[QUOTE=elowin;31880768]Next make explosive ammo 4noraisins.[/QUOTE]
lolwut
The only problem I have with this pack is that the weapon holdtypes are slightly angeled downwards like most of the CS:S weapons, otherwise everything is pretty awesome.
[QUOTE=VengDaSinner;31889288]The only problem I have with this pack is that the weapon holdtypes are slightly angeled downwards like most of the CS:S weapons, otherwise everything is pretty awesome.[/QUOTE]
I've noticed that. It kinda sucks because when in firstperson your weapon is right at the right place to rest on a surface, in thirdperson you're already sticking your weapon down through the object. Wish I could fix it :/
Just did a fresh install through the SVN, and I noticed that there's a missing texture in the bullet ejections in first-person, the weapon ejects textured shells followed by a single black and purple one.
e:
It's only noticeable when your in ironsights and can see the shell-ejection side of the gun.
e2:
I noticed them on the bulldog weapon and the M240, and the Utility Pistol still can't be picked up.
e3:
Nevermind just realized you needed to have the HHS on to pick it up :P
[QUOTE=VengDaSinner;31902392]stuff[/QUOTE]
Do me a favor. You say it ejects a textured shell followed by a textureless shell. Once the textured shell lands on the ground, clip up to it and take a close look at the inside of the shell. It [i]should[/i] be one of [i]my[/i] shells, which have the HD texture and that last for a long time (and are the proper size, unlike HL2 shells which are too big, and CSS shells which are too smal and make no tinkly noise).
Assuming it [i]is[/i] one of my shells, clip up to it and take a close look at its inside. There should be a faint copy of my symbol on the inside of the pistol and rifle shells, and you can tell it's my shotshell skin if the plastic is red and the metal base is SHORT and SILVER colored, as opposed to long and brass colored. If this is not the case (the brass shells have an etched little face in them instead of my symbol, and the shotshell has a long brass base), then for some reason the original Dramo HD shell skin is being applied to the models, which shouldn't happen.
As for the untextured shells, I have no idea. Try this to see if they're my shells though: shoot a .22LR weapon and then shoot a .45ACP weapon and see if the ejected textureless shells are different sizes. They should be considerably different in size (and shape).
I just realised i get that exact same thing, about half of dem shells are textureless.
[QUOTE=Jackarunda;31902747]stuff[/QUOTE]
All the shells that appear in third-person are texturized and have a faint imprint of the Jackarunda logo inside the shell, the untexturization problem is primarily when it's ejecting from the gun in first-person, and is only apparent in some guns.
[QUOTE=VengDaSinner;31905046]All the shells that appear in third-person are texturized and have a faint imprint of the Jackarunda logo inside the shell, the untexturization problem is primarily when it's ejecting from the gun in first-person, and is only apparent in some guns.[/QUOTE]
Next instance in which I have some free time I'll look at the guns you listed and I'll take another look at the shell effect files and see if I can't find anything out of the ordinary.
If you turn up your brightness setting extremely high you see a blocky scope texture when you zoom in with rifles.
Also, where can I edit the lua to change the weapon holdtype of pistols when in hip-fire mode?
[QUOTE=VengDaSinner;31921970]If you turn up your brightness setting extremely high you see a blocky scope texture when you zoom in with rifles.
Also, where can I edit the lua to change the weapon holdtype of pistols when in hip-fire mode?[/QUOTE]
Dunno why you'd jack your brightness around like that in the first place.
I'm assuming you don't like the physgun holdtype on hipfire pistols. To change this, go to lua/autorun/shared, scroll down way near the bottom to the dynamic holdtype block.
The first conditional deals with pistols and it looks like this:
[lua]if(hotype=="PistolPhysgunNormal")then
if((safety)or(sprintin))then
weppun:SetWeaponHoldType("normal")
elseif((ironsgt)or(pistolreloadin))then
weppun:SetWeaponHoldType("pistol")
else
weppun:SetWeaponHoldType("physgun")
end[/lua]
Just change "physgun" to whatever else you wanted it to be (though honestly I doubt you'll find a more suitable holdtype).
It's realistic in terms of the hip-fire position however it makes the model look really out of position compared to just the normal pistol holdtype 8)
Also in regards to the untexturized shells, could it be because the original Dramo HD shell skin is missing when it's ejecting from the gun before being texturized (I'm just talking out of my ass lol)
[QUOTE=Jackarunda;31907431]Next instance in which I have some free time I'll look at the guns you listed and I'll take another look at the shell effect files and see if I can't find anything out of the ordinary.[/QUOTE]
[url]http://www.xfire.com/profile/bf2killer2354/screenshots/?view#116787579[/url]
That's a picture I made a little back showing what he means. It's only noticeable the moment you fire. The fraction of a second after, it's the normal, textured JI bullet casing.
Does anyone have a older copy? I want upload this onto my server however the untexturized shells make things blargh.
[QUOTE=Killer2354;31944079][url]http://www.xfire.com/profile/bf2killer2354/screenshots/?view#116787579[/url]
That's a picture I made a little back showing what he means. It's only noticeable the moment you fire. The fraction of a second after, it's the normal, textured JI bullet casing.[/QUOTE]
Alright, maybe I'm just gonna have to hex the models.
[editline]26th August 2011[/editline]
Yo
I just updated the SVN and attempted to fix the textureless shells.
I moved SetMaterial from the shell's render function to its initialization, just after SetModel. Someone get this and tell me if it worked.
--> get bitched at cause of a bug
--> attempt to fix bug
--> everyone promptly ignores you
FFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
[QUOTE=Jackarunda;31956485]Alright, maybe I'm just gonna have to hex the models.
