[QUOTE=Potatofactory;52592236]A simple google search should land you here [url]https://facepunch.com/showthread.php?t=1372766&p=44149143&viewfull=1#post44149143[/url][/QUOTE] i was able to reverse-engineer a solution from that, thanks a bunch
anyone know how to create clientside physics objects, if that's even possible?
see that's the thing, i would totally understand if doing that actually [I]caused[/I] crashes, but it doesn't and never has so that warning is nothing but an inconvenience to people like me, who don't like having their server consoles spammed for no reason
i don't know if anyone has posted about this, but as of a few updates ago, having an entity remove itself in a collision hook (such as a rocket exploding on impact) now causes the following error [lua]Changing collision rules within a callback is likely to cause crashes![/l...
as an alternate solution, considered hooking up a stopsound tied to the onclose event with the delay for however long the door takes to fully close?
a great big post-apocalyptic wasteland exploring every known theme, such as big, empty, destroyed cities, endless stretches of desert roads with the odd gas station, and underground subway networks
fairly simple question: anyone know how to layer sequences on scripted entities? i'm trying to whip up my own tf2 buildings but i can't get the firing sequences on the sentry to work right and it's doing my head in ent:SetSequence() applies the sequence improperly (as it's ...
finally, some love for the surface ruins every metro map i've seen so far took place exclusively in the tunnels
It's one thing to nag people about poor coding practices and encourage them to get better, but there are plenty of solid addons that, while they could be improved by better coding practices, function perfectly fine the way they are. It strikes me as both irresponsible and i...
[QUOTE=Exho;47023183]Using a NWVar is silly, why can't you just define the type? I've always used NWString/Int/Bool[/QUOTE] because i wasn't even aware of those other functions or that nwvar was due to be depreciated until recently
[IMG]https://dl.dropboxusercontent.com/u/21837885/Images/hitsfuhdays.png[/IMG] this is the accumulated bulk of about 3 years' worth of private projects now you really don't think this is the least bit of an unfair change to be forcing on [I]everybody?[/I]
how well does it duplicate?
It's amazing how so few maps these days can encapsulate the feel of sheer, all-encompassing scale. You, on the other hand, seem to have mastered it, and I applaud your work, because I thought I would never find a replacement for Atomic on my server. Shame about all the t...
The console commands can't be changed in multiplayer, and you can't swap targets either. Being able to tint the overlay certain colors would also be nice. Perhaps an encyclopedia of sorts that one can use to define the entities that one encounters in gameplay?
no this is the one that he talked to me over steam waaaaaaaaaaaaaaaaaaay too much about while he was making it
are there any plans to fix GetHoldType() not working on scripted weapons?
because it's five fucking years old
reduce the grid size with the little #- button in the upper left corner
shouldn't it already be rigged? what format did you export it as
I like how it's shaping up, so far. Are there going to be any enterable buildings to use as hideouts, and will there be a night version?
[QUOTE=MrBunneh;43519060]I believe this was mentioned during a playtest. iirc spy said it is impossible to control volume for one sound.[/QUOTE] couldn't you run ChangeVolume() on the sound object?
oh shit this is sweet the pink fog gives it that scorched earth effect
I tried both of those, and neither of them worked.
Is there a way to at least replicate the effect of zero gravity on players? I've tried countering their Z velocity but it's really hacky and unreliable and practically locks their Z axis.
Zero gravity on Players?
Crane sounds cutting out
The sounds for the Crane at the beginning of the Highway 17 chapter, no matter how they're used, tend to cut out after a short but unpredictable time. Even when standing still in a dead silent map with NOTHING going on, they still cut out after a random period for no apparent...
please do this i'm always stressing about finding new, decent maps for my server
[QUOTE=LEETNOOB;41782227]Considering that I use a stock function called GetEyeTrace for the near-wall code, and dismemberment mod causes issues, I'd say it's not my fault that his mod conflicts with stock code, nor that I should be the one looking for ways to fix issues caused...
[QUOTE=LEETNOOB;41716942]It has completely fucked up collision groups which make CW think that they're right in front of you. Seriously, how could the dev of dismemberment mod fuck THAT up? And I know that it's not my code's fault, because I'm using a stock trace function ca...
