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[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)


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ZooL
Member
Join Date: Apr 2013
Location: France
Old 03-03-2014 , 07:56   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #11

Nice plugin, and really useful but I have little problems, but I think its TF2items,

First, If the weapon is a Non-Stock weapon, the weapon is invisible on other clients, but wasn't years before D:

Second, with your plugin the weapons are hold on the right of the hand D:





Someone got a fix for these issues ? or is it my server causing this ?

Last edited by ZooL; 03-03-2014 at 08:50.
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 03-03-2014 , 11:35   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #12

Quote:
Originally Posted by Skyrider View Post
I assume none of the examples within the StarterWeaponPack.zip works? [...] Also, if you use "plugin" within the weapon config file incorrectly [...] it crashes your client.
They all should be working...do the HL2 weapons work for you? What about some other weapons which only use TF2Attributes, like the Denied Burial on Soldier?

I'd love to see that full client-crashing plugin config (or just the one crashing attribute) so I can figure out what's up. I've never really seen an attribute crash clients before...
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Last edited by MasterOfTheXP; 03-03-2014 at 11:36.
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MasterOfTheXP
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Old 03-03-2014 , 11:40   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #13

I double-posted by accident, sorry!
Quote:
Originally Posted by ZooL View Post
If the weapon is a Non-Stock weapon, the weapon is invisible on other clients, but wasn't years before D:
Indeed.
Quote:
Second, with your plugin the weapons are hold on the right of the hand D:
That's a known "bug" which I shall add to the OP now.

Basically, the HL2 weapons are attached to the viewmodel in a way that isn't via bonemerging (because those models obviously weren't made to be attached to TF2 viewmodels) and unfortunately, having a different viewmodel_fov positions the weapon differently, even with the exact same coordinates in the viewmodel.

I've been meaning to see if I can math my way out of that one, but forgot to try doing that before putting out the beta Anyone else who feels like they can is more than welcome to try doing so.
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Last edited by MasterOfTheXP; 03-03-2014 at 11:41.
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ZooL
Member
Join Date: Apr 2013
Location: France
Old 03-03-2014 , 11:51   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #14

Quote:
Originally Posted by MasterOfTheXP View Post
I double-posted by accident, sorry!Indeed.That's a known "bug" which I shall add to the OP now.

Basically, the HL2 weapons are attached to the viewmodel in a way that isn't via bonemerging (because those models obviously weren't made to be attached to TF2 viewmodels) and unfortunately, having a different viewmodel_fov positions the weapon differently, even with the exact same coordinates in the viewmodel.

I've been meaning to see if I can math my way out of that one, but forgot to try doing that before putting out the beta Anyone else who feels like they can is more than welcome to try doing so.

Oh so FOV is the problem D:

and about the invisible weaps, there's no solutions ???
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MasterOfTheXP
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Join Date: Aug 2011
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Old 03-03-2014 , 11:54   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #15

Unless we can get Valve to be more lenient about custom models, nope.

Well, I wouldn't see it being too hard for them to at least allow the standard "unlockable" weapons to be visible, like, I dunno, Axtinguisher on Medic, if they just thought about it for a little bit.
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Last edited by MasterOfTheXP; 03-03-2014 at 11:56.
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ZooL
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Join Date: Apr 2013
Location: France
Old 03-03-2014 , 11:55   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #16

Quote:
Originally Posted by MasterOfTheXP View Post
R.I.P. Visible custom weapons ...
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 03-03-2014 , 12:02   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #17

There are still ways to get visible weps, it is quest up to you to discover
If you guys wouldn't be strict about such stuff i could share current progress
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Last edited by Oshizu; 03-03-2014 at 12:03.
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 03-03-2014 , 20:20   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #18

Quote:
Originally Posted by Oshizu View Post
There are still ways to get visible weps, it is quest up to you to discover
If you guys wouldn't be strict about such stuff i could share current progress
You're talking about that tool who uploaded that fixed visweps thing last month? I have that too. Decided I'd save a copy of it before he removed the download, luckily I got my hands on it.
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 03-03-2014 , 22:32   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #19

Neat, this could be useful for a numerous number of things.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 03-03-2014 , 22:55   Re: [TF2] Custom Weapons 2 (Beta)
Reply With Quote #20

What about making a prop with the wep and parenting/attaching it to the player's weapon? (And maybe make that prop invisible for that player?)
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