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[IV|WIP] Silence!

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InfamousSabre
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#1

Posted 15 January 2014 - 06:38 PM Edited by InfamousSabre, 15 January 2014 - 07:31 PM.

GzvgoZQ.jpg

 

With Silence! you will now be able to attach a silencer to your guns. Just press 'X' or the button you define in the .ini, to toggle it on and off for that weapon. 

Each gun has its own setting, so you'll be able to swap between your silenced pistol and your loud shotgun with ease.

 

Features:
-Separate firing sounds for suppressed and loud modes

-Visible suppressor

-Peds don't flee from the suppressed sound unless they are close enough to hear it

-Louder un-suppressed sounds (because cops firing at you from a distance used to sound like cap-guns..) 

 

Planned Upcoming Features:

-Special shotgun suppressor model

-Stop player from getting a wanted-level if nobody saw him kill

-Weapon Attachment Menu/Workstation (I'm thinking something like Crysis/Fallout NV)

-Snitch-Finder: Pinpoints Peds who are calling the police on you. Like in Payday 2 (Can be toggled off if you feel it detracts from the immersion)

-Weapon stats will be modified depending on whether or not the weapon is silenced

 

 
"They'll never hear you coming."
 
V1.2 Download

Davidos667
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#2

Posted 19 January 2014 - 06:25 PM

Having this mod enabled breaks the task priority of NPCs and AI, causing them to freak out whenever you are:

Closeby and (NOT EVEN OPENLY) carrying a firearm

Are of hostile alignment to them.

 

 

This makes some missions impossible as the AI will start running or attacking you in cutscenes and wherever they aren't supposed to.

 

A good example of this is 'Brought Protection' and 'Shadow'


InfamousSabre
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#3

Posted 19 January 2014 - 07:41 PM

Having this mod enabled breaks the task priority of NPCs and AI, causing them to freak out whenever you are:

Closeby and (NOT EVEN OPENLY) carrying a firearm

Are of hostile alignment to them.

 

 

This makes some missions impossible as the AI will start running or attacking you in cutscenes and wherever they aren't supposed to.

 

A good example of this is 'Brought Protection' and 'Shadow'

I have noticed that if you shot a silenced weapon earlier that the NPC would have heard if it were unsilenced, and then you get close to them, they will act like they heard you shoot a gun.

Thank you for your feedback though. I will look into this a bit more since you bring it up, as there may be more to it it seems.


Davidos667
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#4

Posted 20 January 2014 - 04:51 PM Edited by Davidos667, 20 January 2014 - 04:51 PM.

In fact, I tested this 20 times in a row with varying other mods disabled and no firearms, the AI in Shadow will openly attack me after the cutscene ends and fails to run away.

 

 

The same can be said with the 'Brought Protection' gig, (I think that's the one with the porn shop?) where the three people just try to run away as fast as possible, the only way to finish it is if you shoot everyone or by turning this mod off.


InfamousSabre
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#5

Posted 21 January 2014 - 07:25 AM Edited by InfamousSabre, 21 January 2014 - 10:01 AM.

Just fixed Shadow, but I'm having problems testing "Do you have protection?" because when Dimitri hits the guy that gives him money, the Mission ends, stating "the porn shop guys were injured".

I'm looking into that, but it doesn't make much sense. Dimitri always clocks the dude, and the guy eats the floor. Thats normal operation, so idk why the game cares that Dimitri injured him.

The good news is that they don't run away now though.


darthvader20011
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#6

Posted 21 January 2014 - 12:43 PM

Can you make support for added guns?


InfamousSabre
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#7

Posted 21 January 2014 - 03:40 PM Edited by InfamousSabre, 21 January 2014 - 03:40 PM.

Can you make support for added guns?

I can't support something I don't have.

Maybe sometime In the future. I'll have to look up how guns are added and managed.

For now, and until noted otherwise, added guns are not supported.


darthvader20011
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#8

Posted 21 January 2014 - 05:02 PM

 

Can you make support for added guns?

I can't support something I don't have.

Maybe sometime In the future. I'll have to look up how guns are added and managed.

For now, and until noted otherwise, added guns are not supported.

 

Okay... :(


InfamousSabre
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#9

Posted 05 February 2014 - 02:25 PM

Working on big things guys! I hope to have an update in the next week or so.