Does anyone know a particular combination of VTFs and VMT commands that one might use to get a decent-looking chrome texture that looks good on all maps?
Speaking of suspension, might I suggest adding suspension limits? That means, if the wheel travels too high from its starting point, the suspension automatically tightens up. This would help in situations where the car is often damaged by the chassis slamming into the ground...
You're supposed to use the new SteamPipe method, since Garry's Mod switched in the last update. You can read more about it [url=http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server]here[/url].
so, this currently causes dedicated servers to crash on startup any chance of a fix?
is this on all cars?
[QUOTE=Pink_Super;40823423]could you make the weapon sounds vary in pitch slightly with every shot so they aren't so they're more seamless in automatic fire?[/QUOTE] if i'm not mistaken that causes certain sounds to blend together into a hideous mess of static did that ...
so, is the day/night cycle lua file for this map broken for anyone else? the fog changes colors appropriately but the skybox is gone
that's a bug with SWCK, if you've used a weapon with a boneless viewmodel that's why it happens, the bone edits don't reset properly
it seems like someone or something in your server is persistently defying the laws of physics i'd either keep a better eye on your players or look into getting a different map
i seem to remember WAC conflicting with it due to irresponsible CalcView usage
gmod 11 as opposed to gmod 13?
this is so fucking great i've always wanted to make a project like this but could never find it in myself bravo
the vehicle's name is determined by the vehicle script how to retrieve that, i don't know i'd look into keyvars if i were you
[QUOTE=soliv;40475831]If its so easy, why not doing it yourself then?[/QUOTE] because i'm not taking charge of this project
you should fix the purple player bug since it's probably the easiest bug to fix known to man
I was not aware of game.AddParticles(). Thank you so fucking much for that.
I'm talking default Episode 2 / TF2 particles. I've tried repositioning the files every which way, with the same result every time: Attempting to create unknown particle system 'debris_impact_stalactite' Attempting to create unknown particle system 'rock_splinter_stala...
No Particles on Dedicated Servers?
I run a dedicated server from home, and no matter what I try, I always get console errors when I try to utilize any particle system. I've made sure content from the requisite games is mounted, but to no avail.
yeah, all 25 polygons of it
i dialed back the envmap tint a ton and and added phong, now it looks like this [img_thumb]http://cloud-2.steampowered.com/ugc/541831196268922105/3201555794099F3DFC7C851D1B39ED56B2EC9E8A/[/img_thumb]
not at the moment a few hours ago i vastly improved the textures by adding a phong mask and tweaking the envmap
meanwhile, i awakened the spirit of the beast himself [img_thumb]http://cloud-2.steampowered.com/ugc/541831196243776748/6307414F3565087696146E2B158A28A22B7820F6/[/img_thumb]
I have some power models from Prototype 2 here, but I need them to be rigged to the valve biped skeleton and compiled so I can use them in my mod. Would anyone be willing to do that for me? Just the Level 3's are needed. The models are in OBJ format and the textures are in T...
I checked the sequence list in the icon editor and it's set up just like any other aimlayer. It just doesn't seem to be accessible as a holdtype.
Anyone know anything about the "magic" holdtype?
I've turned the GCF upside down and inside out and i can't find a damn thing about how to utilize it property, so I'm out of ideas. It's the same animation set used by prop driving.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=132976211"]IT'S BACK BITCHES[/URL] now with more convenience
ding dong the witch is dead [video=youtube;P3ALwKeSEYs]http://www.youtube.com/watch?v=P3ALwKeSEYs[/video] thank you all for your support, i couldn't have done it without you now to start preparing the official version for re-launch, i just need to finish the tendrils
[QUOTE=Kebab;39946775]It's funny because the fella who uploaded it "Danilka" has about 3 different steam accounts. One is currently in use and the other two are between 2-3 years old. Looks like he has a habit of getting banned. I also included a lengthy message with my...
wish we could get an update on that
We really need to work on getting the attention of a moderator. Supposedly Gran PC reported it to Garry, but nothing has happened yet.
Thanks for your support. It seems like the only way something is going to get done is if a moderator takes notice, though.
