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#1 2/3/13 16:49

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

New Weapons Collection - Update - version 2.0 11/11/2013

The currently available weapons collections were spread among 3 mods .. onirules collection and collection2 and the 2010AEnew weapons .. they had several bugs, and duplicates ... this is an updated version that includes all the weapons from the 3 mods, fixing bugs and making several changes to make each weapon unique and remove duplicates.
It includes 21 weapons.

Download from the depot http://mods.oni2.net/node/65 (AEI2 format) or download it from the AE2 installer.

Check this video for a full preview : http://www.youtube.com/watch?v=9kJF7HSJ … e=youtu.be


for those that I modified heavily I'll add modified near the weapon's title ... and I'll mention what I modified under the weapon description for the minor changes.
It includes :

Oni%25202013-03-02%252021-55-31-08_cr.jpgOni%25202013-03-02%252021-55-34-72_cr.jpg
*w10_sni2 (Screaming Ninja Ball Cannon)
* 2 firing mods : ninja ball and screaming cell
* modified : I renamed it to w10_sni2 instead of w10_sni so it doesn't overwrite the original w10_sni ( the modeless weapon that you get by cheats and shoots continuous fireballs)

*w12_ba2 (Wave Motion Cannon lite)- Modified
*2 firing mods : same as Barabas's gun
* modified : made the model smaller so it's reasonable to carry it, and changed the ammo meter full texture

Oni%25202013-03-02%252021-55-52-50_cr.jpgOni%25202013-03-02%252021-55-45-84_cr.jpg
*w13_muro : Telekinetic Bracelet
* 2 firing mods : muro's telekinetic energy and lightning
*modified : changes to the ammo meter

*w15_smg (Sub Machine Gun)
* 1 firing mod
* modified : changes to ammo meter and fixed infinite ammo bug (thanks to paradox)

Oni%25202013-03-02%252021-56-00-15_cr.jpgOni%25202013-03-02%252021-56-04-03_cr.jpg
*w17_sap
*this is basically the same as the original black adder, but it's 2 handed, giving better control, and thus has no recoil.

*w18_asr2 (Assault Rifle)
* 2 firing mods : (mutli sap like) and barabas's rocket
btw this gun in particular is also available as a separate pack by geyser

Oni%25202013-03-02%252021-56-16-62_cr.jpgOni%25202013-03-02%252021-56-24-29_cr.png.jpg
*w19_shg (Shot Gun) - modified
* 1 firing mod, has high damage, and knockdown effect ... but has high recoil, long shot delay and no laser sight to compensate.
fixed the infinite ammo bug and continuous gun sound (thanks paradox), changed damage and shot effect by adding knockdown, adjusted delay and recoil ... (before it was more of a chaingun than a shotgun)

*w20_lzr  (Laser Rifle) - Modified
* 2 firing mods : 1st same as the original plasma rifle but a bit faster, second mode is a high damaging laser (barabas's laser but without charging)
* modified : basically it was a plasma rifle duplicate, I modified the speed and added a secondary firing mod, changed the ammo meter ui and changed the weapon's texture, the weapon texture can still be improved but the UVs of the model are messed up, this is all i could do with it.

Oni%25202013-03-02%252021-56-40-62_cr.jpgOni%25202013-03-02%252021-56-44-86_cr.jpg
*w21_uzi ( Uzi or BGI Subjugator)
* has higher capacity and lower recoil than the black adder
* 2 firing mods : (sap like) and 3 bullet per shot mod

*w22_pst (BGI pistol)
* 1 firing mod
*modified : restored the no recoil feature

Oni%25202013-03-02%252021-56-52-36_cr.jpgOni%25202013-11-11%252013-29-31-53_cr.jpg
w23_rla ( Rocket Launcher) - Modified
* 1 firing mod : shoots up to 3 rockets that have a very powerful explosion
* modified : changed the model, before it was just a recolor of the sbg, and increased max shot to 3 instead of 1.

w23_rla2 ( Rocket Launcher 2.0) - New
* 2 firing modes: primary mode: continuous homing rockets, secondary mode: explosive rockets

2013-03-02_231920.jpg
2013-03-02_232833.jpg
* The w24 Series - Modified to make new weapons
ok this is my favorite ^_^ mainly they were 3 weapons that all did the same, shoot a continuous flow of blue plasma rifle shots, that were too overpowered and had an infinite ammo bug.
what I did was make them each a unique weapon and add a different secondary firing mod to each, in addition to particle and ammo meter modifications.

