• Jackarunda's SENTs
    711 replies, posted
The next update completely FUCKED the weapons for me. It seems you tried to reduce default mouse sensitivity while using them, and when playing with these on a server, it makes the view extremely jittery and unplayable. Please fix it.
[QUOTE=noobcake;30075743]The next update completely FUCKED the weapons for me. It seems you tried to reduce default mouse sensitivity while using them, and when playing with these on a server, it makes the view extremely jittery and unplayable. Please fix it.[/QUOTE] Wat. Uh, the only thing I changed is some angle setting... if it causes problems you can disable it by doing this: in lua/weapons/weapon_mad_jack_base/shared.lua lines 1593 and 1597, just comment them out or remove them. They should be lines saying self.Owner:SetEyeAngles and in lua/weapons/weapon_mad_jack_base_shotgun/shared.lua lines 31 and 35. Again they should be lines about self.Owner:SetEyeAngles. I guess perhaps that causes problems with there's multiplayer lag to deal with. Let me know when you've done that and if it fixes it. This will cause all your ironsight positions to be tilted 5 degrees clockwise, and until I get back to see if the system is keep-able (or needs to be remove altogether) you'll just have to deal with it. Unless you just go into each weapon and remove the roll of 5 from the IronsightAngle. [editline]27th May 2011[/editline] It would be good if you could do that soon, because I leave early tomorrow and I don't know when I'll have internet access again. But whatever; y'all know that I'm not going to leave something like this uncorrected for long.
I'll test that today. [editline]27th May 2011[/editline] That fix worked.
[QUOTE=noobcake;30077401]I'll test that today. [editline]27th May 2011[/editline] That fix worked.[/QUOTE] Cool. I'm leavin now, see y'all later.
Peace.
[QUOTE=Jackarunda;30057905]I did indeed find a mossberg 590 on FPSBanana while I was looking through there, but I'm having a hard time seeing why I would put it in. If something's not either HK or USMilitary, there needs to be some kind of significance to its inclusion in the pack. Like, it has to have a niche use, or it has to have some kind of unique something that makes it useful. So, wait, your shotgun hold 9 in the tube? Or 8?[/QUOTE] The US Military uses Mossbergs now and then, still, actually (they were recently replaced with M4s by Benelli). There's even an image of a US troop high kneeling with one, I think a persuader model. Great thing about Mossbergs compared to Remingtons is that they're simpler in construction ("marginally", but it makes a difference). Loading shells is easier because of where the shell lifter is placed. My pops (US Special Forces veteran, this is pretty important to note) was using one when he was straight shooting a while ago and when he was loading the first shell in once he got his thumb stuck between the end of the shell lifter and the end of the mag's tube. He said it hurt, and the Remington 870 overall was "everything a Mossberg is, but it's just built cheaper and sold for more cash." He also said Remingtons are more unwieldy and for people who "like when things are complicated just so they have something to keep them busy." Some trivia: The safety on the Mossberg is worked with the thumb. The Remington's is worked with your trigger finger. The US Military has never used Remington shotguns. This comes as a surprise to most for some reason I'll never understand. 500s and 590s have been the shotgun of choice and standard issue. Only recently has it been replaced by Benelli's M4. I'll hand off this article here. After reading through it I noticed some of what I said is actually also stated here. I know most of the differences are so little that it doesn't matter in our video-game world where you play as the perfect soldier or anything, but I'm confident that after reading through this if you get some spare time to do so, you'll definitely choose a Mossberg over a Remington in your pack. [URL]http://jth8260.tripod.com/870.html[/URL] e: It holds 7 in the tube, 1 in the chamber. Woopsie. 7+1
The being unable to holster weapons bug really has become an issue, so I hope you're making some headway with that.
Well, the Remington's already in the pack, and it looks [i]nice[/i], and it fits, so there's no reason to take it out. However, I am not at all opposed to adding an actual Mossberg (not the hunting shotgun before that I misidentified), since what you said seems to be true, I'll look for models :) Both shotties are used with the military, so having them both just adds a little variety. And yes, noobcake, that has become increasingly irritating, as I have noticed that it happens during normal operation instead of only when working on the code. When I get back I'm going to rig the entire thing with debugging scripts and figure out what the hell's going on once and for all. I can't move on to the inventory system until a system as simple as weapon carrying operates flawlessly. Also, y'all have noticed that every weapon in the pack is completely basic. I have purposefully avoided scoped, acog'd, suppress'd models etc. because at some point in the future I'm going to of course put in the attachment system. I already actually have all the attachment models in my resource folder. Writing this to you from a hotel room somewhere in Utah, and while I have the pack data here with me, I can't edit because I can't test without a working copy of gmod. Lol.
