• Jackarunda's SENTs
    711 replies, posted
[QUOTE=Jackarunda;31077344]I did plenty of testing before I added the particle effects. The physical flame particles themselves don't lag. Like at all. Eat it, noob. However, if I told you the finished effect didn't lag, I'd be lying. The complete effect (physics objects, lua particles, scorch decals, smoke and spontaneous fire entites) lags [i]if you shoot a whole bunch[/i] of it, but luckily The Phoenix Mk.I's flush-fitting grip tank only has a capacity of 200 mL, which should keep people from being too crazy.[/QUOTE] So we cannot have ten people all using the flamethrower at the same time with no fps drop at all? Dammit, you are supposed to be Jesus V3, hey when are you dying for our sins anyway?
Are you planning on adding the .500 S&W Magnum to the list of hand guns?
[QUOTE=elite24126;31097857]Are you planning on adding the .500 S&W Magnum to the list of hand guns?[/QUOTE] I want to avoid ridiculously high powered handguns on the grounds that they are not effective in combat, what with their size, weight, recoil, small mag cap etc. Too many games I believe have included too many impractical guns like those chambered in .44 Mag, .50AE and .500S&W Mag just for the novelty factor and it bothers me. Three-fifty-seven mag is the highest power I think I'm going to go with handguns. [editline]13th July 2011[/editline] Though I may include a Desert Eagle chambered in .357 so that that round isn't used by a single weapon...
[QUOTE=Jackarunda;31098078]I want to avoid ridiculously high powered handguns on the grounds that they are not effective in combat, what with their size, weight, recoil, small mag cap etc. Too many games I believe have included too many impractical guns like those chambered in .44 Mag, .50AE and .500S&W Mag just for the novelty factor and it bothers me. Three-fifty-seven mag is the highest power I think I'm going to go with handguns.[/QUOTE] Alright, just thought I would ask, but I understand your reasoning behind your descision. I would also like to add that I'm enjoying the weapon mounting system and how you can lean against a prop or solid object to reduce the shake effect, nice work. Will this same effect also be available while crouching close to the ground?
[QUOTE=elite24126;31098384]Alright, just thought I would ask, but I understand your reasoning behind your descision. I would also like to add that I'm enjoying the weapon mounting system and how you can lean against a prop or solid object to reduce the shake effect, nice work. Will this same effect also be available while crouching close to the ground?[/QUOTE] The trace that runs in front of you is in the same place relative to your eyes and is the same length no matter what you're doing. And while crouched, you're not close enough to the ground to use it as a resting surface. If you could go prone, you would be able to, but as it is you can't go prone. So no. You will always need to find some kind of platform or something.
Prollem y'all. It's not going to really be a napalm bomb unless it has a big fire-y explosion effect and starts lots of fires. I get the feeling though that people are going to bitch about it having a big fire-y explosion effect and starting lots of fires. So yes or no napalm bomb? [b]Edited:[/b] Bug in the current version where sniper weapons are too hard to place. Will be fixed in next update. Also, I'm going to take the time to recalibrate the accuracies of all the weapons. I just noticed that I can reliably shoot a citizen in the head from 300 yards with an MP5K. Also, I'm imposing a fire rate limit on semi-automatic weapons. Listen to me. Yes it's true that even in semi-auto a weapon still cycles at its normal cycling speed. However, there is an additional delay because the user needs to at least let the trigger forward enough to let it reset for the next shot, and this alone means that technically it's not possible to shoot at full cyclic rate in semi auto. In addition to this, my own experience shows me that shooting a semi auto gun fast isn't NEARLY as easy as clicking a mouse. The heavier the recoil, the harder it is to fire again quickly. I'm sorry if that doesn't make sense, but that's just the way it is. For instance, I think the M1014's cyclic rate puts its theoretical RoF at somewhere near 300 rpm. But... Maybe it's just me, but try as I might I can't shoot a semi-auto 12 gauge any faster than about 4 rounds per second. It just... doesn't work. I don't know why. You sit there in your comfy chair and scoff at my inability to shoot a 12 shotty fast until you come out here and try it. Don't get me wrong, you will still be able to drill your targets wicked quick with semi autos, but you won't be able to shoot the 1911 like a fucking machine pistol anymore.
