• Jackarunda's SENTs
    711 replies, posted
Im beginning to like this addon more and more everyday. [QUOTE=Kung Fu Jew;28590146]I got my server back up. I apologize, I just figured out that the IP suddenly changed just by 2 numbers I didn't notice before and nobody knew what it was. Everything works now. Once again, sorry.[/QUOTE] Thought it was something like that.
So, any word on that SVN help Phoenix? I am kinda stuck
[QUOTE=Jackarunda;28605639]So, any word on that SVN help Phoenix? I am kinda stuck[/QUOTE] Helping/Helped, hehe. Let me know if you have any extra Issues / Questions Jack. [b]Edited:[/b] This is worth getting the 'Play SinglePlayer' achievement for... After 3 years of owning GMod lol.
SVN works fine! Snipers are working fine! - No lua errors. Just two things: Shuriken gives out this error when I throw it: Timer Error: [@weapons\weapon_jack_shuriken\shared.lua:479] Tried to use a NULL entity! Can't find factory for entity: ent_jack_shuriken Timer Error: [@weapons\weapon_jack_shuriken\shared.lua:479] Tried to use a NULL entity! Timer Error: [weapons\weapon_jack_shuriken\shared.lua:459] attempt to call method 'StripWeapon' (a nil value) Timer Error: [weapons\weapon_jack_shuriken\shared.lua:459] attempt to call method 'StripWeapon' (a nil value) Knife gives out this error when hitting objects: Timer Error: [weapons\weapon_jack_knife\shared.lua:154] attempt to call method 'TraceHullAttack' (a nil value) Other than that, haven't ran into any other issues. I love the new hazard suit. Definitely fits more with the whole theme of the pack.
What bothers me is that when you die, you drop your items. Would be tolerable if it didn't drop every shuriken you're holding, and you gotta find and pick them up cause you can't delete them
[QUOTE=Lol-Nade;28629279]What bothers me is that when you die, you drop your items. Would be tolerable if it didn't drop every shuriken you're holding, and you gotta find and pick them up cause you can't delete them[/QUOTE] I'm already working on a plural-shuriken entity so that doesn't happen.
It would be nice if all weapons other than your weapons could make you bleed out. If you care about realism, I'm sure if you get shot with multiple bullets, you'll bleed to death.
[QUOTE=ROFLBURGER;28631005]It would be nice if all weapons other than your weapons could make you bleed out. If you care about realism, I'm sure if you get shot with multiple bullets, you'll bleed to death.[/QUOTE] You don't understand. I can't do that. That would be modifying people's entire games.
I've noticed some bugs if you'd like: I know you know sniper rifles eject multiple shells, but so do the shotguns. Just FYI. The Suit doesn't protect against the radiation from that radioactive C4... not sure if that's a bug or not. Sometimes the weapon won't fire or zoom, but it usually fixes itself after a few seconds. Happens most frequently after reloading. Guns may sometimes have a number in their ammo bar, but won't load a magazine until you spawn some more ammo. Usually happens when spawning a fresh weapon. What can I say? Beretta is a tad overpowered. Now, all that aside, I love this pack. I've been looking for this for a long time, and I think these can make for awesome machinimas. Good work, Jack c:
[QUOTE=Lol-Nade;28631323]I've noticed some bugs if you'd like: I know you know sniper rifles eject multiple shells, but so do the shotguns. Just FYI. The Suit doesn't protect against the radiation from that radioactive C4... not sure if that's a bug or not. Sometimes the weapon won't fire or zoom, but it usually fixes itself after a few seconds. Happens most frequently after reloading. Guns may sometimes have a number in their ammo bar, but won't load a magazine until you spawn some more ammo. Usually happens when spawning a fresh weapon. What can I say? Beretta is a tad overpowered. Now, all that aside, I love this pack. I've been looking for this for a long time, and I think these can make for awesome machinimas. Good work, Jack c:[/QUOTE] Those momentary glitch bugs are problems with MadCow's base... I'm not sure if I am going to try to tackle them or not. The suit can't protect you from direct high energy gamma and neutron radiation (no suit ever could) so the open dirtybomb still presents a hazard, as does a tacnuke sexplosion. The mortar and the shotguns need you to actually pick up one of my ammo SENTs (dropped or otherwise, ANYTHING) in order for them to recognize that you have ammo. I did that on purpose. I'm open to iteration about the Beretta's power; it's my favorite pistol. About what do you think a 9mm ball from a 4.9 inch barrel should be able to do?
