[QUOTE=noobcake;28834383]Hey, ROFLBURGER, you can swing by my server some time tomorrow if you'd like
Be warned though, it is not for the faint of heart.[/QUOTE]
"faint of heart" here meaning "people who don't like to download 6.2x10^30 files upon joining" :v:
precisely
:v:
Well right now, I'm taking out some addons to see if that works, if it doesn't, I'm going to see what I took out will fix the problems.
*edit* hmmm, I took out everything that I thought might be the cause, but it's still not working... I'm going to try with a *fresh* addons list.
OK I got the like, most recent SVN thing I think. If you did not fix this already (I think I am a version or two behind) all weapons are getting 1 less bullet on default reload for example the M4 gets 29, and on reloading they get 30.
Also this is so amazing, it's so much less laggy, I love it :))))))))))))) you are king
Check the op/ couple of pages. In SP, the weapons actually behave like they do irl. If you look at the bottom right of the screen, you should see a +1 - or at least I did. The only one that doesn't do this is the m240 because of it's open bolt system, while every other gun in game has a closed bolt system. If you shoot down to what hl2 says is 0 ammo left in the mag, you can still shoot one more time (excluding the m240) because the closed bolt system still has a round in it.
Update's out, folks.
I recently learned that a SWEP's Think function does not get called on OTHER players' clientsides, and the Think function is what I'm using to set the weapons' dynamic holdtypes. So, cross your fingers, I think I may very well be able to fix MP dynamic holdtypes if I just call SetWeaponHoldType elsewhere than Think.
[QUOTE=Killer2354;28867806]Check the op/ couple of pages. In SP, the weapons actually behave like they do irl. If you look at the bottom right of the screen, you should see a +1 - or at least I did. The only one that doesn't do this is the m240 because of it's open bolt system, while every other gun in game has a closed bolt system. If you shoot down to what hl2 says is 0 ammo left in the mag, you can still shoot one more time (excluding the m240) because the closed bolt system still has a round in it.[/QUOTE]
oh i'm just used to the conventional 31
thanks then
[editline]29th March 2011[/editline]
m9 is messed up but should be easy to fix, i attribute this to the new model
[IMG]http://img22.imageshack.us/img22/4761/gmatomic0005.jpg[/IMG]
[QUOTE=Kung Fu Jew;28877746]m9 is messed up but should be easy to fix, i attribute this to the new model[/QUOTE]
I see you use DepthHud too :D
Also, the most recent update fixed that already. Didn't realize that the new M9-worldmodel's coordinates were reversed.
[editline]29th March 2011[/editline]
What's up with that blur on everything but your focal point? How did you get that?
Looks like DoF to me.
[QUOTE=noobcake;28880239]Looks like DoF to me.[/QUOTE]
I guessed that, but I found it hard to believe that KFJ plays with DoF on, so I assumed it was some kind of visio mod that did proper dynamic DoF for you as you played, and I wanted to know what it was.
I experimented briefly with enabling DoF on my weapons when you looked through the ironsights, but the DoF in gmod only blurs far away objects; it doesn't focus on the area where your sight-line hits, so DoF is completely useless for that. I was briefly excited because I thought someone hhad made a DoF mod that would help my weapons have a more "immersed" feeling.
Toy Town in post-processing. Blurs edges of your screen, customizable. Works really well with the vignette of SharpEye (or the stand-alone one).
I see that the motion blur on the night vision can't be changed with the motion blur settings in the QMenu.
Good coding, I say.
You wern't kidding when you said that noobcake has a dickload of files to download.
What does he have? SCars?
[QUOTE=ROFLBURGER;28899602]I see that the motion blur on the night vision can't be changed with the motion blur settings in the QMenu.
Good coding, I say.
You wern't kidding when you said that noobcake has a dickload of files to download.
What does he have? SCars?[/QUOTE]
SCars. And some other things. It's all good if you just wait it out to DL all the files. His addon folder is like 7GB i think.
In your "known bugs" section I see that you have something about sniper scopes not playing the scope-in animation. That's not an animation. It's a quick movement of the view model. I don't know what you're doing in your base's cl_init.lua, but anything you need to alter will be in SWEP.GetViewModelPosition, a clientside hook.
Considering all the effort you seem to have put into this, you may as well have started from scratch with your own weapon base. Speaking from experience, it's a lot easier to manage your variables and functions, and is a fine learning experience as well.
Seeing your squads, I'm slightly bothered by the similarity with an NPC Groups that I created a while back, but looking through your code shows me that it is indeed your own work. Word of advice, you can make your group entities appear in the NPCs menu by using list.Set.
I don't quite have a propensity for loads of files, but this looks pretty nice. A surprising amount of effort put into ent_jack_girlfriend...
[QUOTE=Blargh123;28900979]In your "known bugs" section I see that you have something about sniper scopes not playing the scope-in animation. That's not an animation. It's a quick movement of the view model. I don't know what your doing in your base's cl_init.lua, but anything you need to alter will be in SWEP.GetViewModelPosition, a clientside hook.
Considering all the effort you seem to have put into this, you may as well have started from scratch with your own weapon base. Speaking from experience, it's a lot easier to manage your variables and functions, and is a fine learning experience as well.
Seeing your squads, I'm slightly bothered by the similarity with an NPC Groups that I created a while back, but looking through your code shows me that it is indeed your own work. Word of advice, you can make your group entities appear in the NPCs menu by using list.Set.
