• RagMod 2 v4
    485 replies, posted
[QUOTE=gamegenuis;40115114]I did put it in the addons folder. I named the folder ragmod to keep it organized[/QUOTE] ...Then you're doing something wrong, I don't know. Also, in the development of my gamemode I realized I completely disregarded Teams. In the next version (5.72) I will be implementing a system that makes you immune to RM while on the Spectator/Unassigned/Connecting teams (which also prevents a nasty crash that can occur when people use bad practices and make you join the Connecting team (which I totally didn't do :T)). Also I completely forgot to look into Workshop support. Sue me.
[QUOTE=DarkShadow6;40146491]Also I completely forgot to look into Workshop support. Sue me.[/QUOTE] Tell me, why should we sue you when you're pretty much the only one updating this cool Gmod addon? We'll sue you when we get a better "updater", now go back to work! Pretty please with all my realistic heart! :D
[QUOTE=Blitzoreo;40147296]We'll sue you when we get a better "updater", now go back to work![/QUOTE] I grinned. [editline]3rd April 2013[/editline] Oh, also, I forgot to make clients download the sounds and materials. So that'll be in 5.72.
I was thinking that listing all of the addons I use would be too tedious, so I'd just take a picture of my addons folder. [url]http://i.imgur.com/L0ZV3vY.png[/url] Apparently though, garrysmod doesn't delete old addons, because I'm not using even half the stuff here. I'll list it tomorrow :v:
You can add this addon to steam workshop?
The new Garry's Mod update seems to have broken Ragmod for me. I end up just throwing away my primary weapon on the floor, which I can pick up again. And the rest of my inventory is discarded to Narnia it seems. The lovely error message in my console: [ERROR] addons/ragmod/lua/autorun/ragmod.lua:755: bad argument #1 to 'GetBodygroup' (number expected, got no value) 1. GetBodygroup - [C]:-1 2. PlayerRagdolize - addons/ragmod/lua/autorun/ragmod.lua:755 3. unknown - addons/ragmod/lua/autorun/ragmod.lua:2392 4. unknown - lua/includes/modules/concommand.lua:69 Tested it vanilla-style (with no other mods working) and the new update seems to have broken it.
I can confirm this.
i found out why the new ragmod didn't work, i didn't know it only worked on gmod 13
[QUOTE=CrashCo;40221313]The new Garry's Mod update seems to have broken Ragmod for me. I end up just throwing away my primary weapon on the floor, which I can pick up again. And the rest of my inventory is discarded to Narnia it seems. The lovely error message in my console: [ERROR] addons/ragmod/lua/autorun/ragmod.lua:755: bad argument #1 to 'GetBodygroup' (number expected, got no value) 1. GetBodygroup - [C]:-1 2. PlayerRagdolize - addons/ragmod/lua/autorun/ragmod.lua:755 3. unknown - addons/ragmod/lua/autorun/ragmod.lua:2392 4. unknown - lua/includes/modules/concommand.lua:69 Tested it vanilla-style (with no other mods working) and the new update seems to have broken it.[/QUOTE] yup, thats the problem. Whenever your supposed to get ragdolled you don't, and you just loose all your weapons.
So is anyone going to fix this? :c it was a really nice addition to my server and i miss it very much. Or is this guy banned forever? o_O?
[QUOTE=XxNAMExHERExX;40248059]So is anyone going to fix this? :c it was a really nice addition to my server and i miss it very much. Or is this guy banned forever? o_O?[/QUOTE] I hope he can be back (unbanned) soon, it's not fair about this :( --> [QUOTE][URL]http://facepunch.com/showthread.php?t=1259267&p=40174140&viewfull=1#post40174140[/URL][/QUOTE]
[QUOTE=GeekDeer;40250286]I hope he can be back (unbanned) soon, it's not fair about this :( -->[/QUOTE] Looks like he's unbanned now :D hopefully he updates this :3
[QUOTE=GeekDeer;40250286] it's not fair about this :([/QUOTE] I'm black, so I have all the right to call myself a nigger. I updated while banned, if anyone had checked. [editline]17th April 2013[/editline] Not to mention FT was pretty much made for crap threads that don't have anywhere else to go. I would have posted in Lua but I thought it too insignificant for that. [editline]17th April 2013[/editline] Gonna work on it some more now, maybe fix flying while crawling, hurr [editline]17th April 2013[/editline] Quad post, but wouldn't it be nice if we could see the reason we're banned when logging in to a banned account or something...? I had no idea why I was banned the entire length of it; I don't have a good memory and the entire content of whatever post I was banned for eluded me. [editline]17th April 2013[/editline] Lodsaposts. Let me explain myself: I fixed the bodygroup bug (well, not "fixed", I still need to reimpliment bodygroup support).
Good to have you back.