*w24_psr (Freeze Ray)
2 firing mods : first a continuous flow of blue energy that damages and slows down enemies, toned down the power form the original and changed the yellow impact, its effect now looks like ice ^^ . Second firing mode is VDG for close range

w24_psr2 (Scorcher)
2 firing mods : first a charging scorching laser, second mode is Homing Fireballs

w24_psr3 (Green Energy Gun)
2 firing mods : first is a more powerful version of the phase streamer. Second is green electricity that knocks down enemies on close range (Same particle i used for hammer)

Oni%25202013-03-02%252021-57-30-13_cr.jpgOni%25202013-03-02%252021-57-38-89_cr.jpg
* w25_chg (Chaingun)
1 firing mod : shoots multiple sap like bullets

*w30_gml (Grenade Launcher)
2 firing mods : first is barabas gun-like rocket, and second sbg like
modified: there was another gun that did same thing, but only used a recolored sbg model, I removed that one and kept the one with the new model.

Oni%25202013-03-02%252021-57-44-12_cr.jpgOni%25202013-03-02%252021-57-55-60_cr.jpg
w31_dsg (Dart shot gun) - Modified
* 2 firing mods : first mod : powerful shot gun like, second mode : mercury bow (uses double ammo)... (you get 10 shot gun shots or 5 mercury bow ones)
modified: there were multiple weapons that did the same thing, first mode was black adder like shooting, and second mode was barabas's rocket. but the barabas rocket didn't make sense to me to be shot from a gun that has such a thin nozzle and it looks a lot like a sniper gun so i changed the modes and added laser sight.

w32_crb (Carbine Sniper) - Modified
*2 firing mods : first mode assault rifle like (multiple black adder\sap like) second mode : mercury bow sniper .. to compensate for the power, it has no laser sight
modified : same as dsg it shot barabas's rocket which didn't make sense so I put the mbo instead, and balanced the damage and ammo consumption and fixed the infinite ammo bug.

Oni%25202013-03-02%252021-58-02-97_cr.jpgOni%25202013-03-02%252021-58-06-60_cr.jpg
w33_tap2 (Dessert Eagle)
1 firing mod : same as Campell Equalizer but has the ammo capacity of the black adder

w34_plr (Pallet Rifle)
2 firing mods : first is multi shot black adder like, second is scram cannon rockets
modified : changed the secondary fire mod to scram cannon rockets instead of barabas's rocket or else it would be doing the same as the assault rifle

Last edited by Samer (11/11/13 7:39)


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#2 2/3/13 17:23

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Phew, that must have been a lot of work!  Thanks for cleaning up that mess, that's one big AE item out of the way.  (Btw, you might want to include the Depot link in your post for anyone who's curious.)


byproducts are fine, but where's the beef?

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#3 2/3/13 17:29

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

you're welcome ^^ though I didn't like weapons before ... I enjoyed modding this big_smile
Added link to the the depot but it uses the AEI2 format cause I needed to add an incompatibility to exploding barrel


for AEI 1.1 format download from here: https://dl.dropbox.com/u/22609960/12000NewWeapons.zip

Last edited by Samer (2/3/13 17:39)


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#4 2/3/13 17:56

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

wow looks really great! This will be awesome for new levels!

Good work!  big_smile

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#5 2/3/13 20:58

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

That was a great idea to combine all the weapons. You also improved them!  Great Job!

I guess you decided the Devastor was too powerful to be included tongue

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#6 2/3/13 21:28

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

thanks Edt  & s10k smile. I included the ones that were in the 3 previous packs, devastator had its separate pack ^^ wasn't sure if you wanted to combine the devastator with them or keep it separate.
it still has the incompatibility with w24_psr that i should solve, probably tomorrow big_smile once I do I'll update its single pack and this one with it ^^

Last edited by Samer (2/3/13 21:30)


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#7 2/3/13 23:14

Knox
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From: (File Missing)
Registered: 15/8/11

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Kick ass job, man.


