1. Post #1
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    The goal of this gamemode is to update (possibly continuously) TacoScript 1 up to current script standards, while keeping the TS1 feel, and to distribute it to have more options for a standard server than whatever Conna's current script is. I started doing this project September 21, 2010 and it's still a work in progress - but I've made a lot of work. TS1 has been refreshed, and for many features, entirely gutted and retooled.

    In fact, for the changelog, I could go through the entire script, but that would take quite a few hours to do. Instead, I'll give you the general stuff as I skim through the script (probably should have made a changelog to start).

    Incredibly brief changelog from the garrysmod.org TacoScript:
    Code:
    - Fixed any and all bugs
    - Fixed all inventory problems
    - Fixed all weapon problems
    - Predigimous lag reduction (new usermessage systems, replacement of NWvars etc). Ping went from 150 on default to 50 on this on my test server.
    - Up-to-date module support
    - Door (and mapdata) system entirely redone, mapdata included for 14 common maps
    - Sound lists for, not only the CP - but for HL music and overwatch (city voice)
    - Removed backdoors
    - Removed unnecessary or deprecated code (armor hack, observe as variable)
    - Redone combine/overwatch flags
    - Only has about 15 mb of default models - it's up to you how much you add (keep it tasteful)
    - Couple dumb admin/concommands removed, a couple non-dumb commands added
    - Admin-controlled HL2 npcs (attack heli, gunship)
    - The standard stuff like "Typing..."
    - Quiz has 'tutorial' which gives all the answers if the player reads it
    - Fixed as many exploits as I could find
    - Removed some unnecessary delays
    - Removed unused or silly things like headbob
    - Some trivial but fun things like Christmas Mod being enabled on christmas automatically
    - Easier MySQL script-side setup
    - Modules: gatekeeper, rcon, mysqloo - IP or steamid private testing/blacklist, rcon disable, and mysql interaction respectively
    - Lots of animations
    - 15 animation tables prepared, for each (feasibly used) HL2 model + some TnB models and misc models I've found
    - Some animation goodies - ie, if you're a cscanner, your tail will bob up and down and the wheel will rotate and whatnot, you can set your model to a strider and have your head out of the ground etc
    - Predicted gestures for firing, reloading etc weapons (looks awesome man)
    - Weapons are automatically parsed as items - no need for items of weapons
    - Weapons: Cleaned up, better ironsights, some retooling, working on system to properly hold hexed CS:S weapons for you donator mongers out there, as well as things like suitcase
    - Added door and keypad stools but integrated into TS and exploit-proofed
    - Realtime MySQL donation system up and running
    - HL2 hands (pickup and throw small things)
    I honestly suprised myself with how fast I was able to get it to run. For example, you may be used to a 5-10 second character selection process in the current TS - mine takes <2 seconds.

    Mapdata:
    Code:
    - Must start with "2" as the first line of the file
    - Backwards compatible but you have to add "1" to the top
    
    - Doorstates:
    0 - buyable
    1 - combine buyable (for lockers etc)
    2 - unownable
    3 - combine lockable (i.e. nexus doors, prison cell doors etc)
    7 - combine big doors (the large, normally unopenable doors)
    
    BEGINBUILDING "Shop"
    988.0000 -3991.0000 718.2500 "Entrance" 0 35
    824.0000 -3524.0000 728.0000 "Side Entrance" 0 35
    743.0000 -3725.0000 718.2500 "Backroom" 2
    ENDBUILDING
    
    - X Y Z Name State Price
    - Price is optional if state is unownable or the like
    - BEGINBUILDING can be replaced with BEGINUNOWNBUILDING (all doorstates are 2, all prices are nonexistant) or BEGINCOMBINEBUILDING (all doorstates 7, prices nonexistant)
    - If you buy a door inside a building, you then own every door in the entire building.
    Example mapdata file:
    Code:
    2
    BEGINUNOWNBUILDING "Trainstation"
    3031.9063 -2735.0000 814.7188 "Hallway"
    3031.9063 -2641.0000 814.7188 "Hallway" 
    2154.0625 -2734.7188 814.2500 "Hallway"
    2154.0625 -2640.7188 814.2500 "Hallway"
    ENDBUILDING
    
    BEGINBUILDING "Foto Shack"
    -560.0450 -1476.0100 726.0000 "Entrance" 0 35
    -791.0000 -1145.0000 726.2810 "Storage" 2
    ENDBUILDING
    Flags:
    Code:
    Flags can be combined with each other. For example you can have combine flags "EF" which will allow you to both be a CP Elite and able to set flags, or player flags "NXV" which will let you be a salesman black market vortigaunt.
    
