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[IV|WIP] Silence!


InfamousSabre
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I forgot to make a backup of WEAPONS (if there was an original one) in resident.rpf before I copied yours over, is there any way I can reverse this action? And the mod doesn't work for me, but I suppose that's because I'm running EFLC.

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InfamousSabre

I forgot to make a backup of WEAPONS (if there was an original one) in resident.rpf before I copied yours over, is there any way I can reverse this action? And the mod doesn't work for me, but I suppose that's because I'm running EFLC.

Not unless you find a stock weapons sounds file somewhere. Always backup your files.

You are correct, the currently released version does not work with EFLC.

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InfamousSabre

Just curious-- when the mod's released, will it be with EFLC compatibility or no?

Yes :)

Thanks to XForceP, thats what I'm working on right now.

Edited by InfamousSabre
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OK then, second question...will your new mod come with a new WEAPONS file? Because if that's the case and I can just replace the one I have with a working one, I can just wait and deal with everyone having silenced bullets on their very much un-silenced weapons until the new version comes out :p

 

I forgot to make a backup of WEAPONS (if there was an original one) in resident.rpf before I copied yours over, is there any way I can reverse this action? And the mod doesn't work for me, but I suppose that's because I'm running EFLC.

Not unless you find a stock weapons sounds file somewhere. Always backup your files.
You are correct, the currently released version does not work with EFLC.

 

 

 

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InfamousSabre

 

OK then, second question...will your new mod come with a new WEAPONS file? Because if that's the case and I can just replace the one I have with a working one, I can just wait and deal with everyone having silenced bullets on their very much un-silenced weapons until the new version comes out :p

The sounds that are already modded will remain mostly unchanged except for a couple that just sound wimpy (glock)

EFLC has new guns though, and new guns means more sounds, so there will be a new audio file for EFLC.

The way sounds in this mod work are kinda backwards. everything starts out suppressed, then the script makes them loud, so in order for guns to sound right, the script must be used.

 

Short answer: Yes

==============================================================================

 

 

Currently messing with EFLC's weapon sounds... Wow R*....

 

Episodic weapon sounds are made up of other weapon's sounds. Gold Uzi and 44 Automag don't even have their own firing sounds. P90's Sound is just a modulated M249 sound.. If the files you replace with aren't just right, car collisions can no longer be heard. If the archive gets too big, the games crashes immediately after loading.

 

*hobo voice* "It's one disaster after another!"

 

Most of EFLC's loud sounds are either going to be the same as some GTAIV guns, or have their own sounds, but in GTAIV's archive. Still figuring out how I'm going to do EFLC's suppressed sounds. Shouldn't be too difficult, but this crashing and causing weird bugs thing makes me really not want to mess with this archive.

Edited by InfamousSabre
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OK then, second question...will your new mod come with a new WEAPONS file? Because if that's the case and I can just replace the one I have with a working one, I can just wait and deal with everyone having silenced bullets on their very much un-silenced weapons until the new version comes out :p

The sounds that are already modded will remain mostly unchanged except for a couple that just sound wimpy (glock)

EFLC has new guns though, and new guns means more sounds, so there will be a new audio file for EFLC.

The way sounds in this mod work are kinda backwards. everything starts out suppressed, then the script makes them loud, so in order for guns to sound right, the script must be used.

 

Short answer: Yes

==============================================================================

 

 

Currently messing with EFLC's weapon sounds... Wow R*....

 

Episodic weapon sounds are made up of other weapon's sounds. Gold Uzi and 44 Automag don't even have their own firing sounds. P90's Sound is just a modulated M249 sound.. If the files you replace with aren't just right, car collisions can no longer be heard. If the archive gets too big, the games crashes immediately after loading.

 

*hobo voice* "It's one disaster after another!"

 

Most of EFLC's loud sounds are either going to be the same as some GTAIV guns, or have their own sounds, but in GTAIV's archive. Still figuring out how I'm going to do EFLC's suppressed sounds. Shouldn't be too difficult, but this crashing and causing weird bugs thing makes me really not want to mess with this archive.

 

Is the script written in such a way as to make it so all guns need a silencer? If not why not just ignore all the EFLC weapons that cause problems and give them some other tweak to compensate?

 

I have no idea what I'm talking about, please ignore me cause im dumb

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InfamousSabre

Is the script written in such a way as to make it so all guns need a silencer? If not why not just ignore all the EFLC weapons that cause problems and give them some other tweak to compensate?

 

I have no idea what I'm talking about, please ignore me cause im dumb

Well, no. You can have weapons that dont need a silencer, but because I want it to be flexible to how others mod their game, I feel that it should be an option for each and every gun. For example, a silencer on the EFLC M249? Lol probably not. But what if someone replaced the M249 with a pistol they downloaded and really liked? That should probably have the option to be suppressed.

