CS 1.6 Weapons for UT + Update v2.0

Need some nice Mods? Here, you are right!
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EvilGrins
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Re: CS Weapons v1.6 for UT

Post by EvilGrins » Sun Jun 12, 2016 2:24 am

Barbie wrote:That CSWeapons_v16 Mutator exchanges weapons only
Hasn't been my experience.
Spoiler
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Note the ammo on the middle left of this screenshot:
Image
It's been changing weapons, armor, & ammo on most of the maps I've tested it on.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Dr.Flay
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Re: CS Weapons v1.6 for UT

Post by Dr.Flay » Mon Jun 13, 2016 12:45 am

Load the problem maps in UEd and see if the pickups are custom and in a separate branch.
Normally only weapons and pickups listed under the original branches will be swapped.

Anyone tried it with Unreal maps in UT ?

amitie204
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Re: CS Weapons v1.6 for UT

Post by amitie204 » Thu Jun 16, 2016 6:10 pm

Well this is nice!

Will there will be a Half-Life 1 Weapons Mod for UT?

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EvilGrins
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Re: CS Weapons v1.6 for UT

Post by EvilGrins » Fri Jun 17, 2016 6:28 am

amitie204 wrote:Will there will be a Half-Life 1 Weapons Mod for UT?
As soon as you make one!

Found another little issue:
Image

One of the MH-LostInTime maps, in order to open the gate to the time travel portal you've gotta blow up 2 of those energy conduits. Problem is, you can't do it without an explosion, which none of the CS-guns can do.

There were no grenade pickups with the map as is. Suppose they could be edited in.

Ultimately, to get past there, I had to summon unreali.rocket to "kill" that thing.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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sektor2111
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Re: CS Weapons v1.6 for UT

Post by sektor2111 » Fri Jun 17, 2016 6:33 am

Happens... because maps are not done for "mutators". They screw some Levels. I recall a sort of MH-AtaaXX which is very linked with BPAK stuff else it won't End. For me adding mutators in MH is a lost cause for a few years - map doesn't make any sense ruining original game-play when "BioRifle has been unlocked" and we can see other thing "unlocked".

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Re: CS 1.6 Weapons for UT + Update ver 2.0

Post by Spectra » Sat Jan 28, 2017 9:20 pm

Version 2.0 update:
The ReadMe file is same as previous. I will just post the change and fixes.
CHANGES FROM PREVIOUS VERSION:

1. All weapons are imported as Skeletal Models. So no more choppy or distorted animations.
2. Two new weapons added: Dual Elites Pistols and C4.
3. Fixed AI firing bug of Aug and SG552.
4. Added option for replacing OldSkoolWeapons.
5. Auto add to ServerPackages if server runs on XC_Engine.
6. New animations for FAMAS and Galil.
7. SMG weapons have more fire rate and accuracy.
8. This version is Standalone. This time there is no need for extra packages like XPickups or RocketsUT anymore.
9. Players / Bots will re-spawn with two extra frag grenades.
10. Texture skin fix for Flash and Smoke grenade.

SERVER SETUP:

If you are planning to load this mod in server, then add this in your server's UT.ini file:

If your server is running on XC_Engine, then no need to add to ServerPackages.
The XC_Engine will automatically add it to ServerPackages.

Else if your server is NOT running on XC_Engine, then add this in your server's UT.ini file.

ServerPackages=CS_v16_2

Also don't forget to add the redirect files (.uz) provided.
Note: Weapon replacement should work on every maps now. This time replacements won't take accounts of MyMarker.

Download Mod: http://www.mediafire.com/file/yea9wi50q ... s16_v2.zip
Download Source: http://www.mediafire.com/file/mca44b18m ... Source.zip

Edited 1st Post.

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OjitroC
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Re: CS 1.6 Weapons for UT + Update v2.0

Post by OjitroC » Sun Jan 29, 2017 3:53 pm

These are really good - noticeable improvements from the previous version :tu: :gj: