[QUOTE=JokeSpeaker;26641891]Rev10 is theoretically finished but it has to be tested before being released since there have been major changes in the engine (splitting into client-/serverside and networking).
The <start> argument does that. But <start> jumps to the specific frame which includes keyframes AND interpolations. To jump to the specific keyframe, you have to calculate the <start>-value:
<start> = (keyframenumber*(interpolations+1))-1
[See chapter 3.2 "Start position" in the tutorial]
What exactly is "urky" with that?[/QUOTE]
It creates a text file for each keyframe :x
I'll try DMod out more and see what I can do for the GUI, but I'm busy with some other stuff right now.
[QUOTE=Hentie;26642280]It creates a text file for each keyframe :x[/QUOTE]
Wait for Rev10. It has clientside tables storing the keyframes which are available on the current server so that reading files won't be necessary.
What is the problem with having each keyframe saved separately? To add keyframes to the current frameline, you could ask the user which keyframe should be used or create a new keyframe with dmod_new.
If you need a tester, I can test revision 10 :)
I've discovered many bugs in the first multiplayer test. In these three weeks I'll try to fix everything.
[QUOTE=kimba23;26644126]If you need a tester, I can test revision 10 :)[/QUOTE]
Thank you, but currently I have enough testers. You can PM me your community profile and I will add you if I need one.
Is this dead?
[QUOTE=kimba23;27607698]Is this dead?[/QUOTE]
I'll stop the development of DMod for a while. I'm not sure whether I'll continue it. I don't have the time for it.
But since it would be a waste to dump the current version on my PC, I've uploaded it on gmod.org:
[quote][b]Major update released (Rev10Beta):[/b]
[b]NOTE:[/b] This is an unfinished version of Rev10. Everything works fine but the "dmod_upload" command is not implemented yet and ghosts are bugged on multiplayer. I also didn't check for possible bugs. Also, a lot of DMod messages still don't appear in the chat. Check the console for those messages.
Due to shortage of time I'm no longer able to finish it, but Singleplayer should be fine as it is.
I have not written any tutorial for the GUI yet. Have fun exploring it. I will appreciate 3rd-party tutorials.
Download: [url]http://www.garrysmod.org/downloads/?a=view&id=117408[/url]
Description/example videos:
[url]http://www.facepunch.com/threads/991849-Director-s-Mod-Available-now[/url]
Rev10 images:
GUI:
[url]http://i52.tinypic.com/23koex2.jpg[/url]
- More than one window at the same time
- Movable windows
- Little car display showing how fast a single loop runs
- Custom values not listed in the GUIs by changing the values in the textboxes manually
- Command preview for copying and a button for executing the command.
[url]http://i52.tinypic.com/2i71w0z.jpg[/url]
- Easy access through the main menu opened by a single keybind
- GUIs for starting and stopping animations and creating keyframes
- Shortcut commands to certain windows which can be bound to keys
[url]http://i55.tinypic.com/ega8tw.jpg[/url]
- Hideable windows
Ghost Remover STool:
[url]http://i54.tinypic.com/dw2tlv.jpg[/url]
[url]http://i52.tinypic.com/2uojmef.jpg[/url]
How to add:
Extract to the addons folder.
You have to delete older versions of DMod.
Read the tutorial in the addon folder (addons/DModRev10BETA/Tutorial.html) before starting with DMod. (Although DMod has a GUI the tutorial is still based on commands. But the GUI uses the same parameters/settings. You should also check the manual.txt since the tutorial may include outdated information.)
--------------------------------------------------
Changelog:
Rev10BETA:
Added GUI (bind +dmod_gui to a key, example: bind "F" "+dmod_gui" )
DMod now bases on Temporary File Caches*, shortly TFC.
dmod_new is now clientside.
^ Files will be created in the client's data folder.
^ The content will be uploaded and stored in the player's TFC on the server (or on the "client" in Singleplayer).
^ These caches are independent from other players and will be emptied and removed when the player left the server.
dmod_anim no longer reads from the data folder but from the TFC instead.
^ (A command to upload animations from the client's data folder to the TFC on the server is not implemented yet)
If dmod_loadfiles is set to 1, DMod loads all files on startup from the server's data folder to the global TFC that is accessible to all players.
Marks and ghosts are now independent from other players on the server.
Fixed "dmod_ghostdel all" not deleting any ghost.
* Temporary File Cache:
A cache where the content of files are stored. DMod uses TFCs to store a player's animations
independently from other players and global animations accessible to all players on the server.[/quote]
Hey jokespeaker. Thank you for releasing and the hard work. I will give it a go... Please don't listen to the people that compare HAT to DMOD. Both are great, and both have different strengths and weaknesses. I like DMOD because it has bindable commands and you can animate objets independently of each other... it is somehow more "modular". HAT is great too since it is very easy to use... hopefully you can finish it sometime in the future. Thanks again!
After the recent engine update, it isn't working for me. Anyone else having an issue using this?
This will be useful for my gmod machinimas :3
For whatever reason, not only is phys, flex, and color not showing up as options on the GUI, but when I type the full dmod_new information in console I only get this:
[B]Failed: Type not found[/B]
I also did a fresh download/install to make sure. Unless Catmull camera conflicts with Dmod, there isn't any other mods I have that would.
Is this a problem anyone else is having?
Can anyone please suggest a solution?
By the way, I am talking about Rev10.
[QUOTE=RayKoefoed;33913454]For whatever reason, not only is phys, flex, and color not showing up as options on the GUI, but when I type the full dmod_new information in console I only get this:
[B]Failed: Type not found[/B]
I also did a fresh download/install to make sure. Unless Catmull camera conflicts with Dmod, there isn't any other mods I have that would.
Is this a problem anyone else is having?
Can anyone please suggest a solution?
By the way, I am talking about Rev10.[/QUOTE]
Im having the exact same problem, not sure what's wrong :/
I believe this and other stop motion animation mods are broken as well. I'm having a hard time finding one that does work. I hear the older builds work but I dunno.
Tempted to go make my own xD
Has anyone had any luck getting this tool to work since the update that broke it? I would sure love to be able to use it again. Henry's Animation Tool is worthless to me, since it doesn't allow separate actors and objects to be animated independently.
sry for necro posting but.
[QUOTE=RayKoefoed;33913454]For whatever reason, not only is phys, flex, and color not showing up as options on the GUI, but when I type the full dmod_new information in console I only get this:
[B]Failed: Type not found[/B]
I also did a fresh download/install to make sure. Unless Catmull camera conflicts with Dmod, there isn't any other mods I have that would.
Is this a problem anyone else is having?
Can anyone please suggest a solution?
By the way, I am talking about Rev10.
[QUOTE=MrJetz;33991920]Im having the exact same problem, not sure what's wrong :/[/QUOTE]
[/QUOTE]
^ this
I do have the exact same problem and i wasnt able to find any solutions :/ I tried different ragdolls, but i always get the same error.
Anyone has an idea how to fix this?
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