How about:
[lua]local GM12=VERSION<150
if GM12 then ...SetAngle... else ...SetAngles... end[/lua]
About to push another update that fixes GM13 compatibility (hopefully) via hotfix and fixes rm_ragdoll_force_type 1 having crazy-insane explosion force (apparently explosion forces in Source for ragdolls only get applied to the 0 bone).
[editline]31st August 2012[/editline]
[QUOTE=Python1320;37479705][lua]local GM12=VERSION<150
if GM12 then ...SetAngle... else ...SetAngles... end[/lua][/QUOTE]
Neat, but no. I already probably hopefully fixed it, with...
[code]Bone:SetAngle([/code]
...find-replaced to...
[code]Bone[Bone.SetAngle and "SetAngle" or "SetAngles"](Bone, [/code]
...since I only used SetAngle 3 times, and all on PhysObjs.
[editline]31st August 2012[/editline]
Mk.
[IMG][IMG]http://i45.tinypic.com/2a4v8lw.jpg[/IMG][/IMG]
[IMG]http://i47.tinypic.com/2ppc1om.jpg[/IMG]
Trololololololol... I wish i knew how to use that text style.
[sp]Its simple really. you just use sp tags. [/sp]
[sp]Really?[/sp]
[editline]31st August 2012[/editline]
[sp]I have a suggestion! How about if your shot in the leg you automatically ragdoll?[/sp]
[QUOTE=Cr1tikal;37484609]
[sp]I have a suggestion! How about if your shot in the leg you automatically ragdoll?[/sp][/QUOTE]
TBH that sounds terrible but whatever.
Various things on my mind:
I just fixed a few small bugs, disabled GUIs and ragdolizing if RM is disabled. Going to make certain GUIs not show up if you are on a server that doesn't have it ([lol] never thought of that [/lol]).
Has anyone tested this with GM13? It should be fine. I'll do it later today if I remember (aka never).
I really need to make a video for RagMod to pootis in OP but I am 1. lazy and 2. devoid of any good video editing software, mostly due to issue 1.
I am also working on three or so other addons that apparently I haven't shown anyone or told anyone about. Nothing as big as RagMod but w/e, will do something about them soon.
[url]http://facepunch.com/showthread.php?t=1209889[/url]
I [i]still[/i] need to do the blood spurt thing, though part of the reason I haven't is because I don't want to and I don't think it's a good idea but once more what[i]ever[/i].
[url]http://facepunch.com/showthread.php?t=1209676[/url] = sexy
Uh, yeah, that's it.
Quick update.
[code]
Hook 'rm_sv_Tick' Failed: [addons/RagMod/lua/autorun/RagMod.lua:1423] attempt to index a nil value
1. lua/includes/modules/hook.lua:83 (unknown)
[/code]
[code]
Simple Timer Error: [@addons/RagMod/lua/autorun/RagMod.lua:2535] bad argument #2 to 'CreateFont' (table expected, got number)
1. lua/includes/modules/timer.lua:190 (unknown)
2. [C]:-1 (pcall)
3. lua/includes/modules/hook.lua:80 (unknown)
Traceback: stack traceback:
lua/includes/modules/timer.lua:226: in function '?'
addons/RagMod/lua/autorun/RagMod.lua:2526: in main chunk
1. lua/includes/modules/timer.lua:191 (unknown)
2. [C]:-1 (pcall)
3. lua/includes/modules/hook.lua:80 (unknown)
[/code]
GM13 !
Nope! Still doesnt work for GM13, on the other hand I must say a really really epic addon :)
Keep up the good work
Pushed an update that fixes ragdoll removal. I guess no one noticed :u
I suppose it's time for me to open up gm13... blegh
[editline]6th September 2012[/editline]
Oops, did another one.
Added smooth recovery for attack 2 and jump.
I got complaints in the server about the recovery. Most people use attack to recover I guess, so doing so with smooth recovery (which requires you to hold attack, attack 2 or jump) would make you shoot if using attack. Instead, you only need to hold it for 0.5 seconds and then it'll just do it on its' own.
[editline]6th September 2012[/editline]
On another note, I really wish thread owners could change thread titles.
[editline]6th September 2012[/editline]
I was JUST about to put it off.
NO.
IT IS TIME.
TO START GMOD 13.
GOGOGOGO~
[editline]6th September 2012[/editline]
Waitaminute, "legacy addon"? Y u do this, console?
Are addons packaged differently now or something?
[editline]6th September 2012[/editline]
It works in GM13, it's just Tick.
