i think i know what makes tiramisu so great
12:30 AM - Matt B: kk I'mm code with one hand
12:30 AM - Matt B: jack off with the other brb
i think i know what makes tiramisu so great
12:30 AM - Matt B: kk I'mm code with one hand
12:30 AM - Matt B: jack off with the other brb
don't demand shit.
Edited:
What. The. Fuck.
I'm having a problem with custom models used as clothing. I've edited cl_charcreate.lua for the schema but the new clothing is not working properly. When I use the lab coat, it works just fine when spawning, but when I use the custom clothes, they only stay on for a second after spawning before disappearing. Sometimes the character does not respawn, it works then, but if I switch between several characters using these clothes, their clothes are reset to the default ones
Example of custom clothingCode:local models = {} models[ "Male" ] = { "models/Humans/Group02/Tale_01.mdl", "models/humans/group01/male_02.mdl", "models/Humans/Group02/tale_03.mdl", "models/Humans/Group02/tale_04.mdl", "models/Humans/Group02/tale_05.mdl", "models/Humans/Group02/tale_06.mdl", "models/Humans/Group02/tale_07.mdl", "models/Humans/Group02/tale_08.mdl", "models/Humans/Group02/tale_09.mdl" } models[ "Female" ] = { "models/Humans/Group02/Temale_01.mdl", "models/Humans/Group02/temale_02.mdl", "models/Humans/Group01/Female_03.mdl", "models/Humans/Group01/Female_04.mdl", "models/Humans/Group01/Female_06.mdl", "models/Humans/Group02/temale_07.mdl" } local clothing = {} clothing[ "Male" ] = { "none", "clothing_formal", "clothing_formal2", "clothing_labcoat", "clothing_tale1", "clothing_tale3", "clothing_tale4", "clothing_tale5", "clothing_tale6", "clothing_tale7", "clothing_tale8", "clothing_tale9" } clothing[ "Female" ] = { "none", "clothing_formalf", "clothing_labcoat", "clothing_temale01", "clothing_temale03", "clothing_temale07" }
Example from the gamemodeCode:ITEM.Name = "Brown Jacket and Jeans"; ITEM.Class = "clothing_tale1"; ITEM.Description = "Brown Jacket and Jeans"; ITEM.Model = "models/Humans/Group02/Tale_01.mdl"; ITEM.FemaleModel = "models/Humans/Group02/Temale_01.mdl" ITEM.Purchaseable = true; ITEM.Price = 500; ITEM.ItemGroup = 1; ITEM.Flags = { "nogloves" } function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove(); end function ITEM:UseItem(ply) end
Am I missing something here?Code:ITEM.Name = "Laboratory Coat"; ITEM.Class = "clothing_labcoat"; ITEM.Description = "Lab coat for those smarter gentlemen"; ITEM.Model = "models/Kleiner.mdl"; ITEM.Purchaseable = true; ITEM.Price = 100; ITEM.ItemGroup = 1; ITEM.Flags = { "nogloves" } function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove(); end function ITEM:UseItem(ply) self:Remove(); end
Sorry I can't quite answer your question right now, I'm working on notes and books.
But an update on those: they're completely done. Just need a fancy UI :)
Edited:
Myrrdin I'll check that out as soon as I get a solid chance man, I'm sorry.
A VERY WiP picture of notes.
Another pic showing how they are in your inventory, (also lol my UI color is different between shots woops)
Not a problem! The fact that you are taking a look at it at all, being willing to help, means that you are awesome.
Let's take some steps in debugging.
1) Are you sure that the clothing item is on your characters' inventory?
2) Are you sure that the item is not getting removed?
3) Have you tried removing the "self:Remove()" from ITEM:UseItem?
It's great to see that the books/notes are coming along fine. Can't wait for the next release =3
Also, I might just make some plugins that people are free to use if they wish myself. Any suggestions?
The problem was none of the above, it was simply that the models were on the server as an addon and not in the root garrysmod folder. Problem solved.
Thanks anyhow!
Very close to working notes now, stay tuned.
Only thing left really is having text center/right aligned.
I think I talked about this a few posts back... But an item that would, when used, appear on the player's body. However, it would be more complex than just making it appear, in the sense that it would be nice to have them actually contribute armor or stats to the player on equip, and also would not be able to be equipped over certain clothing. (For example, you can't equip a hat item if there is a clothing_helmet already equipped.)
I don't know how to explain it any better... But, I hope that helps in a way :\
Updated shot. Thanks for the example, Mr Cuddles!
This is a lot what the note system will look like at release.
Edited:
Also for those wondering, I'm on Linux, that's an emulated Windows desktop.
