I've noted that all treesway variables, differs from each Valve game.
On top of that; some trees share the same texture, forcing you to choose.
The only way to fix this, is to agree on a treesway standard and convert or make our own textures.
We are using the CS:GO/Alien Swarm version, and they are identical to each other. I'd imagine its the same for other games.
As for the flashlight issue, it should be mostly fixed on Dev branch. The reason they were broken is because the sources I was provided with were incomplete.
Honestly in the problem with trees, I am most worried about the strange behavior when half of the model suddenly separates altogether and shifts to the side, rather than swaying smoothly as it is in the original. Are you saying that you took some particular version of the shader as a basis? I noticed that in CSGO the trees behave quite adequately. Those. Do trees in l4d / 1/2 have to be manually rewritten under csgo / as and the problem is already so critical?
As far as I know $treesway has always been wonky at times in every game. Pretty sure most players have witnessed palmtrees stretching out in CSGO on one occasion.
Personally, I don’t play CS series at all and can’t say anything about it. I played a lot in left 4 dead 2 and never saw "inadequately" swaying trees. Of course what I saw in GMOD plunged me into shock. It's just like pictures out of a nightmare. 😁
Trees in L4D2 use different settings for different parts of the tree which is why they look so broken up.
You will also notice that those trees never actually move in L4D, or in other cases move extremely slowly.
Also env_wind in L4D games has a radius keyvalue, which it doesn't in other games which I imagine also affects the strength of the wind on those maps.
It is also possible env_wind affects trees in L4D differently (and we can't know how), or it is just clamped to 0.5 0.5
What about the parts. Do you mean exactly different textures and different VMT for them? That is why it is strange when the trunk of a birch just shifts sideways abruptly, in theory it has the same texture.
https://youtu.be/fDTiK4aypYM?t=73
aint sure if thats only me but
error("]ok wtf")
prints
k wtf
and
error("]", 0)
crashes the game
You can use r_flashlight_version2 convar to enable DynamicLight one flashlight, BTW
] r_flashlight_version2
Unknown command: r_flashlight_version2
Does this command exactly exist in gmod ??? I even checked on the dev build.
It should - I requested it to be implemented here.
Feels like something is really wrong with lag compensation there. Sometimes shots just don't go through, plus this problem with vehicles... Can't you just revert changes made to lag compensation?
The title of this topic wasn't changed to new update
Can't edit thread titles in new punch
@Rubat
Where can I watch the list of changes in the dev version ? I noticed that active work is underway now, I would like to know what is new or being corrected.
https://gmod.facepunch.com/commits/1
Hmm, I thought it was just a list of what you plan to fix. The list includes the function of turning on / off swaying trees and the corrected problem with the flashlight and foliage, but this is not in the game itself.
Flashlight fix still doesn't fix it for good but it should be better now, i only noticed big problems on the L4D foliage.
It is something that I want to fix, but it most likely will require messing about in the shader itself, which takes a long time to compile and is a massive pain to merge between branches.
Understandably. I am glad that there is at least some progress.
By the way, I have a question: the game has a menu_reload command that previously reloaded the menu html files, etc., I have my custom menu in the game for various developer functions like displaying the wireframe, turning off the lights ... But now when you enter this command, nothing not happening. This is a bug or a feature ?
It was disabled in 2017 for a reason I don't remember by now.
The last time this command worked, the "lua panic" error very often appeared on reboot and the game was closed.
Any reason `BUTTON_CODE_COUNT` is 1043 on the x64 branch?
Internally newer branches of Source have stuff for Steam Controller stuff. Should probably file an issue on GitHub or at least mention it in the appropriate thread so its not forgotten.
@Rubat I noticed that you added a fallback for the l4d1 cable shader, are you still going to updated all the shaders to the version on the alien swarm branch after 64bit is completed? Thanks.
We will see when we get to that point.
emitting lua matproxy binded material will crash the client.
maybe because there is no entity binded in emitter lua call???
"UnlitGeneric"
{
"$basetexture""zzz/side_MUZZLE""$translucent"1
$additive 1"$color3""[1 1 1]""$overridebasetexture""1""$brightoverlay""1""Proxies"
{
"cunt222"
{
}
}
}
if (not SERVER) then
matproxy.Add({
name = "cunt222",
init = function(self, mat, values)
//print(self, mat, values)
end,
bind = function(self, mat, ent)
//print(self, mat, ent)
end
})
hook.Add("Think", "what the fuck", function()
aaa = aaa or CurTime()
if (aaa > CurTime()) then return end
aaa = CurTime() + .1
emitfuck = emitfuck or ParticleEmitter(Vector())
local particle = emitfuck:Add("bad", Vector())
particle:SetVelocity(Vector())
particle:SetLifeTime(0)
particle:SetDieTime(1)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(22, 44) )
particle:SetEndSize(math.Rand(44, 66) )
particle:SetRoll(math.rad(math.Rand(0, 360)))
particle:SetRollDelta(math.Rand(-0.8, 0.8))
particle:SetAirResistance(10)
particle:SetGravity(Vector(0, 0, 60))
particle:SetColor(88, 39, 49)
end)
end
treesway on gm_construct sometimes isn't working.
is this intentional?
I disabled it for skybox trees because it breaks $detail used on them. Another thing to look into another time.
Can source engine bind a lua particle in matproxy's entity parameter?
it'd be more useful if it's binded on it.
maybe animated "lua" particle is possible
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