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Len the man
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Posted: 3rd Jul 2017 20:33
@Errant AI - That revolver is beautiful... That's great work...

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Wolf
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Posted: 4th Jul 2017 15:04
Jupp! You nailed it.
synchromesh
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Posted: 4th Jul 2017 16:24
Now can we buy it ? Sigh !!
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lotgd
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Posted: 12th Jul 2017 21:47
The revolver is awesome! Very realistic. Like the rest of your work.
I hope you will also do some weapons pointing to the medieval. Fantasy, steampunk. They could serve many people.

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Errant AI
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Posted: 17th Jul 2017 22:07
I said that I had decided to not do a slow reload for this but I lied. Last couple weeks have been filled with summertime distractions so it took longer to put together than expected. This is the Alternate/Tactical reload which pairs with the speedloader Emergency Reload shown previously...



It's not flashy but it suits my style and it gives me something solid to work from for future mechanically similar revolvers where speedloaders may be omitted for balance (T5 remaster). It also helped me to spot and address some vertex weighting issues with the hands.

I also have all of the primary-fire animations complete including random fire animations so that the recoil motion isn't exactly the same each time. I still need to do the alt-fire (single action) anims. Will probably do a minor texture pass before showing that.
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Slaur3n
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Posted: 17th Jul 2017 23:10
Love it! I highly prefer this reload for a revolver
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GraPhiX
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Posted: 17th Jul 2017 23:32
this is brilliant your skills are amazing so realistic well done
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granada
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Posted: 17th Jul 2017 23:55
Very cool,looking better all the time. I am starting to realise how much time goes into weapons now (good ones like yours ) .

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Errant AI
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Posted: 18th Jul 2017 00:16
Thanks, guys!

Quote: "I highly prefer this reload for a revolver "


I've set up the animation so that the animation can be used for both reloads if that's what the user prefers (same goes for the speedloader version). Main reason I have the speed-loader by default (for empty reload) is to help with tiered balancing. Among sidearms, I want it to remain competitive with the DEagle as well as remaining a viable upgrade from some less powerful autopistols without arbitrarily buffing per-shot damage.

Quote: " I am starting to realise how much time goes into weapons now (good ones like yours )"


Yeah, there's quite a bit. Especially when getting into all the advanced compatibility. These are taking considerably longer per-weapon than it did for my earliest model packs. Part of it is because there's more animations and greater model detail but also because I'm putting a lot more effort into animations compared to what I used to do. I used to be satisfied just getting things in-game but now I want them looking (and working) really good as well. That said, I'm generally a slow worker when it comes to this stuff.
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Errant AI
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Posted: 21st Apr 2018 19:51
Quick PSA for owners of my Arcade Pack:

In the PBR update, the arcade cabinets will sometimes be visually glitched out. This is due to changes with the shaders. As a temporary fix, please open up the FPEs of the animated arcade machines and...

change:
effect = effectbank\reloaded\entity_basic.fx

to:
effect = effectbank\reloaded\apbr_illum.fx

This will fix a problem where illum maps are sometimes applied to the model as a detail map.

If you are having issues with the screen transparency (monitor not visible behind glass), make sure the model is set to dynamic mode (set to immobile through editor if needed) and then extract and wiggle around in the editor a little. This seems to fix alpha sorting issues. This is mostly a problem in older maps.

Please note that when running through the PBR pipeline, these older assets will exhibit the same dark/glossy look that all DNS assets get.

This weekend I am taking some time to evaluate these older GG assets of mine. I will be looking at updating textures for PBR in addition to improving various default FPE settings and reducing render calls.

I will attempt to push out updates but there is some uncertainty due to fluctuating normal requirements for PBR (usage of +Y or -Y maps). So, I'm not sure when updates will become available.

In the meantime, here is a pic of my billiards pack converted to PBR. I think it looks pretty decent.
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granada
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Posted: 21st Apr 2018 21:52
The pbr conversion went well that model looks great

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Errant AI
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Posted: 21st Apr 2018 23:19 Edited at: 21st Apr 2018 23:22
Thanks!

And here's a teaser pic for those who only care about guns...