 

vB8HPFI.jpg

 

Keep posted.

  • hardsty1e, Krlos_Rokr and OldeNomad like this

savagejustice85
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#10

Posted 06 February 2014 - 09:41 AM Edited by savagejustice85, 06 February 2014 - 09:44 AM.

meh, i thought the attachment selection would be like in gta 5 where you'd go the gun shop and buy the attachments for the selected weapon.


InfamousSabre
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#11

Posted 06 February 2014 - 04:21 PM

meh, i thought the attachment selection would be like in gta 5 where you'd go the gun shop and buy the attachments for the selected weapon.

Im not one for copying features from GTA V. Im not sure what people's obsession with that is.
I was thinking of something similar though. Something like a workbench where you can mod your weapons.
This is just an option, since I like Crysis.

 

This screenshot tells alot, but unfortunately, a screenshot alone cannot show the mod's best (IMO) feature.


savagejustice85
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#12

Posted 06 February 2014 - 10:39 PM Edited by savagejustice85, 06 February 2014 - 10:40 PM.

 

meh, i thought the attachment selection would be like in gta 5 where you'd go the gun shop and buy the attachments for the selected weapon.

Im not one for copying features from GTA V. Im not sure what people's obsession with that is.
I was thinking of something similar though. Something like a workbench where you can mod your weapons.
This is just an option, since I like Crysis.

 

This screenshot tells alot, but unfortunately, a screenshot alone cannot show the mod's best (IMO) feature.

 

People like it alot and want to see the improvements made to game mechanics from gta v in iv. i understand but id feel buying the attachments in the gun shop would put that money the player has earned to use. keep up the good work with the mod


InfamousSabre
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#13

Posted 07 February 2014 - 03:35 AM

 

 

meh, i thought the attachment selection would be like in gta 5 where you'd go the gun shop and buy the attachments for the selected weapon.

Im not one for copying features from GTA V. Im not sure what people's obsession with that is.
I was thinking of something similar though. Something like a workbench where you can mod your weapons.
This is just an option, since I like Crysis.

 

This screenshot tells alot, but unfortunately, a screenshot alone cannot show the mod's best (IMO) feature.

 

People like it alot and want to see the improvements made to game mechanics from gta v in iv. i understand but id feel buying the attachments in the gun shop would put that money the player has earned to use. keep up the good work with the mod

 

You will have to buy them. don't worry ;)


ACR
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#14

Posted 07 February 2014 - 06:22 PM Edited by ACR, 07 February 2014 - 06:23 PM.

Nice work man. I hadn't downloaded this mod yet, so i got a couple questions, are silenced and unsilinced weapons sounds separated files or not?

 

I modded my GTAIV with some different weapon skins and weapon sounds for that weapons so if i install your mod i suppose it will replace my modded weapon sounds with original sounds and i want to avoid that, so i would just use sounds of silenced weapons made by you combined with my modded weapon sounds. Is something like that possible and can you separate suppressed an un-suppressed sounds if you already haven't done that?

 

Will suppressor model skin work correct with my modded weapon skins? I got only a couple of modded weapons, one being combat pistol and other carbine rifle, maybe polygons or whatever are not the same as original skins but i think it won't be that big of a problem.


InfamousSabre
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#15

Posted 07 February 2014 - 10:24 PM Edited by InfamousSabre, 07 February 2014 - 10:26 PM.

Nice work man. I hadn't downloaded this mod yet, so i got a couple questions, are silenced and unsilinced weapons sounds separated files or not?

 

I modded my GTAIV with some different weapon skins and weapon sounds for that weapons so if i install your mod i suppose it will replace my modded weapon sounds with original sounds and i want to avoid that, so i would just use sounds of silenced weapons made by you combined with my modded weapon sounds. Is something like that possible and can you separate suppressed an un-suppressed sounds if you already haven't done that?

 

Will suppressor model skin work correct with my modded weapon skins? I got only a couple of modded weapons, one being combat pistol and other carbine rifle, maybe polygons or whatever are not the same as original skins but i think it won't be that big of a problem.

Watch my video in the first post.