    Combine
    
    A - Recruit - /cp
    B - CP - /cp
    C - OW - /ow
    D - OW Shotgunner - /ow
    E - Can set flags
    F - CP Elite - /cp
    G - CP Control - /cp
    H - Combine Control - /cp
    I - OW Elite - /ce
    X - City Scanner - /cscanner
    Y - Shield Scanner - /cscanner
    Z - Advisor - /advisor
    
    Player
    
    N - Can sell newspaper
    S - Stalker
    V - Vortigaunt
    W - Vortigaunt Slave
    X - Black Market
    As for screenshots, just picture default TacoScript HUD etc. It's identical. Most of these modifications are internal or minutely visible, screenshots aren't worth it.

    Released

    Setup Instructions:
    - Place contents in garrysmod
    - Set up mysql server according to the provided .sql file
    - Get the lua binary modules installed properly according to the readme
    - Edit the config files in data/TacoScript/
    - Load up in gmod!
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  2. Post #2
    We Are No Idiots
    Aide's Avatar
    March 2010
    4,852 Posts
    Finally, Let's run conna to the ground.
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  3. Post #3
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    Sounds nice, time to get rid off OpenAura.
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  4. Post #4
    We Are No Idiots
    Aide's Avatar
    March 2010
    4,852 Posts
    What I liked reading

    - Predigimous lag reduction (new usermessage systems, replacement of NWvars etc). Ping went from 150 on default to 50 on this on my test server.
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  5. Post #5
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts

    Demonstration of speed boosting (at the end specifically)

  6. Post #6
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,537 Posts
    When you see a thread by disseminate you can only expect the best
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  7. Post #7

    July 2007
    864 Posts
    Can't wait to see this ready :). I've done the same thing basically, with Tacoscript 2.
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  8. Post #8
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,537 Posts
    Can't wait to see this ready :). I've done the same thing basically, with Tacoscript 2.
    Nobody cares.

    Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.
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  9. Post #9
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    Nobody cares.

    Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.
    Yeah, I agree.

  10. Post #10
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Nobody cares.

    Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.
    That'd be cool. I'll look into it.

    I'm slightly tentative to do anything like this because my goal in this is just to have it exactly as TS1 was in 2008 - clean, nice, and lagless, but with few additional gameplay-changing features.
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  11. Post #11
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,537 Posts
    Well, a few small features like such wouldn't hurt. Do what you want, you're the coder
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  12. Post #12

    January 2010
    192 Posts
    Great work so far :)

    But can you expand more on the controlled NPCs part? How would you control it?

  13. Post #13
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Console commands at the moment. Admins could bind them to keys and go in noclip.

    Code:
    rp_heli_create
    rp_heli_bomb
    rp_heli_togglegun
    rp_heli_blowup
    rp_heli_remove
    rp_heli_goto [go to admin's position]
    
    rp_gunship_create
    rp_gunship_togglegun
    rp_gunship_blowup
    rp_gunship_remove
    rp_gunship_goto
    If I were to make it like a helicopter or whatnot on gmod.org (WASD controls), I'd have to continuously create path_track entities, which would cause lag.
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  14. Post #14
    Jocken300's Avatar
    February 2009
    1,361 Posts
    This sounds pretty cool. I'm glad to hear that you out of all people are doing it, too.

  15. Post #15
    Gold Member
    Commander11's Avatar
    February 2007
    296 Posts
    Why couldn't we have had this a year or two ago? Could've shut up a lot of script kiddies re-releasing the original TS.

    My hat off to Disseminate, this sounds wonderful!

    Keep up the good work, I hope to see more of this from you.

  16. Post #16
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    With the recent gmod update, I added hands support (use to pickup). Works identical to HL2. To see the prop's creator (what used to be use), type rp_checkcreator in console. Removed the gravity gun (they have identical range FYI)

    Added sniper (or scoped weapon) mouse sensitivity lowering when zoomed in

  17. Post #17

    January 2010
    192 Posts
    Any expected release or is this far from done?

  18. Post #18
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    I'd like to get it as done as possible - probably later than or at a month from now

    Edited:

    http://filesmelt.com/dl/gm_flatgrass000321.jpg
    No decompiling involved. It's a CS:S model I just hexed
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  19. Post #19
    Gold Member
    alexanderk's Avatar
    May 2007
    1,355 Posts
    hello that is not the correct animation
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  20. Post #20
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    No pistol animations on male citizen npcs

  21. Post #21
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    No pistol animations on male citizen npcs
    Are you gonna add the pistol anim from HL2 for males?
    I remember that there is one.
    Anywho, looking great.