Looks pretty decent set into Duchenkuke's fantastic map design.
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Bugsy
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Posted: 22nd Apr 2018 00:22
those revolver animations made me never want to open 3ds max again. WOW!!!!! goodness gracious me.

i cant even find anything to criticize, if i could i would
Pirate Myke
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Posted: 22nd Apr 2018 06:26
@Errant AI:
That is a great shot. Looks like you have the texture down now.
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GraPhiX
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Posted: 22nd Apr 2018 10:34
WOW that is some screenshot very nice Errant AI those arms look amazing
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themegapolice 96
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Posted: 4th Jul 2018 20:53
news? :c
?
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Errant AI
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Posted: 11th Jul 2018 13:16 Edited at: 11th Jul 2018 13:22
DLC is coming Soonâ„¢.

Assets are locked in and there are only a couple outstanding engine-side issues remaining. Release should coincide with an upcoming PP update. Please note that my weapons will need this update to work. They will not work in older versions or Dx9 versions.

There has been loads of "behind the scenes" work going on and Lee has been beyond excellent with getting weapon system issues taken care of. Particularly over the last few months. There have been dozens of issues resolved. Some of which have required new features to be added to the GG weapon system. A lot of this stuff is somewhat subtle and will likely go unnoticed by many but trust me when I say that the overall functionality and feel has been greatly improved. In most cases these are small things which bridge gaps in existing features or polish previously implemented features that have not been working quite as intended.

Some weapon system improvement highlights:
- Support for multiple textured PBR weapons... this brings back the ability to easily swap hand textures or add accessory parts with their own maps. This, of course, should be used sparingly as it increases draw calls but restores much needed flexibility.
- Improved audio system for automatic weapons. Can now use fireloop= -1 on automatic weapons to easily time gunshot sound with actual firerate. Removes guesswork and fixes most of the nasty gunshot audio truncation when firing full-auto.
- Loopsound feature adds the ability to loop audio based on weapon state (normal, empty, alt mode, alt mode empty). This is ideal for things with motor or electronic ambient noise.
- Runto/from transition anim support added. This allows for dedicated animations for transitioning with run animation and greatly helps to smooth things out when running and gunning. No more nasty anim popping.
- Run Delay system added for weapons without dedicated transition anims. Helps minimize anim spazzing when spamming run key.
- Iterate hitscans occur instantaneously instead in a string. This means that shotgun spread pattern is no longer affected by recoil or movement.
- Last fire animation support added so that we can now have distinct animations play when the last round is expended. This helps to eliminate popping/engine blending when transitioning to a weapon's empty state. No more pistol slides eerily creeping back on their own after the last shot. This also opens up the possibility for neat things like Garand pings and that sort of thing.
- Improved "random" fire animation selection. Eliminates the chance of the same animation playing twice (or more) in a row if multiple anims are specified.
- Improved projectile customization. Greater user control over dynamics and effects for projectiles.
- Improved jamming/overheat system is now less predictable and more randomized within set gunspec parameters.
- Improved brass system is more reliable and able to keep up with high volume weapons.
- Restored HUD icons for unlimited ammo (melee) weapons. Now use an infinity symbol instead of numeric 99999 display.
- Improved dryfire system to be less glitchy. Used to cause awkward animation lockup.
- Fixed engine-side animation bobble to reset when stationary. This was causing ironsights to become misaligned after moving.
- Fixed several instances where animation playback speed was out of spec.
- Fixed an issue where weapon ammo was inherited when trading held weapon with another weapon that holds less ammo.
- Numerous shader related things as a part of the PBR upgrade transition.
- Numerous smaller tweaks here and there or fixing things that were unintentionally affected throughout the process.

I hope that everyone can soak in the above list and appreciate how much effort Lee has put into pulling this all together. It should also serve to highlight how rough the existing system was. Like much of GG, there are a lot of great features which are just sort of unpolished and the weapon system is no exception. There is still a fair amount to be done to improve the fun-factor of weapon usage and greater functionality in GG but those things can come later. And it is my plan to add to my DLC as new features and improvements become available.

From my end, there have been numerous changes ranging from simple gunspec tuning tweaks, to texture revisions for PBR, to mesh improvements/tweaks, audio revisions, and animation additions/improvements. Several of those evolutions have been documented in this thread, others on the Unofficial GG Discord.

It's been a long tunnel but we're finally seeing some light. I really appreciate everyone's patience and I think it will be worth the wait.

Here's a teaser of what will be included in the DLC.


Many more will be available from the GC Store after release. Some near launch and others to follow throughout the year.
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granada
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Posted: 11th Jul 2018 14:22
Great news ,lot of work gone into this .it will be a fantastic weapons pack ,nice work .

