[QUOTE=Kung Fu Jew;35751675]Great. And the bug I mentioned before is fixed.[/QUOTE]
Okey. Looks like I fixed it by just rewriting the code :\
Edit: You seem to be a good source of ideas, got any more? I'm ready to release beta 9.
None, other than an age old bug I remember, where if, I think, an NPC kills you while ragdolled, or maybe it's if you get up and end up stuck inside them, they turn invisible until they die. This is most prevalent with antlion guards and I don't think it happens with any other NPC, but it could.
[QUOTE=Kung Fu Jew;35751837]None, other than an age old bug I remember, where if, I think, an NPC kills you while ragdolled, or maybe it's if you get up and end up stuck inside them, they turn invisible until they die. This is most prevalent with antlion guards and I don't think it happens with any other NPC, but it could.[/QUOTE]
Well, would you look at that. I have no idea how I would go about fixing that.
If you somehow manage to get inside an NPC, they will turn invisible, not just killing your or anything. It's not RM's fault, either.
[editline]29th April 2012[/editline]
Oh, and rm 2 v4.1 Released.
cool !!
any link of rm 2 v4.1 ?
You really should make an svn for this.
[QUOTE=GeekDeer;35753477]
You really should make an svn for this.[/QUOTE]
I know.
[QUOTE=GeekDeer;35753477]any link of rm 2 v4.1 ?[/QUOTE]
Same link as before, just updated the zip.
[QUOTE=DarkShadow6;35753487]I know.
Same link as before, just updated the zip.[/QUOTE]
Cool thanks !
Do you have a changelog for update ?
[QUOTE=GeekDeer;35753508]Cool thanks !
Do you have a changelog for update ?[/QUOTE]
Fixed a few bugs, added rm_ragdoll_recovery_on* delay values for different damage types, added variable post-processing (disable with rm_pp_restrict 1), added heartbeat sound effect based on health (disable with rm_heartbeat_enabled 0).
Edit: And, yes, I know I could of used player/heartbeat1.wav, but it just sounds so absolutely terrible.
do you remember in a earlier rev. about when ds3 made npc ragdolizable ? (I dont remember wich rev is it, sorry)
if you can and if is in your Lua skills can you remake it possible ?
And I just tested and it is possible to make the ragdoll fall from the front head instead from the back ?
[QUOTE=GeekDeer;35753690]do you remember in a earlier rev. about when ds3 made npc ragdolizable ? (I dont remember wich rev is it, sorry)
if you can and if is in your Lua skills can you remake it possible ?
[/quote]
It was never released, but he was planning on making something like this.
I'm going to try to do this eventually, but I need to fix up my code a bit to support NPCs first.
[QUOTE=GeekDeer;35753690]
it is possible to make the ragdoll fall from the front head instead from the back ?[/QUOTE]
Front head? What.
[QUOTE=DarkShadow6;35753716]It was never released, but he was planning on making something like this.
I'm going to try to do this eventually, but I need to fix up my code a bit to support NPCs first.[/QUOTE]
cool , take your time about fixing, i love what you do :D
[QUOTE=DarkShadow6;35753716]Front head? What.[/QUOTE]
Falling head first and not falling from the back.
sorry about how I'm telling this, I'm not very good in english.
[QUOTE=GeekDeer;35753747]cool , take your time about fixing, i love what you do :D
[/quote]
Well, thank you :)
[QUOTE=GeekDeer;35753747]
Falling head first and not falling from the back.
[/quote]
The way you fall depends on the direction you're moving in. if you're walking forward, you'll fall flat on your face. If you're walking backwards, you'll fall on your back. If you get shot, you will fly in the direction you were shot from.
Also, a new feature: You twitch randomly based on your speed, so if you're falling while ragdolized, going reeeeally fast, you won't fall the same way every time-
Oh, I think I see what you mean. Hopefully that won't happen anymore.
[QUOTE=GeekDeer;35753747]
sorry about how I'm telling this, I'm not very good in english.[/QUOTE]
It's okay. The hardest part about learning a new language is the stupid phrases that are used.
