Just going to add my 2 cents - The hate towards NS may be due to the fact that it is updated on a daily basis whereas CW has updated very rarely. But this is due to the business models as NS has loads of people helping with it.
Anyyways, I'm working on a space schema that everyone will be familiar with. Only thing I've gotta ask is should the map be on the traditional 2D plane or be 3D? I know most will pick 3D.
I've updated the nutscript and scheme to the latest, and I still get the weapon disappearence bug.
[QUOTE=Johnny Guitar;43845270]because people are fighting over a dieing playerbase and are willing to do illegal shit to fuck with the competition
on another note, what are you guys working on?[/QUOTE]
Starship Troopers. But, I don't want to release details yet.
I don't wanna update my NS unless it's a super important update, and loose all my modifications I made to the main code stuff, to make it more at home.
[B]I don't know why I'm saying this maybe just to contribute to the discussion, so have some bold.[/B]
[QUOTE=ZeMysticalTac;43850141]I don't wanna update my NS unless it's a super important update, and loose all my modifications I made to the main code stuff, to make it more at home.
[B]I don't know why I'm saying this maybe just to contribute to the discussion, so have some bold.[/B][/QUOTE]
You could do what they did with darkrp and put your modifications in an addon.
[QUOTE=ZeMysticalTac;43850141]I don't wanna update my NS unless it's a super important update, and loose all my modifications I made to the main code stuff, to make it more at home.
[B]I don't know why I'm saying this maybe just to contribute to the discussion, so have some bold.[/B][/QUOTE]
don't edit the base, overwrite changes you made in the base in the schema...
[QUOTE=Johnny Guitar;43850564]don't edit the base, overwrite changes you made in the base in the schema...[/QUOTE]
I haven't..
I think.
How does one use the Prone plugin?
To solve the issue of having to constantly update, perhaps a dev branch can be created and the main one is the "stable" version. After a lot of updates accumulate and everything is tested for bugs and finalized, them the dev branch will be merged with the stable branch. This means less frequent updating for server owners, and server owners could use the dev branch to get faster updates.
[QUOTE=Chessnut;43851542]To solve the issue of having to constantly update, perhaps a dev branch can be created and the main one is the "stable" version. After a lot of updates accumulate and everything is tested for bugs and finalized, them the dev branch will be merged with the stable branch. This means less frequent updating for server owners, and server owners could use the dev branch to get faster updates.[/QUOTE]
I'm sure I suggested have a stable build awhile ago :p
But at the same time in the early days it won't be very beneficial as most of the system is constantly being overhauled which makes things obsolete anyways. Possibly plan a big update date then once that is released add a dev branch.
[QUOTE=Netrius;43849574]I've updated the nutscript and scheme to the latest, and I still get the weapon disappearence bug.[/QUOTE]
What schema are you using? if you're using hl2rp, you have to look into items/base/sh_weapon.lua
and find [lua]client:UpdateInv(itemTable.uniqueID, 1, newData)[/lua] and fix it to [lua]client:UpdateInv(itemTable.uniqueID, 1, newData, true)[/lua].
I fixed it in main framework but I don't have any access to hl2rp schema.
There is no way to use FA:S swep ?
i made weapon lua file by use sh_example.txt file
when i buy a gun and drop that
gun go crazy
my freind said FA:S swep has no phys model
then i cant use that swep in nutscript?
sorry i'm not good at english.
------ this is my lua file sh_fas_famas
ITEM.name = "Famas"
ITEM.class = "fas2_famas"
ITEM.type = "gun"
ITEM.model = Model("models/weapons/w_famas.mdl")
ITEM.desc = " ( gun )"
-- optional.
-- Simulating with PAC3 will make your weapon works faster.
[QUOTE=tctno1;43857223]There is no way to use FA:S swep ?[/QUOTE]
To use FA:S swep, you have to deal with FA:S base.
Hey, you're both Korean!
Anyway, updated buff plugin. now supports radioactive.
but current radioactive effect is really simple for now. If you have some suggestion, just post here.
[QUOTE=GTbrawlers;43847192]Just going to add my 2 cents - The hate towards NS may be due to the fact that it is updated on a daily basis whereas CW has updated very rarely. But this is due to the business models as NS has loads of people helping with it.
Anyyways, I'm working on a space schema that everyone will be familiar with. Only thing I've gotta ask is should the map be on the traditional 2D plane or be 3D? I know most will pick 3D.[/QUOTE]
I don't hate NS, but I don't actually like it either (from a development standpoint, not a gameplay one). The code is much more uniform and neater in CW. In NS, the code for commands in sh_commands is very jumbled and confusing. I'm glad that C16 changed the way commands were added from openAura to Clockwork. It was changed from having all of the commands included in sh_coms, to each command having their own file.
The format to add commands is also very short and to the point in CW. I like how NS is more open to the community, and it has many features I'd like to see in CW, but I feel that the quality and neatness of the code is beaten by CW.