It will replace the sounds, but they are Modern Warfare 3 sounds, not stock. I've included a txt file explaining how to make your own compatible sound pack. 
If all you have changed is the skin (texture), then it will work fine. If you changed weapon models, you'll have to find the proper offsets for them. Again there is a txt file explaining how this is done aswell.

The next release will have a built-in utility for easily finding offsets.


InfamousSabre
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#16

Posted 14 February 2014 - 09:58 PM Edited by InfamousSabre, 15 February 2014 - 08:01 PM.

Doing my best to make this compatible with EFLC...
If anyone has the offset of eflc's array of weaponinfo's, please feel free to share, or maybe you could help me find it. Im not much of a reverser yet.

 

for reference, GTAIV's (1.0.7.0) is at 

GTAIV.exe+0x1140A20 <- begin array
 
Im looking for the same thing, but for EFLC (1.1.2.0), so..
EFLC.exe+0x???????? <- begin array

gray2345
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#17

Posted 15 February 2014 - 06:31 PM

Hey infamous, what is to be expected in the new version?


InfamousSabre
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#18

Posted 15 February 2014 - 07:19 PM Edited by InfamousSabre, 15 February 2014 - 07:21 PM.

Hey infamous, what is to be expected in the new version?

 
-Weapon Attachment Menu/Workstation (I'm thinking something like Crysis/Fallout NV) 60%
-Weapon stats will be modified depending on current attachments 100%
-Vertical ForeGrip 100%
-Extended Magazines 100%
-Muzzle Brake 0%
-Select-Fire 0%
-Real Recoil 100%
-EFLC compatibility 10% (need EFLC offsets to continue)
 
And its name will be changing to Advanced Gun System. (If a mod could change this topic's name to "[IV|WIP] AGS" or "[IV|WIP] Advanced Gun System" without quotes, I would greatly appreciate it)

gray2345
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#19

Posted 15 February 2014 - 09:11 PM

Just my 2 cents but im thinking that you should do a workstation instead of a crysis 2 kinda thing. Id like it if you had to buy your parts at the gunstore or something.


InfamousSabre
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#20

Posted 16 February 2014 - 06:53 AM

Just my 2 cents but im thinking that you should do a workstation instead of a crysis 2 kinda thing. Id like it if you had to buy your parts at the gunstore or something.

You will have to buy your attachments no matter which way you go about attaching them. You will simply only be able to attach what you own for the weapon.
Anyway, you will get to choose how you attach them. you can use the hotswap menu (crysis), or the workstation, or both. Just depends on how you'd like to play the game. Just disable what you don't want to use (in .ini settings file).
Personally, I probably won't even use the hotswap menu, but its a programming challenge for me and something I've always wanted to do. I'm sure some gamers will enjoy the feature.


Ricebox
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#21

Posted 17 February 2014 - 03:22 AM

I couldn't resist! Mod looks great!

2c9.png
3c9.png


InfamousSabre
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#22

Posted 17 February 2014 - 04:44 PM

looks nice man :) i noticed both those assault rifles at the top have muzzle brakes too :D


gray2345
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#23

Posted 17 February 2014 - 06:52 PM

Will i need to get my original weapons.xml file? I have a heavily modified one


lolleroz
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#24

Posted 17 February 2014 - 08:46 PM

 

Hey infamous, what is to be expected in the new version?

 
-Weapon Attachment Menu/Workstation (I'm thinking something like Crysis/Fallout NV) 60%
-Weapon stats will be modified depending on current attachments 100%
-Vertical ForeGrip 100%
-Extended Magazines 100%
-Muzzle Brake 0%
-Select-Fire 0%
-Real Recoil 100%
-EFLC compatibility 10% (need EFLC offsets to continue)
 
And its name will be changing to Advanced Gun System. (If a mod could change this topic's name to "[IV|WIP] AGS" or "[IV|WIP] Advanced Gun System" without quotes, I would greatly appreciate it)

 

oh my god, you can't imagine how excited I am for this - it's like a modding dream, i've always wanted proper recoil (I posted lots of requests or just questions how I'd get around scripting it but everyone ignored me) and the rest, just sounds amazing! Assuming you figured out how to modify weapon xml on the fly, you could also script armor piercing ammo for weapons, by adding the armor piercing flag to a weapon, although I think then the NPCs would have same weapon advantages as you. Please don't give up on this man, I can't wait to try it out once I get my PC fixed up....