[sub]and the fact that no one uses proper grammar anymore complicates matters :/[/sub]
Does it work with Gm13?
[QUOTE=superstepa;35753901]Does it work with Gm13?[/QUOTE]
[QUOTE=DarkShadow6;35738901]I don't have the beta (because that means having to watch garry's twitter and put some semblance of effort into it) but when it comes out I'll make sure it is.
If I remember correctly, there's supposed to be some sort of compatibility mode for the beta, if it's already made (or if it's even true) then it should work as-is.[/QUOTE]
While crawling, if I try to go up a sidewalk-height ledge, I have to spend almost 50 hp when doing so. Any way to make it so that crawling into a wall doesn't sign your death warrant?
[QUOTE=Kung Fu Jew;35759150]While crawling, if I try to go up a sidewalk-height ledge, I have to spend almost 50 hp when doing so. Any way to make it so that crawling into a wall doesn't sign your death warrant?[/QUOTE]
Yeah. I know. It's because there's about 10000 units of torque trying to keep you level :\
I'm going to eventually find a way to not have to use absolutely insane forces to turn you over and move you, maybe use traces to life your hands over obstacles. For the time being, though, I'm working on a stool that will turn ragdolls into RagMod ragdolls and back, and NPC death ragdolization (this would also be nice because ai_keepragdolls doesn't work online o_q)
[del]The post-processing effects and motion blur doesn't work in gm13[/del], everything else seems to work.
[editline]1st May 2012[/editline]
[code]Hook 'rm_RagdollDamage' Failed: attempt to perform arithmetic on local 'r' (a table value)
lua/autorun/ragmod.lua:1061[/code]
I got this while blowing up a dead body
[editline]1st May 2012[/editline]
I think you should add an option to reduce the super blood effect, because not everybody likes that much blood
[editline]1st May 2012[/editline]
[del]Is there no way to disable the getup countdown?[/del]
rm_ragdoll_recovery_delay 0
rm_ragdoll_recovery_delay_onplayer 0
rm_ragdoll_recovery_delay_onfall 0
rm_ragdoll_recovery_delay_oneject 0
rm_ragdoll_recovery_delay_onexplosion 0
[editline]1st May 2012[/editline]
Why did my playermodel and ragdolls turn purple?
[editline]1st May 2012[/editline]
[img]http://filesmelt.com/dl/poser2.png[/img]
If I facepose my dead body, the body's eyes start following me like in the picture.
[editline]1st May 2012[/editline]
Gmod 13.
When I ragdolize myself I can see my model noclipping above the ragdoll
[t]http://cloud.steampowered.com/ugc/558688938941498865/D4980986E9C012EB0764EA0F0B7DAE9488EA34EF/[/t]
GM13
Also are you planning on updating the mod in the future?
He doesn't have Gmod 13, so he can't exactly make it work well with it at the moment it seems. You're better off not using this version of Ragmod until 13 goes public and this gets updated for it - or DarkShadow somehow gets the beta.
[QUOTE=gooooooooooogle;35781179][del]The post-processing effects and motion blur doesn't work in gm13[/del], everything else seems to work.[/quote]
I bet garry mucked with the pp again ;_;
Also, in gm12, if you enable color mod it disables all the pp for RagMod. I dunno why.
[QUOTE=gooooooooooogle;35781179]
[code]Hook 'rm_RagdollDamage' Failed: attempt to perform arithmetic on local 'r' (a table value)
lua/autorun/ragmod.lua:1061[/code]
I got this while blowing up a dead body
[/quote]
Yeah, I think it's because I removed rm.FixDamageInfo, and just used it on damage and not death; this breaks Ply.rm_Attacker sometimes and causes errors. I just need to make it an Entity() when I reset it instead of nil.
[QUOTE=gooooooooooogle;35781179]
I think you should add an option to reduce the super blood effect, because not everybody likes that much blood
[/quote]
Super blood? You can disable blood and effects at the same time, what do you mean? Just the effects or what?
