• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
[QUOTE=zackyd;38595256]edit: nevermind I see what you mean, than why does the l85 look less choppy with the way it handles the partial reload?[/QUOTE] it might have a partial reload animation, i don't use this pack but judging by what you say it has a deploy animation that starts near where the cocking animation ends
[QUOTE=zackyd;38595256]edit: nevermind I see what you mean, than why does the l85/sig552/g36c and a few others look less choppy with the way it handles the partial reload?[/QUOTE] Just depends on how the animator does it. If the frame that's cut off is closer to the origin, the transition won't look as choppy. There IS a way to smooth the transitions from the frame that you cut it off from, and the final frame, however. Once Spy gets done with his porting, I'd advise he looks into smoothing his anims.
[QUOTE=Marlwolf78;38599712]Once Spy gets done with his porting, I'd advise he looks into smoothing his anims.[/QUOTE] Like hell I'm gonna spend my free time decompiling, adding some shit to a .qc file and recompiling the models. [editline]26th November 2012[/editline] [QUOTE=zackyd;38592355]not sure if already reported but here... acog on m416,m4a1,magpul,and most m16/m4 type ARs [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997 g36c error with acog [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997[/QUOTE] Huh, I guess I fixed this bug already, because I'm not getting it.
[QUOTE=LEETNOOB;38600122] Huh, I guess I fixed this bug already, because I'm not getting it.[/QUOTE] I think it is that one related to aiming acog.
[QUOTE=Lubci;38600260]I think it is that one related to aiming acog.[/QUOTE] Yes.
[QUOTE=LEETNOOB;38600122]Like hell I'm gonna spend my free time decompiling, adding some shit to a .qc file and recompiling the models. [/QUOTE] Smoothing's done in the code you silly~
[QUOTE=Marlwolf78;38601300]Smoothing's done in the code you silly~[/QUOTE] It is? Oh cool, give me an example.
Call of Garry: Modern Source :D
[QUOTE=Sh4rpSh00tah;38603638]Call of Garry: Modern Source :D[/QUOTE] it's actually just Customizable Weaponry. no call of duty reference needed. [sp]for the good of all[/sp]
[QUOTE=LEETNOOB;38601680]It is? Oh cool, give me an example.[/QUOTE] Well, it's integrated in the engine Looking into it, it kinda varies on whether or not the compiler spammed the snap command in the QC Some guns'll have it, some guns won't, if you need certain things fixed, that can be arranged
[QUOTE=Marlwolf78;38604088]Well, it's integrated in the engine Looking into it, it kinda varies on whether or not the compiler spammed the snap command in the QC Some guns'll have it, some guns won't, if you need certain things fixed, that can be arranged[/QUOTE] I've got decompiled source for some of the weapons and maybe some more depending how many I bodygroup sights on, so I can add/remove snaps in a fair few weapons if needed
I got this error message when using the Acog for the HK-416: [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997 [editline]26th November 2012[/editline] The H&K G3A3's sight might be broken. I cannot post a picture for some reason but it is like how you would try to get more of the frontal sight instead of the back etc... And the FN SCAR-H's back sight is too high. [editline]26th November 2012[/editline] Also the Frag Ammo for the Spas-12 brings this error: [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 [editline]26th November 2012[/editline] Acog issues with the M16A2 as well. [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997
[QUOTE=bmt1999;38607229]I got this error message when using the Acog for the HK-416: [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997 [editline]26th November 2012[/editline] The H&K G3A3's sight might be broken. I cannot post a picture for some reason but it is like how you would try to get more of the frontal sight instead of the back etc... And the FN SCAR-H's back sight is too high. [editline]26th November 2012[/editline] Also the Frag Ammo for the Spas-12 brings this error: [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 [editline]26th November 2012[/editline] Acog issues with the M16A2 as well. [ERROR] ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997: attempt to compare nil with number 1. unknown - ...le weaponry/lua/weapons/cstm_base_xtra_pistol/shared.lua:997[/QUOTE] all of those were fixed already
[QUOTE=MrBunneh;38605136]I've got decompiled source for some of the weapons and maybe some more depending how many I bodygroup sights on, so I can add/remove snaps in a fair few weapons if needed[/QUOTE] Well, it's not at all like it's a hard job to do, just tedious You can coordinate that with Spy as you want
[QUOTE=Marlwolf78;38604088]Well, it's integrated in the engine Looking into it, it kinda varies on whether or not the compiler spammed the snap command in the QC Some guns'll have it, some guns won't, if you need certain things fixed, that can be arranged[/QUOTE] That's exactly what I said...
Playing with models for fix is not actually fun.
[QUOTE=LEETNOOB;38612213]That's exactly what I said...[/QUOTE] Was me clarifying that what you wanted was already integrated into Gmod and wasn't a code snippet or something Besides, you apparently have a models guy, so this shouldn't be too much load on your back, should it
[QUOTE=Sh4rpSh00tah;38603638]Call of Garry: Modern Source :D[/QUOTE] Should of been Garrysfield 3 XD I keed the guy, but tbh this topic isn't really CoD related :v:
Ok, Enough. Stop saying about CoD and BF. That's not funny anymore.
[QUOTE=Marlwolf78;38613368]Was me clarifying that what you wanted was already integrated into Gmod and wasn't a code snippet or something Besides, you apparently have a models guy, so this shouldn't be too much load on your back, should it[/QUOTE] It would be a lot on his back, and he's not always available. So no, it's a no-no either way.
[QUOTE=LEETNOOB;38614096]It would be a lot on his back, and he's not always available. So no, it's a no-no either way.[/QUOTE] I got time If you need me to fill in gaps, I can
[QUOTE=Marlwolf78;38614512]I got time If you need me to fill in gaps, I can[/QUOTE] n-no!
[QUOTE=LEETNOOB;38614958]n-no![/QUOTE] not those kind of gaps, spy I mean models
[QUOTE=Marlwolf78;38614972]not those kind of gaps, spy I mean models[/QUOTE] if you could do the ones with attachable silences in the anims (the skins for m4 and whatever the ct's pistol is) that would be great, my model decompiler has never been able to decompile those ones? I'm on school holidays now so I can like probably start work on some of them especially if it's pretty much just adding/removing snap to the qc.
[QUOTE=MrBunneh;38615490]if you could do the ones with attachable silences in the anims (the skins for m4 and whatever the ct's pistol is) that would be great, my model decompiler has never been able to decompile those ones? I'm on school holidays now so I can like probably start work on some of them especially if it's pretty much just adding/removing snap to the qc.[/QUOTE] Use the latest version of StudioMDL, the integrated decompiler won't crash like the standalone version does
[QUOTE=Marlwolf78;38615588]Use the latest version of StudioMDL, the integrated decompiler won't crash like the standalone version does[/QUOTE] oh shit, awesome :o cheers dude!
Is it just me or bipod model doesn't like being scaled?
[QUOTE=Marrub;38607840]all of those were fixed already[/QUOTE] Then where is the latest download for this SWEP pack?
[QUOTE=bmt1999;38617659]Then where is the latest download for this SWEP pack?[/QUOTE] it isn't released numnuts
[QUOTE=bmt1999;38617659]Then where is the latest download for this SWEP pack?[/QUOTE] There is a beta, scroll trough the thread and you'll find it
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