[QUOTE=Jackarunda;28631580]Those momentary glitch bugs are problems with MadCow's base... I'm not sure if I am going to try to tackle them or not. The suit can't protect you from direct high energy gamma and neutron radiation (no suit ever could) so the open dirtybomb still presents a hazard, as does a tacnuke sexplosion. The mortar and the shotguns need you to actually pick up one of my ammo SENTs (dropped or otherwise, ANYTHING) in order for them to recognize that you have ammo. I did that on purpose. I'm open to iteration about the Beretta's power; it's my favorite pistol. About what do you think a 9mm ball from a 4.9 inch barrel should be able to do?[/QUOTE] Okay, I didn't know that the suit wasn't supposed to protect from gamma radiation. I must have misread. Also, I know that you have to pick up the ammo sents to get magazines, but there will be a bug where it will show an inaccurate number of magazines. I see your point on the beretta, I really like it too. It's just that I was able to empty a clip into a hunter and kill it. I actually have no clue how powerful it should be.
If I could make another suggestion- Can you make it so that the weapon sways instead of your whole screen? Doing so would make the sweps feel much more realistic than it currently is with this type of sway.
[QUOTE=Lol-Nade;28638692]Okay, I didn't know that the suit wasn't supposed to protect from gamma radiation. I must have misread. Also, I know that you have to pick up the ammo sents to get magazines, but there will be a bug where it will show an inaccurate number of magazines. I see your point on the beretta, I really like it too. It's just that I was able to empty a clip into a hunter and kill it. I actually have no clue how powerful it should be.[/QUOTE] Now try doing that when you can only move at true-to-life speeds, the hunter has elevated health, and kills you in two hits. Until you adapt your GMod to full realism, you will never really be able to judge these kinds of things. [editline]16th March 2011[/editline] [QUOTE=Killer2354;28638820]If I could make another suggestion- Can you make it so that the weapon sways instead of your whole screen? Doing so would make the sweps feel much more realistic than it currently is with this type of sway.[/QUOTE] That would be so fucking sweet Especially with snipers. Oh, God, the immersion to be had... [editline]16th March 2011[/editline] [QUOTE=Jackarunda;28630480]I'm already working on a plural-shuriken entity so that doesn't happen.[/QUOTE] Would be sweet if you made an item that was kind of like a legbag from BF2 where you press E on it and take out what you want from it. That'd reduce overall lag and streamline things on servers with huge maps and high playercounts.
[QUOTE=Lol-Nade;28638692]Okay, I didn't know that the suit wasn't supposed to protect from gamma radiation. I must have misread. Also, I know that you have to pick up the ammo sents to get magazines, but there will be a bug where it will show an inaccurate number of magazines. I see your point on the beretta, I really like it too. It's just that I was able to empty a clip into a hunter and kill it. I actually have no clue how powerful it should be.[/QUOTE] Using the default HL2 HUD, it is supposed to show how many full or partially full magazines you have. It seems to be working fine on my end. Also, I calibrated the damages for use against citizens, assuming that a citizen accurately represented an average unarmored human adult. One thing I've noticed is that because the default HL2 weapons are so weak, MY weapons seem quite overpowered. I decreased the M9's damage a little bit, but hunters are still actually quite weak. [editline]16th March 2011[/editline] [QUOTE=Kung Fu Jew;28645309] Would be sweet if you made an item that was kind of like a legbag from BF2 where you press E on it and take out what you want from it. That'd reduce overall lag and streamline things on servers with huge maps and high playercounts.[/QUOTE] Yeah, the problem is that I don't know any derma and derma is what would really be necessary for that. Also, in response to the weapons bobbing instead of the view, the aim position is tied to the view, whereas the position of the viewmodel is not (in Source SWEPs I mean), so I will experiment with making the viewmodel move independently of the view, I can't make any promises as that's a bit complex.
Update's up, guys.
[QUOTE=Jackarunda;28647725]Using the default HL2 HUD, it is supposed to show how many full or partially full magazines you have. It seems to be working fine on my end. Also, I calibrated the damages for use against citizens, assuming that a citizen accurately represented an average unarmored human adult. One thing I've noticed is that because the default HL2 weapons are so weak, MY weapons seem quite overpowered. I decreased the M9's damage a little bit, but hunters are still actually quite weak. [editline]16th March 2011[/editline] Yeah, the problem is that I don't know any derma and derma is what would really be necessary for that. Also, in response to the weapons bobbing instead of the view, the aim position is tied to the view, whereas the position of the viewmodel is not (in Source SWEPs I mean), so I will experiment with making the viewmodel move independently of the view, I can't make any promises as that's a bit complex.[/QUOTE] I suppose if you were to make a legbag, you would have to make visible legs, or am I mistaken? Also, I see your point on your weapons.