And compared to gibmod and those other monstrosities this is rather tame q_q
[QUOTE=gooooooooooogle;35781179]
[del]Is there no way to disable the getup countdown?[/del]
rm_ragdoll_recovery_delay 0
rm_ragdoll_recovery_delay_onplayer 0
rm_ragdoll_recovery_delay_onfall 0
rm_ragdoll_recovery_delay_oneject 0
rm_ragdoll_recovery_delay_onexplosion 0
[/quote]
rm_ragdoll_recovery_enabled 0 (if memory serves)
[QUOTE=gooooooooooogle;35781179]
Why did my playermodel and ragdolls turn purple?
[img]http://filesmelt.com/dl/poser2.png[/img]
If I facepose my dead body, the body's eyes start following me like in the picture.
[/quote]
Okay, I have no idea why that happened.
Thanks for the list. I'll get on it eventually.
[QUOTE=superstepa;35790263]When I ragdolize myself I can see my model noclipping above the ragdoll
[t]http://cloud.steampowered.com/ugc/558688938941498865/D4980986E9C012EB0764EA0F0B7DAE9488EA34EF/[/t]
GM13
Also are you planning on updating the mod in the future?[/QUOTE]
Well that's odd. I removed some of the extra functions that were in the original RagMod when ragdolizing because I thought there was no purpose (in gm12 when you use :Spectate() you are automatically made invisible) but I guess he had a good reason.
And yes I am.
[QUOTE=RikohZX;35791974]He doesn't have Gmod 13, so he can't exactly make it work well with it at the moment it seems. You're better off not using this version of Ragmod until 13 goes public and this gets updated for it - or DarkShadow somehow gets the beta.[/QUOTE]
+1
[QUOTE=DarkShadow6;35815652]I bet garry mucked with the pp again ;_;
Also, in gm12, if you enable color mod it disables all the pp for RagMod. I dunno why.
Yeah, I think it's because I removed rm.FixDamageInfo, and just used it on damage and not death; this breaks Ply.rm_Attacker sometimes and causes errors. I just need to make it an Entity() when I reset it instead of nil.
Super blood? You can disable blood and effects at the same time, what do you mean? Just the effects or what?
And compared to gibmod and those other monstrosities this is rather tame q_q
rm_ragdoll_recovery_enabled 0 (if memory serves)
Okay, I have no idea why that happened.
Thanks for the list. I'll get on it eventually.
Well that's odd. I removed some of the extra functions that were in the original RagMod when ragdolizing because I thought there was no purpose (in gm12 when you use :Spectate() you are automatically made invisible) but I guess he had a good reason.
And yes I am.
+1[/QUOTE]
[url]https://docs.google.com/document/d/1khSuIYrAMkqXu7wlH5YRJNwz6hOH6Xqi5lqBhE3x6gA/edit[/url]
[editline]3rd May 2012[/editline]
[url]https://docs.google.com/document/d/1dVgp8ojkrIjxVRFADUF5uwZQiLLivHixkmV5PW5v9Fw/edit[/url]
[QUOTE=gooooooooooogle;35781179]
Why did my playermodel and ragdolls turn purple?
[/QUOTE]
[quote]Entity:SetColor and Entity:GetColor now deal with Color tables only. Not with single variables. This is something that is always mentioned - and since we’re breaking stuff anyway now seems to be a good time to make the change. SetColor will set the color to purple if the passed variable isn’t a Color.[/quote]
I was actually wondering why shit didn't work when I used Color. I figured that would be the thing to use (as I said this is like my first true gmod project so I started out knowing nothing).
Unless I release a version compatible with these new things that superstepa has shown me, there will probably be bugs in gm13 :<
Is there a way to check whether or not the game is gm12 or gm13? If not, there should be.
[editline]nope[/editline]
Ooooh, EmitSentence( strSentence, vecPos, iEnt, iChannel, fVol, iSoundLevel, iFlags, iPitch )?
I bet that has something to do with their faces... Before, when using EmitSound with a player, they would lip-sync to it automatically. I could use this with the ragdolls and the players so it would look nicer :D (then again I may be totally off)
...I feel like a kid in a candy store...
Darn it, now I want the beta. Ffs darn twitter.