The holster bug is weird in that it seems to be weapon specific. If you have a weapon that the script won't let you holster, and you throw it down and pick it up again, you still can't holster. BUT: If you throw down the broken one and pick up a brand new one, it seems to work. 'Tis weird. [editline]28th May 2011[/editline] Also, some [B]SERIOUS[/B] code optimizations are needed. This pack has a tendency of making most maps nigh-unplayable due to the lag it causes.
I applaud you for keeping the weapons basic. I hate shit that makes a gun some toy-looking thing, lol. I've always wondered- would a robber [I]honestly[/I] take this mangled thing with a million laser sights on it and like 10 scopes seriously? He'll just think it's an airsoft gun lol
I've tried out this pack last night and I've really enjoyed it. :downs: However, there's a few bugs I'd like to point out and I'm sure you're aware of them too: 1) In third person, if a bullet hits a wall, a shell ejects from the bullet-hole instead of the weapon. The weapons that have this bug are the H&K MP5 KA5, H&K MP5 A4, H&K UMP .45, H&K G3 SG1 and the M1014 Auto-Shotgun. 2) In third person, when some weapons are fired, they eject more than one shell at a time. The weapons that have this bug are the Stinger, Remington 870, M1911, PSG1, H&K21, Knuckle Breaker, M24, and the M82. Keep up the good work!
[QUOTE=Nimhster;30127399]I've tried out this pack last night and I've really enjoyed it. :downs: However, there's a few bugs I'd like to point out and I'm sure you're aware of them too: 1) In third person, if a bullet hits a wall, a shell ejects from the bullet-hole instead of the weapon. The weapons that have this bug are the H&K MP5 KA5, H&K MP5 A4, H&K UMP .45, H&K G3 SG1 and the M1014 Auto-Shotgun. 2) In third person, when some weapons are fired, they eject more than one shell at a time. The weapons that have this bug are the Stinger, Remington 870, M1911, PSG1, H&K21, Knuckle Breaker, M24, and the M82. Keep up the good work![/QUOTE] Thanks. I'm probably going to remake the shelleffect from scratch anyways since MadCow's seems to have problems and I'm not familiar with it. [editline]29th May 2011[/editline] Well, there are plenty of functions in Autorun that are unnecessarily bound to Think when they could be bound to other hooks that run less often, and there are plenty of functions that over-use NetworkedVars when they could use table values. This is where I'm going to start when I go to make code optimizations, but beyond that I'd really need a good lua coder (I'm still a noob you know) to tell me how to optimize things. I won't leave it hanging though. [highlight]EDIT[/highlight] Another thing that bugs the shit out of me is that all the shell bouncing noises occur on timers after the creation of the shell. This is bad. HL2's shells only tink when the actually bounce... since an effect has no collision hook, I've no fucking idea how to make the shells impact sensitive, and I've already tried running traces underneath the shell constantly to determine when it has hit the ground. I spent a good day and a half trying to figure out what the shit was wrong with the trace system. I also wanted that because I could make surface-sensitive bounce noises (think about the shell bounces in FarCry2, those were legit) but again, the trace system did not work. I dunno man. I'm just not good enough.
I was thinking that it would be a neat idea to add a bipod effect for the snipers, much like the DOD:S MG42 were you could deploy it when crouching or against cover. Then when the sniper's bipod is deployed it could significantly reduce or eliminate the shaking effect within the scope view.
