• Tiramisu 2 - Beautfiul, Featured, Free
    1,147 replies, posted
[QUOTE=Kirad;34948286]Well, I'm guessing this is a continuation of the Linux bug, but it seems it cannot read cl_init.lua, as in, when someone joins they don't download it, and the gamemode appears as base gamemode.[/QUOTE] Update your FastDL. That shouldn't happen on Linux. I'm STILL working in the Linux bug, I think it's fair to say that I need help with it.
[QUOTE=Big Bang;34948844]Update your FastDL. That shouldn't happen on Linux. I'm STILL working in the Linux bug, I think it's fair to say that I need help with it.[/QUOTE] Yeah, updated it, its working.
This inventory bug stumps me. I have absolutely no idea why its doing it, everything /seems/ fine.
The weird thing is that EVERYTHING but containers work, which leads me to think it's something with the filenames, 'cause it is otherwise using GLON normally.
[QUOTE=Big Bang;34949688]The weird thing is that EVERYTHING but containers work, which leads me to think it's something with the filenames, 'cause it is otherwise using GLON normally.[/QUOTE] I'll snoop around and check.
I've got a weird issue on my end, on the Boardwalk Arcade server: third-person doesn't work, it sticks inside the head of my model (thus showing me its inside jaws and eyes); titles and anything you'd get by looking at a player, doesn't show whatsoever for some reason; things like the headbob in first-person and so forth don't work. I've got plenty of addons, and removed the Immersive First-Person mod, but don't know what else might be causing it.
[QUOTE=RikohZX;34951345]I've got a weird issue on my end, on the Boardwalk Arcade server: third-person doesn't work, it sticks inside the head of my model (thus showing me its inside jaws and eyes); titles and anything you'd get by looking at a player, doesn't show whatsoever for some reason; things like the headbob in first-person and so forth don't work. I've got plenty of addons, and removed the Immersive First-Person mod, but don't know what else might be causing it.[/QUOTE] Remove all your addons, specially third person ones. Everything that touches CalcView doesn't fly with Tiramisu, due to the nature of the CalcView hook. Otherwise, tell server owners to put ScriptEnforce on.
[QUOTE=Big Bang;34951389]Remove all your addons, specially third person ones. Everything that touches CalcView doesn't fly with Tiramisu, due to the nature of the CalcView hook. Otherwise, tell server owners to put ScriptEnforce on.[/QUOTE] Oddly enough, on the Conco server or whatever, everything worked fine (aside from my lacking the content pack made the models invisible), but it doesn't on the Boardwalk Arcade. In any case, i'll see if removing things like Customizable Weapons or such influences this.
[QUOTE=Jawalt;34946425] Could you talk to me on Steam?[/QUOTE] Added ya.
Could the linux bug be something to do with the inventory slots not reading properly? I think the reason lies behind the slots. The inventory itself works, but there is no slots at all making you have no slots in your inventory nor in any containers. When you click a weapon or item it says your inventory is full, so if you had slots in your inventory, it wouldn't be. [editline]1st March 2012[/editline] This is rustling my jimmies.
Although I understand this requires a rewrite of the inventory and container system, I think something interesting to add would be a inventory system in which you are limited to the inventory of your pockets, backpack, etc all as separate inventories, and each item has a size - ie 2x2 or 3x3 or 1x2. This could be toggleable! Similar to Epidemic - [URL]http://www.garrysmod.org/downloads/?a=showimg&v=82350_1[/URL]
[QUOTE=BlackMagic;34953163]Although I understand this requires a rewrite of the inventory and container system, I think something interesting to add would be a inventory system in which you are limited to the inventory of your pockets, backpack, etc all as separate inventories, and each item has a size - ie 2x2 or 3x3 or 1x2. This could be toggleable! Similar to Epidemic - [URL]http://www.garrysmod.org/downloads/?a=showimg&v=82350_1[/URL][/QUOTE] Already possible. You just have to set static inventory to false, make the inventory a fixed length. The count of items inside the containers won't affect the general item count of the inventory. If you turn on static inventories though, the inventory must have a fixed amount of items, and the items within containers count towards that.
Alright, one addon or another of the shit I removed did influence the CalcView, and now titles and thirdperson work properly. Pretty good stuff. Found a bug, at least clientside, with said thirdperson, though; whenever you go from first-to-third, your head faces forwards. But if you were looking down in first and then go to third, your head goes back to facing forwards - but looking up from that, as it doesn't actually reset the angle [i]you[/i] were facing, makes the head go beyond an angle it probably should. Hard to describe, but case in point: [img_thumb]http://cloud.steampowered.com/ugc/470863048331843758/F7C3FA90ABF1F697B0BFD93AC8C1BE0FC72EB1BA/[/img_thumb]
[IMG]http://i.imgur.com/X05F7.jpg[/IMG] Waiting for a friend in the clinic, broadwalk arcade is awesome.
hey guys, would anyone be interested in a space roleplay where the player faction is made up of europeans and asians under communist rule?
[QUOTE=Killerjc;34953936]hey guys, would anyone be interested in a space roleplay where the player faction is made up of europeans and asians under communist rule?[/QUOTE] You just described EVE Online.
except eve is like the opposite of true communism
So.. how do we add our own weapon items to this, when I try to make my own..it shows up in the inventory but I cannot use it at all? I thought there was some kind of system that made them work for you easily.