[editline]6th September 2012[/editline]
I'm going to try to keep compatibility with GM12 and 13, even after the beta is finalized. Who knows, maybe Garry will pull a GM9 thing and make 10 free or something (or did you ever even have to pay for 9? (On second though, probably not)).
[editline]6th September 2012[/editline]
[code]if GetConVar("ai_keepragdolls"):GetBool() then[/code]
is erroring, boo sheet
[editline]6th September 2012[/editline]
...And of course GetConVar isn't documented on the wiki...
[editline]6th September 2012[/editline]
[url]http://wiki.garrysmod.com/page/Classes/ConVar[/url] says :GetBool(), so what the hell is going on
[editline]6th September 2012[/editline]
Well, that's fixed, but now the options menu is completely broken and I have no idea why:
[code]
[@gamemodes/sandbox/gamemode/spawnmenu/controlpanel.lua:360] bad argument #1 to 'SetText' (string expected, got nil)[/code]
And the traceback just points to my generic PopulateToolMenu function. Fuck.
[editline]6th September 2012[/editline]
On a non-ragmod related note, new construct looks really... Well, bad.
1. The building with the multiple rooms on the multiple floors has no stairs, and the ceilings in each are too high so the other three rooms above them don't have any floors, wtf.
2. The other building has no rooms at all.
3. The skybox is... Almost too blue, really. It needs some clouds.
4. Now that I notice it, the place is reaaaaaally bright.
[editline]6th September 2012[/editline]
Er, what the hell is up with that other building? It's just an empty shell with no openings. I'd rather not have to noclip into it every time I want to get in :I
In fact, none of the buildings in the new construct are even fit to be called "buildings".
[editline]6th September 2012[/editline]
Anyway, everything is fine now. It's just the fact that damage seems to be broken.
I swear, if Garry made SetHealth and whatnot not work while spectating...
[editline]6th September 2012[/editline]
Um, it's not the ConVar class that's broken, it's the var itself.
What happened to ai_keepragdolls? Was it removed because it never really worked right?
[editline]6th September 2012[/editline]
Ugh, it's that "don't return the value we're X-ing" on vectors >_>
i.e. I have to make a variable for all of the :Normalize() things now...
[editline]6th September 2012[/editline]
Er, out of curiosity I tried GetNormalized. Apparently this worked; my guess is that Normalized was never supposed to work like that.
Apologies, Garry.
[editline]6th September 2012[/editline]
Lol, this traceback data is hilariously inaccurate
[code]
Simple Timer Error: [@lua/includes/util.lua:22] bad argument #1 to 'min' (number expected, got nil)
1. lua/includes/modules/timer.lua:190 (unknown)
2. [C]:-1 (pcall)
3. lua/includes/modules/hook.lua:80 (unknown)
Traceback: stack traceback:
lua/includes/modules/timer.lua:226: in function 'Simple'
addons/ragmod 2 v5/lua/autorun/ragmod.lua:1258: in function 'Fade'
addons/ragmod 2 v5/lua/autorun/ragmod.lua:1272: in function 'RagdollRemove'
addons/ragmod 2 v5/lua/autorun/ragmod.lua:2113: in function <addons/ragmod 2 v5/lua/autorun/ragmod.lua:2030>
[C]: in function 'pcall'
lua/includes/modules/hook.lua:80: in function <lua/includes/modules/hook.lua:63>
[C]: in function 'Kill'
addons/ragmod 2 v5/lua/autorun/ragmo
1. lua/includes/modules/timer.lua:191 (unknown)
2. [C]:-1 (pcall)
3. lua/includes/modules/hook.lua:80 (unknown)
[/code]
Fixed.
Oh god what the fuck edit spam. :v:
[QUOTE=Deadman123;37572177]Oh god what the fuck edit spam. :v:[/QUOTE]
Soz.
I see "5 posts" read something more like 5 million :O
[QUOTE=DarkShadow6;37570051]Pushed an update that fixes ragdoll removal. I guess no one noticed :u
-blah blah-
[/code][/QUOTE]
I was going to post about that. It was annoying to remove all those bodies wih remover.
Pushed another update that fixes gibs. Surprised, yet again, no one told me. Come on guys, it's been five days since the last post...
No version change because it was only one line :u...
[editline]12th September 2012[/editline]
I just updated all the revision logs for those that care.
Yah, found a bug with GibMultiply or something, didn't really look at it and you should check it out.
Goofy mod, enjoy screwing around with it every once in a while.
