So, did Garry fix any of the problems you're encountering?
No
I want to try out this gamemode, but SVN keeps giving me:
[code]REPORT of '/svn/!svn/vcc/default': Could not read chunk size: connection was
closed by server ([url]http://vein.googlecode.com[/url])[/code]
Is there any fix for this problem?
Awesome! i love your job, I'm developer at x52gsming TTT server, can I have tyour permission to purport your flashlight and maybe the weapons"which looks neat" to it? I have already implemented weathermod, your flashlight would make it even more realistic!
It would be good if you move your svn repo to github. Still looking forward of this :D
[QUOTE=hellguy;40892521]Awesome! i love your job, I'm developer at x52gsming TTT server, can I have tyour permission to purport your flashlight and maybe the weapons"which looks neat" to it? I have already implemented weathermod, your flashlight would make it even more realistic![/QUOTE]
realistic brazilian ttt
okay.
[QUOTE=Johnny Guitar;40901731]realistic brazilian ttt
okay.[/QUOTE]
Really racist, not worth an explanation but w/e, I`m Brazilian, that doesn`t mean the server is, I just develop things there, I don`t own the server itself or host it .-. .
[QUOTE=Disseminate;40199299]I can't do func_door/func_door_rotating. This is because prop_door_rotating props all have the same general size and shape, and func_doors/func_door_rotating might be too big or unwieldy etc for barricade props.
I don't understand the second bit about side A vs side B.
I can't do crawling because the zombies don't have crawl animations.[/QUOTE]
Problem is
A door that open by press "use"
cant be stopped by an baricade
the door goes trough it
when you want to deactivate the door by using an trigger that is activate by using an barricade on it...... than the door isnt moving any more BUT you can deactivate an door from the wrong side of the door AND the other people on the side of the door that has NO barricade CANT open the door anymore.
So my idea was.
That the barricade can block func_doors and func_door_rotating BECAUSE that the only doors you can use slightly by press use and you can closed tham by pressing use.
the only problem is that the door when it open or close NO element in the source engine can stop it.
that's really annoying when you want an map with doors in it that feel like doors from the real life but you cant barricade them......
[CODE]ulyssesmod.net
[ERROR] gamemodes/vein/gamemode/cl_charcreate.lua:572: attempt to index a nil value
1. MakeVGUIComponents - gamemodes/vein/gamemode/cl_charcreate.lua:572
2. PaintThink - gamemodes/vein/gamemode/cl_hud.lua:504
3. unknown - gamemodes/vein/gamemode/cl_think.lua:3
[/CODE]
I get this error when I try to go into the select menu for characters.
Also this:
[CODE]Lua Error: [ERROR] gamemodes/vein/gamemode/sh_weather.lua:163: attempt to compare nil with number 1. Think - gamemodes/vein/gamemode/sh_weather.lua:163 2. unknown - gamemodes/vein/gamemode/sv_think.lua:11[/CODE]
Hey Diss, any updates on the zombies?
[QUOTE=Vilusia;40917853][CODE]ulyssesmod.net
[ERROR] gamemodes/vein/gamemode/cl_charcreate.lua:572: attempt to index a nil value
1. MakeVGUIComponents - gamemodes/vein/gamemode/cl_charcreate.lua:572
2. PaintThink - gamemodes/vein/gamemode/cl_hud.lua:504
3. unknown - gamemodes/vein/gamemode/cl_think.lua:3
[/CODE]
I get this error when I try to go into the select menu for characters.
Also this:
[CODE]Lua Error: [ERROR] gamemodes/vein/gamemode/sh_weather.lua:163: attempt to compare nil with number 1. Think - gamemodes/vein/gamemode/sh_weather.lua:163 2. unknown - gamemodes/vein/gamemode/sv_think.lua:11[/CODE][/QUOTE]
Looks like you have ULX installed, might be an issue I'm not sure.
