[QUOTE=garry;16203681]Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
YES YOU LISTENED
:love: :love: :love:
[QUOTE=garry;16203681]Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
Garry, I never got the opportunity to say how awesome you are.
So I will do it right now.
YOU ARE AWESOME.
:love:
[QUOTE=garry;16204060]This ain't a requests thread (unless you're requesting Fretta shit)[/QUOTE]
Ah yea you're right.
I'm gonna wait for some more GetSatisfaction likes then. :phone:
[QUOTE=garry;16203681]Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
FUCKING AWESOME SHIT YES FUCKING INCREDIBLY NICE HOLY SHIT JESUS CHRIST!!!!!!!!!!!!!
That's exactly how I reacted reading all the new function names. :buddy:
[editline]11:18PM[/editline]
SetDamageType is gonna be so awesome, [highlight]INCENDIARY AMMUNITION HERE I COME!!!![/highlight]
[editline]11:33PM[/editline]
ent:AddEffects( EF_ITEM_BLINK )
This adds an awesome blinking effect to an entity :buddy:
ERROR: GAMEMODE:'ShouldCollide' Failed: zombieonslaught\gamemode\shared.lua:85: bad argument #1 to 'find' (string expected, got nil)
ERROR: GAMEMODE:'RedAddScore' Failed: BuildToTheTop/gamemode/init.lua:69: attempt to call method 'Team' (a nil value)
also what is this from:
-- Error SENDING CLIENTSIDE file -------------------------
- File Not Found: animations.lua
----------------------------------------------------------
Couldn't include file 'animations.lua' (File not found)
someone wanna fix?
[QUOTE=garry;16203681]Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
What the hell, entity is an integer?
[QUOTE=kevkev;16209276]What the hell, entity is an integer?[/QUOTE]
ent index?
It better be an entity object...
By the way really nice update garry!
So if I want to create a Fretta server, do I use this Garrysmod SVN to replace the server's original garrysmod folder?
[QUOTE=gerhard2202;16221395]So if I want to create a Fretta server, do I use this Garrysmod SVN to replace the server's original garrysmod folder?[/QUOTE]
yes
Just played crowbar fight - it's really lackluster and extremely frustrating. Players are way too fast so it's super hard to pull off a hit. The fact that the weapon doesn't seem to use hulltraces just makes it worse. You have to stand directly next to someone and aim at their center to pull off a hit.
ctf's timer runs out but never ends the round?
[QUOTE=Bang Train;16227828]ctf's timer runs out but never ends the round?[/QUOTE]
For some reason for non-round based games the end of game line was commented out. I've fixed this
[QUOTE=SteveUK;16228580]For some reason for non-round based games the end of game line was commented out. I've fixed this[/QUOTE]
thx
I want to suggest one thing. If everyone votes the same, automatically end the delay. Some times is annoying to wait 30 seconds if you and your friend choose the same thing...
oh, also, the scope texture seems to be missing for the sniper rifle in ctf
[editline]05:13AM[/editline]
Couldn't include file 'admin.lua' (File not found)
garry ware loves that error
and some of these gamemodes really need some of their prints removed like
destiny isnt at 1
from garry ware
[editline]05:14AM[/editline]
poltergeist:
Attempting to precache model, but model name is NULL
[QUOTE=Bang Train;16233613]oh, also, the scope texture seems to be missing for the sniper rifle in ctf[/QUOTE]
use the beta
[QUOTE=SteveUK;16241146]use the beta[/QUOTE]
i am.
[QUOTE=Bang Train;16241462]i am.[/QUOTE]
on your client? you should have the scope then. Garry has made it so you can't resource.AddFile stuff in gamemodes/<name>/content, I think it does download but it doesn't mount.
[QUOTE=SteveUK;16241738]on your client? you should have the scope then. Garry has made it so you can't resource.AddFile stuff in gamemodes/<name>/content, I think it does download but it doesn't mount.[/QUOTE]
oh...no
well thats stupid as hell....put it back in the materials folder then
[QUOTE=SteveUK;16241738]Garry has made it so you can't resource.AddFile stuff in gamemodes/<name>/content[/QUOTE]
What's the point in having a content folder then?
trying to spectate:
FCVAR_SERVER_CAN_EXECUTE prevented server running command: cl_spec_mode
Version 1 of my Cactus gamemode for Fretta is done. No pretty HUD yet but this should be fun to play anyways.
[url=http://www.garrysmod.org/downloads/?a=view&id=73937][img]http://www.garrysmod.org/img/?t=dll&id=73937[/img][/url]
[QUOTE=SteveUK;16241738]on your client? you should have the scope then. Garry has made it so you can't resource.AddFile stuff in gamemodes/<name>/content, I think it does download but it doesn't mount.[/QUOTE]
try it without GM.Folder?
resource.AddFile( GM.Folder .. "/content/materials/weapons/scopes/scope2.vtf" );
to
resource.AddFile("materials/weapons/scopes/scope2.vtf" );
?
[editline]06:37PM[/editline]
garry released another patch fixing
FCVAR_SERVER_CAN_EXECUTE prevented server running command: cl_spec_mode
so ignore that
Uploaded some dlls, can you make sure they work?
Added loading progress to startup
Whitelisted some commands that are ok to be called by the server
What is this loading progress?
Try it and see
[QUOTE=garry;16288337]Uploaded some dlls, can you make sure they work?
Added loading progress to startup[/QUOTE]
Tried starting it up a couple of times, worked fine for me (faster the second time, I assume there's some cache stuff going on behind the scenes). Not the most visually obvious/appealing info box, but nice nonetheless.
[QUOTE=Kialtia;16288514]What is this loading progress?[/QUOTE]
[url]http://screencast.com/t/oDu6rDVgg6[/url]
minus the engine error
[QUOTE=Devenger;16290689]Tried starting it up a couple of times, worked fine for me (faster the second time, I assume there's some cache stuff going on behind the scenes). Not the most visually obvious/appealing info box, but nice nonetheless.[/QUOTE]
This. But I don't suppose you'd see the boxes for too long anyway, unless you have a retarded fish-frog for a PC.
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