• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
Yer a facking cool cow. Keep werkin' on dis masterpiece.
[QUOTE=MrBunneh;38521706]whoop that balistic scope is fucking awesome I would like to engage in sexual relations with the person responsible with hacking and prepping the model for this addon pack[/QUOTE] Am I the only one that thinks fetishizing anything attractive looking makes you sound like a tool
[QUOTE=MrBunneh;38521706]whoop that balistic scope is fucking awesome I would like to engage in sexual relations with the person responsible with hacking and prepping the model for this addon pack[/QUOTE] You mean yourself? 2x fag [editline]20th November 2012[/editline] [QUOTE=Marlwolf78;38525310]Am I the only one that thinks fetishizing anything attractive looking makes you sound like a tool[/QUOTE] No, it makes him look like a double faget since he was the one who hacked + prepped the model. [editline]20th November 2012[/editline] [QUOTE='[POR]Shoterxx;38516066']- The red dot (or cross or whatever) on sight attachments remains forever sometimes, it gives no error though[/QUOTE] Explain or gibe picture plos. As for the old ACOG behavior - it's due for removal. [editline]20th November 2012[/editline] [QUOTE=Matsilagi;38521063]Nice! I found the following bugs: When trying to fire a dual: [ERROR] ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:182: attempt to call global 'SinglePlayer' (a nil value) 1. unknown - ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:182 During the M203 reload: [ERROR] ...mizable weaponry/lua/weapons/cstm_base_pistol/shared.lua:988: bad argument #1 to 'DoAnimationEvent' (number expected, got nil) 1. DoAnimationEvent - [C]:-1 2. unknown - ...mizable weaponry/lua/weapons/cstm_base_pistol/shared.lua:988 Timer Failed! [Simple][@addons/customizable weaponry/lua/weapons/cstm_base_pistol/shared.lua (line 982)] Aside from that, everything is fine, thanks![/QUOTE] Fixed and fixed, thanks. Grab beta 7 with Lau errors fixed. [url]http://filesmelt.com/dl/Customizable_Weaponry_1.27_beta_7_.zip[/url] [b]Question - should I increase damage on all weapons?[/b]
[b][QUOTE]Question - should I increase damage on all weapons?[/QUOTE][/b] By like 5-15 dmg per bullet? Then yesh.
More russian weapons could be good,like RPK,Stechkin APS or AKS-74 (not AKS-74u) Just some ideas ;)
Welp, I just found out that a lot of the attachment positions in the world view are fucked. And I haven't converted my modified SWEP CK to GMod 13, so this is just plain dissapointing.
[QUOTE=LEETNOOB;38526410]Welp, I just found out that a lot of the attachment positions in the world view are fucked. And I haven't converted my modified SWEP CK to GMod 13, so this is just plain dissapointing.[/QUOTE] I was going to say that. I caught it on the AK-47 and AK-74 when I was playing around with all the attachments last night at like 10PM/11PM. It isn't very major anyway, that's something to say tbh unless there's a few people here that are quite fussy or picky about the attachments in third person not showing.
[QUOTE=TheCrazyGoD;38526644]I was going to say that. I caught it on the AK-47 and AK-74 when I was playing around with all the attachments last night at like 10PM/11PM. It isn't very major anyway, that's something to say tbh unless there's a few people here that are quite fussy or picky about the attachments in third person not showing.[/QUOTE] YES. YES IT IS MAJOR. It's driving me crazy, I've started making cardboard weapons and attaching paper stuff to them...
[QUOTE=Lonke;38526857]YES. YES IT IS MAJOR. It's driving me crazy, I've started making cardboard weapons and attaching paper stuff to them...[/QUOTE] I dont know if this is sarcasm or not, still, bugs like this are not major coding bugs are. Also, i "think" i have found 2 more bugs: The dual weapons now fire, but still giving this error: [ERROR] ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:404: attempt to call global 'SinglePlayer' (a nil value) 1. CSShootBullet - ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:404 2. unknown - ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:194 And the dual MACs are semi-auto (i dont think this is a bug but, still).
[QUOTE=Matsilagi;38527016]I dont know if this is sarcasm or not, still, bugs like this are not major coding bugs are. Also, i "think" i have found 2 more bugs: The dual weapons now fire, but still giving this error: [ERROR] ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:404: attempt to call global 'SinglePlayer' (a nil value) 1. CSShootBullet - ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:404 2. unknown - ...tomizable weaponry/lua/weapons/cstm_base_dual/shared.lua:194 And the dual MACs are semi-auto (i dont think this is a bug but, still).[/QUOTE] oh jesus christ Fixed.
