[HL2]Firearms Source

Игры созданные энтузиастами, не уступающие по качеству платным
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#31 Сообщение 26.07.2010, 18:30

у меня вопрос: а добавление ботов планируется? %)
українська мерзота буде знищена до останнього українця

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#32 Сообщение 26.07.2010, 19:07

о, отличный мод, мне понравился!

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#33 Сообщение 26.07.2010, 22:28

Обьясните мне в чём соль? По порядку: для мода, вышедшего через 6 лет игры-основы (хл2дм), он слишком на неё похож. Никаких работ над худом, анимациями игроков и эффектами не сделано. Это так, бросается с первого взгляда. Геймплей мне не понравился. Эти бравые суровые морпехи передвигаются медленно, при спринте же выдыхаются всего за 5 секунд! Анимации игрока из-за это выглядят очень странно, потому что анимации предназначены для бега, а не для неспешной ходьбы, нечто похожее можно заметить в зпс, когда набираешься оружия, выглядит как слоу-мо и дико раздражает. От прыжка тоже силы отнимаются. Отдача от оружия ужассссная. Как будто кто-то плавно двигает мышку вверх. Ну это просто нубокодерство, ничем это оправдать нельзя, кроме лени. Пхожее, кстати, опять же было в зпс. Снайперизм, который балансируют-нерфят в современных играх, тут наоборот, в расцвете читерства. Бежишь-бежишь (пардон, ковыляешь-ковыляешь), упал - увидел чей-то ник. Рядом со своим. Мне такая игра радости вообще не доставляет. Какой-то симулятор американского тактического утюга. В добавок это всё так отлично оптимизировано, что постоянно фризит. Я ничего не понял и удалил. Но меня удивляет что стольким человекам нравится. Может я не в теме?
You can eat shit and fucking die!

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#34 Сообщение 26.07.2010, 22:34

Painkila
Это симулятор суровой войны же, все очень реалистично (ты бегаешь с нереальным обвесом, отдача - говно, снайперы всех нагибают). Все как в жизни.
Sarcasm mode off.
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#35 Сообщение 27.07.2010, 15:42

Painkila
Тебе не понять ;)
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#36 Сообщение 12.08.2010, 11:26

