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Hey guys, WCCC here with another update
And today's topic will be about the submachine gun I - technically
Carbine I finished meshing recently
but first I want to touch more on the fact I have actually got off my lazy ***
and registered fraps for a change. So, as you notice this
is above 30 seconds in length and has the ability to include microphone input.
Chilling in a map I made recently and
eh, its not bad
it's still far from finished and it's pretty irrelevant to anything else I'm doing, especially in Hatchet
but um yea
also if you're viewing this on Youtube it means ModDB
is continuing to be uncooperative with video upload and I've likely linked it in
a news post. If you ARE viewing it on ModDB then yea,
good news... it's working (For once) but
in any case, here is the carbine as it is
very small submachine gun... kind of design
I should clarify technically a carbine, for those
of you not educated in weapons, because it fires a rifle cartridge
and not a handgun cartridge. Very important difference and I am very poor
at telling the difference myself. In any case
it's a very simple, it only has a 25
default magazine capacity. I happened to
randomly obtain a higher quality variant so this thing actually has an extended magazine capacity of
31 or 32 with an extra round in the chamber... rounds capacity.
It has firing modes for
semi-automatic, automatic, burst fire and a pretty monsterous
rate of fire and considerable punch when using it. It is also the first weapon that
actually makes you zoom out of the iron sights
when reloading. It's an interesting option that may turn over to other weapons too but
this is generally due to the weapon's unusual size.
Lot of interesting problems with this weapon such as how I tweened firing animations
to play in a very logical manner.
Any case, a quick demonstration, iron sights
are technically a bit offset and that is both unexplainable and currently unfixable
to my knowledge, which is interesting because I've check the file
and the sights are mathematically accurate; they are aligned very perfectly
and the view is at a very proper angle and everything.
It's more or less probably just forward zoom or some
weird stuff like that that's interfering. But
A demonstration... semi-automatic is actually
pretty fast rate of fire compared to a lot of the other weapons I've done.
This is due to higher rate of fire and also because I wanted to make automatic a practical option vs semi-automatic to be
able to keep a steady pace that way semiautomtic isn't completely
worthless. There are some weapons that haven't
been set for this and they are very, very sluggish
and annoying. BUT, burst fire,
once again, a compromise between automatic and semi;
It is a 2 shot burst, unlike the more popular 3 shot burst.
This is so it can actually maintain very short recoil
stroke, but still, if need be, fire at a
very high rate of fire... In fact
if you time it right and have really good rhythm and practice with the weapon itself,
maybe even relevant to quality, I don't know, you can fire this thing in just about any situation
almost full auto firing speed
with burst. It's all about the rhythm, very similar to semi-automatic and
particularly really true with most handguns currently in Hatchet. And of course,
the actual automatic rate of fire, which is a blistering 13.3 Rounds per
second, this may seem absolutely ludicrous,
but on the flip side, it's also actually very realistic in the nature
of automatic weapons... And there's your magazine.
it it also currently one of three weapons in game-
Firearms, I should clarify- That (Can be) very low noise
because they are suppressed. However, unlike... one of the weapons which is
a silenced handgun, and the other which share the same cartridge...
this is a...
a very interesting feature because it is done by sub-sonic ammunition...
which may not be completely realistic in the way it reduces sound, but the concept is fun
and it's very nice to have non-linearity in how you use the weapon.
But despite the fact is is lethal... it is a very
quiet-ish weapon when fired,though still very noisy because
of the rate of fire, but... pretty quiet.
And you go flip
back to the normal rounds again... and it's going to be louder...
The most important part is that irrelevant to how to the actual gunfire sounds,
it is very quiet to the knowledge of enemies and has a very
small radius at which you can hear the sound...
and yea, that's really about it... definitely some of my best work yet.
It has, I think, a single lighting issue that's about the front sight;
that's actually not about inverted faces or anything, it's how the faces
assemble and it's pretty weird, but currently I don't want to mess with it...
It's so minute, it is the tiniest face
or at least one of the smallest in the entire model, and generally the entire model is
currently tweening animations very nice, it plays, it's functioning, it's fun,
the firing offset is good, give or take some iron sights
stuff and I have very little complaints with
this weapon... And that concludes our video for the day.
Would like to send a quick thank you to those who have
tracked the mod. It is a great boost in motivation for
the team, even though Atrey is currently out with...
technical difficulties, he's been having issues with Unreal Editor,
but has remained vigilant on some work with music tracks...
so, everything is still flowing at least fairly well
Hopefully these issues resolve soon and we can get back to working
things full scale. Alright... Talk to you later (oops, that was dumb to say.)