[QUOTE=CrashCo;40325167]Good to have you back.[/QUOTE] ♥ yeah now i can continue my regiment of never updating and bitching about everything :) Here's my plans: I'm making another addon, and I have a plan to merge some of the more extravagant features of RM into it. If you get both addons, the only change would be some of the cvars will be different and there will be more features (i.e. related to the camera and shit). If you are the kind of person that doesn't like the fact that RagMod has morphed into some "deformed beast" or however someone with your type of opinion would describe it, the new version with those features moved would be more your forté. If you prefer the newer features, getting them back will be as simple as getting the other addon, and you'll probably enjoy the features present there, too. Hopefully splitting them up will also reduce some of the lag people seem to have with RM. After making a decision on the above (hopefully with user input though I'm not expecting much), I plan on releasing a very much cleaned up RM update and putting it on the workshop, probably v6. I'll probably make threads for all of the addons at that point. Also, all of the addons will be put on the Workshop (finally). If I don't actually put them on there you all have permission to whip me until I die of blood loss.
[QUOTE=DarkShadow6;40369841]♥ yeah now i can continue my regiment of never updating and bitching about everything :) [/QUOTE] That's part of your charisma. Also, I approve of your idea. Though a tiny little bit more info about what those extra features will be would be pretty awesomeballs.
[QUOTE=CrashCo;40374972]That's part of your charisma. Also, I approve of your idea. Though a tiny little bit more info about what those extra features will be would be pretty awesomeballs.[/QUOTE] hue, just a little bit of self-detriment for a joke. Awesomeballs, you say? Remember SharpeYe? [url]http://www.facepunch.com/showthread.php?t=908557[/url] Sorta like that, but a little different. I guess what I've always wanted out of SharpeYe. I'm still not sure where I'm going to take it, at this stage of development. I might even stretch as to include more serverside things, like increased freedom of movement (I've always been a fan of parkour). Really I'm just messing around right now to see what feels right. As usual, any input will go towards development if it is given. As of now, the features include: - smoothed eye angles and eye position - smoothed view model angles and position - eye angles track the view model angles when doing things like reloading - you can see your body if you look down (still needs some tweaking) - view model and eye angle jitter when flying through the air at high speeds - ugh I hate to say this but I experimented with ironsights dont kill me After the move, it will also include the following RagMod effects: - wind sound effects (GREATLY improved over the old version) - heartbeat sound effect - motion blur - post processing - not sure if I want to move the headshot detection over to the other addon or not; probably. To be honest I don't even know why I made that feature... About the features I'll be moving over: really, everything that isn't directly linked to getting hit in the face and falling down will probably be going. Because, I must agree somewhat, I feel RagMod has gotten a little too big and too vast to just be a ragdolization addon anymore. After all this addon drama is done (it will probably take a few weeks at best), I will actually make some credible publicity material for them (screenshots, videos, etc.), put them on the Workshop, and make new FP threads for them. [editline]22nd April 2013[/editline] since you seem so sincerely interested, add me on Steam and I'll start up a listen server some time. [editline]22nd April 2013[/editline] Hm, now that I think about it, if I were to do a freedom of motion addon, it would probably be separate from RagMod and the new one. Too much stuff.
SharpYe was, and still is awesome. (Just like you, so suave) So I, for one, see this as a good(awesome) thing. It's perhaps a good idea to separate the "parkour aspect" from this SharpYe+RagMod morph thing. And make it perhaps a compatible addon of some sorts, because I too share a liking to parkour and freerunning but I don't know if it will work all together. (And so far I have yet to stumble upon a really good parkour addon.) Iron sights, eh? Very interesting. I'd love to see what you could come up with. If you can pull it off nicely, so it just doesn't look nice but actually works that'd be tops. About the headshot detection, but this is just my opinion, I didn't like it. I always found myself disabling that headshot sound in your Ragmod addon. But everybody's different. (If that's what you're talking about.) What I also really like about SharpYe, apart from it's badassery, is the customization. You can enable/disable anything and everything you want and change the look of it all, I think that's really important because everybody had a different opinion about things, how they should work and look like. [B]EDIT: [/B] I could perhaps work on a demonstration video like SharpYe's? Because I'm mayor boss level at video's. *Ahem.*