Не всё так плохо как казалось начали появляться патчи решающие много траблов в моде. Вот к двум патчам Change Log.
Changelog 1.0 to 1.0c
  • Heavy weapon moving view model effect changed to a more suitable one.
  • Heavy weapons with scopes can be unscoped while moving now (right click will unscope rather than going to the next zoom level on the M82 while moving)
  • Hitbox damage multipliers buffed (head: 2.5x, chest: 1.3x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
  • Forced M24 unscope on reload
  • Fixed scoped recoil modifiers
  • Bleeding players will spurt blood when they go through a bleed cycle
  • Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
  • Claymore damaged has been amplified - I screwed this one up right before release by accident when I was trying to chop out some unnecessary effect code that was causing spikes in net traffic. This is just the un-screwup. -cjd
  • Fixed ammo caches not giving ammo
  • Added randomization to the player model appearance
  • Bandage key doesn't set IFAK as last weapon
  • M3 reload animations should be smoother
  • Interruptible M3 reload (either +attack or +attack2 will do it)
  • Transition for aiming down the sight shouldn't jitter as much
  • Hospice flag placement now uses Valve's progress bar code
  • Added Hints for Hospice Flag deploying and upon entering an area
  • Healing target HUD element now stays on the player you're healing as you're healing them
  • M24 no longer takes ages to cock after shooting
  • Weapons don't play the idle animation as much - this is most noticeable on the G36C
  • Within the radius of a hospice flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
  • AK-47 bayonet's damage now matches the Machete's, slight range buff.
  • Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
  • Fixed instance where last player on 0 reins team disconnects and doesn't end the game
  • View model bob cycle tweaked, should give off a less "floating" feel
  • G36C has half the recoil when scoped now
  • Drop primed grenades on death
  • Added radio and voice command menus
  • Added hints relating to IFAK
  • Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
    fas_rein_notification entity being present on a map won't cause it to not work (aliased to fas_game_logic_reins for backwards compat).
  • You can change the alpha of the objective/player icon overlay (cl_overlay_icons_alpha, value is between 0 and 1)
    If you change the maximum distance of the obj/player overlay to a value < 0, icons will not fade out at distance (cl_overlay_fade_distance)
  • Pressing your jump key while prone will make you unprone (same as when you press the normal prone key)
  • You can no longer prone in mid-air
  • Client-side ragdolls will only spawn after the player has joined the game and started playing, this should prevent ragdolls from spawning immediately when a player joins the server causing severe lag.
  • Added client-side dynamic lighting to NVG's to simulate light amplification in the world. Can be turned off if FPS is an issue (cl_nvg_dlight)
  • Changed tracer effect on the machine guns to use a red particle tracer instead of the old yellow non-particle version
  • Improved semi-automatic assault rifle accuracy, bullet cone is 75% - down from 90%
  • Improved semi-automatic SMG accuracy, bullet cone is 85% - down from 95%
  • Improved burst fire on SMGs and ARs to 90% original cone.
  • Increase assault rifle recoil
  • Better player hitboxes on model
  • M82 recoil increased, rate of fire decreased (you have to wait longer for the weapon to re-fire)
  • You now start bleeding after taking 30 damage rather than 20
  • You can no longer jump while deployed
  • Fixed exploits on Iwojima and Dragovo
  • Brightened darker maps and pitch black areas
  • Added proper control point entity for HUD flag placement
  • Lowered damages of high ROF weapons
Changelog 1.0c to 1.0d
  • Speed modifiers for heavy and medium armor.
  • You can select spectate from the team menu after spawning now.
  • Fixed bug where you would be shown in the wrong team color when an enemy you hurt would commit suicide. This is now shown as an "assisted suicide" in the death notices.
  • Teamkills no longer report an assister to avoid confusion with the assister being in the wrong team color. You are silently rewarded assist points.
  • Improved assault rifle accuracy (usually 2-3x more accurate) - tweaked to 1024 unit range
  • Improved SMG accuracy (about 1.5-2x more accurate) - tweaked to 512 unit range
  • Improved pistol accuracy (to about the same degree as SMGs), lowered damage to compensate
  • LMGs now have 0.25x the bullet cone while deployed
  • M60 damage lowered
  • SR-25 recoil increased
  • Fixed inaccurate skill descriptions
  • When healing yourself with the IFAK, it no longer reports the previous healing target
  • Fixed tracer rounds on the Vollmer
  • Armor damage mitigation modified to lower values. Light 0.4x, Medium 0.5x, Heavy 0.6x
  • Different types of armor have different armor hit point values, rather than being 150 for all of them. Light has 100, heavy has 200, helmet has 100, limb armor has 75
  • Added new damage sounds
  • Run speed reduced to 210 from 230 (~9% slower)
  • Sprint speed reduced to 325 from 340 (~4% slower)
  • Changed strafe and backpedal speeds. Backwards: 0.6 from 0.8, Strafe: 0.7 from 0.8
  • Removed delay between firemode toggle
  • Added missing MenuOpen/MenuClose/MenuPulse HUD animations
  • Resolved sniper weapon selection slot conflicts
  • Delay between voice and radio messages
  • Weapons start with full ammo on spawn (6 reserve mags rather than 4)
Также в версии 1.1 будут добавлены новые виды вооружения.
Оружие:
- Sig P226
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- Beretta 93R
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- IMI Uzi
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- Remington 870
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- FAL
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- SKS
- KS23
- Raging Bull
- SVD
- Sterling
Ну и парочка скриншотов новой карты ps_caliber
Скрины:
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#37 Сообщение 05.09.2010, 11:39