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#8 3/3/13 1:50

Tods0073
Member
Registered: 27/2/13

Re: New Weapons Collection - Update - version 2.0 11/11/2013

awesome job Samer!

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#9 3/3/13 9:42

uroboros
Member
From: Poland
Registered: 14/10/11

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Cool! gotta check them out later.

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#10 3/3/13 16:09

MarlonArt
Member
Registered: 29/6/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Great job Samer! This mod is a blast to play. A lot of these weapons I've never seen in game. I've never seen the rocket launcher in Oni. Had a lot of fun with that one. I turned on glassworld, went to the airport level and blew glass all over the place. Kinda gave me the idea for a new 'weapon'. More for fun than anything. I noticed that a lot of the time I'd find myself shattering objects so they go blasting at enemies at high speed, which because of the glass damage, kills them. It would be cool if someone could create an 'ice shard' launcher. I'll probably sketch something out to show you all.

Last edited by MarlonArt (3/3/13 16:11)

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#11 3/3/13 16:21

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

cool idea smile I'm not so great with particles and weapons myself, but I definitely would like to see that one !
I wasn't interested in weapons before but after I worked on this mod I'm intrigued ... I might try to make your suggestion big_smile
I was also thinking of making a flame thrower, the only hard part about that would be to adjust the direction of the barabas jetpack
another idea was homing energy balls that explode on contact (like mukade's fireball but superball gun effect) or
a stink bomb launcher big_smile explode with the green gas effect from the airport ...
or a weapon that shoots barabas's shockwave (earthquaker) a supersonic sound gun.

if you have any more ideas of weapons that use existing particles please do share ^^


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#12 3/3/13 19:37

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: New Weapons Collection - Update - version 2.0 11/11/2013

How about a gun that shoots guns-- oh wait, it's been done already.


byproducts are fine, but where's the beef?

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#13 3/3/13 21:41

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Hmm, looks like New Weapons was never added to the Official Mod List?


byproducts are fine, but where's the beef?

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#14 3/3/13 23:43

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Iritscen wrote:

How about a gun that shoots guns....

funny tongue

added it to the Mods By Various Members post on the official mod thread ...


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#15 4/3/13 9:26

ltemplar
Member
From: Poland
Registered: 23/8/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Nice update... But i have one question.

Did you check thous weapons balance when AI have them , and not the player? Because for example; thous without laser sight will rather have no impact on how AI will aim them against another AI or Player.
The same goes for rocket launcher. Laser sight is not connected properly with tracking device of this weapon; so where this bullet goes , and behave more like fast moving grenade than rocket.

Last edited by ltemplar (4/3/13 13:57)

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#16 4/3/13 13:27

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

i wrote down what i modified from the original new weapons under each weapon.
but to my knowledge the <AIFiringMode> fields were copied from the original existing weapons. for example for the gun that shoots tap-like bullets as first mod and mercury bow as second, the <AIFiringMode> fields were copied from the original w1_tap and w8_mbo respectively.
about rocket launcher i didn't quite get what you're saying but that's the original design by someone else, i modified model and ammo capacity. I don't quite agree with it's name either, I think it should fire scram cannon rockets that explode on impact (was thinking of adding it as second firing mod), but again it's not my design so I don't want to change it drastically from what was intended.
"thous without laser sight will rather have no impact on how AI will aim them against another AI or Player. " that applies to all weapons, vanilla and customized, I think .. if not then as i said the fields were copied from the original weapons.


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#17 4/3/13 14:09

ltemplar
Member
From: Poland
Registered: 23/8/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

"if not then as i said the fields were copied from the original weapons."
Umm ok. But thous weapons(original or not) are unbalanced as hell. So if you are going to add them to existing levels.. they will for sure destroy the balance there.
My Point is. For what purpose we need all thous weapons , if they aren't balanced in comparison to original oni ones?
When you decided to take this task to upgrade thous weapons that where floating around oni depot, in my opinion; the final aim for it, should be their imba removal. Not only bug hunt.

Edit 1

Samer.. (and all thous who like weapons without laser sight, target screen, or whatever ) Oni is not an fps , but tpp action game. That mean that you need some navigation point to shoot where you are aiming (cross for example), or auto aim and target select button (tomb raider style).Things like "I will not add the laser sight to balance this imba weapon" will simply don't work. Not to mention that AI will target you always properly , so only player will be in disadvantage here. Add 3 AI with plasma destruptors for example..add you are toasted(and any other character). Thats not a good way to balance things.

