Ghor says if all goes well we can expect a SVN release in the weekend.
[QUOTE=sniperlover;29504336]Ghor says if all goes well we can expect a SVN release in the weekend.[/QUOTE]
YES!!!!x9000
Sweet.
Just a heads up, the SVN release isn't going to be a complete release. It's complete in the sense that it will have everything I have in my working copy, but a lot of stuff is going to be broken. This is more like an alpha at best. The map editing tools won't have documentation, some scavgun customizability options won't be present, some GUI will be missing from Scav DM, and the only working modes will Deathmatch and Team Deathmatch. I will make a habit of regularly updating the SVN, and will be regularly checking this thread and the [b][url=http://steamcommunity.com/groups/ScavDM]Scavenger Deathmatch Steam Group[/url][/b] for bug reports and feedback as I restore functionality to some things I broke or scrapped (like the subgamemodes) and complete the other features I've started on. I've also included some code that will automatically check your SVN version to validate that it's up-to-date. Hopefully this will give me some more focus so I can get this thing [i]done[/i].
[b]SVN Repository URL:[/b] [url]http://scav.awesomeunderscore.com/svn/[/url]
[b]Checkout Destination:[/b] garrysmod/garrysmod
Post any bug reports, comments, or feedback in this thread. I'll get a dedicated email address for this soon, and will post that when it happens. A lot of stuff won't be working, mainly Scav DM. I'll be fixing these up. The addon includes a neat thing that tells you if your Scav SVN is up-to-date too. Have fun!
Oh, and be sure to join the [url=http://steamcommunity.com/groups/ScavDM]Scavenger Deathmatch Steam Group[/url] if you haven't already!
Congratulations on your Scavgun release, Ghor. Been a pleasure testing it out at some points for you.
Ghor, thank you. =)
I notice while quick swapping from the Alchemy gun to another one it doesn't change the model. You can have the Scav gun out and the model be the same as the Alchemy gun.
Also, could you add a little bit a spread to the backup pistol? Seems a tad bit too accurate. Otherwise I love this thing to death
I'll post bugs here as I find them...
First one: The flamethrower fires underwater.
Second: Sometimes the combine ball complains about a missing HitEntity (try using the combine balls against antlion guards; it randomly occurs):
[addons\scavcannon\lua\entities\scav_projectile_comball\init.lua:23] attempt to index field 'HitEntity' (a nil value)
anyone have a large spawnlist of things for the scavgun? i'm having trouble finding alot of them (like the plasma sabre)
[QUOTE=roboman43;29744312]anyone have a large spawnlist of things for the scavgun? i'm having trouble finding alot of them (like the plasma sabre)[/QUOTE]
Plasma saber is like a can, just search of can and it should be a weird looking yellow metal can, that isn't a pop can.
Also a full list of all the items would be amazing.
check the code :v:
teach us who don't know the slightest bit about lua noobcake xD please?
[QUOTE=roboman43;29762032]teach us who don't know the slightest bit about lua noobcake xD please?[/QUOTE]
:frog:
[QUOTE=noobcake;29761808]check the code :v:[/QUOTE]
Hey, no cheating!
I'll probably also be doing a round of bugfixes tonight or tomorrow. Thanks to everyone that reported something!
[QUOTE=Ghor;29768396]Hey, no cheating!
I'll probably also be doing a round of bugfixes tonight or tomorrow. Thanks to everyone that reported something![/QUOTE]
Yeah cheating on a sandbox game were you can spawn 75 nukes and remove citadels with the click of a button.
Though I do see you'r point. It takes the fun away.
Also on a side note great work on the addon.
I remember when this was on the early TGA, good times with flares.
About to head off to class for a couple hours, I made a quick commit that should fix the flamethrower visually behaving the same way above and below water, that comball error, and something else I've already forgotten. The bit with the Alchemy Gun viewmodel sticking has me somewhat mystified. I've seen it before and couldn't figure out why it was happening but I can't seem to replicate it anymore. Will still continue to work on that. When I get back I'll modify the flamethrower some more, change a few things, and make a commit that's going to set off the version detector, so you'll know when it's up.
EDIT:
Just committed but decided against marking it as a major update (it wasn't). Just messed with some flamethrower stuff.
These look fab :)
Could you please post the log for all the stuff , you've done?
I see lots of updates , and I'm curious what was it
I've updated the SVN with logs of the changes I've made in the last 7 revisions. If you are using TortoiseSVN in Windows, you can check SVN logs at any time by right clicking your garrysmod/garrysmod folder, or wherever you checked out the scav SVN to, and going to TortoiseSVN->Show log.
Be warned, however. I'm not terribly consistent with the format of my update logs. The only thing you should be able to trust is that I will preceed any changes to the Scavenger Cannon addon, the SDM Map Editor addon, or the Scavenger Deathmatch gamemode with their respective names.
[QUOTE=Ghor;30022438]garrysmod/garrysmod folder, or wherever you checked out the scav SVN to, and going to TortoiseSVN->Show log.
[/quote]
Am I the only one , who exports SVN to make it look better , and reduce the size?
Welded / otherwise constrained entities can be absorbed by the scavenger cannon. Not sure if this is intentional or not.
[QUOTE=theJ89;30137075]Welded / otherwise constrained entities can be absorbed by the scavenger cannon. Not sure if this is intentional or not.[/QUOTE]
It is, but it's supposed to be a serverside option. It's now controlled by the convar scav_pickupconstrained in the newest revision. Thanks for reminding me to put that in.
-snip-
Just found out about the file-related breakage from last patch. The SVN's been updated and the addon should work again (hopefully!). If any bugs come up, let me know.
thanks for making a release ghor ive been waiting for this mod and now i tryed it its exactkly what i hoped for thanks!
I hope this isn't dead but if it is not then can we suggest things because if we can will you make the tf2 sandman ball knock out Foes? or can you make the combine cannon do something? please reply.
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