• RagMod 2 v4
    485 replies, posted
[QUOTE=Zomburger;39192685]Thank you[/QUOTE] I love how I instantly knew what it was. Speaking of that, I should make it so that if the cvar doesn't exist or you aren't playing a sandbox-derived gamemode that doesn't block damage. Derp.
[QUOTE=DarkShadow6;39206033]I love how I instantly knew what it was. Speaking of that, I should make it so that if the cvar doesn't exist or you aren't playing a sandbox-derived gamemode that doesn't block damage. Derp.[/QUOTE] You might want to Create rag mod as rag mod, And not some mashed up hyper version of rag mod that has a bunch of other scripts shoved into it with the rm_ prefix added onto the beginning. But that's just my opinion.
[QUOTE=Magenta;39211181]You might want to Create rag mod as rag mod, And not some mashed up hyper version of rag mod that has a bunch of other scripts shoved into it with the rm_ prefix added onto the beginning. But that's just my opinion.[/QUOTE] For example, holstering. It is there, but why? You should implement a plugin system for this. Here's how: You keep the base RagMod as the ragdoll staying after respawn, and make dismemberment/gibs as a plugin, same with all the extras like oxygen level, parachute and all the other shit. Isn't this a good idea?
Gibbing, blood, etc works for npcs, but it doesn't work for the player ragdoll when rm_ragdolize is used?
[QUOTE=LittleBabyman;39213419]For example, holstering. It is there, but why? You should implement a plugin system for this. Here's how: You keep the base RagMod as the ragdoll staying after respawn, and make dismemberment/gibs as a plugin, same with all the extras like oxygen level, parachute and all the other shit. Isn't this a good idea?[/QUOTE] I wouldn't say that, Rag mod was meant to be fun with ragdoll manipulation. Such as the hand grabbing, The ragdoll damage, The ragdoll surfing, So on so forth. I happen to have the latest beta DS never released, Fixed up and what not. But iv'e lost contact with him so i'm in no position to even think about such. The additions to this "Rag mod" here are unneeded and in my opinion just clutter the fact that this was once a fun little addition to G-Mod.
[QUOTE=Magenta;39211181]You might want to Create rag mod as rag mod, And not some mashed up hyper version of rag mod that has a bunch of other scripts shoved into it with the rm_ prefix added onto the beginning. But that's just my opinion.[/QUOTE] [QUOTE=LittleBabyman;39213419]For example, holstering. It is there, but why? You should implement a plugin system for this. Here's how: You keep the base RagMod as the ragdoll staying after respawn, and make dismemberment/gibs as a plugin, same with all the extras like oxygen level, parachute and all the other shit. Isn't this a good idea?[/QUOTE] [QUOTE=Magenta;39217271] The additions to this "Rag mod" here are unneeded and in my opinion just clutter the fact that this was once a fun little addition to G-Mod.[/QUOTE] What part of you can disable anything you don't want do you not understand? I mean, really. [editline]14th January 2013[/editline] Did I not make it clear enough that there are cvars for literally every aspect of the addon? If not then it's my fault. [editline]14th January 2013[/editline] And, by the way, the latest beta of the old RagMod had a plugin-like system. It would be pretty simple to impliment, and it would flow with the latest style of GM (the whole class deriving system). If enough support is given I'll try it out. However... Note that doing this would make things slower to load, and depending on how I impliment it, it could make future updates take longer (implying they don't take a long time anyway :s).
[QUOTE=DarkShadow6;39219373]What part of you can disable anything you don't want do you not understand? I mean, really. [editline]14th January 2013[/editline] Did I not make it clear enough that there are cvars for literally every aspect of the addon? If not then it's my fault. [editline]14th January 2013[/editline] And, by the way, the latest beta of the old RagMod had a plugin-like system. It would be pretty simple to impliment, and it would flow with the latest style of GM (the whole class deriving system). If enough support is given I'll try it out. However... Note that doing this would make things slower to load, and depending on how I impliment it, it could make future updates take longer (implying they don't take a long time anyway :s).[/QUOTE] It's not the fact of "Being able to disable it" It's the fact that you've added on a bunch of shit rag-mod never had or needed.
[QUOTE=Magenta;39219644]It's not the fact of "Being able to disable it" It's the fact that you've added on a bunch of shit rag-mod never had or needed.[/QUOTE] And being able to easily (in my opinion) disable these features doesn't matter at all?
[QUOTE=DarkShadow6;39219750]And being able to easily (in my opinion) disable these features doesn't matter at all?[/QUOTE] Quality over quantity.
