View Poll Results: Your favorite gun? (Download first)

Voters
879. You may not vote on this poll
  • M4A1

    221 25.14%
  • AK47

    201 22.87%
  • HK416

    172 19.57%
  • P90

    170 19.34%
  • All

    315 35.84%
Multiple Choice Poll.
  1. Post #561
    Gold Member
    ababs362's Avatar
    August 2008
    2,229 Posts
    What kind of pistols are we looking at for the pistol pack?
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  2. Post #562
    Generic Default's Avatar
    September 2009
    217 Posts
    Aside from the model precache time? No. I'd guess that's just latency, entity spawning is handled by the server.
    But even when I do it on my own server with a ping of about 5 it still spawns 1/10th of a second late.

    And here are the pistols in the pistol pack so far;

    Desert Eagle
    Fiveseven
    Uzi
    Glock 18
    M9
    M1911
    P228

    About half of these have world model problems with textures or size, which is delaying me.


    EDIT;
    Oh and one more thing. For about a month now I've been seeing error textures and models for CSS stuff, which means it's not working right. I checked and it says I have CSS mounted in the extensions menu, which means it should be working. There is no CSS folder in my addons folder.
    Yes, I do have CSS installed and both CSS and gmod are NOT pirated. Is anyone else having this problem? How can I fix it?
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  3. Post #563

    July 2009
    420 Posts
    uninstall and re-install CCS? worked for me
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  4. Post #564
    Marine123's Avatar
    January 2008
    458 Posts
    Verify the integrity of the CS:S GCF, defragment it, and run CS:S. That should fix it.
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  5. Post #565
    Generic Default's Avatar
    September 2009
    217 Posts
    Well I finally fixed it. CSS wasn't the problem. I had to disable CSS content on the extensions menu, restart gmod, then re-enable it and restart again.

    And I have been working on the pistols and MG pack a little. I made some nice gunshots sounds and stuff.
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  6. Post #566
    Gold Member
    Marlwolf78's Avatar
    August 2008
    2,805 Posts
    Any progress on the bug of setting everything on fire?
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  7. Post #567
    Generic Default's Avatar
    September 2009
    217 Posts
    Well it's not really a bug, it's one of the drawbacks of having the bullets do explosive damage. And it only does it to destructable props.
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  8. Post #568
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    I've always wondered, actually. Why DO the bullets do explosive damage? It makes close pistol fights kinda dangerous.
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  9. Post #569
    Generic Default's Avatar
    September 2009
    217 Posts
    Well close pistol fights are always dangerous, right? I might remove the blast damage thing in the future, I just have it in now because it makes sense that you might bleed with all of the little chunks and fragments of concrete or whatever flying around.
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  10. Post #570
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    I can understand that. Can you adjust the code so if it detects hitting a player, it does normal bullet damage instead of explosive damage? Kinda makes sense, considering that people's guts exploding don't really hurt you as much as rock and dirt. Though I'd assume you'd have to edit the damage code and have it run through two functions, may try that myself actually.
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  11. Post #571
    Generic Default's Avatar
    September 2009
    217 Posts
    I switched to that a few months ago in the SVN version. The download from garrysmod.org still has the old damage system, though.
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  12. Post #572
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    Then it's strange that it still does explosive damage when you're next to the player. The ifs make sense, so why is it running both situations? Blast damage is run SOMEWHERE in the entity code, unchecked by the player-hit if, so where could it be?
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  13. Post #573
    Generic Default's Avatar
    September 2009
    217 Posts
    Then it's strange that it still does explosive damage when you're next to the player. The ifs make sense, so why is it running both situations? Blast damage is run SOMEWHERE in the entity code, unchecked by the player-hit if, so where could it be?
    Hmm, if it hits a player or NPC it only does bullet damage; if it hits a prop or the world it only does blast damage.
    If you kill the player or NPC and the bullet hits or goes through the rag doll, then it will do blast damage since the rag doll isn't a player or NPC.
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  14. Post #574
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    Yeah, found it. You were right, it's when you kill them that the bullet does blast damage. Anyway to make fix this?
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  15. Post #575
    Generic Default's Avatar
    September 2009
    217 Posts
    Turn off physical rag dolls(it's actually my fault that it's on, just go to utilities). If it still does it, it's Garry's fault.
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  16. Post #576
    matt1201's Avatar
    September 2009
    26 Posts
    I'm having a slight issue with this weapon pack. The weapons work perfectly and amazingly, but when i use npc battlemod to clean up the weapons they wont disappear any other sweps i have will disappear. Anyone know how to fix this?
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  17. Post #577