My mod has been stolen
Wasn't quite sure where to post this, so find it in your black shriveled hearts to forgive me if I've fucked up. Recently, my [URL="http://facepunch.com/showthread.php?t=1204234&highlight="]Prototype Mod[/URL] was uploaded onto the [URL="http://steamcommunity.com/sharedfiles/...
looks to me like your gore mod isn't working on flatgrass or something
i'd rather you didn't this whole situation is hell on my mind as it is
well, i'm on 7 now so that's not an issue
so i'm trying to spread awareness of an unapproved version of my mod that's been uploaded to the workshop without my prior permission or awareness [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=129841454"]http://steamcommunity.com/sharedfiles/filedetails/?id=12...
TF2 Particles are Dysfunctional
As of update 159, all of my TF2 particle systems have ceased functioning, when a precache or use is requested it states that the particle system is unknown. Any ideas what's up? Is it a TF2 update or a GMod update that's caused this? I'm leaning toward the latter since the l...
[video=youtube;s7gjY0dGhCw]http://www.youtube.com/watch?v=s7gjY0dGhCw&feature=youtu.be[/video] made these at the request of a friend they are as deadly as they are cool
[video=youtube;a5PnNLvD7fg]http://www.youtube.com/watch?v=a5PnNLvD7fg[/video] i threw together a small zippo lighter for fun, it burns things and lights up dark areas it also comes with cigarettes because why not
[video=youtube;XN4XKM4LnMM]http://www.youtube.com/watch?v=XN4XKM4LnMM[/video] now comes with a primary fire for when you're aiming at something that zaps the shit out of it and an area attack for when you're not that zaps the shit out of the enemy closest to you within a...
anyone know why it's seemingly impossible to rotate prop_vehicle_jeep? it doesn't respond to SetAngles() on it or its PhysObj so i don't know what to do
ok the video i posted before is so embarassingly bad compared to what i have now that i just have to post v2 [video=youtube;0XyMppplCQ8]http://www.youtube.com/watch?v=0XyMppplCQ8[/video] and i'm [I]still[/I] not done [editline]17th February 2013[/editline] in fact, thi...
[video=youtube;RGwbaBwmCkA]http://www.youtube.com/watch?v=RGwbaBwmCkA&feature=youtu.be[/video] in anticipation of 2/26 and yes, most of the sounds are placeholders at the moment
oh fucking shit sorry about that, i'll get it fixed asap garry removed the 'only spawnable by admins' bit in the code so setting spawnable to false makes it not spawnable at all for now you can use 'give blacklight' in console
ok so i'm [I]fucking[/I] sick of waiting for garry to fix his [B]FUCKING[/B] broken-ass workshopper (not like he's announced any intention of doing so anyway because windows xp is like 20 years old now) so have this version off my dropbox for now and i'll put it on the worksho...
try scaling the bones?
[video=youtube;cuMO7044naA]http://www.youtube.com/watch?v=cuMO7044naA&feature=youtu.be[/video] excuse the poor quality, i used gm_video out of laziness i think this is my best creation yet and yes, the music is coming from the game
the thing is garry specifically programmed it so it boots you from singleplayer when you get any clientside lua errors, thus making it difficult to debug said hud, and exacerbating the issue instead of solving it for people like me who don't have the patience to put up with sh...
no change the "pistol" holdtype to the "revolver" holdtype
he's a pirate this isn't rocket surgery folks
Or to compress animations in 3DSMax?
you didn't put the base code in the initialize function gg
[QUOTE=Lubci;38792246]Because we don`t want this addon to be dead.[/QUOTE] well you're shit outta luck my friend
if this is dead why do people keep posting here just ooc
SWCK generally doesn't work for mac users because garry
as a fellow victim of garry's stupid bullshit my heart goes out to you <3
does this fix the bug where bone edits carry over to all your weapons until overridden by a SWCK weapon with no bone edits
because it's broken right now grab jetboom's version on page 14
yeah that's been established already what we need is a fix
that fixed bone scaling but i [del]still have this issue where i can't scale individual models[/del] turns out they do scale, just really weirdly anyone know what's up? [editline]20th November 2012[/editline] also the construction kit itself won't let me load my old config...
no i mean like [I]nothing[/I] scales not parts, not bones, in viewmodels [I]or[/I] worldmodels