• Jackarunda's SENTs
    711 replies, posted
[QUOTE=Blargh123;29641833]stuff[/QUOTE] Great. I got some feedback, and I'm going right now to structure my system like the SCK and the PAC, but I'm sure this right here will come in handy at some point. Thanks. I didn't even know players [i]had[/i] attachments.
My head is exploding at all the new possibilities... this is so awesome. I don't know if I can wait a week!$@$@5
[QUOTE=Kung Fu Jew;29650553]My head is exploding at all the new possibilities... this is so awesome. I don't know if I can wait a week!$@$@5[/QUOTE] I fixed the model lag, and [url]http://steamcommunity.com/id/Jackarunda/screenshot/558655970905441929[/url] Temporarily changed my playermodel so y'all can see the weapons more easily. That right there will be a full load of deadly weapons. You probably wouldn't carry that much in actual gameplay because of the weight. But it sure looks BAMF. That's what it would look like if you were using a citizen playermodel. I constructed the positions on my own model (css american-ct unit), so that's why the positions hover off the surface of the player a bit. I think that it's better they do that than that they clip into thick playermodels and disappear.
Could you make the +1 for the chambered HUD thing not appear with a certain cvar or something? It's kind of in the way when I'm filming a firstperson firefight with no HUD :( Especially if I were to do a scene where I execute someone but then the gun goes click, people would predict it :x [editline]7th May 2011[/editline] I got the holdtypes to work again by re-adding the fix file. I must have removed it a while ago when removing Mad Cows stuff.
[QUOTE=Kung Fu Jew;29667726]Could you make the +1 for the chambered HUD thing not appear with a certain cvar or something? It's kind of in the way when I'm filming a firstperson firefight with no HUD :( Especially if I were to do a scene where I execute someone but then the gun goes click, people would predict it :x [editline]7th May 2011[/editline] I got the holdtypes to work again by re-adding the fix file. I must have removed it a while ago when removing Mad Cows stuff.[/QUOTE] In the new version, you will have two chatcommands to enable and disable all the custom HUD elements for yourself.
Sweet. Thanks man
Uhh... so has anyone encountered any problems in the new version yet? ... Is anyone even paying attention anymore?
plenty of people are, just not posting
[QUOTE=Killerjc;29687618]plenty of people are, just not posting[/QUOTE] Well if they're encountering problems I'd [i]prefer[/i] that they post about it o_O
Very nice pack.
is the SVN working? because it's not showing up in my entities list
Wasn't on all day, sorry. I'll see if I can get the update on my server and I'll look for bugs [editline]8th May 2011[/editline] I also fixed my M16A4's model issue (as well as the MP7, as that issue popped up today too). Whenever I enter singleplayer I get bored and go into the toybox and click on everything, so I ended up downloading shitty scripted weapons that overwrote yours. [editline]8th May 2011[/editline] Killerjc: No, the SVN is down. Use the direct download under the SVN
[QUOTE=Killerjc;29688768]is the SVN working? because it's not showing up in my entities list[/QUOTE] I'm facepalming so hard right now. I kinda can't believe you posted that... the SVN's been broken for about four weeks now, and it says at the top of the thread, in big bold letters in a red headline that the SVN is broken. It also says that the SVN is broken on the SVN link itself. You must be trolling.
[QUOTE=Jackarunda;29689467]I'm facepalming so hard right now. I kinda can't believe you posted that... the SVN's been broken for about four weeks now, and it says at the top of the thread, in big bold letters in a red headline that the SVN is broken. It also says that the SVN is broken on the SVN link itself. You must be trolling.[/QUOTE] alright asshole, i won't use your addons
[QUOTE=Killerjc;29689827]alright asshole, i won't use your addons[/QUOTE] That hurts, bro.
[QUOTE=Killerjc;29689827]alright asshole, i won't use your addons[/QUOTE] You show such hostile emotions towards the creator of this pack for your own failure to follow and perceive said packs current functionality. I don't see any reason for there to be such anger radiating from you, especially towards Jack here. [QUOTE=Jackarunda;29691237]That hurts, bro.[/QUOTE] I am presume all is going well?
[QUOTE=TheAdam;29691572]I am presume all is going well?[/QUOTE] I was bein' sarcastic. Everything's fine. Next thing I'm going to work on is probably getting the C4 changed to SWEP operation. Either that or the backpacks. So much Portal 2 :3
[QUOTE=Jackarunda;29691656]I was bein' sarcastic. Everything's fine. Next thing I'm going to work on is probably getting the C4 changed to SWEP operation. Either that or the backpacks. So much Portal 2 :3[/QUOTE] Ah yes, I was initially speaking of the packs progress, but no harm done. And yes, Portal 2 has claimed quite a bit of my time as well... Heh, quite good fun. I eagerly await any further information pertaining to this... Just sad that I joined in ever so late, and in such a time when problems surfaced.
