• Anathema Weapon Base
    77 replies, posted
All is well for the majority of the weapon base - I've tested with other players and it seems to work completely okay now, except for the fact that there was a stack overflow when I held the attack key down throughout the entire clip. Not sure what's causing that. Oh, and I need to fix the acceleration into the sprint, but I have a hunch as to what's causing the problem I've found. Basically, with the next update, there will be scoping with the ability to zoom in on top of a metric ton of bugfixes. No breathing. If you want to play around with the version before I provide an official release, just add me to your friends on Steam and I'll send you a copy of what I have at that point and time. More people finding glitches and weirdness = more potential for progress. I have no idea how you would cause ricochets through Lua, and I'm also not sure how you would do bullet penetration. If I were to do these things, it would have to be partially dependent on the type of material, I think, and the bullets would have to deal significantly less damage (or at least have a different damage variable). I think ricocheting is kind of tacky, but if it's a feature people want I could look into it. It would have to be implemented way down the road though.
[QUOTE=wauterboi;43332153]All is well for the majority of the weapon base - I've tested with other players and it seems to work completely okay now, except for the fact that there was a stack overflow when I held the attack key down throughout the entire clip. Not sure what's causing that. Oh, and I need to fix the acceleration into the sprint, but I have a hunch as to what's causing the problem I've found. Basically, with the next update, there will be scoping with the ability to zoom in on top of a metric ton of bugfixes. No breathing. If you want to play around with the version before I provide an official release, just add me to your friends on Steam and I'll send you a copy of what I have at that point and time. More people finding glitches and weirdness = more potential for progress. I have no idea how you would cause ricochets through Lua, and I'm also not sure how you would do bullet penetration. If I were to do these things, it would have to be partially dependent on the type of material, I think, and the bullets would have to deal significantly less damage (or at least have a different damage variable). I think ricocheting is kind of tacky, but if it's a feature people want I could look into it. It would have to be implemented way down the road though.[/QUOTE] The way it's done is stupid in the case of Mad Cow's: send a trace whereever you just shot, create a bullet on the other side of the wall. Send a trace whereever you just shot, create a bullet at the normal whereever it hit. You could do it using callbacks, atleast. That should work fine.
[QUOTE=BFG9000;43331889]"siminov's" base and m9k ricochet is really just Mad Cow's ricochet but does this call even more so for wauterboi's base to have it? Or are you trying to say that his base should run [I]anathema[/I] to the status quo and not have it, just cause?[/QUOTE] not really lol, the only time I find penetration to be necessary is for shooting through unbreakable glass windows as for ricochet, its really just a party trick that doesn't add anything concrete to gameplay so I don't think you should even bother with it
[QUOTE=legendofrobbo;43335502]not really lol, the only time I find penetration to be necessary is for shooting through unbreakable glass windows as for ricochet, its really just a party trick that doesn't add anything concrete to gameplay so I don't think you should even bother with it[/QUOTE] Penetration I actually use a lot in CSS and Gmod servers that have it... so that may be something to look into.
Bullet penetration sounds cool and is a really nice idea. I just want it so that it only goes through wood/glass brushes. Oh, and no progress yet. Today was a family day on Team Fortress 2, with a little bit of work at home at a little bit of sickness. It's really nice to see messages on Steam about people being eager to try the next version!
[QUOTE=wauterboi;43354972]Bullet penetration sounds cool and is a really nice idea. I just want it so that it only goes through wood/glass brushes. Oh, and no progress yet. Today was a family day on Team Fortress 2, with a little bit of work at home at a little bit of sickness. It's really nice to see messages on Steam about people being eager to try the next version![/QUOTE] Why stop at brush? In the long run its simpler to just make it go through props and other materials as well.
Okay, so I've got a "Beta" version of the update ready. Theoretically, this should work with other players online seeing as all of the variables I'm aware of is specific to the weapon now. [url]http://dotbsp.com/lua/awb/awb.2.0-beta.zip[/url] There's lots of changes in this version, including: - Added scoping (push ALT to switch between Scoping.FOV and Scoping.FOV2) - Fixed Deploy Speed and delaying gun actions until after the deploy time (originally only worked server-side) - Added awb_debug - Fixed sprint acceleration - Removed recoil acceleration (The variable is still there, but it's not hooked up to anything at the moment.) - Completely re-wrote the Reload function (this was the culprit of the stack overflows and was all around messy) - Reorganized all the functions and added lots of new comments for anyone looking to modify the functions of the base If you're planning on using scoping, remember that I've opted out of using the generic Counter-Strike quadrant texture that people use. I've decided that it would look a million times better if you just went with a scope overlay texture. Lots of features I've promised including breathing isn't in this version simply because I realized that my approach to storing variables in the previous versions were absolutely faulty and detrimental if more than one player used the weapons. I figured major bug fixes trumped adding features to a broken base. To do this fixing, I had to use a few global variables, but they were used very, very sparingly. If you were using my weapon base before, please download this version and let me know if it devours your server or acts funny.
