• Jackarunda's SENTs
    711 replies, posted
Speaking of new systems, has anyone brought their favorite firearm to its operational limits (thermally) yet? If not, then good. That means that none of you are getting yourselves into ridiculously prolonged and epic battles against overwhelming odds. :3
Great pack! I love every bit. But I do get a few errors with the flare and smoke column grenades, sometimes the flares and smokes don't go away and spit out lua errors. Flashbang and Burst smoke are fine. Also can you make it remember what setting it was on? IE: Toss a burst and the next one is burst too? It sucks having to switch every time. Also, any chance of getting a parachute or grappeling hook to rappel?
[QUOTE=dark_matter9;31591447]Great pack! I love every bit. But I do get a few errors with the flare and smoke column grenades, sometimes the flares and smokes don't go away and spit out lua errors. Flashbang and Burst smoke are fine. Also can you make it remember what setting it was on? IE: Toss a burst and the next one is burst too? It sucks having to switch every time. Also, any chance of getting a parachute or grappeling hook to rappel?[/QUOTE] I suppose I could make it remember the setting, if that's what you want. The idea is that it's an actual physical switch or tab or ring or soemthing on the grenade that you manipulate to cause the grenade to explode in a different manner, and they come default from the factory set a certain way. But sure. Next time you see errors from the grenades as you say, it'd be nice to post an example of the text here so I can see what the problem is. Unless it's "Overflowed ClientRenderables Group 8" which means that there are too many particles. Perhaps the number of particles on them needs to be toned down... In reference to the parachute or hook, no I hadn't planned on it, however I [i]do[/i] at some point want to make like a jetpack or jet-assisted jumping device or something... it's not that I don't think a grappling hook would be cool, but more that I wouldn't know how to code one. And for a parachute, the lua would be easy, but I couldn't imagine how to get a model and/or animations for such a thing... Thanks for the feedback!
Yeah, I get it's a physical change, maybe have it default on the more used burst and flashbang? And yeah I forgot to but next time I open GMod I'll save the lua error.
[QUOTE=Jackarunda;31591221]Speaking of new systems, has anyone brought their favorite firearm to its operational limits (thermally) yet? If not, then good. That means that none of you are getting yourselves into ridiculously prolonged and epic battles against overwhelming odds. :3[/QUOTE] Time to go try that out... :tinfoil: *edit* :v: I overheated my weapon.
The C4 Detpack isn't spamming any errors now, however, there's this error that appears when firing a shot from the Remington 870 (it keeps the player from shooting another shotshell): [CODE][addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:2667] attempt to perform arithmetic on local 'VelocityRetention' (a nil value) [/CODE]
[QUOTE=Killer2354;31593377]Time to go try that out... :tinfoil: *edit* :v: I overheated my weapon.[/QUOTE] :D The sprite effects are working, right? [editline]7th August 2011[/editline] [QUOTE=Nimhster;31594020]The C4 Detpack isn't spamming any errors now, however, there's this error that appears when firing a shot from the Remington 870 (it keeps the player from shooting another shotshell): [CODE][addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:2667] attempt to perform arithmetic on local 'VelocityRetention' (a nil value) [/CODE][/QUOTE] Uh... I'll get right on that :v: [editline]7th August 2011[/editline] Oh yeah I totally forgot to mention that I changed the way ammoboxes work. You don't just nab 500 rounds anymore. When you press E on an ammobox, it tells you how much is left in it. If you double-press E you will take a handful of rounds. So ammoboxes are now more like a communal thing. [editline]7th August 2011[/editline] Shit. I'm gonna real quick implement some kind of poison thing so that you can tip your shuriken with poison to make them more formidable. Not hard at all, lua-wise, and surely JI is more than capable of creating damn near the most deadly synthetic neurotoxin known to man. Actually wait not a neurotoxin. Or not entirely. Let's make it a really special kind of self-propagating necrosis-inducing poison so that it will work on [i]anything[/i] with biological cells instead of only on things with a working circulatory system. Because this shit would be kind of useless if it didn't work on zombies. [editline]7th August 2011[/editline] I just released an SVN update that fixes the holdtype for the shuriken and that makes shotguns from combat crates usable.
[addons\jackarundassents\lua\effects\effect_jack_smoke\init.lua:56] ParticleEmitter: Couldn't make emitter! Too many emitters! [addons\jackarundassents\lua\effects\effect_jack_flare\init.lua:243] attempt to perform arithmetic on field 'LifeTime' (a nil value) [addons\jackarundassents\lua\effects\effect_jack_flare\init.lua:38] attempt to index local 'emitter' (a nil value) There are the errors I get. They flares and columns lag a good bit and don't go away. Remover tool removes them and stops the errors.
[QUOTE=Jackarunda;31594028]:D The sprite effects are working, right? -SNIP- [/QUOTE] Yea, quite funny. Something you might want to note, though. If you overheated a weapon and dropped it on the ground, what ever you spawn gets the effect instead of the weapon.
