ModMaker Weapons Review
by J L · in General Add-On Discussion · 04/11/2009 (9:41 pm) · 29 replies
The forums seem to be down for the official site, But anyone know how to load a weapon up in the editor ?
I copied the weapons over to the modmaker weapons directory but everytime I tried to load something up it crashes.
I copied the weapons over to the modmaker weapons directory but everytime I tried to load something up it crashes.
About the author
#2
They forgot to add the sounds to the pack and never did add them later on to the official downloads, there is a blog the guys posted here www.garagegames.com/community/blogs/view/12747 that links to a download for the sounds... if that doesn't work email me and I'll send them to you.
04/12/2009 (1:31 am)
The pack isn't very good J-Man there are a LOT of bugs in the editor and scripts, their website has been down for quite a while so there's no chance of getting any support with it.They forgot to add the sounds to the pack and never did add them later on to the official downloads, there is a blog the guys posted here www.garagegames.com/community/blogs/view/12747 that links to a download for the sounds... if that doesn't work email me and I'll send them to you.
#3
The sound download is good. but they aint that good per say. but I will do a reverse search on the domain and hopefully they have a good contact number.
04/12/2009 (4:48 am)
So I guess I am outta luck, cause being a novice in scripting there is no way of getting these in game without that modmakerweapon.cs file is there? Does anyone have this file ?The sound download is good. but they aint that good per say. but I will do a reverse search on the domain and hopefully they have a good contact number.
#4
You do have the modMakerWeapons.cs file there are two versions, in the WeaponsEditor zip file you'll have both files stored either:
\docs\starter.fps\client\scripts
and
\docs\starter.fps\server\scripts
They do work but from memory there are bugs with those scripts too, especially the use of crosshairs and scopes - can't remember specifically what they were but I ended up just deleting them and re-writing it.
04/12/2009 (4:58 am)
J-Man as I said the pack is overall pretty disappointing sadly the new GG website doesn't show feedback on products any more but most of the feedback for this pack was poor.You do have the modMakerWeapons.cs file there are two versions, in the WeaponsEditor zip file you'll have both files stored either:
\docs\starter.fps\client\scripts
and
\docs\starter.fps\server\scripts
They do work but from memory there are bugs with those scripts too, especially the use of crosshairs and scopes - can't remember specifically what they were but I ended up just deleting them and re-writing it.
#5
It seemed this pack could have been great pack but yeah it is pretty disappointing.
04/12/2009 (5:02 am)
Aint no chance you still have the one you rewrote is there ? I would be more then glad to pay for it. Or is there more bugs in the scripts it outputs ?It seemed this pack could have been great pack but yeah it is pretty disappointing.
#6
So anyone that wants to buy this and thinks it will work straight out of the box it wont. I do not suggest this resource as the developers website is down, and the quality of the sounds are not too good. Also the scripts stated as before are full of bugs.
04/12/2009 (6:11 am)
Oh well, I would rather save the money to but T3D, hopefully Garage Games gives me a refund just emailed them, cause this pack I tried, and as you said buggy as heck, the sounds are poor quality.So anyone that wants to buy this and thinks it will work straight out of the box it wont. I do not suggest this resource as the developers website is down, and the quality of the sounds are not too good. Also the scripts stated as before are full of bugs.
#7
That pack should be renamed "weapon model pack" as it is useless for anything else imho..and well..as for model use: the source models have misnamed nodes due to the setup & exportation of the models from what I assume was dtspro(the 'muzzelpoint' issue).
I was working on a project about 1.5 years ago with someone who bought the entire weapon maker package. He couldn't get most of it to work...so he asked me to try a few things for him and I replied..."that package %^* *%^*%%()*_^%#0 _*(^%%$)(*& 8-67 *%*%^ )(*^& 0!!!!". :D
I also recommend to avoid this package...or be prepared to fix everything in it for it to work properly. [/keeping it real]
04/12/2009 (8:12 am)
yes. Refund.That pack should be renamed "weapon model pack" as it is useless for anything else imho..and well..as for model use: the source models have misnamed nodes due to the setup & exportation of the models from what I assume was dtspro(the 'muzzelpoint' issue).
I was working on a project about 1.5 years ago with someone who bought the entire weapon maker package. He couldn't get most of it to work...so he asked me to try a few things for him and I replied..."that package %^* *%^*%%()*_^%#0 _*(^%%$)(*& 8-67 *%*%^ )(*^& 0!!!!". :D
I also recommend to avoid this package...or be prepared to fix everything in it for it to work properly. [/keeping it real]
#8
04/13/2009 (10:49 am)
anyone know how long it takes GG to answer an email? I already ditched this pack as it is very useless to me
#9
04/14/2009 (5:32 am)
Source artwork is included in Max format so node names could be edited if they're causing problems.
#10
04/14/2009 (5:48 am)
Thats fine if you own max and can animate it, but since I know not one thing it dont do me squat, there is no justifcation for this what so ever, Garage Games needs to pull this pack off the shelf or reduce the price drastically.