    July 2009
    420 Posts
    You know when you will be adding the pistol pack?
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  18. Post #578
    Heydshaut's Avatar
    June 2010
    596 Posts
    But even when I do it on my own server with a ping of about 5 it still spawns 1/10th of a second late.

    And here are the pistols in the pistol pack so far;

    Desert Eagle
    Fiveseven
    Uzi
    Glock 18
    M9
    M1911
    P228

    About half of these have world model problems with textures or size, which is delaying me.


    EDIT;
    Oh and one more thing. For about a month now I've been seeing error textures and models for CSS stuff, which means it's not working right. I checked and it says I have CSS mounted in the extensions menu, which means it should be working. There is no CSS folder in my addons folder.
    Yes, I do have CSS installed and both CSS and gmod are NOT pirated. Is anyone else having this problem? How can I fix it?
    You can resize the models in whatever program you use. I noticed that the Barrett and AW50 Wees are really small. Also, all these weapons have improper physmodels. o_0
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  19. Post #579
    Generic Default's Avatar
    September 2009
    217 Posts
    You can resize the models in whatever program you use. I noticed that the Barrett and AW50 Wees are really small. Also, all these weapons have improper physmodels. o_0
    I know, when I try to line the physics box up with the model in the editor, it works, but in game it's all screwy.

    And two of the pistols (glock18 and fiveseven) have error texture world models that I can't seem to fix.
    I do have all of the gun sounds done now, some of the pistols sound pretty nice.
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  20. Post #580
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    Christmas release predicted? It'd be a sweet present if you had a complete pack by then, or if you have it done now, could wait that long :P.
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  21. Post #581

    May 2009
    280 Posts
    So, that Machine Gun addition ever coming?
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  22. Post #582
    Heydshaut's Avatar
    June 2010
    596 Posts
    I know, when I try to line the physics box up with the model in the editor, it works, but in game it's all screwy.

    And two of the pistols (glock18 and fiveseven) have error texture world models that I can't seem to fix.
    I do have all of the gun sounds done now, some of the pistols sound pretty nice.
    There's a method to get proper wees. In the QC, you should see a line that says $collisionmodel "physmodel.smd" Change "physmodel.smd" to the same model as your reference, and it will automatically Generate a perfect world model upon compile.
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  23. Post #583
    Generic Default's Avatar
    September 2009
    217 Posts
    There's a method to get proper wees. In the QC, you should see a line that says $collisionmodel "physmodel.smd" Change "physmodel.smd" to the same model as your reference, and it will automatically Generate a perfect world model upon compile.
    Ok, I'll keep that in mind next time I make a world model. Thanks!
    I'll try to release the pistols pack on Christmas, I'm finishing a few reloading sounds and I added a revolver to the pack. Also I'm trying to get a new dynamic bullet impact so when you shoot a headcrab dust doesn't spray out like concrete. Progress is going good so far!

    Machine gun pack will be coming soon too, maybe new years?
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  24. Post #584
    FOSSILIZED SHIT MAGGOT INFERNO
    BLOODGA$M's Avatar
    August 2010
    2,679 Posts
    Regarding the explosive damage...while it might make some sense for high-calibre weapons like the AS50, I don't think a 9mm pistol or the P90 with it's tiny sharp bullets should damage you when you shoot it at the floor or be able to kill NPCs without actually hitting them.
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  25. Post #585
    Russian's Avatar
    August 2009
    393 Posts
    Generic Default can u add to ur swep pack, deagle pls http://www.fpsbanana.com/skins/101958 ?
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  26. Post #586
    Heydshaut's Avatar
    June 2010
    596 Posts
    Generic Default can u add to ur swep pack, deagle pls http://www.fpsbanana.com/skins/101958 ?
    He already has a Deag. Read his post...
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  27. Post #587
    Generic Default's Avatar
    September 2009
    217 Posts
    OK, I'll try to have the pistol pack out by Christmas. It's pretty much finalized now.