[QUOTE=CrashCo;40380520]SharpYe was, and still is awesome. (Just like you, so suave) So I, for one, see this as a good(awesome) thing.[/quote] I am suspicious of your flattery. No offence. [QUOTE=CrashCo;40380520]It's perhaps a good idea to separate the "parkour aspect" from this SharpYe+RagMod morph thing. And make it perhaps a compatible addon of some sorts, because I too share a liking to parkour and freerunning but I don't know if it will work all together. (And so far I have yet to stumble upon a really good parkour addon.)[/quote] Yeah of course. Unfortunately due to the way GM hooks and such works, it would be a hassle to make all of this work in perfect harmony, but it's still doable. It will probably break any other addons that modify the camera and such, just like SharpeYe did. I had a few good addons back in the day, but my favorite was fraught with errors and such that really put me off. It'd be nice to have one that actually worked. The more I talk about this the more I want to actually start on it, but there are things that must be done before that. [QUOTE=CrashCo;40380520]Iron sights, eh? Very interesting. I'd love to see what you could come up with. If you can pull it off nicely, so it just doesn't look nice but actually works that'd be tops.[/quote] [img]http://cloud-2.steampowered.com/ugc/866091416846550888/F10C6A9E21AE881286DA645E0A50F4ABBB7D0D30/1024x768.resizedimage[/img] [url=http://steamcommunity.com/id/DarkShadow6/screenshots/]More.[/url] [QUOTE=CrashCo;40380520]About the headshot detection, but this is just my opinion, I didn't like it. I always found myself disabling that headshot sound in your Ragmod addon. But everybody's different. (If that's what you're talking about.)[/quote] No, that's quite fine. As I said, I don't really have any idea at all why I made it. It was suggested and I did it because why not? I'm starting to rethink it, though. It serves pretty much no purpose at all besides being shiny (then again SharpeYe was just there to look fancy too, and I'm making an addon influenced by it...). [QUOTE=CrashCo;40380520]What I also really like about SharpYe, apart from it's badassery, is the customization. You can enable/disable anything and everything you want and change the look of it all, I think that's really important because everybody had a different opinion about things, how they should work and look like.[/quote] Even though I added megatons of cvars it seems some people seemed to still not agree with the new features. In hindsight, I was too busy fawning over them to really take a step back and look at what I'd done. Things have gotten too complex. Perhaps I should make a more competent gui to handle all the features. [QUOTE=CrashCo;40380520][B]EDIT: [/B] I could perhaps work on a demonstration video like SharpYe's? Because I'm mayor boss level at video's. *Ahem.*[/QUOTE] I don't have any video editing equipment or software at the moment, so if you would like. As I said, to continue this discussion it would be best to just add me. [editline]22nd April 2013[/editline] [img]http://cloud-2.steampowered.com/ugc/487752425910041057/EAF9F172F2452DCAF10DB1EF171DF614A01818A3/[/img] le good old days
I'm not sure if you're gonna dwell into this area at all or not, but I've always thunk that the way weapons behaved when walking seemed so detached. When I say the way they behaved, I mean the lack of.
[QUOTE=Tinter;40382179]I'm not sure if you're gonna dwell into this area at all or not, but I've always thunk that the way weapons behaved when walking seemed so detached. When I say the way they behaved, I mean the lack of.[/QUOTE] Of course. That was the first thing I did.
So does anyone else here have an issue where starting a listen server with the current SVN version of ragmod installed causes the client to hang at initializing game data with a grey screen? I have isolated it to this addon with everything else removed and disabled. [editline]23rd April 2013[/editline] Interestingly, starting a single player game first and then starting a listen server works.
[QUOTE=Lyoko774;40394779]So does anyone else here have an issue where starting a listen server with the current SVN version of ragmod installed causes the client to hang at initializing game data with a grey screen? I have isolated it to this addon with everything else removed and disabled. [editline]23rd April 2013[/editline] Interestingly, starting a single player game first and then starting a listen server works.[/QUOTE] oh god not something else i have to find and fix But, no, I've never had that problem.
illjustleavethishere [video=youtube;GMivIA51UVU]http://www.youtube.com/watch?v=GMivIA51UVU[/video] [editline]23rd April 2013[/editline] FUCKING HIGH AS FUCK [video=youtube;7B_k99__K2o]http://www.youtube.com/watch?v=7B_k99__K2o[/video]
I'v got that same problem. [QUOTE=Lyoko774;40394779]So does anyone else here have an issue where starting a listen server with the current SVN version of ragmod installed causes the client to hang at initializing game data with a grey screen? I have isolated it to this addon with everything else removed and disabled. [editline]23rd April 2013[/editline] Interestingly, starting a single player game first and then starting a listen server works.[/QUOTE]
Looks really nice so far.
[QUOTE=mr_kroon;40422576]I'v got that same problem.[/QUOTE] ffs I've begun porting the RagMod code over to GM+. I think that's what I'll call it, I dunno. [video=youtube;DtIp44CgPlM]http://www.youtube.com/watch?v=DtIp44CgPlM[/video] [editline]27th April 2013[/editline] Listening to the same track on loop for a few hours can't be good for me.
How does this work with sweps?
Can we get an option to toggle gibbing?
[QUOTE=Tinter;40447415]How does this work with sweps?[/QUOTE] There is no difference. And, yes, it does factor in SWEP [viewmodel] calcviews. [editline]27th April 2013[/editline] [QUOTE=Mike Tyson;40447642]Can we get an option to toggle gibbing?[/QUOTE] rm_ragdoll_gib_enabled 0 [editline]27th April 2013[/editline] If you're getting lag from it, just disable decaps (rm_ragdoll_decapitation_enabled 0) and blood spurts (rm_ragdoll_blood_spurt_enabled 0); that should fix it.
Sorry, you need to Log In to post a reply to this thread.