[QUOTE=vrej;49042829]Is the layer stuff what I think it's?![/QUOTE]
I can't read your mind, so I can't really tell you.
[QUOTE=Robotboy655;49042836]I can't read your mind, so I can't really tell you.[/QUOTE]
The documentation would probably tell him.
[editline]3rd November 2015[/editline]
Dev branch server and client are getting different class tables.
[code]
] version
Protocol version 24
Exe version 15.08.10 (garrysmod)
Exe build: 11:48:29 Oct 27 2015 (6198) (4000)
] rcon version
Protocol version 24
Exe version 15.08.10 (garrysmod)
Exe build: 18:53:44 Oct 30 2015 (6201) (4000)
[/code]
[QUOTE=vrej;49042829]Is the layer stuff what I think it's?![/QUOTE]
Yes, you can merge animations like running and holding x weapon
[QUOTE=gonzalolog;49043890]Yes, you can merge animations like running and holding x weapon[/QUOTE]
I hope this works with NPCs!
-snip-
Maybe I should refresh a bit more often
Not sure if I should be asking here but I really wish there was a way to set the position of an entity's bones with a single function.
I want to get the bone positions of a base_gmodentity (with a ragdoll model) and transfer them onto a prop_ragdoll, but the only way that I think is possible to achieve this is by trying to set all the physics objects on the ragdoll to the bone positions of the other entity, but these are out of place, causing it to fly off. There's a [URL="https://facepunch.com/showthread.php?t=1295906"]old thread[/URL] asking pretty much the same thing that never got solved.
[QUOTE=MPan1;49045105]Not sure if I should be asking here but I really wish there was a way to set the position of an entity's bones with a single function.
I want to get the bone positions of a base_gmodentity (with a ragdoll model) and transfer them onto a prop_ragdoll, but the only way that I think is possible to achieve this is by trying to set all the physics objects on the ragdoll to the bone positions of the other entity, but these are out of place, causing it to fly off. There's a [URL="https://facepunch.com/showthread.php?t=1295906"]old thread[/URL] asking pretty much the same thing that never got solved.[/QUOTE]
Maybe have a look at how the kinect tracking stuff works? Might have some awnsers there
Why are so much Commands blocked for use, like r_lod 4,5,6, r_drawworld, r_drawdecals and r_drawparticles?
[QUOTE=deinemudda32;49046053]Why are so much Commands blocked for use, like r_lod 4,5,6, r_drawworld, r_drawdecals and r_drawparticles?[/QUOTE]
The first one can be used normally by users without Lua ( it's used for the model quality setting ), the rest are all cheats, what do you even need to do?
I wanted to create a toolbar for performance options, and I talked about lod 4-6 is flagged as cheat, not numbers below 4.
Why should drawdecals be a cheat? You can just set decals to 1 and you have the same experience.
Same as drawparticles, just do drawflecks 0 and r_drawsplashes to 0 and you dont have a effect either.
Its useless flagged as cheat.
r_drawworld, yea thats a cheat maybe.
[QUOTE=deinemudda32;49046131]I wanted to create a toolbar for performance options, and I talked about lod 4-6 is flagged as cheat, not numbers below 4.
Why should drawdecals be a cheat? You can just set decals to 1 and you have the same experience.
Same as drawparticles, just do drawflecks 0 and r_drawsplashes to 0 and you dont have a effect either.
Its useless flagged as cheat.
r_drawworld, yea thats a cheat maybe.[/QUOTE]
I'd rather no server be able to touch any of these settings on a client
Then why can't the client hisself not change these settings?
Because that makes the entire purpose of blocking commands useless
You said, scripts shouldnt modificate your settings, but why the user hisself can't change it if the server shouldnt.
I mean, the commands are not bad and some of them are even very useful.
[QUOTE=deinemudda32;49046731]You said, scripts shouldnt modificate your settings, but why the user hisself can't change it if the server shouldnt.
I mean, the commands are not bad and some of them are even very useful.[/QUOTE]
I assume it's because the server can force the client to enable them
[QUOTE=deinemudda32;49046731]You said, scripts shouldnt modificate your settings, but why the user hisself can't change it if the server shouldnt.
I mean, the commands are not bad and some of them are even very useful.[/QUOTE]
It's a source engine default.
Even if the server isn't allowed to force the client to enable them,
stuff like drawworld may give you an advantage in a game - even if I assume,
you'd like them to be unblocked for fps reasons.
Really stupid question but is there any reason in particular that we need to provide an API key to dedicated servers to fetch workshop addons? [url=https://wiki.teamfortress.com/wiki/WebAPI/GetCollectionDetails]GetCollectionDetails[/url] doesn't seem to actually use the key parameter at all from what I can tell.
edit: Neither does GetPublishedFileDetails.
Ok, I documented pretty much all of the new functions.