  22. Post #22
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    There isn't one, unfortunately

    However, I might convert any non-custom models in the script to using the playermodels. Then I'd have a full range of animations with no issues and none would be the wiser.
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  23. Post #23
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    That sounds much better, if you bother to do that.
    I will look forward to release, good luck.
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  24. Post #24
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    I'd tell you to use the animation system in Tiramisu but it's a total bitch to implement. If you wanna give it a go, you have my blessing, that way you can have all animation sets in any ValveBiped model.

    Also, if I may do a request, can you make some sort of system for adding flags? It feels kinda stupid to have to add an elseif just to add a different flag with a different loadout.
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  25. Post #25
    Gold Member
    teh pirate's Avatar
    March 2009
    5,305 Posts
    The script should be functionally similar but if at all possible easier for devs to work with

  26. Post #26
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    I'd tell you to use the animation system in Tiramisu but it's a total bitch to implement. If you wanna give it a go, you have my blessing, that way you can have all animation sets in any ValveBiped model.

    Also, if I may do a request, can you make some sort of system for adding flags? It feels kinda stupid to have to add an elseif just to add a different flag with a different loadout.
    I was contemplating that but it does seem hellish to just clientsidemodel everything. I'm not sure how I'd do the flags thing but perhaps a text input file or something.

  27. Post #27
    Gold Member
    teh pirate's Avatar
    March 2009
    5,305 Posts
    I was contemplating that but it does seem hellish to just clientsidemodel everything. I'm not sure how I'd do the flags thing but perhaps a text input file or something.
    Have them stored in data as text files in a flags folder that the script reads from so you can easily add more
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  28. Post #28
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Here's what I have right now:

    FLAG.ID = "I"; -- Flag to set
    FLAG.Team = 4; -- Team (affects color etc)
    FLAG.Mode = TS.COMBINE_OWE; -- Chat command (this is /owe, TS.COMBINE_CP would be /cp)
    FLAG.Model = "models/Combine_super_soldier.mdl"; -- Model of player
    FLAG.Job = "Combine Overwatch Elite"; -- Job
    FLAG.Armor = 150; -- Armor
    FLAG.Weapons = { -- Weapons to give
    	"weapon_ts_flashnade",
    	"weapon_ts_flashnade",
    	"weapon_ts_flashnade",
    	"weapon_ts_fragnade",
    	"weapon_ts_fragnade",
    	"weapon_ts_fragnade",
    	"weapon_ts_12gauge",
    	"weapon_ts_breachingshotgun",
    	"weapon_ts_beanbagshotgun",
    	"weapon_ts_ar2",
    }; -- You can also do FLAG.Skin (ie ow shotgunner) and FLAG.Movetype (city scanners)

    These flags go in TacoScript/combineflags/
    Going to do another round for player flags
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  29. Post #29
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    When there's character creation, how does it allow you to define a skin for some model?
    I heard that TS had this function.

  30. Post #30
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    It doesn't, and TS doesn't allow you to at charcreate at the moment. I added skins support a while back for script-based setting (so if I make an ow shotgunner in the script it will display on scoreboard). I haven't touched skins for character creation.
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  31. Post #31
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,241 Posts
    It doesn't, and TS doesn't allow you to at charcreate at the moment. I added skins support a while back for script-based setting (so if I make an ow shotgunner in the script it will display on scoreboard). I haven't touched skins for character creation.
    Alright, thanks for telling me.

  32. Post #32
    Dumb britbong
    C0MMUNIZT's Avatar
    April 2011
    1,922 Posts
    You going to do a TS2 when you're done with this?

  33. Post #33
    Jocken300's Avatar
    February 2009
    1,361 Posts
    You going to do a TS2 when you're done with this?
    There already are several TS2's out there that have been finished, although I'm not sure what TnB's current stance on it is.
    I remember a TnB dev writing somewhere that TS2 is now a private script, or well, at least their version... I think it was in a thread where someone asked for a copy of TS2.

  34. Post #34
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    I'm not doing TS2.

    But FYI, TS2 was going to be a private script - Rick was doing it for TnB for like $500 or something. TnB was generally disrespectful and shit to Rick, so he gave them a refund and just dropped the current copy on Facepunch as free domain. You are allowed to edit TS2 - it's not TnB's property.

    Edited:

    Just made an addition to flag system for multi-model flags (ie converting citizen model to rebel model):

    Code:
    FLAG.ID = "R";
    FLAG.ModelConvert = true;
    FLAG.NiceName = "Rebel";
    FLAG.Job = "Rebel";
    
    FLAG.ModelConvertFunc = function( model )
    	
    	local m = string.gsub( model, "models/humans/group01/", "models/humans/group03/" );
    	m = string.gsub( m, "models/humans/group02/", "models/humans/group03/" );
    	return m;
    	
    end
    Of course they're combine flags and this was just a test

  35. Post #35

    January 2010
    192 Posts
    Will there be documentation for this?