InfamousSabre
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#25

Posted 17 February 2014 - 09:07 PM

Will i need to get my original weapons.xml file? I have a heavily modified one

It isn't a requirement, but it would make installation easier. Its completely compatible with all weapon mods, but if the weapon model author did not include offsets for AGS or Silence (nobody has yet to my knowledge) you'll have to use the built in offset finding tool to get proper offsets for your modded weapons. Once the offsets are proper, everything will look as it should.

 

oh my god, you can't imagine how excited I am for this - it's like a modding dream, i've always wanted proper recoil (I posted lots of requests or just questions how I'd get around scripting it but everyone ignored me) and the rest, just sounds amazing! Assuming you figured out how to modify weapon xml on the fly, you could also script armor piercing ammo for weapons, by adding the armor piercing flag to a weapon, although I think then the NPCs would have same weapon advantages as you. Please don't give up on this man, I can't wait to try it out once I get my PC fixed up....

I'm glad to hear such excitement. :D There is a good chance, if you posted this request in the coding request thread, that you partially fueled my fire for creating this.

I'd like to note that it is actually recoil, not bullet spread. Playing with a controller in vanilla GTA IV gives you bullet spread, not recoil. Trust me on this though, bullet spread sucks compared to recoil. ;)


lolleroz
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#26

Posted 17 February 2014 - 11:55 PM

 

Will i need to get my original weapons.xml file? I have a heavily modified one

It isn't a requirement, but it would make installation easier. Its completely compatible with all weapon mods, but if the weapon model author did not include offsets for AGS or Silence (nobody has yet to my knowledge) you'll have to use the built in offset finding tool to get proper offsets for your modded weapons. Once the offsets are proper, everything will look as it should.

 

oh my god, you can't imagine how excited I am for this - it's like a modding dream, i've always wanted proper recoil (I posted lots of requests or just questions how I'd get around scripting it but everyone ignored me) and the rest, just sounds amazing! Assuming you figured out how to modify weapon xml on the fly, you could also script armor piercing ammo for weapons, by adding the armor piercing flag to a weapon, although I think then the NPCs would have same weapon advantages as you. Please don't give up on this man, I can't wait to try it out once I get my PC fixed up....

I'm glad to hear such excitement. :D There is a good chance, if you posted this request in the coding request thread, that you partially fueled my fire for creating this.

I'd like to note that it is actually recoil, not bullet spread. Playing with a controller in vanilla GTA IV gives you bullet spread, not recoil. Trust me on this though, bullet spread sucks compared to recoil. ;)

 

Yeah that's what I meant - I know that the bullet spread is bugged for whatever reason while playing with a mouse, so my idea was introducing recoil as in the crosshair going up (perhaps left/right too, but assuming you hold a weapon correctly it shouldn't go in other direction than just up) with the distance going up depending on the power of the weapon (calibre being fired) :) besides, recoil is just far more interesting addition since it introduces more skill to shooting poor people in the game, whereas spread just adds some random factor which doesn't change much.


gray2345
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#27

Posted 18 February 2014 - 11:39 PM

Wait, i thought you meant bullet spread when you were talking about recoil. Wow! I can't believe what your doing man, this is making itself to be one of the best GTA mods out there


InfamousSabre
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#28

Posted 20 February 2014 - 05:42 AM Edited by InfamousSabre, 05 March 2014 - 01:19 AM.

Wait, i thought you meant bullet spread when you were talking about recoil. Wow! I can't believe what your doing man, this is making itself to be one of the best GTA mods out there

Hehe, thanks.


Taking a break from GTA Scripting to work on one of my own games. I'll be back sometime soon. If anyone wants to help in the meantime, I do still need that offset for EFLC. 

 

Edit: I'm back :)... didn't really take long. Scripting is a helluva drug.


gray2345
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#29

Posted 05 March 2014 - 03:19 AM

What kind of game are you working on?


InfamousSabre
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#30

Posted 05 March 2014 - 10:09 AM

What kind of game are you working on?

There are a few in the works, but the particular one I took a break to work on is an arcade-style vertical shmup. 





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