[b]SVN:[/b] [url]http://gmodlegs.googlecode.com/svn/trunk/[/url]
[url=http://www.garrysmod.org/downloads/?a=view&id=110052][img]http://www.garrysmod.org/img/?t=dll&id=110052[/img][/url]
[img_thumb]http://s3.garrysmod.org/img/dl/110001_1.jpg[/img_thumb][img_thumb]http://s3.garrysmod.org/img/dl/110001_2.jpg[/img_thumb]
This is an update to my very old legs mod. ( version 1.7 )
The best part is they are now completely client-sided. Theres not much else to say.
[release][b]Changelog[/b]
[b]2.4 Fixes[/b]
- Removed arm for melee holdtype, it just did not look good in many cases, mainly because they don't animate while attacking
- Made legs move forward as you look up, looks as if you are bending over to look down or something. It's definitly an improvement.
* Added option to revert to use the old mode. ( cl_legs_leanmode 0 will revert to the old way )
- Moved the legs forward a small amount
- Corrected vehicle pose parameter value ( This just adjusts where the arms are at on the steering wheel )
- Fixed ducking in air making the legs z position move up. This is determined by the size of the players ducked hull and there is no way to get it
- Added two global functions for third party modification
* ShouldDrawLegs() -- Will return if the legs should be rendered for that frame
* GetLocalPlayersLegs() -- Will return the leg entity if visible, if not visible it returns local player
- Fixed legs drawing while spectating another entity ( Example: Catdaemon's shuttle )
[b]2.3 Fixes[/b]
-Fixed animations on models in multiplayer, was caused by attempting to get the valid player models too early in the load
[b]2.2 Fixes[/b]
-Fixed cases of error models when the players model was not in "models/player/"
-Clipped legs model at location of the players eye. This should prevent you from seeing the legs model while looking up
-Added SharpEye support
*Should look normal while in use with SharpEye
*The models "breathing" pose parameter will be adjusted according to the SharpEyes level of stamina
-Added addon icon for extensions menu
[b]2.1[/b]
-Legs will no longer be rendered while using the thirdperson command
[b]2.0 Fixes[/b]
-Legs 100% clientside
-Legs show hands depending on weapon holdtype
-Works with latest GMod
-No longer "lag" behind while turning
-Two ConVars to enable/disable
*cl_legs 1|0 ( Enable/Disable the rendering of the legs clientside )
*cl_legs_vehicle 1|0 ( Enable/Disable the rendering of legs while in a vehicle clientside )
[/release]
This is great. I'm going to try it.
I wish they didn't remove the feature in L4D2.
Cool, the only reason I didn't like the original was because of the lag, but now I am definetly downloading.
Ah perfect!. Wizey's legs were buggy out of this world. You got my download.
[editline]04:53PM[/editline]
oh cool, vehicle feature
Sweet.
Looks awesome! But I need some help when I enable the legs and look down theres nothing there, what am I doing wrong? (Yes I installed it correctly)
..Good lord, you updated it? I'm amazed.
Is there/will there ever be support for IK chains, allowing legs to walk properly over surfaces?
[QUOTE=HiddenMyst;24379935]Is there/will there ever be support for IK chains, allowing legs to walk properly over surfaces?[/QUOTE]
If someone updates the player models and animations with support for them, yes. I think..
[QUOTE=ROFLBURGER;24373679]Ah perfect!. Wizey's legs were buggy out of this world. You got my download.
[editline]04:53PM[/editline]
oh cool, vehicle feature[/QUOTE]
It was fixed <.<
But non the less, Hurray ^^
Been waiting for this, And i like how blackops finally changed the bone sets for hold types.
But you gotta be carefull with that, Since some melee weapons v_models will have 2 HANDS like the CSS knife, thus making it look very odd.
PS:
To blackops.
if ( self:GetOwner() == LocalPlayer() and self:GetOwner:ShouldDrawLocalPlayer() ) then
Dont Draw/Color 0 0 0 0
else
Draw/Color 255,255,255,255
end
Basically, if your player model should draw "Like when you in third person".
Sweet, always liked this mod.
^^ Damn that looks awesome, also awesome work blackops! Nice to see you fixed it.
[QUOTE=Wizey!;24381813]self:GetOwner:ShouldDrawLocalPlayer()
Basically, if your player model should draw "Like when you in third person".[/QUOTE]
Ahh, had no idea that function existed seeing how it's not documented. Will release a small update today.
Oh my god, this is a dream come true.
Yesterday I was searching the internet far and wide and not a single legs addon worked.
I wake up this morning, and now there are 2 new addons, both of which are great!
[editline]11:27AM[/editline]
I hope Ha3 can release a fix on his side which allows SharpEye: Focus to work properly with this. When you move the gun around on your screen, the legs move with it.
[QUOTE=Karmah;24386870]Oh my god, this is a dream come true.