    M9
    Glock18
    Mini Uzi
    FiveSeven
    P228
    M1911
    Desert Eagle
    Colt Python (Revolver)

    I finally got around to fixing all of the world models and finishing shooting sounds, all I have to do is make a few more reloading sounds. Also I have to package all of it. So I should finish before Christmas.

    In the next few updates expect a new bullet impact system. Bullet's now have several different effects depending on what they hit. For example, if you shoot a metal object sparks will fly off, or if you shoot a dead body blood will come out. It looks epic when you hit a metrocop with a .50 cal.
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  28. Post #588
    dan48973's Avatar
    December 2010
    12 Posts
    not sure why I get an error message (haven't had any issues with other sweps), but every weapon gives

    weapons\gdcw_base_(type)\shared.lua:(#): attempt to call method 'SetWeaponHoldType' (a nil value)

    and

    entities/gdcwa_(caliber)__tracer/init.lua:100: attempt to call method 'SetDamageType' (a nil value)



    the bullets are going right through NPCs?
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  29. Post #589
    Heydshaut's Avatar
    June 2010
    596 Posts
    OK, I'll try to have the pistol pack out by Christmas. It's pretty much finalized now.

    M9
    Glock18
    Mini Uzi
    FiveSeven
    P228
    M1911
    Desert Eagle
    Colt Python (Revolver)

    I finally got around to fixing all of the world models and finishing shooting sounds, all I have to do is make a few more reloading sounds. Also I have to package all of it. So I should finish before Christmas.

    In the next few updates expect a new bullet impact system. Bullet's now have several different effects depending on what they hit. For example, if you shoot a metal object sparks will fly off, or if you shoot a dead body blood will come out. It looks epic when you hit a metrocop with a .50 cal.
    Question: Can you add Dmg's MW2 glock as a Ghettoblaster? Or is that Already in there? Anyways, hope you took my advice on the worlds.

    BTW: I'll have the MG36E out in January, you can add it to your pack, I'll send you the files in a week or two. You won't be able to decompile it, but I'll add scripted sounds, and working wees, etc.

    Edited:

    not sure why I get an error message (haven't had any issues with other sweps), but every weapon gives

    weapons\gdcw_base_(type)\shared.lua:(#): attempt to call method 'SetWeaponHoldType' (a nil value)

    and

    entities/gdcwa_(caliber)__tracer/init.lua:100: attempt to call method 'SetDamageType' (a nil value)



    the bullets are going right through NPCs?
    Do you have the base?
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  30. Post #590
    Alexis-nyan's Avatar
    July 2010
    749 Posts
    Generic Default can u add to ur swep pack, deagle pls http://www.fpsbanana.com/skins/101958 ?
    Lets give russian a round of appaulse. :bravo:
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  31. Post #591
    Generic Default's Avatar
    September 2009
    217 Posts
    Yes, I already have the glock in my pack. And I don't know why you're getting all of those errors from basic functions that are included with gmod, are you a pirate(don't answer)?
    Alexis and Russian I already have a deagle in my pack.
    And Heydshaut thanks for the advice on the world models but generating a collision model from a normal detailed model would lag waaaaay too much.
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  32. Post #592
    Heydshaut's Avatar
    June 2010
    596 Posts
    Yes, I already have the glock in my pack. And I don't know why you're getting all of those errors from basic functions that are included with gmod, are you a pirate(don't answer)?
    Alexis and Russian I already have a deagle in my pack.
    And Heydshaut thanks for the advice on the world models but generating a collision model from a normal detailed model would lag waaaaay too much.
    No, it collects all of the outer verts and builds a very basic one.



    This was a World model I made for a legit intervention...