[editline]wadasfg[/editline]
[quote]Lua is stricter, errors more[/quote]
fuuuuuuuuuuuuuuuuuuuuuuuuuu
[editline]Cave Story is a great game![/editline]
Fixed a bug where you could instantly get up if not damaged by an explosion or by a player. This also caused an error sometimes.
[del]About to[/del] fix a bug where you don't take damage in vehicles (I thought gmod handled that, apparently only when you hit things hard enough... I [del]should[/del] add a cvar to enable/disable vehicle damage since it's not a default feature.)
In other news, the thing is really starting to get big. I might have to split the thing up into separate files or something... Eh, nah.
[QUOTE=DarkShadow6;35824622]
In other news, the thing is really starting to get big. I might have to split the thing up into separate files or something... Eh, nah.[/QUOTE]
Are you planning on using SVN (Or steam workshop in the future) for easier updates?
[QUOTE=superstepa;35827957]Are you planning on using SVN (Or steam workshop in the future) for easier updates?[/QUOTE]
Hey, good idea. I was planning on using SVN but with the emergence of Steam Workship and it's SVN-esque functionality that will become null and void. I might do a SVN anyway, if I ever get around to it (meaning with little thought put into it beforehand and/or on an impulse).
[editline]4th May 2012[/editline]
Oh and also, I fixed the buggynessery when ragdolizing in vehicles. Before, if you were to exit a vehicle and ragdolize because of the speed you were going, you would not be able to get out of vehicles and ragdolize anymore while inside one, because I was an arse and forgot to set a var. This would also allow you to ragdolize and remain inside your vehicle. Also, correct damage is given when inside vehicles, and it no longer breaks rm_Attacker.
Great! One idea - can you make one thing, so ragdoll can Motion for yourself in fall? Like in new version of ragmod C:
[QUOTE=BlackTheOut;35847167]Great! One idea - can you make one thing, so ragdoll can Motion for yourself in fall? Like in new version of ragmod C:[/QUOTE]
Err, I'm guessing you mean something like controlling your fall using your arms and legs? I am actually working on that already, should be in 4.1.
Speaking of that, I said I was going to post 4.1 yesterday. Welp, that didn't happen.
What I've done:
Fixed some bugs regarding vehicles (damage not given, ragdolization doesn't eject you and can crash sometimes)
Added some more sounds
Fixed up climb rope some moar
Planning on adding parachute swep
Added some cvars and removed one that wasn't really needed :\
Fixed (hopefully) the bug where if you don't download sounds/RagMod/Heartbeat.wav it uses sounds/player/heartbeat1.wav (standard source shared sound that is apparently never used afaik) so there's not massive console spam
A slight decrease on the blood shower effect (it can get pretty crazy) and a plan where when blood drops hit water, they dissipate in said water (via a blood decal spreading out over the top)
As I said above more control when falling (if I can get it working right :\)
[editline]6th May 2012[/editline]
And if that's not what you mean, could you try to describe the function a little better?
I mean ragdoll in fall, can fallin' for yourself, i mean, like in GTA 4, waving your hands and legs, it's like press "S" button. Sorry for my english, it's not great C:
[QUOTE=BlackTheOut;35858254]I mean ragdoll in fall, can fallin' for yourself, i mean, like in GTA 4, waving your hands and legs, it's like press "S" button. Sorry for my english, it's not great C:[/QUOTE]
Oh, that's already partially implemented. When you fall, you will twitch slightly. The faster you fall, the greater the effect. I [del]could[/del] will add a cvar that allows you to tweak this.
[QUOTE=DarkShadow6;35858277]Oh, that's already partially implemented. When you fall, you will twitch slightly. The faster you fall, the greater the effect. I [del]could[/del] will add a cvar that allows you to tweak this.[/QUOTE]
Good work, when new version be available?
And there is one idea - can you tweak in new version delay of crawl? Just when i fall, i'm pressed W for a millisecond, and great fall is failing.
Also GRATUITOUS GIBS
I am about to impliment some more measures on the gibbing effects to make them a bit more "realistic"
I just realised that the blood shower can be truly overbearing at times
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