[media]http://www.youtube.com/watch?v=_qQGPHGnZWs[/media] Two bugs that I felt more comfortable with in video form. These are not from your latest, rather, from the one right before it. I don't think either was fixed though
Do you have a prediction as to when the detpack additions will be coming along? :)
[QUOTE=Kung Fu Jew;29695895][media]http://www.youtube.com/watch?v=_qQGPHGnZWs[/media] Two bugs that I felt more comfortable with in video form. These are not from your latest, rather, from the one right before it. I don't think either was fixed though[/QUOTE] Wow, you made a vid o_O The first part - you're T-Posing for a split second. Valve didn't make a passive-and-crouched stance, so what I had to do was change the holdtype to normal whenever you crouch with a rifle on safe in order to avoid T-Posing. Still, since the holdtype change is bound to the Think function, it doesn't occur quickly enough to catch you before you start to go into a T-Pose. So aside from making another hook function with the holdtype code to make it call more often, there's not much I can do there. As for the sounds always doubling up, it does that on noobcake's server as well and I really don't know why. Honestly, I'm calling EmitSound() once on a timer in the SWEP's code just like everywhere else, but until I have like my own server to look into this I'm not going to be able to test it through to try to get rid of it. Again, this is caused by the client-server lag and I'm not sure what kind of failsafes I could put in to remove it without an easily-accessible multiplayer test area. As for the display on the grenade-changing, that is a real problem and I am going right now to un-lazify the code for that to make it more stable (I hope). Thanks for your response. Also, the detpack (and JI fuzing kit) are going to be what I'm working on right now. This is going to be from scratch, so expect a few or several days. [editline]8th May 2011[/editline] Well, I suppose I could make a seperate clientside PostPlayerDraw hook function which would always catch you before you T-Pose, and make the current function server-only... [editline]8th May 2011[/editline] Again, lack of access to a quick-and-easily-changeable multiplayer test environment means that any MP fixes I attempt are pretty much just potshots at fixing something.
I would offer mine but I can't upload the pack without like 12 hour delay because I have to get the server host's H&S team to do it for me. [editline]8th May 2011[/editline] Try stealing GDCW code for the sound or something. I have a video here displaying a terrible, terrible bug that happened when I removed the addon from the server while we were using them- and it shows that they do not double up on their sound. GDCW weapons can be heard from long ranges too so maybe you can tweak it around a bit. [url]http://www.facepunch.com/showthread.php?p=22404959#post22404959[/url] You may want to ask if he minds though. IDK Here is the video [media]http://www.youtube.com/watch?v=lCGYwVqhQcA[/media]
[QUOTE=Kung Fu Jew;29699990]I would offer mine but I can't upload the pack without like 12 hour delay because I have to get the server host's H&S team to do it for me. [editline]8th May 2011[/editline] Try stealing GDCW code for the sound or something. I have a video here displaying a terrible, terrible bug that happened when I removed the addon from the server while we were using them- and it shows that they do not double up on their sound. GDCW weapons can be heard from long ranges too so maybe you can tweak it around a bit. [url]http://www.facepunch.com/showthread.php?p=22404959#post22404959[/url] You may want to ask if he minds though. IDK Here is the video [media]http://www.youtube.com/watch?v=lCGYwVqhQcA[/media][/QUOTE] Your server looks pretty fun, can I maybe get a PM with the IP?
[QUOTE=Kung Fu Jew;29699990]derp[/QUOTE] It looks like Generic Default actually hexed his sounds into his weapons' viewmodels. I can't do that because I'm not that good with hexing. Maybe I will be able to learn from his example though. Currently, all of my viewmodels have their sounds hexed out and all noises are called with EmitSound() on timers in the base.
Oh. Well- if you do find the spare time, learning wouldn't hurt! Knowledge is power after all. It's not priority though. It hardly kills the quality of the pack- I'd much rather have the C4 update than not hear double at least for right now. It is still technically in earlier stages anyway- introducing new features is what will keep people around to be interested in the more 'precision' bugfixing thing.
:smith:
[QUOTE=Jackarunda;29701184]It looks like Generic Default actually hexed his sounds into his weapons' viewmodels. I can't do that because I'm not that good with hexing. Maybe I will be able to learn from his example though. Currently, all of my viewmodels have their sounds hexed out and all noises are called with EmitSound() on timers in the base.[/QUOTE] Oh, oh, bad policy! You can save a lot of time and code by just altering a couple of sound scripts and some quick hexing. PM me if you want some quick help with that.
[QUOTE=Blargh123;29708749]Oh, oh, bad policy! You can save a lot of time and code by just altering a couple of sound scripts and some quick hexing. PM me if you want some quick help with that.[/QUOTE] Herp. I'd like my reload noises to be called by the viewmodel sure (believe me, it takes FOREVER to time a single wav file's noises to match a reload sequence), but whenever I tried to replace the calls in the model's hex code it jacked up. I kinda don't know what I'm doing when it comes to a model's hex. All I know how to do is remove things. I also don't get soundscripts, which is what it looks like they call. Meh. It'd be a lot of work at this point to change them all over to this kind of operation (creating upwards of like 200 sounds and putting them in some 20 models), but if I can see a way for it to definitely work and offer some kind of advantage I would do it.
-and ninja'd by 1 day-
I think you should make the M82 detonate explosives- just for the novelty factor, even C4. I'm fairly certain the United States' military forces use it nowadays to pop ordinance from afar.
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