[url]http://wiki.garrysmod.com/changelist/[/url]
[editline]4th November 2015[/editline]
[QUOTE=Joeyl10;49047857]Really stupid question but is there any reason in particular that we need to provide an API key to dedicated servers to fetch workshop addons? [url=https://wiki.teamfortress.com/wiki/WebAPI/GetCollectionDetails]GetCollectionDetails[/url] doesn't seem to actually use the key parameter at all from what I can tell.
edit: Neither does GetPublishedFileDetails.[/QUOTE]
Maybe it used to and now doesn't?
[QUOTE=Robotboy655;49041815][code]
* Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck
* Fixed gravity gun not calling OnFailedPhysGunPickup on any entity
* Fixed not being able to grab a Magnusson Device from Jalopy's back
* Fixed Japoly's radar and added multiplayer support
* Added ismatrix
* Entity.RestartGesture() is not serverside only ( It never did anything on client )
* Entity.SetWeaponModel()'s Weapon argument is now optional
* Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true
* Added Entity.IsPlayingGesture( activity ) - returns boolean
* Added Entity.AddGesture( activity, autokill = true ) - returns layerID
* Added Entity.AddGestureSequence( sequenceID, autokill = true ) - returns layerID
* Added Entity.AddLayeredSequence( layerID, sequenceID ) - returns layerID
* Added Entity.IsValidLayer( layerID ) - returns boolean
* Added Entity.GetLayerDuration( layerID ) - returns float duration
* Added Entity.SetLayerDuration( layerID, flDuration )
* Added Entity.SetLayerPriority( layerID, iPriority )
* Added Entity.RemoveGesture( activity )
* Added Entity.RemoveAllGestures()
* Added Entity.SetLayerCycle( layerID, iCycle )
* Added Entity.GetLayerCycle( layerID ) - returns int cycle
* Added Entity.SetLayerPlaybackRate( layerID, flRate )
* Added Entity.SetLayerWeight( layerID, flWeight )
* Added Entity.GetLayerWeight( layerID ) - returns flWeight
* Added Entity.SetLayerBlendIn( layerID, flBlend )
* Added Entity.SetLayerBlendOut( layerID, flBlend )
* Added Entity.SetLayerLooping( layerID, bLooping )[/code]
Latest changes.
All new functions are serverside only, and only work on BaseAnimatingOverlay entities.[/QUOTE]
Finally long awaited campaign bug fixes, eventually my gamemode might be not so dead after all.
[QUOTE=Robotboy655;49048320]Ok, I documented pretty much all of the new functions.
[url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE] You have a fix listed twice [IMG]http://i.imgur.com/mBsD3ZI.png[/IMG]
he's just trying to make the update look bigger
[QUOTE=DarKSunrise;49048989]he's just trying to make the update look bigger[/QUOTE]
Because I am being payed per line of the changelog and it is not big enough already.
It was an accident when copy pasting the changes before adding markup.
[QUOTE=highvoltage;49045709]Maybe have a look at how the kinect tracking stuff works? Might have some awnsers there[/QUOTE]
Where is this? I remember seeing a file involving this kind of thing but I forgot the name of it
[QUOTE=MPan1;49051911]Where is this? I remember seeing a file involving this kind of thing but I forgot the name of it[/QUOTE]
[url]https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/lua/includes/extensions/motionsensor.lua#L208[/url]
Robotboy, could you also include those fixes:
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/beaae8ac45a2f322a792404092d4482065bef7ef#diff-79e12d47696af8b174ac15172f1c1c7eR2017[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/beaae8ac45a2f322a792404092d4482065bef7ef#diff-5c365921088b072bc0785657322a749cL897[/URL]
Edit: To clarify, I'm not speaking about the entire changeset just the specific lines to fix the weird view while jump ducking, it also fixes the prediction issue which Robotboy has not yet managed to correctly fix.
[QUOTE=code_gs;49052061][url]https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/lua/includes/extensions/motionsensor.lua#L208[/url][/QUOTE]
There doesn't seem to be anything there about actually positioning bones, only Lerping vectors from a table and returning the new table...
[QUOTE=MPan1;49052752]There doesn't seem to be anything there about actually positioning bones, only Lerping vectors from a table and returning the new table...[/QUOTE]
[URL="https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/gamemodes/base/entities/entities/ragdoll_motion.lua#L219-L307"]This is where the actual bone handling happens with the kinect stuff.[/URL]
[QUOTE=Jvs;49052855][URL="https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/gamemodes/base/entities/entities/ragdoll_motion.lua#L219-L307"]This is where the actual bone handling happens with the kinect stuff.[/URL][/QUOTE]
Tried some functions there, and it seems that they cause [URL="https://facepunch.com/showthread.php?t=1458227&p=49067858&viewfull=1#post49067858"]odd effects[/URL] if I'm not using them right, which I'm pretty sure I'm not.
Perhaps a new bone-positioning function would be a good idea???
What are you trying to do? Move a ragdoll's bones but leave every other bone to move freely?
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