vuthakral / draconic_base Goto Github PK
View Code? Open in Web Editor NEWAn easy to use framework for content development within Garry's Mod.
License: Other
An easy to use framework for content development within Garry's Mod.
License: Other
Yeah, basically custom c_hands doesnt get recognized by the custom selector, for example this addon witch has custom hands but always get set to default gmod hands.
https://steamcommunity.com/sharedfiles/filedetails/?id=2910173575
Visual/audible impact effects play more than once for clients. Only happens once on server.
There is an addon called CalcView Priority System and it is a developer resource to make custom views not interfere with each other. You can find more information on the addon page itself.
I don't know how it works since I am not a developer, but thought I would make you aware of it in hopes it could be used to enhanced the firstperson view.
In EFP's current state, I have not come across too many issues related to interference of another CalcView, so if you do decide to use it, don't forget to set it as a required item on the Steam workshop page.
todo: write a new idle/walk animation cycle
Specifically, I get this error:
[ERROR] LuaCmd:1: Tried to use a NULL entity!
We're using your Halo SWEP pack as well as the Halo Hunter Weapons made by Impulse.
In any vehicle from any base, even the default Half-Life 2 ones, whenever facing a certain direction on the map and you need to turn, the view snaps like I just turned quickly when I didn't. It is very disorienting when it happens and makes driving a little annoying.
To recreate, load in a map and just start driving around while turning and looking around.
Note: I made sure it wasn't my mouse going bad, it only happens under that specific circumstance. It does not happen in any other game or when NOT in a vehicle.
FOVKick has issues synchronizing properly from server-> client
Recoil does not seem to work at all in singleplayer. Visual kick still works fine, however.
Theoretically this should also happen to the host player in a listen server as well, while still working for connected clients.
Requires more testing to find exact cause, as a simple game.SinglePlayer() check did not fix this problem.
Title
The console prints the following whenever a Halo SWEP is used on a gmDoom NPC:
You've found an undefined material type in the Draconic Base, pretty please report this to me so I can remove this annoying console message! The material is: MAT_DEFAULT_SILENT
The weapons work as intended on them otherwise.
Manual reloading animations do not sync properly for a client, for unknown reasons. The reload still works however.
Having the Energy equipped spams the console with the following error until another weapon is switched to:
[Draconic Base] lua/weapons/draconic_base/shared.lua:899: bad argument #3 to '__newindex' (Vector expected, got nil)
1. __newindex - [C]:-1
2. unknown - lua/weapons/draconic_base/shared.lua:899 (x3360)
Function : player.GetAll (Wiki page : https://wiki.garrysmod.com/page/player/GetAll )
Hook : GM:Tick (Wiki page : https://wiki.garrysmod.com/page/GM/Tick )
File : lua/autorun/drc_shared.lua
└►Line #1973-> 15 calls
Call History
#1 File:lua/autorun/drc_shared.lua, Line #1973
The tick part runs at 15 ticks per second according to BadCoderz.
[Modern Warfare Base] lua/entities/mg_viewmodel/client/cl_events.lua:143: Tried to use a NULL CNewParticleEffect!
1. StopEmissionAndDestroyImmediately - [C]:-1
2. unknown - lua/entities/mg_viewmodel/client/cl_events.lua:143
If I get a gun
[Modern Warfare 2019 SWEPS - Lightmachine Guns] lua/weapons/mg_slima/customization.lua:83: Module not found!
1. require - [C]:-1
2. unknown - lua/weapons/mg_slima/customization.lua:83
3. include - [C]:-1
4. unknown - lua/weapons/mg_slima/shared.lua:8
Also, if you lean against walls with weapons in first person mode, absolutely most of the weapons fly forward by about 2x the player's current FOV. This happens with TFA, CW2, ArcCW, ARC9 and others.
Branch:
x86-64 - Chronium + 64-bit binaries
Start Parameters:
-high
There is some conflict with the hands selector portion of Black Autumn PM Selector.
Applying hands from Black Autumn and upon dying, Draconic Base resets the playermodel hands back to the default hands.
This happens every time the player dies and does not happen when Draconic base is disabled completely.
Black Autumn has a feature to force keep the hands, and Draconic still forces them to reset regardless if this setting is enabled or not.
I do have the big red X selected in Draconic Base and the hands still reset.
Note: This only happens when the player dies. Map transitions and starting a new Garry's Mod session are not effected.
Also, relatively minor issue with the same addon.
With the experimental firstperson option enabled, applying the playermodel from Black Autumn sometimes results in a distorted body.
Pressing apply in the playermodel selector in draconic base resolves this issue.
An issue I noticed in the Experimental Firstperson, weapons do not fire where the crosshair is pointing at. This is because the crosshair is 2D, only an overlay on the screen.
I have been using Dynamic Crosshair Dot to compliment this addon since it adds a 3D crosshair, it points exactly where you are aiming (enable the Dynamic 3D Dot checkbox to see it).
It might be a good idea to implement a crosshair like this into the base to help with aiming either in the experimental firstperson or thirdperson, as well add any more features you can think of related to aiming.
title
Block holdtype does not stop playing when player stops blocking -- block stops properly when the player does but the animation does not.
On line 132 of lua/draconic/cl/library.lua, you are passing a table to a function that only takes a string, which is causing a lua error.
Said function is ent:SetBodyGroups(bgs) where bgs = tbl.bodygroups
Primary/secondary holkdtypes for when attacking crouched/uncrouched do not update properly for clients.
Tracers spawn from the wrong viewmodel entity in singleplayer & only in singleplayer.
Disclaimer: Sorry for not putting on a label literally wouldn't let me when making the issue, also sorry if this is not the place I just read this is where you do it from the actual Draconic base addon
Hey, just a heads up this is my first ever time using GitHub I just had a bit of an idea for this weapon base that I've never really seen other weapon bases do before (Idk if this is because it can't be done or because no one wants to do it) but as we know grenades are a big part of games and generally, people want them in weapon bases now this weapon base is one of the best I've seen, sorry getting off-topic a little.
Now, what makes this grenade feature unique to other grenade features is it would work a bit like halo and or Call of Duty where instead of the grenade being a separate weapon it would work like secondary ammo so whenever you pull out a Draconic weapon you could press let's say SHIFT + G and you throw a grenade, picking up grenades would add them to your pool of grenades that you can throw, you could also expand on this and by pressing SHIFT + E + G you could switch grenade type.
Obviously, each weapon back would have its own unique grenades that only work with that weapon pack. I generally don't really know how to code so I can't give any pointers just an idea I had wanted to know if it could work.
Hooks are removed fine. Holster is called twice by nature which could be the cause. But OnRemove has this problem too. Causes no functional issues, but will be annoying to server owners.
[ERROR] lua/includes/modules/hook.lua:47: table index is nil
1. Remove - lua/includes/modules/hook.lua:47
2. unknown - addons/draconic_swep_base/lua/weapons/draconic_base/shared.lua:827
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