• GMod compiling issue
    8 replies, posted
As most of you know, the GMod 13 update finally came a few hours ago. To put a long story short, the props I've been working on and some of my addons are no longer wanting to show up in GMod, and I can't seem to get my compiler to do anything for GMod either. Would anyone happen to know of a way to get everything working again? I've tried reinstalling the addons, which didn't seem to work, and recompiling the props I've been working on just causes the compiler to crash before it can do anything.
[QUOTE=Katra804;38170199]As most of you know, the GMod 13 update finally came a few hours ago. To put a long story short, the props I've been working on and some of my addons are no longer wanting to show up in GMod, and I can't seem to get my compiler to do anything for GMod either. Would anyone happen to know of a way to get everything working again? I've tried reinstalling the addons, which didn't seem to work, and recompiling the props I've been working on just causes the compiler to crash before it can do anything.[/QUOTE] Try legacy addons addon
For addons to work in the addons folder, all you need to do is change their "info.txt" files to "addon.txt". The models don't show up neatly in their own little folders in-game anymore though. You have to use the retarded search system or go digging through the "All" folder.
[QUOTE=lonefirewarrior;38174285]For addons to work in the addons folder, all you need to do is change their "info.txt" files to "addon.txt". The models don't show up neatly in their own little folders in-game anymore though. You have to use the retarded search system or go digging through the "All" folder.[/QUOTE] Changing info.txt to addon.txt did work, thank you. Unfortunately, I already tried looking through the "All" folder in the game's browser, but it keeps saying there are scripting errors when I try to go to it. Since the models I've already compiled outside of the addon setup still aren't working, I'll set them all up as an addon instead and see if that does anything to fix the problem with those models. I've also managed to fix my compiler, so hopefully I can get everything working again.
Sorry for the bump, but the issue seems to have gotten worse. I've recompiled the models multiple times already, but I'm still running into a snag. In the game, it keeps saying there are scripting errors (still haven't figured out the main reason why). However, when I went to look at the models in the Source SDK, they are just large error signs. I'm fairly certain that there's nothing wrong with my .qc for each of the models, but something keeps screwing up when I compile the models. I'll post the info for the .qc's I'm working with here just in case I fucked something up without knowing: [code]$modelname "Gan's Preview Props\M16A4\rif_M16A4EOTech.mdl" $model "studio" "rif_m16a4EOTech.smd" $cdmaterials "models\weapons\v_models\MW2_M16A4\" $hboxset "default" $hbox 0 "ValveBiped.weapon_bone" -1.578 -7.680 -14.347 2.349 3.408 26.645 $hbox 0 "ValveBiped.weapon_bone_Clip" -0.641 -4.256 -1.669 0.534 3.229 2.465 $attachment "muzzle_flash" "ValveBiped.flash" 0.00 -0.00 -0.00 rotate -90.00 -0.00 0.00 $attachment "muzzle_flash_silencer" "ValveBiped.flash_silencer" 0.00 -0.00 0.00 rotate -90.00 -0.00 0.00 $attachment "L_Hand_Attach" "ValveBiped.L_hand_attach" -0.00 0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "weapon" $keyvalues { prop_data { "base" "Metal.Small" } } $illumposition -0.965 11.975 1.683 $sequence idle "idle" snap rotate -90 fps 30.00 $collisionmodel "rif_m16a4EOTech.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] [code]$modelname "Gan's Preview Props\M16A4\rif_M16A4EOTech_NoMag.mdl" $model "studio" "rif_m16a4EOTech_NoMag.smd" $cdmaterials "models\weapons\v_models\MW2_M16A4\" $hboxset "default" $hbox 0 "ValveBiped.weapon_bone" -1.578 -7.680 -14.347 2.349 3.408 26.645 $attachment "muzzle_flash" "ValveBiped.flash" 0.00 -0.00 -0.00 rotate -90.00 -0.00 0.00 $attachment "muzzle_flash_silencer" "ValveBiped.flash_silencer" 0.00 -0.00 0.00 rotate -90.00 -0.00 0.00 $attachment "L_Hand_Attach" "ValveBiped.L_hand_attach" -0.00 0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "weapon" $keyvalues { prop_data { "base" "Metal.Small" } } $illumposition -0.965 11.975 1.683 $sequence idle "idle" snap rotate -90 fps 30.00 $collisionmodel "rif_m16a4EOTech_NoMag.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] [code]$modelname "Gan's Preview Props\M16A4\rif_M16A4Magazine.mdl" $model "studio" "mag.smd" $cdmaterials "models\weapons\v_models\MW2_M16A4\" $hboxset "default" $hbox 0 "ValveBiped.weapon_bone_Clip" -0.641 -4.256 -1.669 0.534 3.229 2.465 $surfaceprop "weapon" $keyvalues { prop_data { "base" "Metal.Small" } } $illumposition -0.965 11.975 1.683 $sequence idle "idle" snap rotate -90 fps 30.00 $collisionmodel "mag.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
Bump. I'm still needing assistance with this, nothing I've tried seems to work when I try to compile the models. Any help would be appreciated.
I'm just going to assume that nobody knows what the issue is since there hasn't been any other responses.
try the console command "gm_spawn models/x/x/x.mdl" x's being the directory to the model. I advise keeping the info.txt changed to addon.txt
[QUOTE=Katazuro;38321315]try the console command "gm_spawn models/x/x/x.mdl" x's being the directory to the model. I advise keeping the info.txt changed to addon.txt[/QUOTE] I've already tried that since my post from 5 days ago. Unfortunately, that didn't work. Thank you for suggesting that, though.
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