I don't quite have a propensity for loads of files, but this looks pretty nice. A surprising amount of effort put into ent_jack_girlfriend...[/QUOTE]
I did look at someone's "npc groups" on garrysmod.org (stumbled across them) and I saw various keyvalues and other npc methods that I didn't know existed. I guess you're the guy who made those.
And I realize it's not an anim (there's no enum for it), but that still doesn't help me know why it doesn't work. It's madcow's base, which IMHO is extremely convoluted. It's just that when I started making these things (believe me) I had no idea what I was doing so I couldn't start from scratch.
"I dont quite have a propensity for loads of files"
- huh? It's a big pack with alot of things in it, whaddayu expect
Found a bit of a bug. The SENT's wire input/outputs gets removed when it is duplicated with a Adv. Duplicator Tool.
[QUOTE=ROFLBURGER;28923504]Found a bit of a bug. The SENT's wire input/outputs gets removed when it is duplicated with a Adv. Duplicator Tool.[/QUOTE]
Agh.... the battery also screws up when it gets duped. I don't really know how I am supposed to make my sents advdupe-compatible because advdupe isn't documented rrgh
Hey Jack, could you perhaps add an exception to the code for people using combine-rigged player models, such as myself?
Right now, the current idle animations clip very very badly, but combine soldiers have special idle animations that would be perfect for this.
you should make the shells invisible for 0.1 seconds after you fire, because its really annoying when you get a shell stuck in your face while using a gun, while firing fast
the M16A4 viewmodel still has this dumb looking scope on it and it doesn't work
whats up :(
[editline]1st April 2011[/editline]
[QUOTE=noobcake;28936599]Hey Jack, could you perhaps add an exception to the code for people using combine-rigged player models, such as myself?
Right now, the current idle animations clip very very badly, but combine soldiers have special idle animations that would be perfect for this.[/QUOTE]
what the hell how do you get combine anims I WANT COMBINE ANIMS
[QUOTE=Killerjc;28938523]you should make the shells invisible for 0.1 seconds after you fire, because its really annoying when you get a shell stuck in your face while using a gun, while firing fast[/QUOTE]
Which weapon(s) does(do) this happen with?
[QUOTE=Kung Fu Jew;28939767]the M16A4 viewmodel still has this dumb looking scope on it and it doesn't work
whats up :(
[editline]1st April 2011[/editline]
what the hell how do you get combine anims I WANT COMBINE ANIMS[/QUOTE]
you need a player model that's on a combine skeleton
:v:
[lua]
/*---------------------------------------------------------
Name: ENT:SetupDataTables()
Desc: Setup the data tables.
---------------------------------------------------------*/
function SWEP:SetupDataTables() // jackarunda fixed the shit out of this retarded "datatable" bullshit
[/lua]
Just out of curiosity, why did you replace the DTVars with NWVars? I'm fairly inexperienced with networking variables and whatnot, but I don't see the end goal. I heard somewhere that NWVars are more expensive than DTVars, but that might just be me.
Shouldn't make much of a difference at all because it's just 4 bools per weapon, but I'm interested in hearing your thoughts. Cheers.
[QUOTE=Blargh123;28943791][lua]
/*---------------------------------------------------------
Name: ENT:SetupDataTables()
Desc: Setup the data tables.
---------------------------------------------------------*/
function SWEP:SetupDataTables() // jackarunda fixed the shit out of this retarded "datatable" bullshit
[/lua]
Just out of curiosity, why did you replace the DTVars with NWVars? I'm fairly inexperienced with networking variables and whatnot, but I don't see the end goal. I heard somewhere that NWVars are more expensive than DTVars, but that might just be me.
Shouldn't make much of a difference at all because it's just 4 bools per weapon, but I'm interested in hearing your thoughts. Cheers.[/QUOTE]
Yeah, I know NWVars are more expensive. This was back when I was still trying to fix the various client/server synchronization problems involving holdtypes, scopes etc.
You see, I had never heard of a DTVar, but I had a fair amount of experience with NWVars and I knew that they synchronized properly every time, and other than that it seemed like having MadCow's weapons installed screwed around with the DTVars' values in my weapons.
For the sake of optimization I should probably change it back, but even though there's documentation on DTVars I don't like them (I know that's not an excuse). Urgh.
[editline]1st April 2011[/editline]
I also know that I can call NWVars anywhere, from any realm, from within any file, at any time. I like them.
I've been having serious issues with crashing with this mod, i have only wire installed into it and i crash when i fire a weapon more than 10 times.
[QUOTE=zombini;29008545]I've been having serious issues with crashing with this mod, i have only wire installed into it and i crash when i fire a weapon more than 10 times.[/QUOTE]
D:
Without any signs? No horrible lag beforehand? No console errors?
[QUOTE=Jackarunda;29010530]D:
Without any signs? No horrible lag beforehand? No console errors?[/QUOTE]
No horrible lag at all, no warning signs, and it's actually at random. I would be having a battle with some of the combine NPCs you packaged and then i would crash after firing off as little as 10 rounds up to never crashing past thousands of shots.
EDIT: I just had a crash while charging an EMP bomb and i was loading a pistol at the same time.
Filefront link is broken.
[QUOTE=tier56;29057565]Filefront link is broken.[/QUOTE]
Will fix the filefront download when the next update comes out (my local version is at the moment not ready for export). Will likely be this weekend.
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