[QUOTE=BillyMays;40917928]Hey Diss, any updates on the zombies?[/QUOTE]
Vein on hiatus because he got a f. time job
[QUOTE=Johnny Guitar;40919516]Vein on hiatus because he got a f. time job[/QUOTE]
Yeah, I'm working 48-hour weeks and have a summer course going on at the same time. It'll be a while.
Oh alright, thanks for the update regardless.
Yo, this gamemode has loads of potential but I feel as if most communities look over it. I'm going to make some contributions towards this to make sure that it can be seen as a half decent script (Because it is) by server owners.
I've started by making it more accessible for players by placing the content on the workshop. You can grab it here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=151892402&searchtext=Vein+Content[/url]
The next thing I am going to be working on is a simple admin interface since typing rpa is harder then a math exam for some people. This will hopefully increase the amount of people interested in vein. After that I really don't know what to so, so I'm open to whatever.
[QUOTE=Johnny Guitar;40969543]I've started by making it more accessible for players by placing the content on the workshop. You can grab it here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=151892402&searchtext=Vein+Content[/url][/QUOTE]
I am sorry if I missed something (posting from phone) - but I can't see your name anywhere on the gamemode's development list, neither do I see the author's consent to upload his work to the Steam Workshop. Not everybody agrees with it's ToS, and the author is certainly capable of uploading the gamemode himself. What you've done is as bad as uploading Wiremod to garrysmod.org.
I tried using this on my server but when I did, no one was able to move. I read the readme.txt and did everything correctly. Although errors were coming up with:
[code]
--On Join
[ERROR] gamemodes/vein/gamemode/sv_sql.lua:320: attempt to concatenate a nil value
1. GetNumChars - gamemodes/vein/gamemode/sv_sql.lua:320
2. func - gamemodes/vein/gamemode/sv_concommand.lua:45
3. func - gamemodes/vein/gamemode/sv_concommand.lua:12
4. unknown - lua/includes/modules/net.lua:31
-- On Death
[ERROR] gamemodes/vein/gamemode/sv_player.lua:360: attempt to compare nil with number 1. unknown - gamemodes/vein/gamemode/sv_player.lua:360
--On Team Select
[ERROR] gamemodes/vein/gamemode/cl_charcreate.lua:572: attempt to index a nil value
1. MakeVGUIComponents - gamemodes/vein/gamemode/cl_charcreate.lua:572
2. PaintThink - gamemodes/vein/gamemode/cl_hud.lua:504
3. unknown - gamemodes/vein/gamemode/cl_think.lua:3
[/code]
There are probably more but I dont really have time to run through it all.
[QUOTE=khuba;40992302]I am sorry if I missed something (posting from phone) - but I can't see your name anywhere on the gamemode's development list, neither do I see the author's consent to upload his work to the Steam Workshop. Not everybody agrees with it's ToS, and the author is certainly capable of uploading the gamemode himself. What you've done is as bad as uploading Wiremod to garrysmod.org.[/QUOTE]
I gave my consent. If I see something used without permission I'll post about it here. Please don't speak on my behalf about stuff like this thx
[QUOTE=khuba;40992302]I am sorry if I missed something (posting from phone) - but I can't see your name anywhere on the gamemode's development list, neither do I see the author's consent to upload his work to the Steam Workshop. Not everybody agrees with it's ToS, and the author is certainly capable of uploading the gamemode himself. What you've done is as bad as uploading Wiremod to garrysmod.org.[/QUOTE]
then why is he listed as a created by person
[IMG]http://puu.sh/3dE4O.png[/IMG]
Also I ask for disseminates permission for most of the stuff I do in relation to this including the admin panel I'm working on.
Hello, I put the gamemode on my server, but I can not move I freeze and my friends can play it normally what is the problem?
when I write a text I have no nickname to the text, I have chosen a nickname.
the key f1 f2 f3 and f4 works but I can not move
[QUOTE=Extazz;41025767]Hello, I put the gamemode on my server, but I can not move I freeze and my friends can play it normally what is the problem?
when I write a text I have no nickname to the text, I have chosen a nickname.
the key f1 f2 f3 and f4 works but I can not move[/QUOTE]
Drop all your items seems to be a common issue.