#11
There are some resources on the site for clip sizes, scopes, etc and the principle behind the modmaker weapons stuff is sound there's just bugs in the coding that you find - can't all of them but it was things like:
- If you were using a scope and get killed, when you respawn you're stuck with the scope hud displayed
- It implements different rates of fire (single shot, burst fire and full auto) implemented using different weapon images but how much ammo you have left in a clip is tied to the Image so if I'm on single shot and have 2 bullets left and then switch to full auto.. hey presto I get a full clip again!!
All in all it was a good idea but the coding and testing are very poor.
04/14/2009 (5:51 am)
J-Man - sorry but the scripts I wrote to replace this are heavily tied into our inventory system and other game elements, it's not something I could easily pull out and send to anyone.There are some resources on the site for clip sizes, scopes, etc and the principle behind the modmaker weapons stuff is sound there's just bugs in the coding that you find - can't all of them but it was things like:
- If you were using a scope and get killed, when you respawn you're stuck with the scope hud displayed
- It implements different rates of fire (single shot, burst fire and full auto) implemented using different weapon images but how much ammo you have left in a clip is tied to the Image so if I'm on single shot and have 2 bullets left and then switch to full auto.. hey presto I get a full clip again!!
All in all it was a good idea but the coding and testing are very poor.
#12
www.garagegames.com/community/blogs/view/12516
That was a long time ago, built in 1.4 of TGE. And yeah, I actually tested my code and it works.
What the modmaker guys have done is criminal, amazing what people will do for a quick buck. The product should have been properly reviewed and tested before going into the GG store, what a joke.
04/14/2009 (6:54 pm)
I knew I should have released my weapon pack.www.garagegames.com/community/blogs/view/12516
That was a long time ago, built in 1.4 of TGE. And yeah, I actually tested my code and it works.
What the modmaker guys have done is criminal, amazing what people will do for a quick buck. The product should have been properly reviewed and tested before going into the GG store, what a joke.
#13
04/15/2009 (12:35 am)
Yeah it would have been great if you had released your pack too Tim always good to get a choice on products.
#14
BTW Garage Games did give a refund on the pack to me, I owuld have preferred store credit but they do not do it :(
04/15/2009 (4:31 am)
@Tim Why not release it now, polish it up and release it. I would buy it.BTW Garage Games did give a refund on the pack to me, I owuld have preferred store credit but they do not do it :(
#15
04/15/2009 (4:36 am)
I'd be really interested in it too Tim
#16
04/15/2009 (11:31 pm)
I would be interested too. As you say, I expected more Q&A from GG before they put something in their store.
#17
04/16/2009 (5:31 am)
A new weapons pack is definielty needed. Id be interested in seeing a TGEA capable pack from you Tim.
#18
04/16/2009 (9:43 pm)
Tim, your pack looks great. I think it would be a sure hit for TGE and TGEA. I'm sure if you released an early adopters we could get it ported to 1.5.2 and TGEA. The models alone are worth selling. What's holding you back from releasing it?
#19
TGE seems to be obsolete now and porting the pack to TGEA wouldn't be for the faint of heart. I wouldn't feel right letting someone else do it, I'd want to ensure that it was done right and that everything worked 100% correctly.
Long story short, I'm not buying TGEA (once bitten, twice shy) and I wouldn't trust anyone else to port the pack over.
I'll think about it, and see what I can do.
04/16/2009 (10:41 pm)
I haven't used Torque in years and have no plans to start using it again. The last copy that I owned was TGE 1.4 so I don't have the resources to upgrade the pack to the latest versions of Torque. Most of the script would still work I imagine, most of the source code changes I made were to fix the countless bugs in the engine.TGE seems to be obsolete now and porting the pack to TGEA wouldn't be for the faint of heart. I wouldn't feel right letting someone else do it, I'd want to ensure that it was done right and that everything worked 100% correctly.
Long story short, I'm not buying TGEA (once bitten, twice shy) and I wouldn't trust anyone else to port the pack over.
I'll think about it, and see what I can do.
#20
04/16/2009 (11:52 pm)
That's a shame to hear Tim, I can understand not wanting to trust anyone else to port the pack over. If you do decide to try or would like someone to have a look at it for you then please just let us know I'm more than happy to help out
Torque Owner J L
Psycho Hamster Games
Problem 2 in the readme file it states
Problem is that there is no ModMakerWeapon.cs file. or are they talking about the cs file that was generated by the modmaker thing ?
Also there is like no sounds what so ever in this pack. Anyone got the sounds for this ?
////////////////////////EDIT//EDIT//EDIT//////////////
found this in the readme
So theres suppose to be a file called modMakerWeapons.cs but yet I have no such file, nor is there any sounds. Can anyone elaborate on why this could be ? I am trying to redownload the packs now to see if maybe there was a bad zip file.