That's what I was describing that they don't show up in the 1-6. Does the weapon need to be in swep form on the server already? I thought this script was supposed to turn the item into a weapon for you.
I tried as much shit as I could for the linux inventory bug. Yet I had absolutely no success except for the grey bar getting the right size, but no slots were in it. Soooo, I'll just wait for a fix as all my knowledge was useless. Good luck and I hope its fixed soon!
I wanted to try this out but the first server is total shit UI is okay but there's something wonky going on with the flashlight
[QUOTE=Big Bang;34953354]Already possible. You just have to set static inventory to false, make the inventory a fixed length. The count of items inside the containers won't affect the general item count of the inventory. If you turn on static inventories though, the inventory must have a fixed amount of items, and the items within containers count towards that.[/QUOTE] But is there a mechanism for allowing items to take up more than one slot? I think that adding item fields - i.e. ITEM.SizeX and ITEM.SizeY that make each item take up more than one inventory slot (they would instead take up SizeX by SizeY slots) might be something that makes Tiramisu even better. Something to consider. I'd consider coding it myself, but looking at this inventory system, adding those two parameters would be extremely difficult for someone who didn't code the system in the first place. Edit: Also, has anyone had issues with some of the eye textures not showing up?
[QUOTE=BlackMagic;34957958]But is there a mechanism for allowing items to take up more than one slot? I think that adding item fields - i.e. ITEM.SizeX and ITEM.SizeY that make each item take up more than one inventory slot (they would instead take up SizeX by SizeY slots) might be something that makes Tiramisu even better. [/QUOTE] That would be nice, love when inventory systems actually take into account the size of items, instead of just the quantity of them.
Also, do item flags currently work? EDIT: What I mean is, I understand that each item can have flags... for example: [lua]ITEM.Name = "Police Helmet" ITEM.Class = "helmet_police" ITEM.Description = "Head protection. Possesses an embedded breather." ITEM.Model = "models/Police.mdl" ITEM.Purchaseable = false ITEM.Unusable = true ITEM.Price = 100 ITEM.ItemGroup = 2 ITEM.IsCombine = true ITEM.Flags = { "overlay1", "headprotection0.8" } ITEM.Content = { "materials/models/police/metrocop_sheet.vmt", "models/Police.mdl" } function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove() end function ITEM:UseItem(ply) end [/lua] These flags - I understand that in items.lua, you have functions for determining if an item has those flags, but I can't find anywhere where they are implemented. This seems to have unlimited possibilities - the concept of toggling and overview when you put a helmet on, for example, is awesome, but I can't find anywhere the overlay flag is implemented.
[QUOTE=Kane245;34955449]That's what I was describing that they don't show up in the 1-6. Does the weapon need to be in swep form on the server already? I thought this script was supposed to turn the item into a weapon for you.[/QUOTE] No, you're not getting it, it's the other way around. It turns SWEPs you pick up into ITEMS. [QUOTE=BlackMagic;34958538]Also, do item flags currently work? EDIT: What I mean is, I understand that each item can have flags... for example: [lua]ITEM.Name = "Police Helmet" ITEM.Class = "helmet_police" ITEM.Description = "Head protection. Possesses an embedded breather." ITEM.Model = "models/Police.mdl" ITEM.Purchaseable = false ITEM.Unusable = true ITEM.Price = 100 ITEM.ItemGroup = 2 ITEM.IsCombine = true ITEM.Flags = { "overlay1", "headprotection0.8" } ITEM.Content = { "materials/models/police/metrocop_sheet.vmt", "models/Police.mdl" } function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove() end function ITEM:UseItem(ply) end [/lua] These flags - I understand that in items.lua, you have functions for determining if an item has those flags, but I can't find anywhere where they are implemented. This seems to have unlimited possibilities - the concept of toggling and overview when you put a helmet on, for example, is awesome, but I can't find anywhere the overlay flag is implemented.[/QUOTE] That's a dated system. You could just add additional fields to the definition of the item, like I did with ITEM.IsCombine. Flags were an intent to keep it uniform, but they're really unnecessary specially since they are defined as strings.
What do you guys think of these? [url]http://steamcommunity.com/id/LauScript/screenshot/486625647030601142/?[/url] [url]http://steamcommunity.com/id/LauScript/screenshot/486625647027424802/?[/url] [url]http://steamcommunity.com/id/LauScript/screenshot/486625647031110260/?[/url]
Gorgeous. The only thing better would be a size based inventory.
[QUOTE=LauScript;34959731]What do you guys think of these? [url]http://steamcommunity.com/id/LauScript/screenshot/486625647030601142/?[/url] [url]http://steamcommunity.com/id/LauScript/screenshot/486625647027424802/?[/url] [url]http://steamcommunity.com/id/LauScript/screenshot/486625647031110260/?[/url][/QUOTE] Can't tell what this is; custom weapon holstered animations, world model weapons, or the quick inventory at the bottom of the screen?
hahahaha okay i was kind of unclear. it wasn't the hud. Well those are just normal models, they aren't real animated world models, and I applied them with Lua :) specifically i was asking about the model quality, but there is also a post processing effect on one of the pictures.
Are you like using the gear system to do this?
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