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Mk12 mod 0 SPR - v3.1 patch


Brettzies
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v3.2 released

mod_db_image_07_500.jpg

Full Mod: M4 mod v3.2 - FileFront link

Full Mod: M4 mod v3.2 - Moddb link

Patch Mod: M4 mod v3.2 patch - FileFront link - v3.1 req.

Patch Mod: M4 mod v3.2 patch - Moddb link - v3.1 req.

v3.2 Additions

Another small update. Mainly just fixing some visual things with the M4. Not really worth realesing on its own, so I added a new pistol to the mix. Heckler and Koch’s Mk23. Socom .45ACP. A little heavier then the pistols provided in the game, but with more stopping power. Also added some new ScarL / H sounds thanks to a video of FNH weapons training provided by Arethusa.

Hk Mk.23 SOCOM .45 ACP

·12 round mag .45acp

·single fire mode pistol

·sounds taken and tweaked from Ghost Recon

·standard suppressor attachment

M4A1 / M16A4

·adjusted the barrel size of the M4 to line up better

·adjusted the front sight of both weapons

Aimpoint & ACOG

·scaled the Aimpoint up slightly

.increased the zoom of the ACOG

Scar L / H

·increased the damage of the Scar H

·added new sounds for both weapons

·if you want to use the old Scar sounds, just

delete these from the mod folder after installation

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v3.1 released

mod_db_image_06_500.jpg

Full Mod: M4 mod v3.1 - FileFront link

Full Mod: M4 mod v3.1 - Moddb link

Patch Mod: M4 mod v3.1 patch - FileFront link - v3.0 req.

Patch Mod: M4 mod v3.1 patch - Moddb link - v3.0 req.

Teaser Video: M4 mod v3.0 Intro Vid - FileFront link

v3.1 Additions

This is a small update to address a few minor issues. The reticle for the Mk12 was a little too big in the initial v3.0 release. I was a bit excited to release the weapon and neglected researching the proper look for the ret. Once again, thanks goto Zoot86 for pointing out the blunder and providing some reference material. This ret feels much more realistic and I always did feel the first one was oddly large.

I’ve also tweaked the M4 unsuppressed sounds. I loved the [Ghost Recon] M4 sounds, so I started with those. Then mixed in some loud M4 sounds with a distant one shot echo. They are pretty balanced, but a little less loud and angry as Jeff Moore’s in previous releases. However, some people may prefer those, so I have included both. I did remove the two variations that were a bit distorted. If you would like to use the old M4 sounds, simply go into the sound dir of the mod and rename the bp_m4v2 dir to bp_m4v2_new, and bp_m4v2_old to bp_m4v2. Basically switch them. You can actually named the unused sound dir to anything you like, but the one you want to use has to be called bp_m4v2.

Sorry to have a point release so soon after the intial one, but I felt this little changes could make a big difference in the quality of the mod and wanted to take care of them. If you find any other issues or concerns please feel free to contact me but also check the list of “known†issues before telling me an M16A4 doesn’t have a full auto mode : ) Thanks and enjoy!

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Link to Large Image

v3.0 Additions

This is the third major update to this M4 mod. With each new weapon I have increased the version number to a whole number. In this case, three. The new weapon is a light sniper rifle, the Mk12 Mod 0 SPR - Special Purpose Rifle. It is based on the AR15 recieverwhich all of the weapons in this mod are based on. It is a semi-automatic fire, accurate weapon with a Leupold MkIV Scope and Mil-dot sight reticle. It’s always been a favorite of mine since I first saw it in Ghost Recon2 for the Xbox. I have thought aobut changing th e name of this mod to reflect more then just the M4, but I cannot bring myself to do it and have grown fond of the version numbers for some reason.

Special thanks to Bat21 and Blue for helping test this out in multiplayer.

Mk12 Mod 0 SPR

This is the new weapon system added to the mod. It is a semi-automatic fire light sniper designated marksman rifle.

·20 round mag

·semi auto fire mode

·sounds taken and tweaked from Ghost Recon: Island Thunder

·suppressor attachment

·bipod attachment - increases stability

·custom scope with mil dot ret

·ironsights available but scope is default

·adjusted script so your ai teammates treat the weapon like a sniper rifle

Edited by Brettzies
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Brettzies,

Having just played the mod, and firing all these weapons at the range and in combat, I must say, damn good job.

Models look great, sounds are near accurate(m4 suppressed sound has a little more of a snap, but I know this is hard to achieve as I have tried maiking it myself), the rets are awesome, again, the models, wow, man you did a great job here.

