• RagMod 2 v4
    485 replies, posted
RagMod has done nothing but get slower and slower as time has gone on, a result of the original code being over two years old and continuously patched up with some used Band-Aids. Even having it in my addons folder and disabled shaves a good 10 off my FPS. [del]It's being rebuilt from the ground up, with comparable features and settings but with improved stability and speed. Will probably take forever because that's my track record. Until it's ready,[/del] I don't really play Garry's Mod anymore. I doubt I will ever finish the project. Still, have these links: [url=http://facepunch.com/threads/718151]Original addon by ds3[/url] [url=http://ftp.ds6.my.to/Garry's Mod Addons/RagMod 2]Pre-rebuild version (mostly stable, slow)[/url] [url=https://ragmod2.googlecode.com/svn/trunk]very old SVN version[/url] (The SVN hasn't been updated in forever. A while ago I closed my Google account for various reasons and totally forgot about RM. So, the SVN is ownerless and I still (yes still) haven't gotten into contact with Google to get it sorted out. Just get it from the FTP link.)
Recorded With: XFire™
[QUOTE=usa;35708985]Recorded With: XFire™[/QUOTE] Problem?
Only issue I found was the stripping weapons part of the restore. It would strip them yes, but i had to wrap a timer.Simple(0.1 function()...) around the Giving weapons back. As it would sometimes give them back as the player was stripped. Other then that, good job.
yesyesyes I loved this mod so much
i loved and will love this mod
[QUOTE=Phoenixf129;35727138]Only issue I found was the stripping weapons part of the restore. It would strip them yes, but i had to wrap a timer.Simple(0.1 function()...) around the Giving weapons back. As it would sometimes give them back as the player was stripped.[/QUOTE] That happened a few times to me, especially on my server when there was lag. It's going to be fixed in the next release. [QUOTE=Phoenixf129;35727138] Other then that, good job.[/QUOTE] [QUOTE=Lyoko774;35732463]yesyesyes I loved this mod so much[/QUOTE] [QUOTE=Nino;35733156]i loved and will love this mod[/QUOTE] Thanks C; [editline]asd[/editline] I just looked back at RagMod 3. I wanted to see if there was anything I could learn from it. ... Well, at first glance, I came up with a few opinions: 1. My code is cleaner, doesn't overwrite global vars/modules, and as far as I can see has the same number if not more features... Crawling, flopping about, prop surfing (using Climb Rope?), post-processing, camera... I did all of that, mostly from the ground up in some way or another. And then I added more features, like ragdolls shrinking and charring when burned (in the next beta they will also flap around to try and put themselves out and play "I'M ON FIRE" related sounds), gibbing, effects, etc... 2. My code is sturdy. I have not had any crashes or serious bugs with the new revitalized code, where there were some cases of that while using RagMod 2 v3b, and especially when using the 3 prerelease. 3. My code is (probably) faster. I've noticed that using the other RM versions, sometimes there would be small, quarter-of-a-second lag spikes (client and server) when ragdolizing, getting up and playing sounds. Might be my imagination, but I think I got rid of that.
I Damn love this and I love you !!! I wanted to retake this addons but my skills on Lua is poor :( Thanks for revive this addons !! I hope Ds3 will approve your change !
[QUOTE=GeekDeer;35738822]I Damn love this and I love you !!! I wanted to retake this addons but my skills on Lua is poor :( Thanks for revive this addons !! I hope Ds3 will approve your change ![/QUOTE] ds3 hasn't been online in over two years.
[QUOTE=DarkShadow6;35738847]ds3 hasn't been online in over two years.[/QUOTE] Yeah I saw it in him information. Do you planned to port it to gmod 13 beta ? (or it is already compatible ?)
[QUOTE=GeekDeer;35738865]Do you planned to port it to gmod 13 beta ? (or it is already compatible ?)[/QUOTE] I don't have the beta (because that means having to watch garry's twitter and put some semblance of effort into it) but when it comes out I'll make sure it is. If I remember correctly, there's supposed to be some sort of compatibility mode for the beta, if it's already made (or if it's even true) then it should work as-is.
[QUOTE=DarkShadow6;35738847]ds3 hasn't been online in over two years.[/QUOTE] Bit of a shame he left, he made some good mods.