[editline]26th August 2011[/editline]
Yo
I just updated the SVN and attempted to fix the textureless shells.
I moved SetMaterial from the shell's render function to its initialization, just after SetModel. Someone get this and tell me if it worked.[/QUOTE]
I never had a textureless shell problem, but it's working.
People rarely post to say something works, they mostly post to say it does not.
Any reason why the pack size went from 900mb to 1.84gb since the last update?
e:
Anyway the new SVN works and the textureless shell thing was fixed, good job mate your SENT pack is dope 8)
Sorry I'm not working on this right now. College 'n' stuff, you know how it is.
And on that note,
[b]SCRIPTING CLASSES[/b]
[b]Y U NO USE LUA[/b]
;_;
[QUOTE=Jackarunda;32059175]Sorry I'm not working on this right now. College 'n' stuff, you know how it is.
And on that note,
[b]SCRIPTING CLASSES[/b]
[b]Y U NO USE LUA[/b]
;_;[/QUOTE]
I agree. You can do a lot of thing with Lua.
Sorry to bother you, but it would seem the recent texture fix you performed hasn't gone so smoothly. I've updated the SVN, but it would seem I've still got the pink'n'black squares.
Any idea what might be causing it?
[QUOTE=Cone;32060350]I agree. You can do a lot of thing with Lua.
Sorry to bother you, but it would seem the recent texture fix you performed hasn't gone so smoothly. I've updated the SVN, but it would seem I've still got the pink'n'black squares.
Any idea what might be causing it?[/QUOTE]
Let's clarify...
When you fire a firearm, ONCE, you receive ONE shell, properly sized, but the shell has an error texture for the first fifth of a second? Is that correct?
[QUOTE=Jackarunda;32060768]Let's clarify...
When you fire a firearm, ONCE, you receive ONE shell, properly sized, but the shell has an error texture for the first fifth of a second? Is that correct?[/QUOTE]
Seems about it, yes.
[QUOTE=Cone;32075464]Seems about it, yes.[/QUOTE]
That means you are the devil, congratulations.
Hey Jackarunda,
Was messing around with this pack again and came across a few things:
1. When reloading the Phoenix on empty, the magazine falls to the ground, but it doesn't disappear.
2. After throwing a certain amount of frag grenades in single-player, I get weird disconnection errors like:
[CODE]Disconnect: @ o@
Disconnect: @ p@[/CODE]
They look like faces to me. I don't think it has anything to do with this pack, but I'm not sure if it was from the recent updates to Gmod that's causing this.
Also, two suggestions:
1. The SR-25 Magazine models in Wystan's magless weapons thread looks like it would go well with the M16 Sniping Rifle.
2. Also, if there's more cartridge models you want to use, there's an extra two or three shells (5.7x28, 7.62x51, .308[?]) [URL="http://www.gamebanana.com/skins/28796"]in this pack here[/URL] by the same modeler so you don't have to scale the models as much.
As always, keep up the great work!
My Experience with using this in Multiplayer:
-When other people Fire, smoke comes from your barrel. (non server players only)
-Often World models do not show up in other players hands (fixed if they drop the weapon, and re pick It up, happens to server, and other players)
-Can not hear self reloading, but other players are heard.
-Guns seem to be extremly inaccurate in multiplayer for players that are not the server. (often not leaving bullet holes in the wall)
-While looking down Iron sights/scopes, The gun/sight sort of has a siezure, on top of the natural sway of the gun. making it extremly hard to aim.
-effects such as debris and smoke when bullets hit wall, can only see other players effects.
-And the last thing I noticed, which yes I read on the 2nd line of your OP, Lots of lag, for everyone, who isn't the server when a few people are engaging in a firefight.
-While Running, the cammera will spaz out and shake violently every time you take a step while springing
All of these are errors ONLY if you are not running the server (Except for the reload sounds, Server host can not hear his own reload sound either)
NOT complaining, I Love your work, I read the OP, and did not want to read through 11 pages of posts, to see if others submmitted similar multiplayer errors. Just hoping these might help in the future.
[QUOTE=Nimhster;32101421]snip[/QUOTE]
Oops the phoenix mags. Lol.
I've.... never seen that grenade disconnect thing. I'll have to experiment with it.
Oh neat. I'll look at those models.
Thanks!
[QUOTE=SDurkee;32105312]snip[/QUOTE]
Argh. I know, most the things are borked in multiplayer. And recently I moved all the sound calls off client, which I could fix with minimum work. Thanks for telling me these things.
I'm thinking of removing this post for a while until I get the time to work on this again. College is taking up the time that I would normally use to bugfix and update. I need to bugfix and attempt to decrease lag, and I just can't do that right now. Mergh
[editline]4th September 2011[/editline]
and I STILL need to fix the damn shell textures
College comes first man.
In Fairness, I listed bugs, I feel the need to list a few things, that makes this stand out from other Swep packs, than make this So much better.
-Stances: Safety, and Down the sights.. Love how you can see other players in all these stances!
-Impact Debris, nothing says Bamf, like a .50 cal htting the wall, and watching dust and debris fly from the impact zone.
-Bleeding, and medical system you have implimented (though once you tweek multiplayer things, using the bandages on other players, would be a cool idea to add.
-Limited item capacity(and the idea of a weight system your looking to impliment)
And my favorite one so far, Holstered items appear on your body, simple, but epic.
Maybe you should make deploy able weapons like sniper and machinegun that will be the best :3
[QUOTE=pikusharp;32126389]Maybe you should make deploy able weapons like sniper and machinegun that will be the best :3[/QUOTE]
He did, In a sense. Get close to a high enough surface, and it will rest on it, giving you better Aim.
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