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Talk:Firearms: Source

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Archive

Knives

Kizlyar DV-2

An ordinary combat knife that is issued to every player by default, in case he or she does not buy the Machete. Has two types of attack: slashing or stabbing. Save it for unaware snipers. Named "DV-2".

Kizlyar Knives Dalnya-Vostorchny Spetsnaz (DV-2) combat knife
Best shot I could get of the DV-2 knife in Firearms: Source, sorry.

Gerber Gator

The website incorrectly lists this as a Becker Patrol (as it is currently outdated), but the "Machete" is in fact a Gerber Gator. It can be optionally bought for 6 credits, replacing then the default KV-2 knife. Its slashes are more powerful, but in a game named "Firearms" there usually aren't (understandably) many opportunities to engage in hand-to-hand combat.

Gerber Gator Machete
Player wielding a Gerber Gator machete in Firearms: Source. The Gerber logo can be glimpsed in the blade. A Claymore mine lies in the background,

Miscellaneous

Artillery Marker

Externally and in behaviour, this looks like a common smoke grenade that lets you mark targets to direct mortar fire. They don't seem to "disappear" with time, you need to place another in a different location instead. The smoke is red in color to allow you to distinguish between these ones and the smoke grenades. There is no associated credit cost, as one marker is issued to the player on respawn if he or she has chosen the "Level 1 Artillery" skill.

Artillery Marker as the player wields it in Firearms: Source.

Ammo Cache

One of the highest gunnery skills lets you place this anywhere in the map, to allow teammates replenish their ammo. It's supposed to contain all kinds of ammunition.

Ammo cache as the player carries it in Firearms: Source.

Medkit

The "Individual First Aid Kit" appears in the player's inventory after buying the 3-credit "Bandages", or picking some from the field. It allows the player to bandage his or her wounds up to 4 times. This is critical, as a bleeding wound will make you lose some health each second. Also, the skin of the medkit changes between teams.

Medkit as a Blue Force player carries it in Firearms: Source.
Medkit as a Red Force player carries it in Firearms: Source. Both teams buy them to the same contractor!

Discussion

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) The HK51B uses German links for 7.62X51mm Nato. A friend of mine owns a H&K HK21E. That is how you load a H&K Beltfed with German Links.For American Links you would have to fold down the entire feeding system. Rockwolf66 22:35, 23 August 2011 (CDT)

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.] --Trael

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)

Yes served in army and navy. Ill try end up visiting this site during day (and not just early morning before going to sleep, like i lately have...) so i can possibly manage to for in my mind some nicely compressed, logical and usefull little upgradetext detailing finer points of model from fine firearm.

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)

Posting this for archival's sake

So I'm planning on maybe renovating the page with screenshots from the 2.0.2 version (which can be found here; hoping that it's actually an official release). FA:S is quite an interesting game that met an unfortunate end; it has a lot of very fine weapon animations, and a whopping 12 reload animations for the SKS.

The mod is 100% dead; the development of FA:S positively fragmented in the later versions (going by this ModDB post and this answer I got after asking about FA:S on r/truegaming), and the promised 2.0.3 apparently never came. A player named Thundercracker attempted to release their own unofficial 2.0.3u and 2.0.4u patches, but apparently he conflicted with whatever few devs that are still on the project, and then everything went dark. Nowadays you can't find the game on Steam (though SteamDB has a download link), ModDB (the original "official" FA:S apparently was deleted sometime ago, and now only this "other" FA:S exists on ModDB), and their official website is dead too.

Even though the mod is dead, many of FA:S's weapons live on through Gmod SWEPs, so I guess there's still some connection to history we have today to a dead game. When I do my rework, I think it might be worth it to archive the page as it currently stands (documenting what I presume is the 1.0f release of FA:S), on the talk page maybe, so that we can preserve a little more knowledge about a dead and forgotten game. --Wuzh (talk) 06:23, 13 June 2020 (EDT)

I just want to say that AlphaLeader772 has a really comprehensive recording of all the weapon animations in the last few versions of Firearms: Source, including many animations that were not properly implemented into these last few versions but still exist in the game files. My screenshotting will always leave out some of the animation details, and my documentation will always be somewhat flawed (I've been feeling somewhat stressful recently, and that makes it more likely for me to leave out or misread weapon details); I suggest that anyone wanting to check out all the weapon details in FA:S should watch AlphaLeader772's video. --Wuzh (talk) 13:20, 28 June 2020 (EDT)

Just gonna say, the progress on my FA:S draft has completely stalled due to a combination of real life pressures and the fact that the game crashes once every 5 minutes on me. I have no idea when I will finish the thing. --Wuzh (talk) 23:50, 12 October 2020 (EDT)


Update: I have published my incomplete draft on the page. I have a few additional comments regarding the game and the guns in it:

  • The game is notable for having some of the most realistic reload animations for the SKS; there are a total of 14 reload animations, 7 basic animations and 7 "fast" reload animation with a perk. Of the 7 basic animations, there are three sets of animations, each accounting for one type of magazine the SKS is equipped with:
    • 3 animations for 10-round magazine (non-empty, 1-round chambered, and fully empty)
      • In the non-empty animations, the operator dumps the entire magazine before reloading (since the SKS is only reloaded with 10-round stripper clips, and the bolt doesn't hold open unless the gun is empty).
    • 2 animations for 20-round magazine (topping up the gun with 10 rounds, and reloading from fully empty)
      • When topping up the weapon, the operator grips the gun in specific ways to hold open the bolt (with their hands) while inserting the 10-round clip.
      • I'm not sure if there are 1-round chambered reload animations for the 20-round mag.
    • 2 animations for 30-round detachable magazine (non-empty, empty)
      • When reloading from non-empty, the operator has to manually pull back the bolt (as the magazine can't be removed otherwise), ejecting the chambered round in the process.
    • The chambering is fully tracked during all of these reloads; this means that the 30-round SKS can never go 30+1 (by reloading again after reloading from empty), since to remove the magazine necessitates manually pulling back the bolt and ejecting the chambered round.
  • I think a few of the guns from earlier versions of the game (which this page was previously screencapped using) were cut in the latest verion of the game. Just in case, I archived the previous version of the page in a separate archive page linked at the top of this talk page.

--Wuzh (talk) 20:23, 11 August 2022 (EDT)


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