  36. Post #36
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Yes

  37. Post #37
    Gold Member
    cis.joshb's Avatar
    January 2011
    1,877 Posts
    Looks great, between this and tiramisu, this could be the dawn of a golden age of RP. Who knows, maybe TS2 medival and Can RP will be good.

  38. Post #38
    Gold Member
    cis.joshb's Avatar
    January 2011
    1,877 Posts
    Actually, with Infinity1995 at the head of Can RP, I can assure you it will fail.
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  39. Post #39
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    (Brief update while portal 2 decrypts)

    I'm not adding a easier flag system for player flags because there are too wide a range of applications. What I mean by that is, vortigaunts for example you might not want to be able to jump. Coding a FLAG.ShouldBeAbleToJump is silly and will only be used for vorts, or FLAG.ChatCommand = "/stalker" and FLAG.OnChatCommand = function( ply, cmd ) ... end - it could be better accomplished with just a chat command.

    I've made an ironsights developer mode - just go into ironsights and pop up the menu where it will adjust your current weapon's ironsights in real time.

    I'm going to make ironsights fully clientside. This means that FOV won't work when entering ironsights, and bullet spread will be the same - but there will be zero lag whatsoever when entering or exiting. They'll exist to guide your shots, not to improve them.
    - Edit: done this. Instead of full clientsiding, I simply predicted them - FOV still works and whatnot, it's just a lot smoother

    I don't plan on making a mapdata editor as it's faster to just get the position and fill in the info in the text file itself. I'll be making a command to get the position of the door you're looking at but that's it. I won't be making an item editor either for the same reason.

    I sort of want to do something with the clunky help menu, make it a bit more developer friendly. I'll be thinking about what to do with it.

    I'll be working on simplifying/optimizing the base SWEP sometime soon (especially to get rid of the perpetual weapon-jerking when you unholster/ironsight/shoot a gun). The reason behind this is that no matter what I do, people will make custom five-minute weapons that really aren't up to par with the defaults. Instead of blocking the creation of them or something dumb, it would be better to reduce the shittiness. Every weapon should feel professionally done, regardless of the time spent on it.

    I've been thinking about how much TacoScript has been modified for different gamemodes. Do you guys think it would be beneficial to include TS.HasMoney or TS.HasCIDs or the like?
    Edit - added TS.UseCID
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  40. Post #40
    Jocken300's Avatar
    February 2009
    1,361 Posts
    (Brief update while portal 2 decrypts)

    I'm not adding a easier flag system for player flags because there are too wide a range of applications. What I mean by that is, vortigaunts for example you might not want to be able to jump. Coding a FLAG.ShouldBeAbleToJump is silly and will only be used for vorts, or FLAG.ChatCommand = "/stalker" and FLAG.OnChatCommand = function( ply, cmd ) ... end - it could be better accomplished with just a chat command.

    I've made an ironsights developer mode - just go into ironsights and pop up the menu where it will adjust your current weapon's ironsights in real time.

    I'm going to make ironsights fully clientside. This means that FOV won't work when entering ironsights, and bullet spread will be the same - but there will be zero lag whatsoever when entering or exiting. They'll exist to guide your shots, not to improve them.
    - Edit: done this. Instead of full clientsiding, I simply predicted them - FOV still works and whatnot, it's just a lot smoother

    I don't plan on making a mapdata editor as it's faster to just get the position and fill in the info in the text file itself. I'll be making a command to get the position of the door you're looking at but that's it. I won't be making an item editor either for the same reason.

    I sort of want to do something with the clunky help menu, make it a bit more developer friendly. I'll be thinking about what to do with it.

    I'll be working on simplifying/optimizing the base SWEP sometime soon (especially to get rid of the perpetual weapon-jerking when you unholster/ironsight/shoot a gun). The reason behind this is that no matter what I do, people will make custom five-minute weapons that really aren't up to par with the defaults. Instead of blocking the creation of them or something dumb, it would be better to reduce the shittiness. Every weapon should feel professionally done, regardless of the time spent on it.

    I've been thinking about how much TacoScript has been modified for different gamemodes. Do you guys think it would be beneficial to include TS.HasMoney or TS.HasCIDs or the like?
    Edit - added TS.UseCID
    Oh god, I love you.
    No really, thanks for bringing TS1 back. Also, it'd be great if you could revamp all of the old TS1 menus seeing as how I always thought that they looked like crap. Especially the char creation...
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