Last edited by ltemplar (4/3/13 15:00)

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#18 4/3/13 14:58

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

well thanks for your opinion smile ...

But thous weapons(original or not) are unbalanced as hell.

however I feel they're balanced enough, those with high damage have high recoil or long delay (shotgun) or low capacity (rocketlauncher)  or no laser sight (crb, asr,) laser sight as a balancing thing for player ... and those that have high ammo capacity or quick shooting are lower in damage ... I did balance them without taking away their uniqueness and making them vanilla duplicates, and for how AI uses them it's same as original weapons so they're same, if the original way AI uses them is imbalanced in your opinion, that's not my issue, because I don't agree tongue

When you decided to take this task to upgrade thous weapons that where floating around oni depot, in my opinion; the final aim for it, should be their imba removal. Not only bug hunt.

I volunteered to collect them and fix some bugs .. i did some extra improving cause I felt like it ^_^ I have no obligation to do more ..
anyone is free to "improve" further ... provided that they're not the only ones who think it's an improvement tongue
and I stated under each weapon what I modified it surely isn't only a bug  hunt smile decreasing the wave motion cannon size isn't a bug, making 3 different guns of the w24_psr isn't a bug, changing ammo gui isn't a bug ... etc

edit in response to your edit : you know you can dodge right ? and with particle awareness in the AE .. the AI can dodge weapons too. other than that it's bungie issue not mine smile they had a laser for tap and plasma rifle too ^_^ and none for phase streamer for example what was the logic behind that .. no one is saying that's for AI, that's for non abuse by player smile ... AI mechanics is a separate issue that you brought up before, and honestly is in no interest of mine with this mod.
(here's the skill of the player to find ways to overcome the weapon, stealth, dodging etc even if AI are better with it than player.. but to not abuse the more powerful weapon by the player we have to use methods such as no laser sight, high recoil etc .. and for non abuse by AI as stated uses same rules as originals)

Last edited by Samer (4/3/13 15:24)


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#19 4/3/13 15:10

ltemplar
Member
From: Poland
Registered: 23/8/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Noted.
But tell me then, whats the final aim for this upgrade? Creation of another bunch of imba weapons that will forever float in depot , or ad last importing them to levels? If the second one, then balancing will become your nightmare if you lave them in form as they are now.

edit2 - because bungie folks make this mistake ..you are also want to repeat it?
And did you try to dodge this bullet stream from assault rifle? I assure you it's impossible , unless you modify the escape moves mechanics. That's called  imba weapon , and whoever have it is a sure winer.
Edit 3. Then make a test. Add thous weapons to the strikers in the airport level and see how many hp you will be able to save after that encounter( if any).

Last edited by ltemplar (4/3/13 15:41)

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#20 4/3/13 15:13

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

whats the final aim for this upgrade?

for the heck of it smile and only you think they're imbalanced doesn't mean it's true.

well add 3 black-adders and you'll get same result .. again not this mod's issue .. there are other ways to overpower it and they are not going to be added blindly and randomly to levels, if they're to be added.
again I did what I volunteered to do .. why don't you improve them instead of telling me about it ?

the vague criticism doesn't do it for me.
name each weapon and say exactly how it should be improved (in your opinion)

Last edited by Samer (4/3/13 15:29)


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#21 4/3/13 15:42

ltemplar
Member
From: Poland
Registered: 23/8/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Samer wrote:

name each weapon and say exactly how it should be improved (in your opinion)

Ok I will.

In general: aiming screens/laser sight for thous that lack it.

w15 smg - fire repetition.
halo assault rifle -  bullet stream (less per shoot or change dmg. value)
m16 - mercury bullet in secondary mode? Way to powerful- maybe secondary mode can shoot in salvos(5 bullets per burst) for more precise shooting/ammo conservation?
rocket launcher - laser sight is not correctly placed . Proposition - first mode non guided rocket, second mode guided rocket(the Barabbas wmc like charging could simulate aiming on target process)
laser gun - looks like plasma - maybe try to change mercury bullet to red color , and make it do less damage?
EDIT1 sniper like rifle(this one that look like over sized pistol with visor)- secondary mode - to hight shoot repetition(mercury like bullet) - so it outclass the mercury bow.
Shoot gun - this weapon is way to precise for shot gun. otherwise it behave ok.
halo plasma gun variants:

1- fire repetition - maybe consider making it shoot in salvos? for example 6 bullets in burst.
2- another wmc
3- seams ok(if the fast shield removal is ok for you)

General check laser sights in comparison to where bullets hit.