[QUOTE=Lol-Nade;28655833]I suppose if you were to make a legbag, you would have to make visible legs, or am I mistaken? Also, I see your point on your weapons.[/QUOTE] I've had this for years. I love it: [url]http://www.garrysmod.org/downloads/?a=view&id=110052[/url]
[QUOTE=Lol-Nade;28655833]I suppose if you were to make a legbag, you would have to make visible legs, or am I mistaken? Also, I see your point on your weapons.[/QUOTE] Legbags are not traditionally carried on the legs, they're just called that because infantry carry their shit in it, usually quite unorganized, less for combat, more for walking. Very outdated now, they're from like WW2, but it would prove to be convenient just for item storage here, unless some sort of MOLLE backpack is used. It's like a duffel bag but a little different. Like footsoldier is a nickname for infantry, it is as I said above, more for walking, so yeah Possible shit: [url]http://www.garrysmod.org/downloads/?a=view&id=105895[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=104711[/url] Maybe even make these items that allow you to carry more shit and they appear on your model idk (kind of a long shot, a bit unnecessary, although implementing an ammo limit would be nice, this could be a workaround, just an idea though since i know you're fishing for them and who knows what youll think of via this suggestion)
[QUOTE=Kung Fu Jew;28665423]Legbags are not traditionally carried on the legs, they're just called that because infantry carry their shit in it, usually quite unorganized, less for combat, more for walking. Very outdated now, they're from like WW2, but it would prove to be convenient just for item storage here, unless some sort of MOLLE backpack is used. It's like a duffel bag but a little different. Like footsoldier is a nickname for infantry, it is as I said above, more for walking, so yeah Possible shit: [url]http://www.garrysmod.org/downloads/?a=view&id=105895[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=104711[/url] Maybe even make these items that allow you to carry more shit and they appear on your model idk (kind of a long shot, a bit unnecessary, although implementing an ammo limit would be nice, this could be a workaround, just an idea though since i know you're fishing for them and who knows what youll think of via this suggestion)[/QUOTE] Believe me, ammo and equipment limits crossed my mind multiple times when making this stuff. However, these things are to be used in snadbox, and sandbox has no limits, so I didn't put any limits. I just assumed that if you were going to try to make a realistic scenario in sandbox you would limit the amount of ammunition etc. you had access to. Also, if someone was going to make a mod with these things, I would definitely put in ammo limits, equipment limits, weight-slow-down and whatnot. And with equipment limits, I would make off-hand weapons appear on your playermodel, if only I could figure out how to parent objects to players (like PAC but I can't even begin to understand PAC's code). Noobcake suggested I make something like the moonbase alpha toolbox, where you carry it around with you in SWEP form, then you place it to use it like a container. Would be very do-able I think. Those backpack models are nice, and if I do this I think I may use those (probably with a reskin or two).
Why not have limits toggle-able, as well as a weight slowdown? Because although your ammo is limited, what if you come across an armory and such. Instead of picking up everything, you have a choice to make, etc.
[QUOTE=Kung Fu Jew;28680050]Why not have limits toggle-able, as well as a weight slowdown? Because although your ammo is limited, what if you come across an armory and such. Instead of picking up everything, you have a choice to make, etc.[/QUOTE] Now I would certainly be up to the challenge of making additional realism elements to be use-able in sandbox, but the only thing is at the moment I'm kinda waiting on word of whether or not my ConVar muzzleflash system works on servers or not. Meaning, I'm not sure it toggles the way it's supposed to. If it doesn't then I have really no way of keeping track on a server what elements are on of off. Also, did that new adrenaline system work? Did it change adreno-speeds to realistic ones on your server because I still run like 20mph in base sandbox. And btw, judging from what I've heard about your server, I think I'd like to play on it if you would let me.
Well, tell me how to test it, I'm free. I'll go check the adrenaline now too. And yeah, you can play lol, it's open to those few in the general public who would dare.
