Well, I got bored so spent about 3 and a half hours on extracting this from my lolards visual mod... [try to keep it close to scripts only as possible]
Anyway, here i provide two versions: "Normal" and "centered." Not all guns are centered due to several reasons such as the mass driver would only block your view and you'd only see the scope.
Normal: https://sites.google.com/site/zdrytchx/ ... eapfix.pk3
Centered: https://sites.google.com/site/zdrytchx/ ... ntered.pk3
Screenshots:
Ckit Normal
Ckit Centered
Rifle Normal
Pulse Rifle Centered
Note: That is some sweet fps I got there... With md5 models and other high-poly i usually get around 20-30 fps.
README [part of]:
Code: Select all
Contents:
-Position fixes with some alternatives [in comments which aren't enabled] for quake-style centered looks
-Marauder/Basilisk icons are now more understandable
-Crosshair icons from E-Mxp and KoRx mod
-Hopefully, acid gas particles don't make your client lag to bits when you get too close to tubes
-Rant crosshair may look odd, but it's meant to represent the 'widest ranges' that you can swipe at [bboxes visually] if you can reach.
-Visual bug fixes, such as how mass driver bullets don't spread out when "particle bounce" is turned on etc.
-Some other stuff
Credits [where they came from]:
Crosshairs: E-Mxp [1.1], Z mod/LoneWolf [1.1], KoRx [1.1]
Sounds: KoRx [1.1]
Weapon positionings and bugfixing: Lolards Visuals [Unv]
Notes: If anyone requests, i can re-implement Rotacak's gore system and my "sparks" for human buildables and other things.
If you find something abnormal [apart from two error messages that say the psaw and acid particle systems already exist, they are just there because i overrid them], tell me.
EDIT: The statement in the readme-s that say:
with some alternatives [in comments which aren't enabled] for quake-style centered looks
is wrong for centered. I simply back-spaced out some of the "normal" settings. The "normal" file contains both, however.