I have no item
is l4d still required for this? I keep getting error signs on things like radios, water bottles etc.
I really like your rain screen effect, would you hate me if i used that texture in ReDead? I was using some ripple texture from HL2 and it looks like ass. I'm also curious, how does your weather system handle rain in cases where the player runs indoors then enters another outdoor area? I can't figure out how to make it transition smoothly from one area to another.
Also, do your NPCs use the NextBot base?
[QUOTE=InUndenial;41083999]is l4d still required for this? I keep getting error signs on things like radios, water bottles etc.[/QUOTE]
no
[editline]18th June 2013[/editline]
[QUOTE=twoski;41084160]I really like your rain screen effect, would you hate me if i used that texture in ReDead? I was using some ripple texture from HL2 and it looks like ass. I'm also curious, how does your weather system handle rain in cases where the player runs indoors then enters another outdoor area? I can't figure out how to make it transition smoothly from one area to another.
Also, do your NPCs use the NextBot base?[/QUOTE]
Go for it, and using traces and real particles, there's no color grading going on.
The head revision doesn't use nextbot
My weather system uses traces and particles too but the tricky part is when the player goes indoors. I essentially do a trace upwards from the player, and if it hits then i save that position as the last valid sky position and use that as a reference for spawning the rain. But say there are 2 distinct outdoors areas. If the players starts in one then moves indoors then walks into the other outdoors area, the rain kind of starts up out of nowhere (since the new outdoors area wasn't saved as the last valid sky position) and it looks strange.
What i think i'll do is calculate the total sky areas then spawn rain in those based on where the player's position is or something.
Also, i made a few changes to how the rain looks, i basically just made it slowly move down your screen as it fades. Note that Weather.Rain is a number between 0 and 1 which indicates how much rain there should be, with 1 being downpour... I think this looks a tad more realistic, but what do i know
[lua]
// think code
if GAMEMODE.Weather.Rain > 0 and ( GAMEMODE.NextRainDrop or 0 ) < CurTime() and not GAMEMODE.PlayerIsIndoors then
GAMEMODE.NextRainDrop = CurTime() + math.Rand( 1 - GAMEMODE.Weather.Rain, ( 1.2 - GAMEMODE.Weather.Rain ) * 3 )
for i=1, math.random( 1, math.floor( GAMEMODE.Weather.Rain * 4 ) ) do
local tbl = {}
tbl.Size = math.random( 40, 80 )
tbl.X = math.random( 0, ScrW() - tbl.Size )
tbl.Y = math.random( 0, ScrH() - tbl.Size )
tbl.Movement = math.random( 20, 80 )
tbl.Life = math.Rand( 1.0, 5.0 )
tbl.Time = CurTime() + tbl.Life
if math.random(1,5) == 1 then
tbl.Movement = 10
end
table.insert( GAMEMODE.RainDrops, tbl )
end
end
// draw code
for k,v in pairs( GAMEMODE.RainDrops ) do
local scale = math.Clamp( ( v.Time - CurTime() ) / v.Life, 0, 1 )
surface.SetDrawColor( 200, 200, 255, 255 * scale )
surface.SetTexture( RainMat )
surface.DrawTexturedRect( v.X, v.Y - v.Movement * scale, v.Size, v.Size )
end[/lua]
-deleted- :c
[QUOTE=hellguy;41132212]Here`s a tutorial I made, it was intended for my server, but feel free to use it :3
www x52gaming com/Thread-Fixing-missing-materials-textures-in-maps-after-Gmod-update-165[/QUOTE]
that was posted on april 24th which was two months ago
[QUOTE=Disseminate;41132823]that was posted on april 24th which was two months ago[/QUOTE]
Oh I`m sorry, but anyway.. Some people are having that issue nowadays..
Changing subject, the flashlight of this gamemode is way more beautifull than the vanilla one, can anyone tell me which are the files that defines the flash light? (vmt, mdl, lua, etc)
EDIT:
Why is this funny? .-.
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