[QUOTE=ExplosiveCheese;35739074]Bit of a shame he left, he made some good mods.[/QUOTE] On the surface, yeah. I really enjoyed using RagMod and his other stuff. But, code-wise... Have you seen his code? It was iffy at best... But that's just my personal opinion. For all I know his code could work better than mine; he did have a better knowledge of GMod Lua than me (or, at least, I hope he did). [editline]27th April 2012[/editline] Whoa, guys. I just noticed something. Try shooting a player in the foot or something and watch their mouth. That is a completely unintentional feature. [editline]Wop wop wop wop[/editline] Oh wow, I don't know if it was just added in the update or if I'm blind, but I see a [i]Barney player model[/i]! ...Sigh... Time to crack open good ol' GCFScape again... [editline]Manual edit :D... Does anyone ever read these things?[/editline] Found Mossman too. I hope I'm not blind. Ah, big band, Lua and math at... It's 4:59... fuuu I should probably go to bed. FYI here's what I was just working on: [code]math.cos(math.cos(math.Clamp(1 - (LocalPlayer():Health() / 100), 0, 1) * (math.pi / 2)) * (math.pi / 2))[/code] Isn't it just delightfully [i]ugly[/i]? [editline]Quick[/editline] Quick edit before I sleep so I know what I want to do because closed notepad and lazy ashdgjgds 1. Heartbeat sound with renderspace pp value 2. Parachute 3. Ragdoll twitch based on speed in the tick function 4. [del]Ugh I forget[/del] oh yeah uh... jfsdhjsdhfsdjkfhsdjkhfskdjfhsdkjfksjdhfskdjhfkjh OH actually make rm.WeaponPreserveDelay do something. 5. Players drop active weapons on ragdolization/death, possible? if so check if model exists before dropping because Climb Rope doesn't use a model and I'm sure others don't :< fsdgsdf sleep
-snip, no post merge waa-
If you're going to overload it with features, make sure they are seriously customisable (I'm using this on my RP server, albeit a stripped down version)
[QUOTE=Phoenixf129;35742163]If you're going to overload it with features, make sure they are seriously customisable (I'm using this on my RP server, albeit a stripped down version)[/QUOTE] > implying I don't make cvars for everything
I really like your mod but im wondering if there's a way to turn off the thing that makes you a ragdoll when hitted by a specific damage and the one that turns you into a ragdoll when you reach a certain speed.
[QUOTE=Shikiz;35748554]I really like your mod but im wondering if there's a way to turn off the thing that makes you a ragdoll when hitted by a specific damage and the one that turns you into a ragdoll when you reach a certain speed.[/QUOTE] [QUOTE=DarkShadow6;35748204]> implying I don't make cvars for everything[/QUOTE] console > "find rm_ragdolize_"
[QUOTE=DarkShadow6;35748573]console > "find rm_ragdolize_"[/QUOTE] oh, that was the fastest reply i've ever seen. Anyway thanks for the info, Im a bit incompetent when I use the console so i just used the help command :rolleyes:
[QUOTE=Shikiz;35748656]oh, that was the fastest reply i've ever seen. Anyway thanks for the info, Im a bit incompetent when I use the console so i just used the help command :rolleyes:[/QUOTE] it'll tell you the same thing. The console has two types of things inside it, cvars/convars/console vars/console variables and ccmds/concmds/concommands/console commands. RagMod only has four console commands: rm_ragdolize, rm_reset, rm_ragdolize_target (doesn't work atm) and rm_reset_target (also doesn't work). The rest are variables. I use 0 for false and 1 for true for enabled fields. The rest depend on the circumstances.
Dat framerate Downloading
[QUOTE=ROFLBURGER;35750668]Dat framerate Downloading[/QUOTE] My computer isn't the best (it's a few years old, and the graphics card is nvidia but it has no support whatsoever because they discontinued it, so I have to use a driver for a slightly incompatible graphics card) but it does everything I want it to do and I control absolutely everything it does. It's personalized down to the dot. [editline]28th April 2012[/editline] Also, be on the lookout; I'm going to release beta 9 today or tomorrow with bugfixes and new features.
Did you fix the bug where someone's physing you and then you get up and the server crashes?
[QUOTE=Kung Fu Jew;35751118]Did you fix the bug where someone's physing you and then you get up and the server crashes?[/QUOTE] That happens? I had no idea. I've never had any problem like that. As far as I know that's fixed, though I wasn't trying to fix it :U
I will test and post results. Currently configuring the mod for my server so give me ten.
[QUOTE=Kung Fu Jew;35751169]I will test and post results. Currently configuring the mod for my server so give me ten.[/QUOTE] Just so you know the next beta update will include more clientside options and a new serverside one, rm_weapon_preserve_delay, which will fix a bug where you don't get all your weapons back and makes it a bit more "realistic" in the sense that I don't think it's possible to get up after falling down and just start shooting. Minimum 0.1 because of the bugfix.
How about one for getting up after being knocked down by something else?
[QUOTE=Kung Fu Jew;35751293]How about one for getting up after being knocked down by something else?[/QUOTE] What do you mean? Recovery timers for different inflicters?
Yeah, that's what I meant, woops. Would be cool if getting hit by a prop/vehicle, getting hit by bullets, and simply falling down on your own will had different KO times attached to them, always wanted that functionality.
[QUOTE=Kung Fu Jew;35751331]Yeah, that's what I meant, woops. Would be cool if getting hit by a prop/vehicle, getting hit by bullets, and simply falling down on your own will had different KO times attached to them, always wanted that functionality.[/QUOTE] Okay. It'll be in beta 9. rm_ragdoll_recovery_delay_onexplosion: "The number of seconds a player must wait before getting back up when when ragdolzied by being caught in an explosion." rm_ragdoll_recovery_delay_oneject: "The number of seconds a player must wait before getting back up when ragdolzied by ejecting from a seat." rm_ragdoll_recovery_delay_onplayer: "The number of seconds a player must wait before getting back up when ragdolzied by taking damage from a player." rm_ragdoll_recovery_delay: "The number of seconds a player must wait before getting back up when ragdolized." Howssat? Edit: Wtf, vehicles constantly do 100 damage when impacting a player, pretty much regardless of speed. Edit 2: I'm going to remove the onvehicle var, it seems that vehicle damage does not fire EntityTakeDamage and uses SetHealth. I can't do much about that unless I overhaul my code again. And you usually die anyway :u
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