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Talk:Firearms: Source

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 09:56, 14 December 2010 by Neme6 (talk | contribs)
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Ingame Images

I'll set about finishing this page, I'm going to try and get some In-Games images. I've asked the community at the Firearms: Source Forums if they wouldn't mind contributing some images of the animations, renders, etc as well as adding a few touch ups here and there of things I may have missed. Draco122 09:20, 5 October 2010 (UTC)

This is a mod right? They generally aren't allowed. Might be a waste of time adding more until TPTB make their thoughts known. --Crazycrankle 09:55, 5 October 2010 (UTC)
Not true, please read Rules, Standards and Principles. User created media are usually not allowed however, "the only exceptions will be user-created mods for first-person shooter video game (i.e. any of the mods for "Half-Life") - provided they are well-known and popular enough to warrant a page." MoviePropMaster2008
Ah, apologies then. I'm not a PC gamer so I lack any idea of what mods are popular or not. And since I've noticed a number of them being deleted, made an incorrect assumption. --Crazycrankle 02:40, 6 October 2010 (UTC)
mostly the ones that were deleted were just poorly done pages. A well done Mod page is acceptable to IMFDB. MoviePropMaster2008
Most of the mods that have been currently added have recently been added to Steamworks to be placed on the Steam Marketplace for download, for which this mod is slated to be on as of the 2.0 update, I was trying to get it in early before it hit the marketplaceDraco122 15:59, 5 October 2010 (UTC)

I don't like the whole second part of the rule.....It's too ambiguous for interpretation.....Perhaps distribution through Steam-works should be a pre-requisite... --AdAstra2009 04:05, 7 October 2010 (UTC)

I admit the rule regarding game mods is ambiguous, but if there are any mods that seem too amateurish, designate them for possible deletion and notify an Admin. Regarding this mod, I know that the original Firearms for Half-Life was extremely popular (I used to play it myself), and the mod's team is supported by Valve and receives Steam distribution. So I think it's fine to have a page for it. -MT2008 03:30, 26 November 2010 (UTC)

Revamp

I downloaded the last version of the mod and took a lot of screenshots of every weapon and item. I intend to polish this article, but I need to know if any of you intended to do the same, or had other plans for the page. If not, then give me a week or so to finish it. --Neme6 22:05, 22 November 2010 (UTC)

OK, I finished it, quite tedious but I'm happy now. As this is my first contribution to the site, please read it carefully to find the errors I probably made. --Neme6 21:11, 25 November 2010 (UTC)

"In order to reload his HK51B "Vollmer" in Firearms: Source, the player first pushes the belt handler inside the chamber... and pulls it out the other side". Hey I think that's how G3-based belt-fed machine guns are actually loaded. Check out the HK21 in Rainbow Six Vegas for a similar animation. --HashiriyaR32 03:23, 26 November 2010 (UTC)

RK 95

Based on pictures (and own looking of mod) it seems that RK used in game is in fact hybrid of RK62 and RK95 parts (+ that custom foregrip). Unlike told in picture text, that muzzle break/supressor is not one designed for use with grenades, in fact that is RK62 model. With quick look breakdown would seem to go as: base weapon rk62, back sight (and top part it sits on) are from rk95), stock is rk95 folding stock and cocking lever reveals that basic inner parts are from rk95.

things that reveal base rifle to be rk62 include 1) muzzle suppressor (that model is made to suppress muzzle, have simple fitting for bayonet and work as razor wire cutter (reason why its 'open' in front, user pushes it to razor wire, then twists rifle, sharp corners cut wire or in case of proper wire lock it place so that rifle can be shot to break wires) 2) front sight, rk95 has front sight that is open from top 3) places in rifles body for sling are based on rk62, in rk95 body user has different kind of place for sling in front and has option to choose to what side of weapons back he connects sling, these are not visible in model 4) lack of front gass valve under front sight, rk62 does not have one but rk95 does have (partial reason for it is to be used with grenades) 5) some smaller things, that i havent looked in model that are just about visible (or not) in those pictures and so cant be confirmed at moment.

also notable would be, that rail for mounting of extra optics has been placed on side of weapon. and comment about muzzle break isnt wrong, it refers to rk95 muzzle construct, how ever model itself has rk62 muzzle that is designed little different. (also 'proper' rk95 muzzle is designed to have possibility for use of silencer.)

[writer has served using both rk95 and rk62 and has to say that model is quite _well_ done expecially considering that it does not seem to mix parts in way that they could not be mixed in reality.]

Wow, nice info. Were you in the finnish army?

Btw, feel free to correct the page, this is a wiki so I won't get jealous. Any improvement will be appreciated. --Neme6 09:56, 14 December 2010 (UTC)

Benelli M3 Super 90

Ok just becouse someone had commented on complex (and nice) shotgun reload animation, i find myself kind of conflicted when looking at it, on one hand its done much closer to how its supposed that in almost any other game, on other hand it partially defeats its purpose. When first shot is loaded and chambered it leaves weapon ready to use, point where i personally would feel much more confortable loading (also) rest of ammunition with front hand to retain ability to fire weapon in case of hostile suddenly rushing me in mid reload. In firearms back hand is used to reload rest of ammunition and time from stopped reload to first shot is quite long. Even if back hand is used, from that positioning reaction shot should be possible quite fast if possible ammunition in hand is discarted in favor of survival. Still could be just good thing, in terms of balance, as shotguns are quite usable already, compared to machineguns that seem to be quite underpowered mostly. (well its still better and more confortable that 70% or so of game shotgun reloads.)

You are right, but strangely I can't remember if the reloading animation could be stopped by pressing the fire button, in order to repel an attack, or if you had to wait until it was fully reloaded. Maybe it's because I always stop and/or hide to reload, as many (awful) things can happen in this mod in a couple of seconds. --Neme6 09:56, 14 December 2010 (UTC)


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