Having said all that I read the mods readme and I saw it said you may be done with this project, I hope you continue to work on modding GRAW, would love to see some pistol, perhaps a HK 416/417.

Keep up the already outstanding work.

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Having said all that I read the mods readme and I saw it said you may be done with this project, I hope you continue to work on modding GRAW, would love to see some pistol, perhaps a HK 416/417.

Thaks for the seal of approval! I'm pretty sure Graw2 has an Hk416 in it already so I'll wait to see how that one looks. Maybe an M468. Both cool weapons for sure.

Glad to hear you guys are liking the minor updates!

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Brettzies, I was talking to some of the guys on Teamspeak, and one mentioned a C-Mag for the M4. How hard would it be? And is it possible to 2 separate ammo load outs in the Addons?

I was wondering this myself. Also, with all the IDs that are used, is it possible to add another pistol to the mix?

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Brettzies, I was talking to some of the guys on Teamspeak, and one mentioned a C-Mag for the M4. How hard would it be? And is it possible to 2 separate ammo load outs in the Addons?

I was wondering this myself. Also, with all the IDs that are used, is it possible to add another pistol to the mix?

I don't think it's possible to have different magazines for one weapon. However, you could do it as two seperate weapons. Adding a pistol shouldn't be a problem unless you're putting multiple attachments on it and exceeding the mp id# limit - if indeed that is the problem. Single player seems to be fine with any number of attachments. The weapon_id#s seem to be independent of the mod_id#s. It's only a theory that the game freaks out after 32 in mp, but that does seem to be the case. Weapon ids are already above 32. Maybe at 64 they will hiccup.

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Can we all have some kind of MP bash with this mod online sometime? I think it would be fantastic if we could have some coop or HH. Wha'dya think guys? We would have to password the server though because I want to be able to use Tech's multi cam skin as its just simply ace.

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It's even more fun when you're looking down it (even with the illuminated triangle) at 25m :P

M4 for secondary? HOW? I can only get the standard pistol, glock, m8 compact and the mp5sd for secondary gear.

like this:

local/english/lib/managers/xml/weapon_data.xml

<weapon_data unit="barrett2" name="barrett2" weapon_id="1" inventory_slot="secondary" gui_unit="barrett" price="800" damage="7" player_weapon="1" grenade="0" cal="127" wizby="5">

<bar_stats accuracy="0.5" stability="1" weight="9" impact="0.8" />

<stats caliber="12.7 x 99 mm" rpm="" velocity="850 m/s" firemodes="SS" capacity="1" info="info_barrett" />

<mods front="false" top="true" bottom="false">

<mod mod_id="1" default="1" />

<!--<mod mod_id="2" />-->

</mods>

</weapon_data>

Then you have to extract the "u-barrett.xml" file and rename it "u-barrett2.xml", open the "u_barrett.xml" file and edit it:

<unit type="weapon" name="barrett$name_ext" slot="12">

to:

<unit type="weapon" name="barrett2$name_ext" slot="12">

Save it in the Local/English/Units/weapons folder (or one you create), add the appropriate stuff, add it to the Strings/weapons.xml:

<string id="weapon_barrett2" value="Barret M99"/>

And you'll get it as a secondary weapon.

Though seriously back up your Local/English folder, it saves headaches :D

Edited by EricJ
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I like the new M4 sound. It's a massive improvement over the last one. No need to go digging through my stuff for another candidate. I don't know if I like the suppressed sound, though; as Marcinko noted, it should have a bit more snap to it. Still, not disastrous or anything.

Since you can't make the M16A4 properly fire in burst and semi only, why not just change it to an M16A3? Solves the problem with a few string fixes and no mess.

If you're going to do some more unrealistic stuff like make the M4 a sidearm, I think it might be worth doing two versions of the mod (or just releasing each version with some alternate files): one with all the unrealstic stuff and one with realistic damage values, the real SPR reticule, etc. On that note, as I don't know the internal workings of this engine, is there any chance you could change the SCAR H damage value to 5 as well? I really do think it would go well with a battle rifle (damage 6, 20 round mag, reasonably high recoil, etc) if you decide to pursue the project in that direction. Just some comments and a bit of a request.

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If you're going to do some more unrealistic stuff like make the M4 a sidearm

Nothing unrealistic about it. We are just playing around with loadouts to see how we can get the most out of the incredible MOD. Now lowering the weights and adding ungodly amounts of ammo and damage is unrealistic. Being in a server with someone shooting GL's at a MP5 fire rate, very unrealistic.

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