Ahhh...I come back from my downtime to find so much fresh content. Glad to see this coming along so greatly, hopefully I will be able to try out some of the new entities this evening. On the napalm bomb, hell, it's napalm. Sticky, and able to cause quite a lot of fires. I'm sure a true fire explosion would be best. Would be nice to have it at some scale, what ever that might be...
In addition to the trace that looks for a resting surface right in front of you at about chest level, I'm going to add a second trace that moves out farther in front of you if you're looking up or down. I did this because I noticed that, while looking down, the single traceline retracts closer to your body (think about it, the traceline's position pivots on your view, so looking down brings it closer to you) and it makes it incredibly hard to place your weapon on a surface while looking down or up over something, which is arguably a very important time to want to want to place your weapon. Let's say your fortress' roof has battlements or a short wall. You want to be able to place your weapon on that lip while looking down over the enemy.
Even weapons with full auto as a firemode will have a fire rate cap in semi auto that is [i]lower[/i] than their automatic fire rate. So yeah. Derp.
[QUOTE=Kung Fu Jew;28512918]Can you make the player play the 'drop item' animation when he drops ammo or something? Would look really cool. [editline]9th March 2011[/editline] Adrenaline makes me run like 20mph :( What happened to the realism? Also, how did you make the binoculars change players' voices? It'd be sick if it did that to all voices past 2000 units away so it sounded like you were talking on a radio to them.[/QUOTE] How do you drop shit?
[QUOTE=tazy4tazy;31144467]How do you drop shit?[/QUOTE] It is explained in the OP.
Update's coming tomorrow. It was done today, but fuckitall I'm tired.
[QUOTE=Jackarunda;31204783]Update's coming tomorrow. It was done today, but fuckitall I'm tired.[/QUOTE] Continued Awesome Work Jack! I can speak for everyone on our server when I say, We appreciate It! On another note, and someone way have already mentioned this but, when i use the Beretta i right click fast and the silencer attaches? But only fires a few rounds before it disappears... i must remove the silencer to shoot again but it still seems to prevent me from shooting properly again... I know there are some incompatibilities with multiplayer servers as opposed to single player.... just curious...
[QUOTE=shawnmd;31205457]Continued Awesome Work Jack! I can speak for everyone on our server when I say, We appreciate It! On another note, and someone way have already mentioned this but, when i use the Beretta i right click fast and the silencer attaches? But only fires a few rounds before it disappears... i must remove the silencer to shoot again but it still seems to prevent me from shooting properly again... I know there are some incompatibilities with multiplayer servers as opposed to single player.... just curious...[/QUOTE] Wait, what exactly happens? It [i]should[/i] work like this: 1. E+LeftClick to put on safety. 2. RightClick to attach suppressor. 3. E+LeftClick to take off safety 4. Pew pew
JUST READING IT MAKES ME CRY, its so good.
ok, I seem to have an issue with this sents because for some reason, the stuff doesn't appear at all in gmod for me. Is this a bug that is being currently fixed or did I do something wrong here?