Changelog 1.0d to 1.0e
  • Increased Weapon Accuracy
    An increase in the base weapon accuracy across all weapons allows for more distant engagements. The problem before this was that most engagements were happening face to face due to the general inaccuracy of the weapons. If you fired at someone at a distance, most of your shots would miss, and those that did connect were limb shots more often than not. Increasing accuracy allows you to properly aim and take down targets with precision, and a greater influence from fire modes gives players a better reason to swap at different ranges.
  • Decreased Armor Absorption Levels
    With the decrease in armor absorption, players are generally taken down much faster under fire but their armor lasts much longer overall. The problem before was that with full heavy, we saw quite a bit of tanking, and players simply weren't being taken down quick enough. Fire fights would often last multiple magazines. We have since dropped the absorption by half of its previous value, with more decisive and exciting firefights as a result.
  • Weapon Re-balancing
    We have been vigorously testing and improving the roles of each weapon to fit in line with the new accuracy and armor values. Some of the weapons in our previous builds were seeing very little use, while others were being used in roles they shouldn't be. We are looking at the values more carefully and are making sure each class of weapon excels in its proper role.
  • New Server Options
    1.0e is our last planned patch before the big 1.1 release, so we want to make sure the server admins have the tools they need to run a successful server. These new server options allow server owners to limit weapons where they see fit, restricting weapons for scrimmaging or competitive games. While we encourage all play styles in FAS, we understand that others may want to tailor the experience.
  • Over 60 Resolved bugs
    We are fixing bugs daily, and trying to remove all critical bugs so that we can allow our player base to grow. Unfortunately, there was some oversight to how extreme a number bugs were, particularly in the case of the ragdoll issue mentioned above. In its worst form, this all but prevented players with lower end specifications from joining servers in progress. In 1.0e you will notice a much more stable game, both as the client and server.
  • Speed modifiers for heavy and medium armor.
  • You can select spectate from the team menu after spawning now.
  • Fixed bug where you would be shown in the wrong team colour when an enemy you hurt would commit suicide. This is now shown as an "assisted suicide" in the death notices.
  • Teamkills no longer report an assister to avoid confusion with the assister being in the wrong team colour. You are silently rewarded assist points.
  • Improved assault rifle accuracy (usually 2-3x more accurate) - tweaked to 1024 unit range
  • Improved SMG accuracy (about 1.5-2x more accurate) - tweaked to 512 unit range
  • Improved pistol accuracy (to about the same degree as SMGs), lowered damage to compensate
  • LMGs now have 0.25x the bullet cone while deployed
  • M60 damage lowered
  • M1911 damage increased
  • SR-25 recoil significantly increased
  • Lowered M79 Cost
  • Fixed inaccurate skill descriptions
  • When healing yourself with the IFAK, it no longer reports the previous healing target
  • Fixed tracer rounds on the Vollmer
  • Armor damage mitigation modified to lower values. Light 0.4x, Medium 0.5x, Heavy 0.6x
  • Different types of armor have different armor hit point values, rather than being 150 for all of them. Light has 100, heavy has 200, helmet has 100, limb armor has 75
  • Added new damage sounds
  • Run speed reduced to 210 from 230 (~9% slower)
  • Sprint speed reduced to 325 from 340 (~4% slower)
  • Changed strafe and backpedal speeds. Backwards: 0.6 from 0.8, Strafe: 0.7 from 0.8
  • Removed delay between firemode toggle
  • Added missing MenuOpen/MenuClose/MenuPulse HUD animations
  • Resolved sniper weapon selection slot conflicts
  • Delay between voice and radio messages
  • Weapons start with full ammo on spawn (6 reserve mags rather than 4)
  • Hopefully improved stability of Mortars
  • Added a fas_version command
  • Reworked the ammobox code a little bit to address the ammoboxes only giving ammo to the current weapon
  • Made some tweaks to the lighting effects for the NVG's to help prevent model texture/material washout
  • Addressed an area of potentially invalid memory in the round over HUD element which could cause a crash
  • Reworked some VGUI panels (MOTD, team panel, loadout etc)
  • Fixed hint panel showing a black box with no text in it
  • Fixed case where holding down MOUSE2 would continue to play the idle animation when you aim down the sights (G36C)
  • Holding down the attack, attack2 or reload key will no longer prevent a weapon from deploying
  • Solved some visual glitches associated with bolt action (or pump action) weapons
  • Disabled the ability to jump if your stamina is less than the amount of stamina drained for jump
  • Slightly upped the stamina drain for jumping from 20 to 30
  • Setting fas_endgametimer to -1 will remove the 0 rein timeout, waiting until all the players on the team are dead or a full cap is made
  • Added fov_desired cvar which is used in Valve's official games which allows you to adjust your FOV between 75 and 90. Defaults to 90
  • You can no longer climb a ladder while prone or ducked
  • Burst fire queues bullets to fire, so 1 click = 3 bullets (with M16/FAMAS), rather than having to hold it down
  • mp_switchteams is now fully operational and will flip the teams when a server admin issues the command
  • Ability to restrict weapons per-server through a weapons blacklist
  • Shotgun reload cancelling waits until you have released the mouse button
  • View punches for recoil are now applied to spectators
  • Firemode recoil modifiers are fully operational
  • Marksman skill increases accuracy in 10% increments rather than 5% (5->10, 10->20, 15->30)
  • Projectiles no longer spawn at the other side of a wall when you're facing next to one
  • Reinforcements are drained on spawn rather than death
  • Added 4-directional hit indicators, in addition to the red fade
  • Ammo caches will replace partial magazines
  • Fix for ragdoll spam on initial spawn which would lag out players
  • Re-compressed textures which should help users running on low end machines
  • SG550 and FAMAS have been re-animated
  • Specular maps added to weapon view models
  • Fixed channels and attenuation of some sounds, fixes some issues where you can't hear the gun you're being shot by
  • Fixed potential crashes with quick bandaging
  • Kill icon for suicide
  • Fixed ERRORNAME appearing when destroying SD objectives
  • Fixed bug with animations and reloading when going prone with internal magazine weapons (M3)
  • Fixed the appearance of an IFAK floating next to a player when a player has been put in spectator
  • Weapons can fire underwater
  • Added cvar fas_switch_teams_on_rwin which flips the teams and rein count between rounds
  • Gunnery II now improves holster/deploy times as the label describes
  • Server name now appears on scoreboard
  • Game should now end after a full cap results in a team going to 0 reins
New for mappers in 1.0e
  • PointsForDestroy keyvalue on sd crates to give players points for destroying the objective
Firearms: Source 1.0e Trailer
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Gibs001
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#38 Сообщение 05.09.2010, 12:31