Dave
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Corno_1
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Posted: 11th Jul 2018 16:32
Will this be a official DLC over steam or did you just call it like this and just sell it over the store?
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Errant AI
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Posted: 11th Jul 2018 17:25
Quote: "Will this be a official DLC over steam or did you just call it like this and just sell it over the store?"


Both.

There will be an official DLC with the weapons teased and additional compatible weapons (same hands and style) will be on the store.
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Posted: 11th Jul 2018 18:02 Edited at: 11th Jul 2018 22:07
Quote: "Both."

Yay.
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Wolf
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Posted: 14th Jul 2018 13:13
Oh boy
Oh boy
Oh boy
Oh boy



-Wolf
Bugsy
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Posted: 14th Jul 2018 17:01
"additional"
like what guns? care to give us a hint?
Errant AI
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Posted: 14th Jul 2018 22:04
Quote: ""additional"
like what guns? care to give us a hint?"


Predominantly, weapons which were in the old video (from last May) but not included in the DLC and which will also work in GG.

Initially (closest to DLC release), that will be mostly melee weapons and pistols. Basically, stuff I have already rough versions of in GG. These will take minimal time because their pathway has already been defined and debugged by the DLC work. Once that backlog has been pushed out, I'll begin focusing on new weapons and filling in weapon archetype gaps ( sniper, smg, combo, heavy) for the remainder of the year.
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Errant AI
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Posted: 17th Jul 2018 06:59 Edited at: 20th Jul 2018 20:22
DLC player weapon image dump:














































Video to follow later in the week
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Wolf
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Posted: 17th Jul 2018 12:47
granada
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Posted: 17th Jul 2018 18:20
Great pack,very nice job .they look great in the new gg release

Dave
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Pirate Myke
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Posted: 17th Jul 2018 21:52
Again, really outstanding work you have done on these. They look great.
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Posted: 18th Jul 2018 14:01
Magnificent!!!
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reyandekcire
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Posted: 18th Jul 2018 21:16
Just amazing ! Can't wait for it to sort out....
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Peri
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Posted: 18th Jul 2018 21:32
WOW
Errant AI
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Posted: 18th Jul 2018 23:26 Edited at: 19th Jul 2018 04:28
Thanks guys!

It looks like the GG "Monster Public Preview" is out now and I believe that is the minimum compatible version for these weapons. Without this update, the weapons will not render or animate correctly and several may not even load. So, I strongly recommend opting into the PP unless you're version locked on a current project that is in final stages. We really need as many people opted in as possible to discover issues that closed beta has missed. Finding and fixing is critical to the advancement of the engine.

DLC Progress: I've been recording raw video since yesterday. Should have all I need recorded later tonight (after the umpteenth defragging) and start cutting video tomorrow. Usually I just do long format, single-take video but need to have something shorter and more interesting for steam. I've also gone through and done the donkeywork of repathing all the files for their final destinations... I'm a little annoyed by it. If I'm being honest, I feel it overcomplicates things for users in the long run by having segregated support file (gamecore) directories for pack and store assets but it is what it is.

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JPH-GAMES
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Posted: 19th Jul 2018 14:01
Always very good, Congratulations very beautiful Pack .

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Slaur3n
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Posted: 20th Jul 2018 14:12
The last image looked real for a second 10/10
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Errant AI
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Posted: 21st Jul 2018 10:22
Currently distilling over an hour of raw footage into a few minute promo video for my DLC weapon pack (out in a week or so)... A task much more challenging than I expected to be. In the meantime, just thought I would share some unedited video for those who are interested.

Recorded with OBS Studio... I should have switched a long time ago. Fraps is garbage, by comparison.

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Posted: 21st Jul 2018 14:04
Awesome Errant AI, unbelievable.
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Wolf
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Posted: 22nd Jul 2018 22:57
Quote: "Awesome Errant AI, unbelievable. "


themegapolice 96
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Posted: 23rd Jul 2018 23:42
Give me all!!!!
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Errant AI
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Posted: 25th Jul 2018 21:07
So yeah. It's a real thing now

GameGuru ENHANCED WEAPON PACK DLC
On Steam

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Posted: 26th Jul 2018 06:34
This is an awesome pack - nicely done, EAI.
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Solar
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Posted: 26th Jul 2018 09:22
Great work, EAI! This is the most awesome awesomeness ever!
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