[QUOTE=elite24126;30130286]I was thinking that it would be a neat idea to add a bipod effect for the snipers, much like the DOD:S MG42 were you could deploy it when crouching or against cover. Then when the sniper's bipod is deployed it could significantly reduce or eliminate the shaking effect within the scope view.[/QUOTE] Such a system has been suggested for a good long while now. I remember the bipod attachment from CoD:WaW (although it kinda sucked). From shooting alot, I can say that having something to rest your rifle on makes the difference between [i]trying[/i] to hit something at long range and actually just hitting it. The bipod will be an attachment along with all the other attachments when the attachment system finally comes. I will certainly develop a "deploy"ing system to compliment the bipod when I make it. There's alot to be done before then, though, the Missile Launcher and Code Optimization being the major priorities. And before work on those gets underway, I've got to fix (or remove) the head-tilt on the weapons because it f*cks things up in multiplayer. Before that, though, I've got to stop being on vacation. Lololololol
I already removed it manually. :v: Yay for optimizations, though. :buddy:
[QUOTE=noobcake;30131354]I already removed it manually. :v: Yay for optimizations, though. :buddy:[/QUOTE] You removed it, then zipped up your JackSents folder, uploaded it to GameFront, hacked the post, and repasted the download URL? Didn't think so. [editline]29th May 2011[/editline] Fix or Remove That means remove only if it can't be fixed. If you just removed everything that didn't work perfectly, you wouldn't be left with much, would you? I just told you (noobcake) how to workaround the problem in the most recent update because I was leaving and didn't have time to fiddle with it. Regardless, perhaps I will work on the optimizations here while I'm in Idaho. I can't test anything, but I figure all I'm trying to do is make things work the same, but with less/more efficient code. If I get back home to find my optimized version doesn't work, I'll just revert to the old version and start again. Meh, no rest for the wicked.
smartass
Hey there Jackarunda, one of my Steam friends and I tested out this pack on his server, and there was a bug. When you have any firearm out and aim in any direction, there's an awkward screen shake. If you look in the iron sights, there's no shaking at all. I was thinking of a suggestion in regards to the "chamber-loading" part; 1) When you pick up a weapon, you have no rounds loaded. 2) If you reload the empty weapon, (ex. the M1911's max magazine size is 7) you'll have 7 rounds. 3) From how I see your way of doing it is 6 and the little "+1" on the bottom right. I was thinking maybe have it as 7 without the "+1," then when you reload again, the "+1" icon will show up. I don't know, that's just my suggestion. :downs: Whatever is easier for you I'm alright with it.
That bug is caused by something he attempted to do which, as you can see, failed. Scroll up a couple of posts, maybe go back a page, and mentions how to fix it.
[QUOTE=Nimhster;30171939]Hey there Jackarunda, one of my Steam friends and I tested out this pack on his server, and there was a bug. When you have any firearm out and aim in any direction, there's an awkward screen shake. If you look in the iron sights, there's no shaking at all. I was thinking of a suggestion in regards to the "ghost-reloading" part; 1) When you pick up a weapon, you have no rounds loaded. 2) If you reload the empty weapon, (ex. the M1911's max magazine size is 7) you'll have 7 rounds. 3) From how I see your way of doing it is 6 and the little "+1" on the bottom right. I was thinking maybe have it as 7 without the "+1," then when you reload again, the "+1" icon will show up. I don't know, that's just my suggestion. :downs: Whatever is easier for you I'm alright with it.[/QUOTE] About the screen shake: I suppose I should have put this in the thread. There's a bug with the latest version. I will upload a fixed version when I have the bandwidth capacity. [b]QuickFix:[/b] Jackarunda'sSENTs/lua/weapons/weapon_mad_jack_base/shared.lua: line 1593 and line 1597 They should say something like self.Owner:SetEyeAngles Just comment those two lines out in order to remove the shaking problems. I didn't think that anyone other than noobcake was going to be running this on a server. Sorry, bugs like this aren't typical, it's just that I released an update and then left for vacation without being able to wait for word on whether or not everything worked fine in MP. Also, lua/weapons/weapon_mad_jack_base_shotgun/shared.lua: lines 31 and 35, they should also say something like SetEyeAngles. Remove them or comment them out for now. [editline]31st May 2011[/editline] As for the chambering display: Ever played Crysis2? That game was BAMF. It had bullet chambering in the weapons. However, the little +1 thing showed up in the exact same manner as you described and it somehow always confused the fuck out of me. You see, having it display that way makes no sense in relation to how a firearm works. When you chamber a round, it [i]takes[/i] one from the magazine, leaving the magazine less than full. Think of it as the +1 (or lack thereof) represents the chamber, and the number represents your magazine. So when you reload from empty, your chamber gets filled and your magazine has one less round in it. Perhaps I will change it from a +1 to some kind of little icon to avoid confusion in the future. Howabout like if your chamber's full, you see a little cartridge next to your ammo counter, and if it's empty, you see a little empty cartridge outline. Or something. That would make it clearer to people what the icon represents. Thanks for your feedback :)
Super Shorty... oh my God, YES.
