GMod 13 models have no eyes.

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TinyGreeble said:
Yea the idea that you can't overwrite any functions is kinda incompatible with the whole concept behind GMod so it's interesting people hold that opinion. But if you didn't know why the animations break when you do the fancy shenanigans with using a "skeleton" model it's cause the playermodel's face data doesn't network so although you can parent a "display" model over a "skeleton" it's gonna default to neutral face and I think the eyes are always looking at the origin 0,0,0 of the map you may of known this if you played around with such things before but maybe it will help people understand why the skeleton system is very limited and should be used sparingly lol.

I just know that the flex data is screwed up and that's enough for me to keep away from that. Bonemerging is a technique that, despite its advantages, is quite limited. I believe using client sided models kind of "fixed" that issue (because, after all, it was nothing that had to be networked) - however, it then had some other disadvantages (especially with map optimizations if I recall correctly).

But hey, let's face it: If the models were actually compiled against the real player models from GMod (that certainly have been in GMod for quite a while now) or at least would be updated, all this would suddenly become a non-issue and solve many headaches.
 
Mmhm, agreed with your last point.
Could you try it with a custom player-model from one of the servers though? I would be interested to see whether it is actually a lua related issue or one with model compilation.
 
I don't have the megapack but I would almost guarantee you that the crap you are experiencing isn't Garry's or GMod's fault.

It's just the good old "We don't know what it is and I am very sure I have no idea how to fix it either, so it must be Garry's fault". Otherwise, I'd love to see Varen's source that Garry will "fix it" or Dave for some sort of changelog that the system was removed. You don't remove the whole animation system without making a note about it anywhere.

(and obviously it wasn't remove: I was perfectly fine to run it on an NPC. Give me a zip of any TnB model including the mdl and vtf and I'll show you that it is, indeed, not "hardcoded")
 
Zaubermuffin said:
But hey, let's face it: If the models were actually compiled against the real player models from GMod (that certainly have been in GMod for quite a while now) or at least would be updated, all this would suddenly become a non-issue and solve many headaches.

That is true and I believe the bone structure is standard between the hl2 npcanim model and the garrysmod model so it'd just be a matter of recompiling with one line in each source model file being modified maybe a bit time consuming but it probably should of been done ages ago to avoid headaches.
 
TinyGreeble said:
That is true and I believe the bone structure is standard between the hl2 npcanim model and the garrysmod model so it'd just be a matter of recompiling with one line in each source model file being modified maybe a bit time consuming but it probably should of been done ages ago to avoid headaches.

If you actually have developer mode enabled while playing on TnB you'll get a lot of amusing error messages related to the qc files - such as "missing }" or other invalid syntax. But hey - one doesn't get paid to do that and as long as the models work, who gives a damn if it works or not. The scripters surely will find a solution! One will. At some point. One day. Until then, it's not needed to roleplay.
 
Who would have thought it, they all work pretty decent and as far as I can tell, the eyes aren't screwing up.

Not more than usual.
 
Yeah, it is a lua issue.

A case of "I don't know how to code but let's copysteal other people's animation systems which weren't working back in GM12 either".
 
paging dave brown come here and explain your actions young man.
 
as a matter of fact, I believe I did upgrade my TS2 to GM13 before even TnB did. Let's see what srcds.exe can do. I'll report soon back my results with the old animation system.


Edit: Just tested it, came to a.... rather surprising result. Will post the video once it's processed.

Edit2: For all you nonbelievers, behold my not-touched-since-I-left-but-merely-adjusted-for-GM13:

[youtube]nX9SHL-G5_o[/youtube]
 
I like how you're not taking care of the fact the legs screws up, stacks up against each other, enters inside each other, and sometimes moves behind you too.
Try moving around the same spot, merely moving your view, and walking backwards.
Go ahead. Show that. I can see already in your video that it's screwed up too.

Oh, and about eyes? They work only through cameras.

1hEZH

1hFb6

1hEWB
 
Varen said:
I like how you're not taking care of the fact the legs screws up, stacks up against each other, enters inside each other, and sometimes moves behind you too.
Try moving around the same spot, merely moving your view, and walking backwards.
Go ahead. Show that. I can see already in your video that it's screwed up too.

Oh, and about eyes? They work only through cameras.

1hEZH

1hFb6

1hEWB

The legs are indeed acting a little weird - but you don't have the holy grail either. I've heard, not experienced (because there's no way I'm going to download the megapack again), that this leg spazzing is happening even with your gloriously copied system. If I had to take a guess, I could even name what the source of that is. If I was right, it would be quite easy to fix that - but I have better things to do than doing your supposed job ("yeaah let's blame Garry 4 everything!!").

That eyes only work through cameras is kind of hard to believe - after all, cameras aren't changing the way anything is rendered, they are just setting a different POV for rendering. I wouldn't be surprised if all these things were based on some of the crap TacoScript/Gear does - after all, you're half hearted overloading or overwriting basic sandbox functions while not giving a single fuck about backwards compatibility or even doing it properly. Come on, you can't tell me you've found the solution to the animation problem but are incapable enough to let the strider errors (my gosh, it's so hard to replace "|" with "bit.or"!) in there for... what has it been since HL2's TS2 was "released"?

You are focusing on the wrong problems. Roleplay isn't about animations, it's not about gestures and it's not about sequences. The focus should be on the stationary text-roleplay, something that TS has always neglected and likely always will. So the legs do act out a little, what gives? I find that hardly more disturbing than the whole crap with bonemerging and the eyeball horror.

On a related note, it would only be a scripter war if all involved would be scripters - which is not the case.


Edit: Well, I did test my approach - and it works just fine. A single line of lua gets rid of the leg bug. While it has its graphical disadvantages, they can be worked around a little by a more intelligent animation selection and in general, won't bother as much as the current one does. I'm tired of making and uploading videos - so you'll have to live without a proof for this one.
 
Zaubermuffin said:
What's wrong with lua's GC?

Well something must be wrong with garbage collection or TnB TacoScript should of deleted itself by now
 
It would be a failure if it was deleted - after all, there are still plenty of references to it. What you are looking for is something like vigil. If TS was written in vigil, I can safely confirm that it would be deleted by now.
 
I didn't copy anything from anywhere, Zauber, don't think I'm like the other coders TnB had in past. I type my own code, I think my own code.
I'm merely more busy with the programming that gives me the cash to live with, and the studying.
Go ahead and test what happens when another player looks at you in that code. Don't deny it without testing, it looked absurd to me too, but yes, the eyes are related to that.
Are you done trying to showoff how good you are with something trivial now? Even if it's pretty much totally incorrect?
Oh, and if you have your "Working code", how about sharing how it works? I really don't get it.
"A single line of lua" is like saying "Get that function to work", it's useless. Why bother posting it at all? Say what the issue is, instead of trying to act like a "badass". Be helpful or at last don't be a dick.
 
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