[QUOTE=Magenta;39219944]Quality over quantity.[/QUOTE] ... If you're implying that this rendition of RagMod isn't of a good enough level of quality, I would appreciate any feedback that could, you know, help rectify this. I started this project because I liked RagMod but it was old and rather broken and the beta just didn't work at all for me. I added what I and (I had hoped) other people would like to it, to make it an "all-in-one" sort of deal. The reason why there are so many features is so each person can customize their experience as much as possible. If someone wants something added that isn't too far-fetched, I'll do it. If someone finds a bug, I fix it. Unfortunately, although this thread has some views to it, there is less than I would like when it comes to user feedback. Just a simple "hey this is pretty nice" is better than the long streaks of silence that seem to happen around here. I can understand that's probably because of the Steam Workshop catching everyone's attention but still. When you say RagMod doesn't "need" any more features, I honestly take that as an insult. Nothing is ever really complete; anything can always be made better, and to me, trying to create new features is a subset of that. To be honest, I don't understand why you are so... Flustered, I guess, over the fact that new things exist, because you can easily make RagMod function like it used to in ds3's last release. I just don't see the point of disliking the fact that something exists, when it has the potential of being reverted. I'm trying to relate here. I played ROBLOX a while ago. My problem with them was that when new content creation features [i]did[/i] come out, the old ones were either safeguarded behind (admittedly shaky) security features from the average user, tweaked to the point of malfunction or removed completely. If the old methods had been at least preserved in a mostly working state, I would have no problem with any sort of innovations that happened to come around. But that's not what happened. Please, explain to me your discomfort. I want to understand. [editline]14th January 2013[/editline] And, keep in mind, this is pretty much the first (and so far the only one released) serious thing I've ever done with Glua. I'm not the best at this, so bugs and other bad things are expected.
[QUOTE=DarkShadow6;39220126]When you say RagMod doesn't "need" any more features, I honestly take that as an insult. Nothing is ever really complete; anything can always be made better, and to me, trying to create new features is a subset of that.[/QUOTE] Is that the same as saying Call of duty needs more guns? F.E.A.R Needs more jump scares? Trying to create more things upon something isn't a subset of something being able to be improved on. It's cause for increasing the "Possibilities" of something that doesn't need more possibilities. Imagine if i downloaded a Map, And that map included LUA Coding and models for Some kinda slow motion entity, Along with a Holster script and a Change the players run speed script. I'm downloading a map, Not a "Pack full o stuff" In Addition, I'm not flustered, I'm just initiating conversation.
[QUOTE=Magenta;39221183]Is that the same as saying Call of duty needs more guns?[/QUOTE] I'd say yes. [QUOTE=Magenta;39221183]F.E.A.R Needs more jump scares?[/quote] I've never played it, so I dunno. [QUOTE=Magenta;39221183]Trying to create more things upon something isn't a subset of something being able to be improved on.[/quote] [QUOTE=DarkShadow6;39220126]and [b][i]to me[/i][/b], trying to create new features is a subset of that.[/quote] [QUOTE=Magenta;39221183]It's cause for increasing the "Possibilities" of something that doesn't need more possibilities.[/quote] I disagree with that. [QUOTE=Magenta;39221183]Imagine if i downloaded a Map, And that map included LUA Coding and models for Some kinda slow motion entity, Along with a Holster script and a Change the players run speed script.[/quote] That would be neat, if impractical. [QUOTE=Magenta;39221183]I'm downloading a map, Not a "Pack full o stuff"[/quote] Well, no, you're downloading a "Pack full o stuff" that comes with a map by that description. [QUOTE=Magenta;39221183]In Addition, I'm not flustered, I'm just initiating conversation.[/QUOTE] It sure didn't come off as just "initiating conversation". Okay, so, you just don't like change. That's all I can see behind your reasoning. Which still makes zero sense to me when those changes can be nullified. Time for me to give some examples: Is that the same as saying you should eat the same type of food every day, without any variation or addition? Cars don't need more economical ways to manage fuel consumption? Video games don't need any graphical or auditory advancements, people will be completely happy with the same recycled games over and ove- Wait... Bad example. You see where I'm going with this, though. Everyone is entitled to their own opinions, but I still fail to understand yours to any point. Certainly, when I say everything could use more, that is a generalization; the choices of what to add and what to omit are trivial and subject to the situation at hand, but there's always room for improvement. Whether or not you think an addition should or should not be included should be irrelevent if it is actually an addition and not a direct change or overwrite. You also seem to fail to notice that yours is not the only opinion in the world. There are people I know personally, even people in this very thread, that have supported the changes and additions to my rendition of RagMod. When you say it "doesn't need more possibilities", does that mean you should stick with the original, unedited version of RagMod from GM12 that no longer works, because it's the original and, as you said, "doesn't need more possibilities"?
You're completely missing my point, I don't need to spend anymore time trying to get you to see a point of view other than your own if you're not able to.
[QUOTE=Magenta;39221894]You're completely missing my point, I don't need to spend anymore time trying to get you to see a point of view other than your own if you're not able to.[/QUOTE] your grammatical structure was pretty abysmal, I'm having trouble understanding where you're coming from as well are you trying to get across the 'less is more' idea?
