Counter Strike Source Weapons for UT release

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Counter Strike Source Weapons for UT release

Postby Spectra » Sun Jan 29, 2017 1:23 pm

Here, I am releasing new CS Weapons pack from game - Counter Strike : Source for UT.



From ReadMe:
Spoiler: show
===========================================================================================
MOD INFORMATION:

Title: Counter Strike Source Weapons for UT99
Author: SpEcTra_7
Email: spectraut2@gmail.com
Release Date: 29th January, 2017
Version: 1.0
===========================================================================================

===========================================================================================
DESCRIPTION:

This is a port of Counter Strike Source weapons to UT99.
Weapon Pack contains over 29 weapons ranging from knife, pistols to heavy rifles, grenades.
===========================================================================================

===========================================================================================
INSTALLATION:

1. Put the contents of System (.u) folder in your UnrealTournament/System
2. (OPTIONAL) Redirect files are provided if you are planning to play this in servers.
===========================================================================================

===========================================================================================
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=CSSWeapons

Also don't forget to add the redirect files (.uz) provided.
===========================================================================================

===========================================================================================
CONFIGURATION FILE (.ini) EXPLAINED:

DefaultCSWeapon=CSSWeapons.Pistol_USP //This will only work when bRespawnWithRandomPistols=False, the game will give USP as default weapon.
DefaultShotgunWeapon=CSSWeapons.Shotgun_M3 //This will only work when bRandomShotgunReplacement=False, the game will spawn specific weapon in place of Bio Rifle.
DefaultSMGWeapon=CSSWeapons.SMG_MP5 //This will only work when bRandomSMGReplacement=False, the game will spawn specific weapon in place of Shock Rifle.
DefaultRifleWeapon=CSSWeapons.Rifle_M4A1 //This will only work when bRandomRiflesReplacement=False, the game will spawn specific weapon in place of PulseGun, Ripper, Minigun and Rocket Launcher.
DefaultSniperWeapon=CSSWeapons.Sniper_AWP //This will only work when bRandomSniperReplacement=False, the game will spawn specific weapon in place of Sniper Rifle.
bEnableRecoil=True //Self explanatory
bAllAmbientGlow=True //If this is false, the glow effect won't be there on weapons. Its cons is that it will difficult to find weapon in dark corners.
bEnableCrosshair=True //Self explanatory
bRespawnWithRandomPistols=True //Self explanatory
bRandomPistolReplacement=True //The game will spawn random pistols in place enforcer. Make sure Weapon Stay option is disabled.
bRandomShotgunReplacement=True //Same as above, but for shotguns.
bRandomSMGReplacement=True //Same as above, but for SMGs.
bRandomRiflesReplacement=True //Same as above, but for Rifles.
bRandomSniperReplacement=True //Same as above, but for Sniper Rifles.
bBulletPenetration=True //You will be able to shoot through walls and players.
bReplaceOldSkoolWeapons=True //Self explanatory
GunPickupSoundType=0 //0 - CS Pickup sound, 1 - Default UT Pickup Sound (for guns only).
AmmoPickupSoundType=0 //0 - CS Pickup sound, 1 - Default UT Pickup Sound (for ammo only).

GUI Configuration window is also added in Mod Menu, but not all settings are present there.
===========================================================================================

===========================================================================================
SUMMON COMMANDS:

Type this in console.

1. Melee:
summon CSSWeapons.Melee_Knife

2. Pistols:
summon CSSWeapons.Pistol_USP
summon CSSWeapons.Pistol_Fiveseven
summon CSSWeapons.Pistol_Deagle
summon CSSWeapons.Pistol_P228
summon CSSWeapons.Pistol_Glock
summon CSSWeapons.Pistol_DualElites

3. Shotguns:
summon CSSWeapons.Shotgun_M3
summon CSSWeapons.Shotgun_XM1014

4. SMGs:
summon CSSWeapons.SMG_MP5
summon CSSWeapons.SMG_P90
summon CSSWeapons.SMG_UMP45
summon CSSWeapons.SMG_Mac10
summon CSSWeapons.SMG_TMP

5. Rifles:
summon CSSWeapons.Rifle_AK47
summon CSSWeapons.Rifle_Famas
summon CSSWeapons.Rifle_M4A1
summon CSSWeapons.Rifle_Galil
summon CSSWeapons.Rifle_SG552
summon CSSWeapons.Rifle_Aug
summon CSSWeapons.Rifle_SG550
summon CSSWeapons.Rifle_G3SG1

6. Heavy Rifles:
summon CSSWeapons.HeavyRifle_M249

7. Sniper Rifles:
summon CSSWeapons.Sniper_AWP
summon CSSWeapons.Sniper_Scout

8. Grenades:
summon CSSWeapons.Grenade_Frag
summon CSSWeapons.Grenade_Flash
summon CSSWeapons.Grenade_Smoke

9. Special:
summon CSSWeapons.Special_C4
===========================================================================================

===========================================================================================
IMPORTANT NOTES:

Recommended FOV: 80 - 90
Weapon don't support Alt Fire except in weapons like USP, Famas, Glock, M4A1 and Scoped weapons.
If you see the right side of the HUD, on the top of Ammo bar. A yellow color number is displayed showing the actual clip count left in your gun.
===========================================================================================

===========================================================================================
USAGE / PERMISSION:

This mod is Open Source. You are welcome to make your version or use in your projects.
But add my name in your credits list.