[QUOTE=LEETNOOB;38527473]oh jesus christ[/QUOTE] You mean Jesus Cries, lol. I'm just kidding about that by the way. Are you at some point when you're available to edit to fix out some of the weapons appearing in different categories like the FN FAL (Not the L1A1) in the Extra Customizable Weaponry category where all the weapons used to be stored in from GMod 12. It's nothing very serious but it sometimes becomes a bit difficult when trying to find the weapon, however most of the weapons were stored in the right places anyways. By the way, good luck with Project 5 if you manage to port it into GMod 13 like with Deception :)
So I updated CW and tried to reproduce that error you asked (which is not happening to me right now), but for some reason this happened: [IMG]http://www.mediafire.com/conv/3f0ceb6fd87a6e41859d5a1f20dd768c55826c6f142d27159ade3a32b5104def6g.jpg[/IMG] ..right when I spawned the shotgun. And also: [ERROR] ...s/customizable weaponry/lua/entities/round_frag/init.lua:46: bad argument #2 to 'Play' (Vector expected, got number) 1. Play - [C]:-1 2. Explode - ...s/customizable weaponry/lua/entities/round_frag/init.lua:46 3. unknown - ...s/customizable weaponry/lua/entities/round_frag/init.lua:32 ...whenever I fire a Frag Round from the shotgun. No addons were conflicting with it, since I disabled/uninstalled them all to check if it was all working fine. EDIT: [IMG]http://www.mediafire.com/conv/2094e0d7219c679d3ee69b6687ed0f8ad6da53ac0f13cc708a2c423c833ca9854g.jpg[/IMG] You can use the menu while reloading a shotgun aparently.
The Scar H has an Ironsight problem. [url]http://cloud-2.steampowered.com/ugc/558706883158144605/721621C46519BE31077999A1D6880254405DE0E2/[/url]
hey spy, have you considered for the cs:s scoped weapons adding a circular model in front of the lens, and replacing the texture to the rt one? then we'd have the new scope behaviour on the cs:s sweps. EDIT: also, I got bored so I've been working on a new scope lense thing for the ballistic scope. it works in most (if not all) lighting and background conditions. against a dark background: [t]http://cloud.steampowered.com/ugc/1136293535384139116/96746DA71D3AAECA9522043B736BD871D57BBB7D/[/t] against a light background: [t]http://cloud-2.steampowered.com/ugc/1136293535384137788/AF4A231B1A04E39780A89467AC21647814B57A9F/[/t] and two other pics I had because why not: [t]http://cloud-2.steampowered.com/ugc/1136293535384138446/7DB93701E8F15E4E6BC8D3779DB785AD70717CE8/[/t] [t]http://cloud.steampowered.com/ugc/1136293535384139779/7C2BC893C64B3F170C9E4A2094F3963C6EBBC2C6/[/t]
I came over a small but sometimes annoying bug. If you have "fast switch" on, your sight's reticle pops up inside your crosshairs. Not sure if it can be fixed, but just to put it out there.
the sights showing up out of aiming is a map dependent glitch, I believe. I've noticed it happens on gm_floatingworlds_3. EDIT: also, the rt scopes don't accurately portray what they should be showing: [t]http://cloud.steampowered.com/ugc/1136293535385177395/41E8B747E049F342B0316B9515C97A71486E38CA/[/t] a suggest solution would be to black out the rt scopes while not aiming down them, as you can't see through them with doing so irl.
[QUOTE=MrBunneh;38533373]the sights showing up out of aiming is a map dependent glitch, I believe. I've noticed it happens on gm_floatingworlds_3. EDIT: also, the rt scopes don't accurately portray what they should be showing: [t]http://cloud.steampowered.com/ugc/1136293535385177395/41E8B747E049F342B0316B9515C97A71486E38CA/[/t] a suggest solution would be to black out the rt scopes while not aiming down them, as you can't see through them with doing so irl.[/QUOTE] I don't think so. I've experienced it on other maps. Also, my major complaint about this mod so far is that the bullet wounds disappear after the NPC ragdolls.
Continuing from the conversation a few pages back, when [i]can[/i] we expect to see this on Workshop?
[QUOTE=VinLAURiA;38533861]Continuing from the conversation a few pages back, when [i]can[/i] we expect to see this on Workshop?[/QUOTE] it's not going on the workshop. there's too much shit.
[QUOTE=MightyLOLZOR;38533459]I don't think so. I've experienced it on other maps.[/QUOTE] then it happens on multiple maps. I tried that map for and and then tried gm_construct under identical circumstances. construct is fine, at least for me.