    See those red lines? That's the Collision model generated when you compile like I did.
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  33. Post #593
    Russian's Avatar
    August 2009
    393 Posts
    Yes, I already have the glock in my pack. And I don't know why you're getting all of those errors from basic functions that are included with gmod, are you a pirate(don't answer)?
    Alexis and Russian I already have a deagle in my pack.
    And Heydshaut thanks for the advice on the world models but generating a collision model from a normal detailed model would lag waaaaay too much.
    heh i didnt know wut u already have deagle D:

    your sweps are sexy and particles too, it makes ur sweps different
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  34. Post #594
    Alexis-nyan's Avatar
    July 2010
    749 Posts
    Yes, I already have the glock in my pack. And I don't know why you're getting all of those errors from basic functions that are included with gmod, are you a pirate(don't answer)?
    Alexis and Russian I already have a deagle in my pack.
    And Heydshaut thanks for the advice on the world models but generating a collision model from a normal detailed model would lag waaaaay too much.
    I was just clapping at how dumb he was
    I already Knew that there was a deagle in the pack Because i read :3:
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  35. Post #595
    Generic Default's Avatar
    September 2009
    217 Posts
    OK I'm putting the pack together and I have all of the content in. Should I include download scripts for these so server owners can send all of the models and sounds and materials to players, or should players just have to download this pack for themselves to save loading time?
    If you want download scripts tell me if this is the right code to put in autorun/server;


    function AddDir("sound/GDC") // recursively adds everything in a directory to be downloaded by client

    local list = file.FindDir("../"..dir.."/*")

    for _, fdir in pairs(list) do
    if fdir != ".svn" then // don't spam people with useless .svn folders
    AddDir(dir.."/"..fdir)
    end
    end

    for k,v in pairs(file.Find("../"..dir.."/*")) do
    resource.AddFile(dir.."/"..v)
    end
    end

    AddDir("sound/GDC")




    That's what I got from garry's code, I just need to people to check it because there is no way I can test it.
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  36. Post #596
    Heydshaut's Avatar
    June 2010
    596 Posts
    OK I'm putting the pack together and I have all of the content in. Should I include download scripts for these so server owners can send all of the models and sounds and materials to players, or should players just have to download this pack for themselves to save loading time?
    If you want download scripts tell me if this is the right code to put in autorun/server;


    function AddDir("sound/GDC") // recursively adds everything in a directory to be downloaded by client

    local list = file.FindDir("../"..dir.."/*")

    for _, fdir in pairs(list) do
    if fdir != ".svn" then // don't spam people with useless .svn folders
    AddDir(dir.."/"..fdir)
    end
    end

    for k,v in pairs(file.Find("../"..dir.."/*")) do
    resource.AddFile(dir.."/"..v)
    end
    end

    AddDir("sound/GDC")




    That's what I got from garry's code, I just need to people to check it because there is no way I can test it.
    Include DL scripts.
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  37. Post #597
    Blargh123's Avatar
    October 2009
    403 Posts
    You first line should be function AddDir(dir).

    Otherwise your function will be trying to fetch "dir", which won't exist. Using AddDir("sound/GDC") is correct the second time, though.

    Do you understand how this works? Or are my explanatory skills a pathetic failure?
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  38. Post #598
    Generic Default's Avatar
    September 2009
    217 Posts
    You first line should be function AddDir(dir).

    Otherwise your function will be trying to fetch "dir", which won't exist. Using AddDir("sound/GDC") is correct the second time, though.

    Do you understand how this works? Or are my explanatory skills a pathetic failure?
    No I'm the fail.
    I think I get it. Originally the first one was just "dir" but I thought it had to be defined so i switched it out for the directory. So if I just put this fixed code in the autorun/server file, it will download everything in the GDC sound folder, right?
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  39. Post #599
    Heydshaut's Avatar
    June 2010
    596 Posts
    No I'm the fail.
    I think I get it. Originally the first one was just "dir" but I thought it had to be defined so i switched it out for the directory. So if I just put this fixed code in the autorun/server file, it will download everything in the GDC sound folder, right?
    Hey, Generic, if you don't mind, I'm gonna put off the MG36E for now and work on Masada Attachments.
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  40. Post #600
    Generic Default's Avatar
    September 2009
    217 Posts
    Just uploaded the Pistols pack. Feedback please!
    No video yet.
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