• The Scavenger Cannon
    291 replies, posted
i liked the original design :geno:
When are you going to release? Or are you planning to release it? It looks kick ass by the way.
this is going to be the mod that gets me back into gmod ;) keep it up ghor
bumpsy :p sorry for double post, no one comes in this thread :P
Bumping the thread constantly isn't going to give him more hours in the day. He's too busy to post and he's juggling a lot at the moment. It will be done when it's done.
i know, twas just trying to bring more support into the thread
I'll be honest when I was reading about the gun I thought it was useless. But now that I see it, I realize it looks really cool. Looking forward to release.
[QUOTE=ROFLBURGER;21399291]When are you going to release? Or are you planning to release it? It looks kick ass by the way.[/QUOTE]
What happened to this..
[QUOTE=BurningPride;21815404]What happened to this..[/QUOTE] I don't really know. Hopefully he's just working on it right now.
hes busy with life, with the fretta contest over he should be working on this now so it should be released within a few months, maybe weeks if we are lucky
Looks pretty cool
[b]Bad News:[/b] A few days ago I encountered a problem with a couple of firemodes that I could have easily fixed. Instead of just fixing them I had the bright idea of overhauling the inventory system without backing up the old code (because I was so sure it would work perfectly, which you should never, ever do). I've finished the overhaul, for the most part, but I'm running into a few synchronization errors that weren't in the old system here and there. This would ordinarily mean a delay, but since I don't have a set release date and because I'm more held back by not having assets than having complete code, it probably won't be released much later because of this. I'm gonna work on testing it and trying to iron out the problems, but if it just doesn't want to work out I'll probably wind up grabbing my backup code from late 2009 and trying to rebuild the old system. Lesson learned: If it ain't broke, don't fix it. [b]Good News:[/b] I've started making a list of a few things that I need/need to do before I can release. Once these are done, it shouldn't be too far away from making its way to the public: -polish existing firemodes, iron out any bugs -create documentation on the custom firemode system -write better, more user-friendly map configuration tools for scav dm -create a map changing system for scav dm (not going to use the fretta base) -get arm model to make viewmodels with I've got the model for the Alchemy Gun finished very recently, with jigglebones for psuedo fluid simulation: [img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0003.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0005.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0006.jpg[/img_thumb] A couple of somewhat older pictures of the Scavgun model ingame, lacking a fair bit of proper texturing: [img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/gm_phen60020.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/gm_phen60019.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav1.jpg[/img_thumb] And for any coders that want to make custom firemodes, I've finished setting up a system that will allow automatic sending and loading of firemodes, and I'll do my best to provide some documentation and examples on how to write them up. I've provided quite a few systems that will make a wide range of weapons easier to code. Among these are: -easy prediction functions -support for chargeable/sequential weapons -projectile management -a scheduled entity removal system -a status effects system (deafened, irradiated, diseased, invulnerable, damage multiplier etc.) -support for continuous effects like flamethrowers, laserbeams, etc. -looping sound management. There are also a few other utility functions that can be utilized, like electrocution of entities in water for example. If anyone can provide models/textures, or wants to map for scav dm, feel free send me a PM or add me on steam. I'm working on a system that should be a small reward for the people that have helped me out.