Playing MP with the update right now. Fixed the jittering with commenting out those lines, just so you know, it works on my server too. [img]http://img405.imageshack.us/img405/5117/gmbigcity0000q.jpg[/img] That's the MP5 magazine. It's like tripled or something, but only visually. The physics model is like it should be. Only bug I can really find.
That's not a bug. He just couldn't find an MP5 magazine. :v:
I finally get back in the mood to host and I can't even download the current version due to a shitty download speed. Fucking shit internet.
Code optimizations are going better than expected.
[QUOTE=noobcake;30334689]Code optimizations are going better than expected.[/QUOTE] I've been crashing a few times using the pack, so maybe the code optimization will help. Good to know they're going better!
[b]Yes[/b] facepunch finally let me log back in, thank God. But yeah anyways, I initially thought that I was going to have a hard time finding things to streamline, but then I looked through my autorun file had probably at least 50 NetworkedVar checks running EVERY FRAME, I mean SHIT I didn't want to admit it but my comp used to run 120 fps on gm_construct_flatgrass but with this is runs at about 60 and that's horrible... Anyways, I finished replacing almost all NetworkedVar calls with simple table values throughout my vacation (autorun, all the weapons bases, and all the entities required modification), and now I'm going to go debug this new version. Only real hurdle will be the UserMessages to make sure the variables update on client. Will probably have to place [i]some[/i] NetworkedVars back into the system, but holy sweet jumping fucknuggets it won't be nearly as many as there were before. [editline]13th June 2011[/editline] Why is this the only thing left in Scripted Entities anymore?
That's fantastic news, and I don't know why. Scripted entities are great, in my opinion, and there aren't enough of them.
A few things I should mention: All the numbers in the DIY explosives menu are in meters, seconds, and meters per second. Not that you're going to actually measure anything, but at least you get an idea of about what you're setting there. Use the nocs' rangefinder if you want to be precise. The rangefinder and the JIDIYEXKIT use the same conversion coefficients for their lengths, if nothing else. I hope the cartridge diagrams on the ammo boxes give all of you gun-illiterate people (no offense) a better idea of what you're shooting and why the ballistics are the way they are. I'm sure you've noticed the little scale lines next to each cartridge, and the little marks represent [i]centimeters[/i] just so you know. Usually you put firearms into power categories based on what round they're chambered in, which is something that major game devs and their consumers seem to have no understanding of (ahem CoD ahem). (ahem Halo Reach how the fuck does a pistol outclass a rifle in terms of power and range; the Magnum and the Assault Rifle ahem) (ahem [i]all[/i] rifles [i]always[/i] outclass [i]all[/i] pistols in terms of killing power ahem) (ahem the only exception really is for instance .500 S&W Magnum, the most powerful handgun cartridge in the world, has more muzzle energy and killing power than the 5.56x45mm, which is regarded as the weakest combat rifle cartridge. This difference in energy disappears at range due to the fact that the 5.56 has superior external ballistics, and the 5.56 does infinitely better against armor. The pistol round only has the advantage at close-range against soft-targets ahem) (ahem that's not even mentioning the fact that shooting a .500 S&W Magnum revolver will nearly tear your arms off while shooting a 5.56 is one of the more pleasant things you can do in life ahem)
[QUOTE=Jackarunda;30461186] (ahem [i]all[/i] rifles [i]always[/i] outclass [i]all[/i] pistols in terms of killing power ahem)[/QUOTE] Please tell me you're being sarcastic, the gun-nerd in me is frothing at the mouth at this. Also, bigger cartridge =/= more stopping power, terminal ballistics is far too complicated to simplify it to that. Also the .500's recoil isn't nearly enough to rip off your arms. It'll hurt your wrists after repeated firing, yeah, but ripping off limbs...
Sorry, you need to Log In to post a reply to this thread.