На него серверы хоть находит?

Fire666
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#39 Сообщение 23.09.2010, 19:40

Внимание: Firearms Source получил доступ к SteamWorks и в ближайшее время станет доступен для публики в стиме.

Сейчас он представляет собой тестап ValveTestApp 17770
Последний раз редактировалось Fire666 23.09.2010, 19:41, всего редактировалось 1 раз.

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ice
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#40 Сообщение 23.09.2010, 22:52

Переделка DOD:S

Hakuni
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#41 Сообщение 25.09.2010, 02:59

Не фраерись ! Это переделка мода FireArms с первой ХЛ на Соурс.

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#42 Сообщение 02.10.2010, 13:14

Отличный мод,сервера есть. Но вот бл*ать то что про при прыжке усталось накапливается это верх долбо**инства
Отдам МОЙ аккаунт( Left4dead2) + КЛЮЧ за Гифт Killing Floor. Он сегодня всего 6$ либо за перевод 6$ на кошелёк.
Писать в ЛС или в скайп dsdads94

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#43 Сообщение 06.12.2010, 22:47

ИМХО, на мой взгляд Insurgency: Modern Infantry Combat лучше, ибо чаще обновления, картинка сочнее, полная поддержка стим
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#44 Сообщение 06.12.2010, 23:02

Djm0n писал(а):Отличный мод,сервера есть. Но вот бл*ать то что про при прыжке усталось накапливается это верх долбо**инства
игра должна быть приближена к реальности ИМХО!

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#45 Сообщение 28.12.2010, 21:04

Хороший мод, только серверов мало...
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