[QUOTE=dark_matter9;31595767][addons\jackarundassents\lua\effects\effect_jack_smoke\init.lua:56] ParticleEmitter: Couldn't make emitter! Too many emitters! [addons\jackarundassents\lua\effects\effect_jack_flare\init.lua:243] attempt to perform arithmetic on field 'LifeTime' (a nil value) [addons\jackarundassents\lua\effects\effect_jack_flare\init.lua:38] attempt to index local 'emitter' (a nil value) There are the errors I get. They flares and columns lag a good bit and don't go away. Remover tool removes them and stops the errors.[/QUOTE] 'Eeyup, that's a group 8 overflow. Shit man, that only happens to me when I throw like 3 smoke grenades, not one... I guess I will just have to tone down the smoke density. I really was hoping that my smokenades wouldn't look like shit, but I spose I have no choice. @killer2354 Yeah, I noticed that too. I'm going to have to create a separate heat effect for entities to keep shit from interfering like that.
Not a fan of that view bobbing during movement thing. It gives me a headache after awhile. I am, however, a fan of the Bulldog. Handheld all-purpose zombie repellent. Also those supped-up manhacks are absolutely vicious. I approve.
[QUOTE=Harpuia;31597974]Not a fan of that view bobbing during movement thing. It gives me a headache after awhile. I am, however, a fan of the Bulldog. Handheld all-purpose zombie repellent. Also those supped-up manhacks are absolutely vicious. I approve.[/QUOTE] Did you DL the latest version where the movement bob while not sprinting has been reduced to angles of 0.4 degrees?
Yeah, I did. Could you add a console var to toggle it on and off?
While on adrenaline I pulled out some c4 and got this: [addons\jackarundassents\lua\weapons\weapon_mad_jack_base\shared.lua:1801] attempt to compare nil with number
[QUOTE=dark_matter9;31609750]While on adrenaline I pulled out some c4 and got this: [addons\jackarundassents\lua\weapons\weapon_mad_jack_base\shared.lua:1801] attempt to compare nil with number[/QUOTE] I'm going to guess that you're not on the latest version, correct? Check the date at the top of the post.
[QUOTE=Jackarunda;31610255]I'm going to guess that you're not on the latest version, correct? Check the date at the top of the post.[/QUOTE] Oh wow I wasn't... derp. EDIT: Hmmm... I'm still getting purple/black textures on the shells that are ejected... The world ones that fall on the ground are fine but the ones that come out on the view model are broken.
[QUOTE=dark_matter9;31610573]Oh wow I wasn't... derp. EDIT: Hmmm... I'm still getting purple/black textures on the shells that are ejected... The world ones that fall on the ground are fine but the ones that come out on the view model are broken.[/QUOTE] Yea, I noticed that, too. I even got a screenshot of it.
[QUOTE=Killer2354;31613312]Yea, I noticed that, too. I even got a screenshot of it.[/QUOTE] FUCKDAMNITALL
I've got a problem I can pick up all the weapons but if I change what weapon im holding And then try to switch back to that one I can't. IE I have an H&K UPC and I switch to my crossbow then I wan't to switch back to my H&K UPC it shows that I have it on me but I can't select it at all.
You should add a stand-alone grenade launcher, with different types of grenades, such as smoke, FLash, standard frag, incendiary, etc.
[QUOTE=asb44;31617081]I've got a problem I can pick up all the weapons but if I change what weapon im holding And then try to switch back to that one I can't. IE I have an H&K UPC and I switch to my crossbow then I wan't to switch back to my H&K UPC it shows that I have it on me but I can't select it at all.[/QUOTE] Sounds like you didn't take any ammo for the UCP. HL2 naturally prevents you from trying to select a weapon you have no ammo for. [editline]8th August 2011[/editline] [QUOTE=zombini;31617151]You should add a stand-alone grenade launcher, with different types of grenades, such as smoke, FLash, standard frag, incendiary, etc.[/QUOTE] Something like the M320 I think would be cool. I'm going to go with frag, and if you want incendiary/HE then slap some PRC on that sucker. I'm not going to have smoke 'n' flash shotshells or 40mm grenades because you already have smoke and light grenades. At some point in the near future I'm going to add an optional parachute to the light grenade so you can literally cook it, then chuck it up in the air and have it illuminate the area for a good long while. Other than that, I'm very open to suggestions on how to improve the smoke and light grenades.
[QUOTE=Jackarunda;31617347] "Other than that, I'm very open to suggestions on how to improve the smoke and light grenades."[/QUOTE] Perhaps less of a lifetime on the smoke and lights.
[QUOTE=Sunnday3;31618668]Perhaps less of a lifetime on the smoke and lights.[/QUOTE] acknowledged
[QUOTE=Jackarunda;31617347] -SNIP- Other than that, I'm very open to suggestions on how to improve the smoke and light grenades.[/QUOTE] You could make the light grenade's (set on flashbang mode) deaf effects last longer. The blind effect is fine, but being able to hear regularly again so quick is unrealistic... unless of course you made it to model someone wearing ear plugs?