[QUOTE=The Rizzler;39221994]your grammatical structure was pretty abysmal, I'm having trouble understanding where you're coming from as well are you trying to get across the 'less is more' idea?[/QUOTE] Not really, I'm trying to get across the point that this isn't "Rag Mod"
[QUOTE=Magenta;39222023]Not really, I'm trying to get across the point that this isn't "Rag Mod"[/QUOTE] so you're complaining that a free mod with extra features that is also customisable should have less features? you could spend the same amount of effort from whining going off and disabling all the extras to get "pure" ragmod you know
[QUOTE=The Rizzler;39222118]so you're complaining that a free mod with extra features that is also customisable should have less features? you could spend the same amount of effort from whining going off and disabling all the extras to get "pure" ragmod you know[/QUOTE] Able to explain it better than I probably ever could. I certainly get their point, I just don't understand [i]why they chose it[/i].
[QUOTE=The Rizzler;39222118]so you're complaining that a free mod with extra features that is also customisable should have less features? you could spend the same amount of effort from whining going off and disabling all the extras to get "pure" ragmod you know[/QUOTE] I'm not complaining, I'm expressing my opinion, No point in going on from here.
[QUOTE=Magenta;39223154]I'm not complaining, I'm expressing my opinion, No point in going on from here.[/QUOTE] Then why are you still posting...? [editline]14th January 2013[/editline] And, from my standpoint, there is a fair deal of complaining going on. Opinions can be complaints.
Bah... A simple plugin system would be just good.
I hope you will make a great addon.
[QUOTE=otokonoko88;39262042]I hope you will make a great addon.[/QUOTE] I don't want to be an addon... I want to be human!
Wow, I haven't updated in a very long while. Anyway, 5.6 is out. It fixes most of the bugs present from the latest GM update. Gibbing and decaps are generally fixed (though decaps look fugly, bones don't completely disappear when gibbed so there's little black streaks everywhere). Parachute, rope, etc. are all marginally fixed. I've pretty much modified everything in the addon at least a little bit. For the time being, RagMod is stable enough to not warrant any more updates. I have another project I'm working on that's taking most of my time when I do get around to opening GM (protip: if you've played Killing Floor you'll like it). Also, I've gotten into Source mapping lately so a lot of time has been devoted to Hammer as well. I'm also very behind on my studies, so that's there too. Basically, I'm busy. By the way, no, I don't think I'll be doing any blood effect modifications (both to RagMod's blood system and the ones people wanted me to impliment) any time soon.
OH ALSO I ALMOST FORGOT I'M IN CALIFORNIA IN A HOTEL ON THE BEACH AND TOMORROW I'M GOING TO[sp]BLACK[/sp]MESA, ARIZONA
Okay, i have a pretty bad error with this addon. Whenever i type the kill command in console garrysmod just freezes and i cannot do anything. I am forced to Ctrl+Alt+Del and end the process. There are no errors and this is the only mod installed on my garrysmod. Any ideas?
[QUOTE=XxNAMExHERExX;39927239]Okay, i have a pretty bad error with this addon. Whenever i type the kill command in console garrysmod just freezes and i cannot do anything. I am forced to Ctrl+Alt+Del and end the process. There are no errors and this is the only mod installed on my garrysmod. Any ideas?[/QUOTE] This has happened before, garry probably broke something again. I'll be home in a few days, I'll check it out then.
I'd just thought I'd say that it doesn't happen to me. [editline]20th March 2013[/editline] Although sometimes when I kill npcs 2 bodies appear, 1 a ragdoll and the other without physics. If I then go to pick up their weapon, a few seconds after, an ammo box appears. When I take that another one appears again after a few seconds.
i got svn i just need the folder name or how to install it (if it's diffrent). i only got ragmod 2 v2 to work
5.71 is out. 1. I wasn't able to get that glitch, XxNAMExHERExX. It could be the fact that I'm checking for things and performing actions while the game is paused (I'm guessing you're in single player, becuase that's where it usually happens). If you really have to kill yourself, bind a key to kill (I use /) for the time being while I continue to investigate. Also, any more info you could provide would be nice. 2. Tinter, that whole ammo box situation sounds awful suspicious. Could you provide list of your addons? Because I've never had any sort of thing like that happen and I'm not even sure if it's my fault. But the ragdolls thing is an ongoing problem. 3. gamegenuis, you are a genuis: a. Navigate to Program Files/Steam/steamapps/your_user_name/garrysmod/garrysmod/addons/ b. Make a new folder. Doesn't matter what it's called. c. (I expect you have TortoiseSVN for this) Right click on the folder and hit SVN Checkout. Then copy paste the SVN url in the box that shows up, hit OK. That's it. d. Periodically right click on the folder and hit SVN Update so it'll update to the latest version. 4. I fixed the motion blur. I broke it a while ago and I thought it was garry's fault :T 5. I'm looking into Workshop support now.
I did put it in the addons folder. I named the folder ragmod to keep it organized
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