[QUOTE=warmarine;31257718]ok, I seem to have an issue with this sents because for some reason, the stuff doesn't appear at all in gmod for me. Is this a bug that is being currently fixed or did I do something wrong here?[/QUOTE] Download the file from gamefront, unzip it, and place the whole Jackarunda's SENTs folder into addons. Either that, or use the svn. Once in addons, things should show up in the entities tab of the spawnmenu in game. If you did that, then I dunno, perhaps check to make sure the content is in the folder, materials, models, sounds and lua, along with an info.txt
Changed some things. A bullet's ability to ricochet is now dependent on surface-angle combinations. On most surfaces, bullets will ricochet only at angles less than about 25 degrees. On dirt, bullets will ricochet if the angle is less than about 10 degrees. On metal, bullets will ricochet at angles of up to 40 degrees. They'll never ricochet off sand. Like I said, they'll ricochet off dirt but only at [i]very[/i] shallow angles. So like if you're shooting across a field at someone, if you miss slightly your bullet may still bounce up and hit them. [b]Edited:[/b] And bullet penetration is now caliber-material combination sensitive. The amount that any given round will penetrate is dependent both on the round itself and the type of material it will go through. It used to be a simple trace [i]not[/i] dependent on material, and some notable messups of that system was that a 9mm round from an M9 would go through 8 centimeters of concrete. :v: So when people wielding these weapons bust into your house to gun you down, for fuck's sake don't flip over your big, fluffy padded cloth couch and use it for cover -_- I spent a whole day calibrating the system and I think it's about good. Also, the proper decals are now applied to the bullet's exit point on the other side of the object. I tried to reverse the metal dent decal to make it look like the bullet came [i]out[/i] there, but apparently I don't understand enough about decals to do that. Y'all will see these changes, among others, in the next update. [b]Edited:[/b] Oh SHIT yes. Added some additional sensitivity reduction for when your weapon is placed that makes it really feel like your gun is on something. Makes aiming non-placed feel very... loose and free, which is how I want it to feel (because that's how it feels irl). Makes aiming while placed a very deliberate, precise, and somewhat sluggish affair. Oh gracious. I'm loving this so much I may never release it. [b]Edited:[/b] Expect to see an XM8, an SR-25 (something along those lines), a .357 magnum semi-automatic pistol, an HK UCP and at least one more .22LR firearm in the next update. I hope people are reading these things.
[QUOTE=Jackarunda;31262867]Download the file from gamefront, unzip it, and place the whole Jackarunda's SENTs folder into addons. Either that, or use the svn. Once in addons, things should show up in the entities tab of the spawnmenu in game. If you did that, then I dunno, perhaps check to make sure the content is in the folder, materials, models, sounds and lua, along with an info.txt[/QUOTE] Woops, nevermind, it actually works, It was just in wasn't in the weapons list where I though they would be. My bad
Lovely pack and very fun to use. One thing though. The SVN download is slow as hell. I have a 100/10mb internet connection so I doubt it being the problem. [editline]edit[/editline] It's working now, nevermind.
Anyone getting an issue with the SVN where it will stop downloading?
No one?
[QUOTE=Killowatt;31326672]No one?[/QUOTE] It works when I try it :/ Look Killowatt, next update that comes out (within the next two days probably) I will also update the gamefront download so you can get the most recent version.
[QUOTE=Jackarunda;31329504]It works when I try it :/ Look Killowatt, next update that comes out (within the next two days probably) I will also update the gamefront download so you can get the most recent version.[/QUOTE] Oh wow, thanks. I appreciate it! Though for safety I will try it again, just in case it was a problem only when I tried yesterday. [editline]25th July 2011[/editline] Hey, it works now. Thanks! [editline]25th July 2011[/editline] Er, I got an error. But I did get pretty far in the download, so I did the cleanup thing and did SVN update, still downloading.
twelve gauge two-and-three-quarter inch shotshells with a one-ounce load of number four birdshot [b]absolutely shred manhacks[/b] 'cause #4 still has the size to deal damage to their metal bodies and yet the fact that there are ~115 pellets instead of 8 ensures a much higher hit probability on the little bastards better than buckshot [b]Edited:[/b] but I mean if you want to load your shotgun with one-ounce slugs and pop a zombine in the chest from 50 meters be my guest
Add some of the special shotgun ammo types, like Flechette and Flare rounds.
[QUOTE=zombini;31418254]Add some of the special shotgun ammo types, like Flechette and Flare rounds.[/QUOTE] It's likely in the future, but with this next update there will only be slug, birdshot and buckshot for shotguns.
It's not realistic to have a little number thing in the corner of your vision that automatically keeps track of and tells you how many rounds you have left in your weapon and in your reserve. [img]http://upload.wikimedia.org/wikipedia/en/archive/7/73/20110128203738!Trollface.png[/img]
I cant switch weapons after picking up the m16 (and some others) and cant reload with shotguns. but other than that exellent work.
[QUOTE=Jackarunda;31461088]It's not realistic to have a little number thing in the corner of your vision that automatically keeps track of and tells you how many rounds you have left in your weapon and in your reserve. [img]http://upload.wikimedia.org/wikipedia/en/archive/7/73/20110128203738!Trollface.png[/img][/QUOTE] Please don't.
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