[QUOTE=Killer2354;31636127]You could make the light grenade's (set on flashbang mode) deaf effects last longer. The blind effect is fine, but being able to hear regularly again so quick is unrealistic... unless of course you made it to model someone wearing ear plugs?[/QUOTE] Sigh DSPs are pre-set. I don't like how quickly it wears off either.
Wow, the explosives in this pack are nice. A 'boss' entity on a custom map that's usually immune to most SWEPs (having been made for CS:S, not Garry's Mod) was one-shotted by a grenade. This is a very.. Interesting set of items; like the rechargeable but limited shielding systems, or the slow but effective suit. The only negative is the aiming bob and sway - it's just a little jarring sometimes. Jackarunda, do you know of any servers that use these? It'd be rather interesting to see how they work in a multiplayer environment.
[QUOTE=RikohZX;31640924]Wow, the explosives in this pack are nice. A 'boss' entity on a custom map that's usually immune to most SWEPs (having been made for CS:S, not Garry's Mod) was one-shotted by a grenade. This is a very.. Interesting set of items; like the rechargeable but limited shielding systems, or the slow but effective suit. The only negative is the aiming bob and sway - it's just a little jarring sometimes. Jackarunda, do you know of any servers that use these? It'd be rather interesting to see how they work in a multiplayer environment.[/QUOTE] Badshar runs a server with these, though last I checked it was kinda down. Also, noobcake runs these on his server, though I'm fairly certain he hasn't updated in a while. And yeah I'm aware that the M67 does an obscene amount of damage. The way explosions work in Source I had to make it powerful in order to achieve its reported fatality and casualty radius. Perhaps I'll change to a system that uses actual shrapnel entities and manual BlastDamage instead of env_explosions and bullet structs. In my experience though, grenades are miserably underrepresented in video games.
Jackarunda, What is the ETA on the weight system?
[QUOTE=Sunnday3;31654308]Jackarunda, What is the ETA on the weight system?[/QUOTE] A good long while. Still have to get ammotypes all figured out then I have to finish the missile launcher. [b]Edited:[/b] Aaaaand two things I'm thinking of. 1. PRC is applied to the [i]projectile[/i], you understand. I'm changing it. It's applied to the projectile, which is why caliber is what determines how much of it is used per shot. 2. Instead of making overpressure loadings of each ammotype, which would double the number of ammotypes in the pack, thus quadrupling the amount of work I have to do, I'm just going to make a new PRC-like system to handle a new substance which can be used with firearms (but [i]only[/i] firearms). Whereas PRC is applied to the projectile, this new substance whose name I have yet to come up with will be applied to the inside of the barrel, beyond the beginning of the rifling (so it doesn't interfere with proper headspacing). As the bullet flies down the barrel, the combusting propellant and hot gases behind it ignites this substance, and the substance burns itself and simultaneously super-oxidizes the combustion reaction, thus producing considerably more pressure behind the projectile. This serves to boost the projectile's muzzle velocity at the expense of additional firing heat and additional recoil. It also increases noise and muzzle flash, but hey it's just like overpressure ammo and the additional speed and damage is worth it. 3. New substance that's almost exactly like PRC except it's a blood poison. Not useful for [i]most[/i] firearms, since a single shot is usually enough to mortally wound you, however can come in handy for fighting things that are really big and still biological (like antlion guards), and additionally you can apply it to a .22 and poison the fuck out of somebody. But what makes this new substance really really cool is that unlike PRC you can put it on shuriken and combat knives, and then you can proceed to poison it up like nobody's business. You can't put PRC [i]and[/i] poison on the same bullet; you have to choose. It's not a contact poison; it's very specifically engineered to [i]not[/i] propagate through skin, but on contact with softer internal tissue it instantly begins moving through the tissue and inducing necrosis. It will work on things like zombies and whatnot, albeit somewhat slowly because zombies don't have any properly running systems to distribute the poison like humans do (circulatory system, digestive system, respiratory system). The synthetic poison was created by examining the most deadly poisons in the world, like those of certain sea creatures and poison dart tree frogs. In a normal healthy 180 pound adult male, 3 milligrams injected into the body will kill in about 15 or 20 seconds, relatively uneventfully (the necrosis forces major marts of the body to shut down, and the nerve-agent properties of the poison cause larger system failures much faster without significant pain). For zombies and things it will work a little slower. JI also engineered an antidote that employs the same method if insanely rapid propagation and systemic invasion that the poison does. Upon contact with its antidote, a molecule of poison instantly combines with it and becomes completely neutral, turning into various harmless substances. Although the poison kills a person in less than 20 seconds, if the antidote is administered within the first 5 or 10 seconds the destruction of the body will stop. Of course, the JI Medkit contains an ample supply of this antidote in its bay of rapid-injection modules. And just in case you guys couldn't tell, I don't know fucking [i]anything[/i] about poisons and agents and biological goings-on :v:
I think I found a bug with bleeding while having God-mod enabled... [IMG]http://i.imgur.com/xfaz1.jpg[/IMG] Looks as if there is no limit to how large the bloodparticles can become.
Sorry, you need to Log In to post a reply to this thread.