 

One way or another I'm going to make it work, dont worry ;) The sound replacing is actually going fairly well. Its just more difficult than before due to R*'s weird sound mixing in EFLC.

Edited by InfamousSabre
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UltraNineNine

Hey Man,what kind of gun attachment models you need?

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InfamousSabre

Hey Man,what kind of gun attachment models you need?

Ah you found my thread :D

I need:

 

Suppressors

-Pistol

-Shotgun

-Assault Rifle

-SMG

-Sniper

 

Muzzle Brakes

-Assault Rifle

-Sniper

 

Fore-grips

-Vertical Universal

-Angled Universal

 

Preferably with no camo or color textures on them. You know, just basic metal & black colors.

Edited by InfamousSabre
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UltraNineNine

 

Hey Man,what kind of gun attachment models you need?

Ah you found my thread :D

I need:

 

Suppressors

-Pistol

-Shotgun

-Assault Rifle

-SMG

-Sniper

 

Muzzle Brakes

-Assault Rifle

-Sniper

 

Fore-grips

-Vertical Universal

-Angled Universal

 

Preferably with no camo or color textures on them. You know, just basic metal & black colors.

 

For the guns suppressor,do you want a different suppressor or a same suppressor ?

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InfamousSabre
For the guns suppressor,do you want a different suppressor or a same suppressor ?

 

Just one model for each type. most important are the Pistol, Shotgun, and Assault Rifle. If you can't get ones from an SMG or Sniper, I can have them reuse the Pistol and Assault Rifle's model.

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  • 2 weeks later...

You think we can see the recoil in action anytime soon? Really interested as to how that would look as opposed to just bullet-spread.

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InfamousSabre

I suppose so. You guys are waiting so patiently, and I've been been so caught up with other things lately.

I just got done making a tool that will give you approximate offset values by feeding it an OpenFormats .skel file. If the the bone placement for your model is correct (muzzle_fx at precise tip of barrel and center of barrel opening), then the silencer offsets will be correct. If not, its an extremely close start. Foregrip offsets given by the tool will probably never be perfect due to variances in placement of bones from one modeller to the next, but they are also very close.

 

Edited by InfamousSabre
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Dude those cars were trippy as sh*t. A bit disappointed you didn't show off the RPG (lol) but the mod's looking great anyway. Looking forward to it.

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InfamousSabre

lol what would I do with the rpg?

I cant image someone needing attachments for one :p

recoil amount is determined by the amount of physics force in weaponinfo for that weapon. as a result, weapons like the grenade launcher and rpg have no recoil

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  • 1 month later...
  • 2 weeks later...
InfamousSabre

None yet. I started fixing Pickups2.0 and then just fell out of my coding mode. Guess I should get back to that, eh? ^-^;;

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Why don't you create a sort of Manhunt Projects thread so we can follow progress on all of your mods. I know you update sort of sporratically but I'm still very interested in everything you've been working on and I'm sure the rest of the modding community would like to take a look.

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InfamousSabre

Why don't you create a sort of Manhunt Projects thread so we can follow progress on all of your mods. I know you update sort of sporratically but I'm still very interested in everything you've been working on and I'm sure the rest of the modding community would like to take a look.

I think thats a good idea. If everyone is able to leave feedback in one central location, I'm more likely to see it and be able to respond.

Of course, not all my projects are Manhunt related, so probably wont title it that :p

Just need stealth and executions, then I can make a MH thread ;)

 

Back on topic: Im looking at AGS right now, for the first time in months, and realizing just how huge of a project this has become. I'm overwhelmed lol.. I can't believe I wrote all this.

Looks like progress stopped right in the middle of updating the weapon attachment data lines. Back to work!

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Why don't you create a sort of Manhunt Projects thread so we can follow progress on all of your mods. I know you update sort of sporratically but I'm still very interested in everything you've been working on and I'm sure the rest of the modding community would like to take a look.

I think thats a good idea. If everyone is able to leave feedback in one central location, I'm more likely to see it and be able to respond.

Of course, not all my projects are Manhunt related, so probably wont title it that :p

Just need stealth and executions, then I can make a MH thread ;)

 

Back on topic: Im looking at AGS right now, for the first time in months, and realizing just how huge of a project this has become. I'm overwhelmed lol.. I can't believe I wrote all this.

Looks like progress stopped right in the middle of updating the weapon attachment data lines. Back to work!

 

Yeah maybe not something entirely manhunt just like InfamousSabre's Mods Thread or something. I'm super anxious to see what's changed with Pickups or Ambience even if they're small changes that I wouldn't even notice otherwise.

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InfamousSabre

Really need the Manhunt executions in GTA IV. :colgate:MAJEST1C_R3 was working on an importer and exporter for the Manhunt ifp's.

I absolutely agree, hehe.. If he ever releases it, I'll look into it for sure.

I finally posted in his thread though. Been following it for a while, but ProjectManhunt forum is pretty slow moving.

Edited by InfamousSabre
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