[QUOTE=MrBunneh;38535291]then it happens on multiple maps. I tried that map for and and then tried gm_construct under identical circumstances. construct is fine, at least for me.[/QUOTE] then it's got to be something with the maps, maybe cubemaps or something (though it's unlikely that it's actually cubemaps)
[QUOTE=VinLAURiA;38533861]Continuing from the conversation a few pages back, when [i]can[/i] we expect to see this on Workshop?[/QUOTE] It will, once I'm done prepping it for GMod 13. [editline]21st November 2012[/editline] [QUOTE=MrBunneh;38533373]the sights showing up out of aiming is a map dependent glitch, I believe. I've noticed it happens on gm_floatingworlds_3. EDIT: also, the rt scopes don't accurately portray what they should be showing: [t]http://cloud.steampowered.com/ugc/1136293535385177395/41E8B747E049F342B0316B9515C97A71486E38CA/[/t] a suggest solution would be to black out the rt scopes while not aiming down them, as you can't see through them with doing so irl.[/QUOTE] Actually the sights always showing is because stencils break. It's fucking random and it happened to me on gm_construct too. I've reported it MANY TIMES, and yet Garry still hasn't fixed it. [editline]21st November 2012[/editline] [QUOTE='[POR]Shoterxx;38529163']So I updated CW and tried to reproduce that error you asked (which is not happening to me right now), but for some reason this happened: [IMG]http://www.mediafire.com/conv/3f0ceb6fd87a6e41859d5a1f20dd768c55826c6f142d27159ade3a32b5104def6g.jpg[/IMG] ..right when I spawned the shotgun. And also: [ERROR] ...s/customizable weaponry/lua/entities/round_frag/init.lua:46: bad argument #2 to 'Play' (Vector expected, got number) 1. Play - [C]:-1 2. Explode - ...s/customizable weaponry/lua/entities/round_frag/init.lua:46 3. unknown - ...s/customizable weaponry/lua/entities/round_frag/init.lua:32 ...whenever I fire a Frag Round from the shotgun. No addons were conflicting with it, since I disabled/uninstalled them all to check if it was all working fine. EDIT: [IMG]http://www.mediafire.com/conv/2094e0d7219c679d3ee69b6687ed0f8ad6da53ac0f13cc708a2c423c833ca9854g.jpg[/IMG] You can use the menu while reloading a shotgun aparently.[/QUOTE] Will look into. [editline]21st November 2012[/editline] [QUOTE=umega5;38529232]The Scar H has an Ironsight problem. [url]http://cloud-2.steampowered.com/ugc/558706883158144605/721621C46519BE31077999A1D6880254405DE0E2/[/url][/QUOTE] Thanks, will fix. [editline]21st November 2012[/editline] [QUOTE=TheCrazyGoD;38528707]Are you at some point when you're available to edit to fix out some of the weapons appearing in different categories like the FN FAL (Not the L1A1) in the Extra Customizable Weaponry category where all the weapons used to be stored in from GMod 12. It's nothing very serious but it sometimes becomes a bit difficult when trying to find the weapon, however most of the weapons were stored in the right places anyways.[/QUOTE] No. They're split up into categories for a reason.
Oh the Ironsights only break on the Scar H after you put an attachment on then remove it.
[QUOTE=umega5;38539076]Oh the Ironsights only break on the Scar H after you put an attachment on then remove it.[/QUOTE] this also happens to every battle rifle that has the ballistic scope as an attachment.
[QUOTE=umega5;38539076]Oh the Ironsights only break on the Scar H after you put an attachment on then remove it.[/QUOTE] Already fixed.
For some reason when I spawn the SV-98, it isn't there. I really want to try it out but I cannot for some reason.
[QUOTE=bmt1999;38556676]For some reason when I spawn the SV-98, it isn't there. I really want to try it out but I cannot for some reason.[/QUOTE] the model and sounds aren't included. wait for a non beta release perhaps.
[QUOTE=bmt1999;38556676]For some reason when I spawn the SV-98, it isn't there. I really want to try it out but I cannot for some reason.[/QUOTE] It's a M98B, not a SV-98.
I notice that the USP.45 from Extra Cuztomizable Weaponry have reload animation bug.
[QUOTE=mdmrzk;38562375]I notice that the USP.45 from Extra Cuztomizable Weaponry have reload animation bug.[/QUOTE] it's not a bug...+1 animation...unlucky LEET can't do nothing about it because an animator is needed
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