Would love to see the Black Mesa blood pools in the next update. :3
[QUOTE=LittleBabyman;37647852]didn't really look at it[/QUOTE]
Tell me how to replicate it, otherwise it won't be fixed.
[QUOTE=XCrazyFreakX;37671258]Goofy mod, enjoy screwing around with it every once in a while.[/QUOTE]
Thanks for the... Compliment?
[QUOTE=lolrazz;37678044]Would love to see the Black Mesa blood pools in the next update. :3[/QUOTE]
bah
I think I'll just redo the BloodImpact effect since you seem so adamant on it and it's something to do.
Probably.
Maybe.
[editline]17th September 2012[/editline]
Possibly.
[QUOTE=DarkShadow6;37705456]Tell me how to replicate it, otherwise it won't be fixed.
Thanks for the... Compliment?
bah
I think I'll just redo the BloodImpact effect since you seem so adamant on it and it's something to do.
Probably.
Maybe.
[editline]17th September 2012[/editline]
Possibly.[/QUOTE]
Where is there not a "Why did you do that?" rating?
[QUOTE=Pigbear;37705470]Where is there not a "Why did you do that?" rating?[/QUOTE]
Waht
I also have an idea of how I might go about doing it. Though it's probably not a good idea, a friend of mine replaced the HL2 weapons by just making Lua entities with the same class names. So in theory if I make an effect titled "BloodImpact" it should override it.
I'll do something about that later. For the time being, BM.
[QUOTE=DarkShadow6;37705566]Waht
I also have an idea of how I might go about doing it. Though it's probably not a good idea, a friend of mine replaced the HL2 weapons by just making Lua entities with the same class names. So in theory if I make an effect titled "BloodImpact" it should override it.
I'll do something about that later. For the time being, BM.[/QUOTE] oops I meant why, don't know why where got there.
The GibMultiplier bug comes whenever any bodypart gibs. Something in rm_LimbGib, rm_HeadGib and rm_TorsoGib.
If you could, you should honestly try and fix RagMorph for Garry's Mod 13. Or even 12, it's buggy in both.
SharpeYe please, except with all the additional clutter removed (minimalistic options).
CTP would also be nice. Haven't seen that updated much, if at all, recently.
[QUOTE=diegoisawesome;37731915]If you could, you should honestly try and fix RagMorph for Garry's Mod 13. Or even 12, it's buggy in both.[/QUOTE]
Of course you're not going to tell me why it's buggy. Why should you do that?
You know what? Fuck it. If you guys won't tell me what's broken I won't fix it (i.e. bug hunting).
[editline]26th September 2012[/editline]
[QUOTE=Pigbear;37706352]oops I meant why, don't know why where got there.[/QUOTE]
Erm, what.
[editline]26th September 2012[/editline]
[QUOTE=LittleBabyman;37709757]The GibMultiplier bug comes whenever any bodypart gibs. Something in rm_LimbGib, rm_HeadGib and rm_TorsoGib.[/QUOTE]
Have you updated recently?
[editline]26th September 2012[/editline]
[QUOTE=GameAdict;37771518]SharpeYe please, except with all the additional clutter removed (minimalistic options).
CTP would also be nice. Haven't seen that updated much, if at all, recently.[/QUOTE]
I take it this is from when I said I would port it, from whenever that was?
Yes, if whats-his-face is still around (the original author of SharpeYe) I'm going to ask him if I can branch off into a new version. The Cloud and all those other features of SharpeYe are neat and everything, but they don't really need to be there/no one uses them.
For future reference, I plan on asking to port/porting:
SharpeYe
DepthHUD Inline
DepthHUD Radar/Proxie (if this happens I plan on combining the features of both)
And, of course, RagMod
What is CTP?
[editline]26th September 2012[/editline]
Also working on a small update. I will also be starting on the BloodImpact replacement.
Lovin this mod. Lags a little but its nothing really noticeable.
I love you DarkShadow6 :D
Can you port Stargate aVoN to gmod 13 also ?
[QUOTE=CarmineGear;37815611]Lovin this mod. Lags a little but its nothing really noticeable.[/QUOTE]
Side-effect of the number of ragdolls and effects.
It's actually a lot faster in recent days...
[QUOTE=GeekDeer;37815679]I love you DarkShadow6 :D[/QUOTE]
I love you too, honey. Did you get the ham on your way home?
[QUOTE=GeekDeer;37815679]Can you port Stargate aVoN to gmod 13 also ?[/QUOTE]
Don't use it. I feel more akin to more passive mods, like RagMod...
I'm sure someone will take it up. Stargate is very popular
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