Is this normal? huh? [IMG]http://i.imgur.com/omQUtvo.png[/IMG]
[QUOTE=TheSourceSpy;43405613]Is this normal? huh? [IMG]http://i.imgur.com/omQUtvo.png[/IMG][/QUOTE] I was also thinking this when I tried to download this so-called new version.
That's simply amazing. I've fixed it.
Although I haven't tried this weapon base out yet, nor have I even played Garry's Mod for a while, I would still like to post a quick reply here. Back when I was playing Garry's Mod on a fairly regular basis, I just couldn't find a weapon base that I liked that much, even know I probably didn't try as many as I could have. But, from what I can see here and from having a look at the code, I think I like this one already. One particular feature I've wanted for a long time is smooth weapon movement. Some of you may say to me that there's heaps of weapon bases out there with it but I personally haven't found one I particularly liked. Hopefully this one will be good. Anyways, I can't really say much about how I much I like this base because I haven't used it yet, but when I do try it out, I'll be sure to provide some feedback if necessary. Also, it would be great if you could add some pictures and or a video showcasing some of the weapon base features to this thread, I'd really like that and I'm sure others would too. Thanks! :)
Line 1085: [CODE]draw.DrawText( "Base Damage: "..tostring( self.HUDdmg ).." / Distance: ~"..tostring( math.Round( self.HUDdist ) ), "AnathemaDev", debugTextX, debugTextY, Color( 255,255,255,255 ), debugTextAlign )[/CODE] The font 'AnathemaDev' hasn't been created/defined anywhere in the code and is producing errors. I believe this part was a debug feature you forgot to remove? Also, I reckon idle movement, so when your not walking anywhere and just moving your mouse around, should be improved. At the moment, there seems to be no dynamic transitioning and it's not smooth at all. All it seems to be is the whole thing moving on the screen with no realism. Other suggestions: - Disable reloading when running (not 100% on this idea) - Slow running/aiming movement transitions - Muzzle effects - Visible shell ejections - Change the firing sound of the default five-seven (sounds too powerful for it) - Increase default mouse sensitivity on ironsights - Decrease or even remove the initial zoom effect when running/aiming - Remove crosshair when in ironsights or add and/or option to enable/disable this - Decrease firing cooldown - Slow player movement with weapons
[QUOTE=ShadowRanger;43420294]Line 1085: [CODE]draw.DrawText( "Base Damage: "..tostring( self.HUDdmg ).." / Distance: ~"..tostring( math.Round( self.HUDdist ) ), "AnathemaDev", debugTextX, debugTextY, Color( 255,255,255,255 ), debugTextAlign )[/CODE] The font 'AnathemaDev' hasn't been created/defined anywhere in the code and is producing errors. I believe this part was a debug feature you forgot to remove?[/QUOTE] Oops. Yeah, that's not good. I'll fix that for the next update. Thanks for pointing it out. [QUOTE=ShadowRanger;43420294]Also, I reckon idle movement, so when your not walking anywhere and just moving your mouse around, should be improved. At the moment, there seems to be no dynamic transitioning and it's not smooth at all. All it seems to be is the whole thing moving on the screen with no realism.[/QUOTE] Well, I can see if there's something I can do to make the Lua-based idle animations not so lifeless. I was very focused on getting the basic needs up, and I'll be filling up with features soon. [QUOTE=ShadowRanger;43420294]- Disable reloading when running (not 100% on this idea)[/QUOTE] Oops, that shouldn't be happening! It should be an easy fix, though. [QUOTE=ShadowRanger;43420294]- Slow running/aiming movement transitions[/QUOTE] Wait, what? There are variables for this. Change them. [QUOTE=ShadowRanger;43420294]- Muzzle effects[/QUOTE] This is definitely on the todo list, with CVar's in mind. I want it so it can be nice and flashy for people with nice computers and easygoing for anyone gaming on older computers. [QUOTE=ShadowRanger;43420294]- Visible shell ejections[/QUOTE] Sounds doable, thanks to DispatchEffects. [QUOTE=ShadowRanger;43420294]- Change the firing sound of the default five-seven (sounds too powerful for it)[/QUOTE] 1. I left the default SWEP set to the AWP sound back when I was testing the AWP. I'll change it back next update. 