[QUOTE=Nora;43861381]I don't hate NS, but I don't actually like it either (from a development standpoint, not a gameplay one). The code is much more uniform and neater in CW. In NS, the code for commands in sh_commands is very jumbled and confusing. I'm glad that C16 changed the way commands were added from openAura to Clockwork. It was changed from having all of the commands included in sh_coms, to each command having their own file.
The format to add commands is also very short and to the point in CW. I like how NS is more open to the community, and it has many features I'd like to see in CW, but I feel that the quality and neatness of the code is beaten by CW.[/QUOTE]
I agree with you there but that's also because its in open development whereas CW is made by 1 person in 1 style. But the commands should be done individually.
If you have a lot of commands, they all have to be sent to the client, so you end up reaching the limit faster.
[QUOTE=GTbrawlers;43862125]I agree with you there but that's also because its in open development whereas CW is made by 1 person in 1 style. But the commands should be done individually.[/QUOTE]
CW was worked on by 3 people, mainly Alex Grist. There is a standard kurozael keeps to. To push an update to CW your code must follow the standard.
[IMG]http://i.imgur.com/OObdXoY.png[/IMG]
I don't see the difference between CW's command register and NS's command register. ( not exactly same. )
But I think we have to add some comments in the sh_command.lua.
Edit: CW is more object oriented. If you feel CW is better, You're pretty friendly with Object Oriented Coding :v:
Sorry for that. We don't have anything to do with that.
You realize that chessnut did a fuckload of the work, rebel1324 made mostly plugins and other minor scripts but a majority of the included if not all of the included libraries were written by chessnut, I've just been doing those tickets as well as fixing a bug or making a plugin once in a blue moon. I feel like you're looking for an excuse to critique nutscript and while coding style is a valid criticism since pretty much most of the people making commits have unique coding styles, chessnut has actually addressed this issue and it is being improved upon and to be honest I don't see that much 'messy' code left in the code.
[QUOTE=Johnny Guitar;43862743]I feel like you're looking for an excuse to critique nutscript and while coding style is a valid criticism since pretty much most of the people making commits have unique coding styles, chessnut has actually addressed this issue and it is being improved upon and to be honest I don't see that much 'messy' code left in the code.[/QUOTE]
What am I trying to excuse? I am comparing the differences between the style of code between the two frameworks. I don't think there is anything to be excused for giving my opinion on that. A friend of mine wanted me to make a command for him but I found the way commands are added to be very awkward. The on-the-fly table and function creation are something I would disagree on.
[IMG]http://i.imgur.com/TEFx3Ua.png[/IMG]
[IMG]http://i.imgur.com/gRKcWvI.png[/IMG]
[QUOTE=rebel1324;43862732]CW is more object oriented. If you feel CW is better, You're pretty friendly with Object Oriented Coding :v:
Sorry for that. We don't have anything to do with that.[/QUOTE]Yes, CW makes use of metatables a lot.
Just saying, CW and NS's method of command creation is basically the same. If you really wanted to, you could also do:
[lua]
local COMMAND = {}
COMMAND.syntax = "<string name>"
function COMMAND.onRun(client, arguments)
client:Kill()
end
nut.command.Register(COMMAND, "killme")
[/lua]
The use of metatables are just for looks. It's all subject to opinion.
[QUOTE=Chessnut;43863776]Just saying, CW and NS's method of command creation is basically the same. If you really wanted to, you could also do:
[lua]
local COMMAND = {}
COMMAND.syntax = "<string name>"
function COMMAND.onRun(client, arguments)
client:Kill()
end
nut.command.Register(COMMAND, "killme")
[/lua]
The use of metatables are just for looks. It's all subject to opinion.[/QUOTE]
I know, but it's because it isn't like that by default is what irks me, but I digress. I appreciate you contributing something meaningful, and for free.
The reason why I don't do the whole metatable/table thing for commands in general is because it just seems like a waste of space. I don't see much of an issue with passing a table to the function myself. It's probably just because some people just might be use to seeing CW/OpenAura/BP2/Nexus/KuroScript because it has been identical for years.
[QUOTE=Linda;43863714]What am I trying to excuse? I am comparing the differences between the style of code between the two frameworks. I don't think there is anything to be excused for giving my opinion on that. A friend of mine wanted me to make a command for him but I found the way commands are added to be very awkward. The on-the-fly table and function creation are something I would disagree on
Yes, CW makes use of metatables a lot.[/QUOTE]
why do you have 2 different accounts
also jesus christ nutscript uses a different method, why can't it just be a clone of Clockwork D:?
[QUOTE=rebel1324;43858542]Anyway, updated buff plugin. now supports radioactive.
but current radioactive effect is really simple for now. If you have some suggestion, just post here.[/QUOTE]
Sorry for bump :)
But I need some ideas for radioactive harm effects.
[QUOTE=rebel1324;43867430]Sorry for bump :)
But I need some ideas for radioactive harm effects.[/QUOTE]
bodygroup mutations like a third arm growing out of your chest.
[QUOTE=NightmareX91;43870615]bodygroup mutations like a third arm growing out of your chest.[/QUOTE]
you'd need a custom model with animations too
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