I have provided a different ZIP file with Source codes only.
===========================================================================================

===========================================================================================
KNOWN ISSUES:
AWP and Scout have some problems in online, while zooming sometimes bullets don't land properly.
In order to fix this, simply de-select and select again the weapon or reload the weapon.

===========================================================================================
CREDITS:

Gizzy and Shivaxi - developing CSWeapons227 for Unreal 1.
Wormbo - developing EnhancedItems and RocketsUT and flash effects from that mod.
FeraliDragon - developing XPickups as it supports random replacement of items.
Valve
Epic Games
===========================================================================================

Thats all! ENJOY!

END OF FILE.


Download Mod: http://www.mediafire.com/file/ns819gxnx ... eapons.zip
Download Source: http://www.mediafire.com/file/8iv83c9s9 ... Source.zip

ENJOY!
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Re: Counter Strike Source Weapons for UT release

Postby OwYeaW » Sun Jan 29, 2017 3:08 pm

nice, those gun models are looking great
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Re: Counter Strike Source Weapons for UT release

Postby OjitroC » Sun Jan 29, 2017 4:13 pm

What are the differences between this release and the CS v16 version 2 you released yesterday?
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Re: Counter Strike Source Weapons for UT release

Postby EvilGrins » Sun Jan 29, 2017 11:04 pm

What's the name of the CTF-Face with the jumpads necessary to get to the other side?
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Re: Counter Strike Source Weapons for UT release

Postby SC]-[WARTZ_{HoF} » Sun Jan 29, 2017 11:45 pm

Nice work Rocky. :gj:
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Re: Counter Strike Source Weapons for UT release

Postby papercoffee » Sun Jan 29, 2017 11:53 pm

EvilGrins wrote:What's the name of the CTF-Face with the jumpads necessary to get to the other side?

It must be Facing Woot...

OjitroC wrote:What are the differences between this release and the CS v16 version 2 you released yesterday?

I would say more detailed models.
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Re: Counter Strike Source Weapons for UT release

Postby EvilGrins » Mon Jan 30, 2017 1:03 am

What did you film this youtube with?

Never had any luck doing that.
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Re: Counter Strike Source Weapons for UT release

Postby Spectra » Mon Jan 30, 2017 12:06 pm

OwYeaW wrote:nice, those gun models are looking great

Thank you. :)

OjitroC wrote:What are the differences between this release and the CS v16 version 2 you released yesterday?

The weapon models are from CS:S and not CS 1.6. The CS:S weapons animations are sort of similar to 1.6 weapons. Some stuff are taken from NW3 like 3rd person muzzle flash, scope textures.

EvilGrins wrote:What's the name of the CTF-Face with the jumpads necessary to get to the other side?

CTF-Face-Classic-Woot. It is actually my own map edit.

SC]-[WARTZ_{HoF} wrote:Nice work Rocky. :gj:

Thank you. :)

EvilGrins wrote:What did you film this youtube with?

Never had any luck doing that.

Fraps. I record it directly on my external HDD. I then open it with movie maker and add title, screen effects, etc.
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Re: Counter Strike Source Weapons for UT release

Postby OjitroC » Mon Jan 30, 2017 8:24 pm

These are very nicely done indeed - look and sound great - some weapons also have a larger magazine capacity than the CS 1.6 v2 weapons. Having tested them, I would say some of the CSSWeapons are slightly less accurate than their CS 1.6 counterparts but the other improvements more than make up for this.
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Re: Counter Strike Source Weapons for UT release

Postby OjitroC » Mon Feb 13, 2017 7:44 pm

I have had a DrawWorld anomaly on several occasions, in different maps, caused by the M249
Spoiler: show
Critical: USkeletalMesh::GetFrame
Critical: (SkeletalMesh CSSWeapons.M249Mesh)
Critical: URender::DrawLodMesh
Critical: (SkeletalMesh CSSWeapons.M249Mesh)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawActor
Critical: UCanvas::execDrawActor
Critical: (HeavyRifle_M249 DM-KaZemat.HeavyRifle_M2 @ Function CSSWeapons.CSSWeapons.RenderOverlays : 03AE)
Critical: UObject::ProcessEvent
Critical: (MMRumiko DM-KaZemat.MMRumiko0, Function Engine.PlayerPawn.RenderOverlays)
Log: URender::DrawWorld anomaly

This of course results in the game freezing. I'm using the D3D9 renderer which may have something to do with it?
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Re: Counter Strike Source Weapons for UT release

Postby Spectra » Thu Feb 16, 2017 7:14 pm

Looks like the crash happened when you were changing your weapon to M249.
Okay, found the cause. There were some bones not linked of M249 which were useless and I forgot to remove them.

Thanks for showing this error.
Incoming update soon!
Last edited by Spectra on Fri Feb 24, 2017 5:51 am, edited 1 time in total.
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Re: Counter Strike Source Weapons for UT release

Postby OjitroC » Thu Feb 16, 2017 7:28 pm

Spectra wrote:Looks like the crash happened when you was changing your weapon to M249.
Okay, found the cause. There were some bones not linked of M249 which were useless and I forgot to remove them.

Thanks for showing this error.
Incoming update soon!

It did indeed happen when I was changing to the M249 - look forward to the update as these weapons are very well done and great fun to play with.

On another 'issue', I use Xanth-Realism which enables realistic shellcases that can be kicked around and remain for whatever length of time one sets. With CSS Weapons, the shellcases disappear very soon after they are ejected. I assume this has something to do with the way in which your shellcases are 'made'? It is not a major problem though it is nice to have lasting shellcases if for no other reason than one knows where one has been on large or complex maps and one can also tell where there has been firing by others.
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