2. Again, I'm not understanding the validity of this request because again, you're able to change the sound to whatever you want. On top of that, you shouldn't be using the default set-up, you should be making your own weapon pack based off of the five-seven. (I'll be making my own pack soon, and that's where a complaint like this would work. [QUOTE=ShadowRanger;43420294]- Increase default mouse sensitivity on ironsights[/QUOTE] No. There's a variable. [QUOTE=ShadowRanger;43420294]- Decrease or even remove the initial zoom effect when running/aiming[/QUOTE] No. There's a variable. [QUOTE=ShadowRanger;43420294]- Remove crosshair when in ironsights or add and/or option to enable/disable this[/QUOTE] Completely valid point. Will do. [QUOTE=ShadowRanger;43420294]- Decrease firing cooldown[/QUOTE] What does this mean? Fire-rate? Delay? They're all the same thing, and they're tied to one variable. [QUOTE=ShadowRanger;43420294]- Slow player movement with weapons[/QUOTE] Variable. You know, I'm not looking to be [i]that[/i] guy, but my weapon base is literally based on the idea of customization with variables declared at the very beginning of the script. They're all commented to tell you exactly what to do with them, and yet you're complaining like the weapon base didn't support changes. The reason why there's only one weapon in the weapon base is because it's mean to be an example. Don't complain about the default settings, [i]change them[/i]. [b]Anyway[/b], if you guys can come up with neat features and code them, send them my way and I'll stick 'em in the base with tons of credit and appreciation. I have a few ideas for myself to create: - [B]Breathing[/B] (while scoping and normally): I'm not sure how to do this without using hooks, but if I have to I'll figure out to do it. I'll probably have to use Deploy and Holster in conjunction with CreateMove. I had a quick and dirty method that was shoved directly into Think a while ago just for testing and I thought that it felt way more human to have some forced camera movement (literally your eyes) and it seemed like a nice way to break up the static look of standing still. You'd hold E to steady your camera when scoping, however I think there would be some problems with making sure your player doesn't actually +use anything. - [b]Custom Scope[/b]: Right now when you scope, you're treated to a square surrounded by black, and it looks weird. That's because you need to specify a proper overlay texture. Currently, nothing really exists in the game by default outside of the TF2 scope, but I don't think that fits Counter-Strike weapons too well. I want to leave the option to use your own scope, but provide one by default. - [b]Recoil/Spread Acceleration[/b]: Self-explanatory. You keep shooting, your recoil and inaccuracy increases. You shoot in bursts, you're more accurate. This is inspired by the Assault Rifle from Halo. - [b]Pretty Effects[/b]: Not sure how to prioritize this, but I would like to add better effects that can easily be turn on and off via CVar. I believe CVar's can be manipulated via Gamemode, so that should be a plus for Gamemode devs who want to give the player the option of turning stuff off. Anything else I'm missing?
just tried making an example weapon, I'm getting some really strange bugs with animations. for example the p90 was playing the reload animation when firing and playing no animation at all when reloading. When I turned SWEP.SpeedChangingEnabled to false it changed to playing the cocking animation when firing and playing the regular reload animation when reloading (wat). Finally when I used ironsights it started animating as intended. Just putting this out there because nobody likes invisible poltergeists messing with their swep code :P
Sorry for suggesting features that can already be changed through variables, I feel bad and kinda stupid now haha.
[QUOTE=legendofrobbo;43451718]just tried making an example weapon, I'm getting some really strange bugs with animations. for example the p90 was playing the reload animation when firing and playing no animation at all when reloading. When I turned SWEP.SpeedChangingEnabled to false it changed to playing the cocking animation when firing and playing the regular reload animation when reloading (wat). Finally when I used ironsights it started animating as intended. Just putting this out there because nobody likes invisible poltergeists messing with their swep code :P[/QUOTE] Do you think you could send me your code through Private Message?
Any updates on the development progress of this wauterboi?
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