Yesterday I was searching the internet far and wide and not a single legs addon worked.
I wake up this morning, and now there are 2 new addons, both of which are great!
[editline]11:27AM[/editline]
I hope Ha3 can release a fix on his side which allows SharpEye: Focus to work properly with this. When you move the gun around on your screen, the legs move with it.[/QUOTE]
I'm currently inspecting this issue
EDIT :
Okay I looked at the Lua code, and I'm seeing this :
[lua] else -- This calculates the offset behind the player, adjust the -24 if you want to move it
Legs.RenderAngle = Angle( 0, LocalPlayer():EyeAngles().y, 0 )
Legs.RadAngle = math.rad( LocalPlayer():EyeAngles().y )
Legs.RenderPos.x = Legs.RenderPos.x + math.cos( Legs.RadAngle ) * -24
Legs.RenderPos.y = Legs.RenderPos.y + math.sin( Legs.RadAngle ) * -24
end[/lua]
The way is is coded is perfectly logic, the only issue is that in Devenger's code, there are two working angles : EyeAngles() keeps its normal behavior (where you're shooting at), but Focus works with a CalcView override of the "rendering" screen angles.
To fix it, it would be necessary to change completely this part of the code, but as this chunk of code IS the core essence of BlackOps' Legs mod, I just can't override it in SharpeYe because it would actually require copying BlackOps' work on its entirety which wouldn't be right at all.
One possible solution would be, instead of getting LocalPlayer():EyeAngles().y, instead, eventually if BlackOps agrees, something like :
[lua]
Legs.BiaisAngles = sharpeye_focus and sharpeye_focus.GetBiaisViewAngles and sharpeye_focus:GetBiaisViewAngles() or LocalPlayer():EyeAngles()
Legs.RenderAngle = Angle( 0, Legs.BiaisAngles.y, 0 )
Legs.RadAngle = math.rad( Legs.BiaisAngles.y )[/lua]
For the time being it's a quick guess, I don't have a computer with Garry's Mod right now to check if it would workout well. By the way I've already implemented blindly the function in SharpeYe official SVN in case anyone wants to test if it actually works :
[lua]-- BlackOps' Legs addon compatibility test
function sharpeye_focus:GetBiaisViewAngles()
if not sharpeye.IsEnabled() then return nil end
if not sharpeye.IsFocusEnabled() then return nil end
if not self:HasFocus() then return nil end
return self.lockedViewAng or nil
end[/lua]
I'll do a little test with your svn to see if I can get that compatibility working.
[editline]02:12PM[/editline]
Works great. I want to mess around with some other changes I may make before I release an update.
Some of my Mass Effect player models get errors with this.
Mind posting the model paths/names?
I had to make a small fix that may be causing the problem.
These are the ones giving me errors.
[url]http://www.garrysmod.org/downloads/?a=view&id=92201[/url]
Yep, that would explain it. The models are not in the models/players/ directory so my GetModel() fix is breaking it.
I'll look into a better solution for the next update.
[editline]04:23PM[/editline]
2.2 should fix the error models.
Awesome to see it fixed that quickly.
[editline]12:14AM[/editline]
If there were any other things I could suggest, it would be moving the camera as close to the body as possible without colliding through it in any animations. Because as some person pointed out in the news thread:
[QUOTE=Doomish;24397718]I have a few gripes, mainly these two:
[IMG]http://img841.imageshack.us/img841/9199/legs2.png[/IMG]
[IMG]http://img827.imageshack.us/img827/7487/legs1.png[/IMG][/QUOTE]
Totally agreed. Looking down you should seriously see your chest.
I responded to that picture in the news thread.
[QUOTE=blackops7799;24398150]I know about this issue and I'm currently working on making it look like you are physically bending over by pushing the legs forward as you look up. It looks really good.[/quote]
The father grigori model seems to screw up, legs turns in wrong direction
This breaks the pill pack.
Dang.
I'm guessing this isn't compatible with PAC? :v:
[QUOTE=iRzilla;24382924][img_thumb]http://i35.tinypic.com/x1117n.jpg[/img_thumb]
Jinto is currently making one :3[/QUOTE]
Whenever Jinto makes something awesome he never releases it..
[QUOTE=Tobba;24406739]The father grigori model seems to screw up, legs turns in wrong direction[/QUOTE]
Probably is happening because of the LocalPlayer():GetModel() bug. I fixed most of the models, but I guess not all.
[QUOTE=Lyoko774;24408569]Whenever Jinto makes something awesome he never releases it..[/QUOTE]
It's the sad truth. :sigh:
Doesn't seem to work for me. I blame either PAC, WAC, or CTP.
[QUOTE=blackops7799;24409262]It's the sad truth. :sigh:[/QUOTE]
I never really understood people that work hard on a something and then never release it... I mean what exactly are they doing with it? :raise:
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