The text used to make this note:
Font is self explanatory.
<c> at the beginning of a line centers the line.
I have three words and a picture for you all.
Stair bug fixed.
Almost finished the changes needed for notes. Then making them actually need paper, and then being able to bind a bunch of notes into books. And then Tiramisu 1.2 :)
Amazing
I just finished up notes, they're commited.
Edited:
Also guys don't use the newest version on Github, I'd call it experimental at best, at the moment. It's got lots of fixes but we redid inventory and such, so I'd just wait till we put it on garrysmod.org after proper testing.
Cool! Umm just can I ask are the Tiramisu versions of GitHub open beta? I mean I think the changes roll out there first.
PS: Keep up the good work!
Expect 1.2 soon. We're cooking up some new, fresh ideas for Tiramisu 2.
We promise you this much, you WILL see the change.
Two issues which are related to the script.
1. Weapons which are items duplicate when dropped.
2. There is no ragdolls for !passout or death anymore, the character just keeps standing there and ragdoll is not visible.
Using the latest SVN version.
SVN is broken from what I hear, use the github version
I had the same problem with that version too.
Edited:
At the moment GitHub is SUPER active and a lot of the changes we made are adding or removing bugs, and we have unfinished features up. I suggest you just wait for our 1.2 release, it'll be very soon anywhere from tonight to this weekend.
The github version is more stable now.
Edited:
Alright what's in the repo in about 5 minutes is basically 1.2, without the testing. Once it's tested and all bugs fixed we'll upload to garrysmod.org
Alright I just made one more commit fixing the freescrolling camera. If anyone wants to help test, please inform me and grab the latest GitHub repo.
I'm getting a lot of issue reports about the github version, remember guys you live on the bleeding edge and sometimes you get cut ;)
Edited:
We just discovered our HL2 schema is severely broken. We're doing a rewrite.
I believe this about the time we're going to wrap up Tiramisu get it working stable as we can, remove all the bugs, and do a couple more schemas.
Conna we're coming for you, bro. (Just joking nothing against Conna personally, just tired of seeing people pay 300$ for a script, rather offer them something as good as or better for free)
To be honest it was never about taking down OpenAura or Conna. We just think we need to step up our game in order to keep it a competitive product, as opposed to the "free alternative" that used to be the way we referred to Tiramisu. Schemas has been something the community has been asking for a long time, so what better time than now to give it to them.
Tiramisu is not a clone, it's an entirely new trend. Our goal was never about beating people at their own game; but to make our own concept of a roleplay script, one that aids the player in roleplaying while being as unobtrusive as possible.
We've decided we're going to move all the admin commands to right click options. We're keeping the chat commands, ofcourse, but now you'll be able to rightclick a player > admin > kick.
Or you'll be able to rightclick the ground in front of you > admin > bring > select from list.
The guys over at Desertia can't bring their hands out after this morning's update, anyone else experiencing this?
Actually, yes.
This happened to one player on the server, I didn't personally experience it.
This happens to me almost every time
New update should fix hands.
Is there a way for an item to automatically be put on the correct bone and alignment when you click use on that item? I've added SetGear and EditGear to the use and given them appropriate values(I think), and for some reason every time I use it, it give it the default align, and then drops the fedora from my inventory, while keeping the attachment on the playermodel.
Edited:
I've also been wondering how to do that, but I didn't notice anyone answering it. Any ideas how?
Utterly fantastic news. Utterly fantastic.
This will be made into the right click option "Wear" for most items. Watch this space you'll have it soon.
I will be adding a right click option to it soon. You won't have to know any commands to use it, just right click a door and set it up accordingly.
On rather unrelated news, we decided to continue giving incrementals to Tiramisu 1. You will be seeing a stream of new features on the following week, as well as general improvements to the codebase.
This is some great news.
Can't wait for future updates. Also, may I suggest that rather than making even more generic schemas (like kuro does), why not try some schemas with their own backstories or something? Just a thought.
Also, this isn't really important, but could you by any chance improve the looks of the chatbox? It's fine and works perfectly, it's just a bit of an eyesore, isn't it?
Alright, I knew how to script cake, and no I'm trying to get into tiramisu, is anyone here ready to help me out with a script for a soon-to-come RP gamemode? I mainly need help with the group system when scripting, and adding new weapons/clothes into it. Would be very cool, whoever helps is also free to sign up as a Dev for the new server, for further information Pm me on facepunch or add: xxshadowzanexx on steam, thanks.
Thanks.
Can a mod please move this to the Gamemode section? This thread feels totally out of place in this section, and it feels redundant to make (yet) another thread for my Tiramisu incremental releases.