nice update Ghor, keep up the good work :)
[quote=ghor;22028625][b]bad news:[/b] a few days ago i encountered a problem with a couple of firemodes that i could have easily fixed. Instead of just fixing them i had the bright idea of overhauling the inventory system without backing up the old code (because i was so sure it would work perfectly, which you should never, ever do). I've finished the overhaul, for the most part, but i'm running into a few synchronization errors that weren't in the old system here and there. This would ordinarily mean a delay, but since i don't have a set release date and because i'm more held back by not having assets than having complete code, it probably won't be released much later because of this. I'm gonna work on testing it and trying to iron out the problems, but if it just doesn't want to work out i'll probably wind up grabbing my backup code from late 2009 and trying to rebuild the old system. Lesson learned: If it ain't broke, don't fix it. [b]good news:[/b] i've started making a list of a few things that i need/need to do before i can release. Once these are done, it shouldn't be too far away from making its way to the public: -polish existing firemodes, iron out any bugs -create documentation on the custom firemode system -write better, more user-friendly map configuration tools for scav dm -create a map changing system for scav dm (not going to use the fretta base) -get arm model to make viewmodels with i've got the model for the alchemy gun finished very recently, with jigglebones for psuedo fluid simulation: [img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/scavenger%20deathmatch/gm_construct0003.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/scavenger%20deathmatch/gm_construct0005.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/scavenger%20deathmatch/gm_construct0006.jpg[/img_thumb] a couple of somewhat older pictures of the scavgun model ingame, lacking a fair bit of proper texturing: [img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/gm_phen60020.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/gm_phen60019.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/roguepirate/scavenger%20deathmatch/scav1.jpg[/img_thumb] and for any coders that want to make custom firemodes, i've finished setting up a system that will allow automatic sending and loading of firemodes, and i'll do my best to provide some documentation and examples on how to write them up. I've provided quite a few systems that will make a wide range of weapons easier to code. Among these are: -easy prediction functions -support for chargeable/sequential weapons -projectile management -a scheduled entity removal system -a status effects system (deafened, irradiated, diseased, invulnerable, damage multiplier etc.) -support for continuous effects like flamethrowers, laserbeams, etc. -looping sound management. There are also a few other utility functions that can be utilized, like electrocution of entities in water for example. If anyone can provide models/textures, or wants to map for scav dm, feel free send me a pm or add me on steam. I'm working on a system that should be a small reward for the people that have helped me out.[/quote] [b] its aliveeee!! [/b]
Huh? No one has been posting lately..... By the way, I love this! :flashfap: :flashfap: :flashfap:
Hurray for update! :D
Is anyone gonna post or WHAT? :geno:
Nope, no one. There isnt much to talk about really, maybe except what kinda firemodes ghor might have for us the lucky day this gets released.......
...... Is there someday this is going to get RELEASED?
[QUOTE=hjkl300;23273985]...... Is there someday this is going to get RELEASED?[/QUOTE] :colbert: Do you honestly think your attitude will make him want to finish this?
Looks great. Hope He works out all the kinks cause' I'd love to play scav DM... No computer right now, so no attempting to get on the server (which says it's offline anyway).
A year in development... This is gonna be awesome. :razz:
[QUOTE=hjkl300;23273985]...... Is there someday this is going to get RELEASED?[/QUOTE] Is there one day where people like you would crawl back into their hole?! Christ, I'm tired of these people.
[QUOTE=dill6869;23321686]A year in development... This is gonna be awesome. :razz:[/QUOTE] Earliest files I could find date to July 14th, 2008.
[QUOTE=Ghor;23323696]Earliest files I could find date to July 14th, 2008.[/QUOTE] Two years in development, this is going to be huge, and possible the awesomest weapons ever made!
Guys, some people need to join me on that server NOW.
[QUOTE=Ghor;23323696]Earliest files I could find date to July 14th, 2008.[/QUOTE] Even better! :buddy:
[QUOTE=MindMuncher;23345627]Guys, some people need to join me on that server NOW.[/QUOTE] Been working pretty much nonstop this last week but I haven't updated the server files in ages. Whatever you see if you go there, it'll be fairly far behind what I've got now. I'll be uploading what I've got when I've hit a certain milestone (which should be fairly soon).
[QUOTE=Ghor;23347935]Been working pretty much nonstop this last week but I haven't updated the server files in ages. Whatever you see if you go there, it'll be fairly far behind what I've got now. I'll be uploading what I've got when I've hit a certain milestone (which should be fairly soon).[/QUOTE] Well, i hope you fixed the alchemy gun, i couldnt absorb any resource's with it. :mad: Also, the scavenger cannon is already really fucking awesome in the state it is on the server, quite a lot of the props that i tried had some sort of firemode. Gotta say though that you really overused flamethrower to an extent it was barely fun using that one anymore. And most of the grenade and missiles doesnt really seem to explode, i dont know if they do damage since i havent had the chance to play around a bit with this gun when there's actually others, but the explosion looks invisible. And lastly, what the hell is it the backup gun shoots? Black square's or something?
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