Samer wrote:

why don't you improve them instead of telling me about it

Because it's your recreation/upgrade not mine. From my point of view I have no interest in doing this because thous models are riped/converted from other games (like halo for example) , and I personally prefer work on stuff done by me.

Last edited by ltemplar (4/3/13 16:48)

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#22 4/3/13 16:42

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: New Weapons Collection - Update - version 2.0 11/11/2013

ltemplar wrote:

fire repetition.
sniper like rifle(original model is pistol )- secondary mode to hight repetition(it outclass mercury)

no idea what that means


halo plasma gun variants:

1- fire repetition - maybe consider making it shoot in salvos?

it's a phase streamer -like weapon, damage is reduced a lot form original.

2- another wmc

except for the fireballs .. we work with what we have.

3- seams ok(if the fast shield removal is ok for you)

not true, quick shield removal is with telekinetic particles which are not used here, not the knockdown particles.


laser sight is not correctly placed

not noticeable and I don't know how to change it, if it were, I don't understand the coordinates.

Shoot gun - this weapon is way to precise for shot gun. otherwise it behave ok.

hence the high recoil and shot delay and no laser for player

laser gun - looks like plasma - maybe try to change mercury bullet to red color , and make it do less damage?

i agree that it's misnamed as a laser, before it was an exact duplicate of the plasma rifle i added the barabas laser as secondary mod, but it's not my concept to change, I do want to make another weapon that's more laser like some day.

edit:

Because it's your recreation/upgrade not mine. From my point of view I have no interest in doing this because thous models are riped/converted from other games (like halo for example) , and I personally prefer work on stuff done by me.

it's my effort to help out the community and as you said more collaboration is needed, I checked out your onidark-future guns btw, a lot of them have the same exact problems you are picking on in this one.

Last edited by Samer (4/3/13 16:49)


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#23 4/3/13 16:44

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: New Weapons Collection - Update - version 2.0 11/11/2013

I think you're missing the context here, ltemplar.  These are not Samer's weapons, but he volunteered to gather them up and re-package them.  If you wanted to object to the design of the weapons, you should have been here a few years ago when they were made, so you could talk to the creators.  These weapons are not designed for any particular usage; they simply come from a time when weapon modding became possible and a few eager modders tried their hand at weapon design for the first time.

They're not integrated into any levels, so why would you talk about the AI using them?  They're just for players to have fun with.  If someone makes a new level where the AI uses some of these weapons, you'll have a reason to speak up.

The fact is, some of the original weapons have equally big issues (SBG is overpowered, PSP and plasma rifle are nearly useless).  But it isn't really is the time or place for a discussion of weapon balance.  This isn't part of a larger project and it doesn't need your critical input.  Samer has simply been helping me finish tasks for the next AE.  Every time you make a post in this thread you delay him from doing something more useful for the community.


byproducts are fine, but where's the beef?

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#24 4/3/13 16:56

ltemplar
Member
From: Poland
Registered: 23/8/12

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Ok then sorry .
I simply don't see the point in making something when this thing will not be used anywhere.
Thats why I asked samer at the beginning - what is presuppose of this mod. Only for fun or it has deeper value for the community.
That's all.

Samer wrote:

it's my effort to help out the community and as you said more collaboration is needed, I checked out your onidark-future guns btw, a lot of them have the same exact problems you are picking on in this one.

Because it's highly outdated version (and you don't know what other changes I have done in it), but even if, most is balanced.

Last edited by ltemplar (4/3/13 17:36)

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#25 4/3/13 23:51

Lithium
Member
From: Colorado
Registered: 17/10/08

Re: New Weapons Collection - Update - version 2.0 11/11/2013

Is it safe to say these guns are... ballin'?


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