nice addition though, like Hollow point.
Or Nitro Express for Bears
Well in this case, you're packing the powder into a bullet which would increase pressures.
The combination of better pressure, better accuracy, rifling (which then has increased speed and reduced drag, more than likely)
That's justification enough for a damage increase, imo.
Fourty shots worth
Interesting u got the gun model in game
well. the mod does function
but it definitely is a bit clunky
i found that after the default "place gun on shoulder" animation it no longer becomes possible to interact with the gun until using LMB to work the bolt
this led to me repeatedly ejecting the first round of every loaded magazine before i could properly fire
the concept and modelling is nice but in terms of controls it feels like im just mashing buttons until something happens
i'll look into it, that shouldn't be the case and i thought i fixed it
though, to be clear (regardless of if it makes sense or not), the gun must have the bolt cycled if you're reloading from empty. yeah i know it shouldn't work that way and a fix is being worked on for that
just trying to make sure i know where you're running into the issue
i understand but this is when I've already loaded the gun to full
so to be clear, you load the gun to full, and are unable to cycle the bolt?
hold on, let me try and get some video
It could also be your mod mix, because i have been able to get it fully working after i reinstalled it (I had an older version that was still working)
@wicked parrot
not sure what causes the odd animation bugging
in general its just kind of weird and inconsistent
what's your mod list?
immense
uhh i can get it if you really need it but I'm running combat overhaul
alongside firearms ofc and extra firearms
i got player model lib and lupines race
icic
can definitely see that the aiming animations aren't lining up, but i don't think that would cause control issues
one thing i will say is try taking the controls a bit slower. as the dev and knowing exactly how the thing is supposed to function might give me some bias on thinking the controls are simple, so let me see if i can explain it better
tap CTRL/SPRINT to open the gun
hold RMB to load the gun until you cannot load anymore
tap LMB to cycle the bolt back
tap LMB again to cycle the bolt forwards to chamber a round
hold RMB to aim the gun once chambered; tap LMB to fire the gun
repeat 3 - 5 until magazine is empty
it may come from trying to aim while the bolt is pulled back
that's my best theory based on the video you sent, though i can't really test it as of right now
i see
I'll give it another shot soon
also something i gotta say about how you cycle the bolt after reloading the rifle needing to be done twice if its not a technical difficulty with coding it it really wouldn't work like that and only bolt action rifle i know that works that way is the lebel which is REALLY weird in almost every way you could think of, including the feeding system which a riser (like lever actions) and you needing to cycle the bolt twice (you don't do it fully the second time) with the lebel after reloading comes from you needing to place the riser ready to feed so you can shoot after cycling
for a regular mag fed bolt action rifle to need to cycle twice would need a very weird action but i do see ways why it would, which are kinda nonsensical but really not that much
i am well aware that is how it works logically, it's just that the framework is in place to support all the types of manual cycling firearms, such as pump action or lever action, in the same script. a solution is on the to-do list, but actual bugs and content are probably going to take priority
(i tried in the last update to add a bool for it, and it didn't work at the time of release but it also didn't break anything)
well i didn't see that message and it answers my question, and i definitely thought that'd be the answer
also i do see ways in which the mechanism would require cycling the bolt twice
i'm not gonna type a whole gun mechanism explanation on my phone tho so if anyone wants an explanation i ain't doing it now
it's bc lupines model is different and requires another set of animations for each gun
animations are really only gonna effect the alignment of the gun visually, not actually impede its functionality
idk aiming is off
rather counterintuitively, it actually still fires at the center of the camera regardless
players don't know where they are aiming
i just quickscope idrm
I can just feel out where I’m hip firing
alright, got back into being able to work on the mod and tested this. it is definitely not that
i'm sorry to say but i cannot seem to replicate your issue
I'll give it another go soonish

until then, i will be pressing on with the next update to the mod
will try and fix any bug i can replicate as well
for the record, i test the mod with only it's most basic requirements (firearms and overhaul lib)
soon
I recently learned of the mosin shotung
shotgun
so I was questioning my sanity lol
its a 32 gauge shotung tho
so like
its not that big
regular bullet caliber
i mean theres also the toz something
theres 2
Toz 34 which is usually chambered in 12
and the Toz 106, which is a repeating shotung with 20 gauge
oh, the other is just the gun that already exists in the mod
bolt action rifle
alr
I didnt have the time or focus to play with this mod yet
so I sadly do not quite know whats in it
currently only the bolt action
working on the next major update at the moment, which will have the pump action shotgun for the steel age, and some smoothbore lever actions for the bronze age
hell yeah
Pump
If it was bolt the foregrip would be connected to the receiver
we were talking about the thingy on the right
theres is bolt action shotguns that look effectively like a rifle
Ah, well you can tell if it’s a shotgun or a rifle by the barrel size
Most often than not the barrel will be larger unless it’s in like a higher gauge
Yes I know I’m just saying in general
You can tell if a bolt action is a shotgun or rifle by the barrel diameter/size
not really
well
its one factor
but most importantly, most shotguns are smoothbore
yeah
32 gauge isn't that easy to spot
who is using 32 gauge
if im not wrong, 32 is a pretty niche round
I mean, even that has a thicker barrel compared to the normal mosin
.577 revolver when? I want my characters wrist to turn to mush
Glockmaker.
Looks inside:
Rifle and shotgun.
i've already have a whole rant like a month ago about this but if you want to add a glock to this mod it'd be very hard and time consuming
mostly bc of the polymer
and yes a glock without polymer isn't a glock anymore
thats the WHOLE point of the gun
Also, the magazine feature thing is pretty iffy so if a pistol were to be added, I think steyr M1912 loading style would be better
i would love to have a revolver honestly
Colt Walker
Brownings blackpowder rifle thing…
New weapawn in glockmaker ™
now this guy might just be onto something
little thing to look forward too maybe, you can now see the items when dropped on the ground
revolutionary i know
ground storage potentially if i decide it isn't too much work for the next update
yeah i can definitely do ground storage
you could also add an ammo case
looks cool
or smth
idk
but ground storage is always great :3
not an ammo case, but pretty good
shotgun shells could definitely get a box though
mm, well, maybe
it seems to place the shapes by total quantity and not by an actual designation
so either it'd need to place a number of shells not equal to the amount actually present, or just stacked like the bullets are
i mean its still got the slide so my point stands
mechenically glocks aren't that different from other pistol its just min maxxed to hell and beyond
Technically, semi-autos are very simple mechanisims and have few parta compared to revolvers.
i'm gonna press x to doubt
Technically, have you seen a makarov or, hell, a Hi-Point. It's literally the most simplest designed pistol.
A simple blow back pistol.
simple blowback still definitly isn't as simple as a single action revolver
Not exactly true, a colt single action army has 40 to 45 parts, while a makarov has 35 to 40 parts.
Equally complex, but if I were to be honest, I would pick a revolver over the makarov, if said revolver is a triple action revolver.
number of parts isn't an arbitrary way of quantifying how simple a gun is
True, but how many moving parts, as well as actions, is required to use said pistols is also something to account for.