[QUOTE=Kung Fu Jew;28680295]Well, tell me how to test it, I'm free. I'll go check the adrenaline now too. And yeah, you can play lol, it's open to those few in the general public who would dare.[/QUOTE] As it says in the post, you can toggle pretty muzzleflashes on and off by typing in the console either JackyMuzzleFlashSetting High or JackyMuzzleFlashSetting Low. It works perfectly in SP, but on servers I don't know. The easiest way to tell is to fire a shotgun because shotties have most different "high" effect.
oops im runnign gmod in dx8 let me make a vid [editline]18th March 2011[/editline] the adrenaline model is still an error arghh [editline]18th March 2011[/editline] oh shit an svn
[QUOTE=Kung Fu Jew;28680483]oh shit an svn[/QUOTE] posted like a week and a half ago LOL?!
I'm starting to show signs of autism!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Okay, well I couldn't tell the effects but I was in DX8. The SVN is just the lua updates, right? [editline]18th March 2011[/editline] there's no way I can get all this on the server tonight, I apologize :( I'll have to see if I can't find time to do it tomorrow. [editline]18th March 2011[/editline] I think you should have the base pack for a full DL but the SVN will be all the updates or something for convenience for us poor server owner guys with shitty upload speeds (for example your pack takes 3 hours plus for me to upload and there is a high chance of data loss/time out due to TCAdmin)
[QUOTE=Kung Fu Jew;28680849]I'm starting to show signs of autism!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Okay, well I couldn't tell the effects but I was in DX8. The SVN is just the lua updates, right? [editline]18th March 2011[/editline] there's no way I can get all this on the server tonight, I apologize :( I'll have to see if I can't find time to do it tomorrow. [editline]18th March 2011[/editline] I think you should have the base pack for a full DL but the SVN will be all the updates or something for convenience for us poor server owner guys with shitty upload speeds (for example your pack takes 3 hours plus for me to upload and there is a high chance of data loss/time out due to TCAdmin)[/QUOTE] Dude you know how an SVN works right? It modifies and adds only the files that were modified or added. Since the last file upload like a week ago, there have been multiple changes to materials, models, sounds and lua. Am SVN is the easiest way to do this; I really don't think it gets much simpler. Sorry about the pack's size, but there's alot in it. And what I meant was that I only need an answer on the ConVars if you want to see any of that realism stuff. There's no rush. And since I remade the adrenaline system for you, I kinda thought you would be the first to give me some feedback on it. With all the posts you've been posting, I thought you were keeping up with the (just about daily) updates. Lol.
When I upload it, though, it tries to overwrite every file. The server is a game server, I can't just tell SVN to upload to it. If there was a list of every changed file then yeah I could but it'd be annoying sifting through all of them and making folders of everything. I've been really distracted so I've been unable to keep up, didn't know the updates were coming in so fast. I would have been the first to tell you (and probably still will be) but I never got my adrenaline fixed.
I think these weapons should all be used in some sort of ultra-realistic deathmatch gamemode. For example, the chem expert, who has to wear a radiation suit and carry to nuke, and blow up the opposing team's base The ninja, with stars and knives, etc. Can temporarily cloak and take out opponents with finishing moves. Medics can heal players and themselves, and also revive incapacitated but not fully killed players. You still have yet to incorporate some sort of rocket launcher or flamethrower, but a demolition class would be fantastic. Sniper, soldier, etc. etc. you get the picture. Nukes must be dropped off in a control point in the enemy's base, and must be guarded for several seconds so it can be readied. Then, get the fuck out before you become waste :D First to blow up other team's base wins. I see potential, mate.
[QUOTE=Lol-Nade;28683850]I think these weapons should all be used in some sort of ultra-realistic deathmatch gamemode. For example, the chem expert, who has to wear a radiation suit and carry to nuke, and blow up the opposing team's base The ninja, with stars and knives, etc. Can temporarily cloak and take out opponents with finishing moves. Medics can heal players and themselves, and also revive incapacitated but not fully killed players. You still have yet to incorporate some sort of rocket launcher or flamethrower, but a demolition class would be fantastic. Sniper, soldier, etc. etc. you get the picture. Nukes must be dropped off in a control point in the enemy's base, and must be guarded for several seconds so it can be readied. Then, get the fuck out before you become waste :D First to blow up other team's base wins. I see potential, mate.[/QUOTE] :DDDDDDD Am working right this moment on getting some kind of simple attachments for all the weapons. I looked at some rendering code I found and it's actually quite simple.
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