zenkakuhiragana / splatoonsweps Goto Github PK
View Code? Open in Web Editor NEWA huge remake of existing Splatoon SWEPs for Garry's Mod. Work in progress.
A huge remake of existing Splatoon SWEPs for Garry's Mod. Work in progress.
There are many configurations already and it's good to make compatibility with the preset system in many other tools.
Other ways like JSON export are also considerable.
So the ink looks like water, except when it's on dynamic terrain or whatever it's called.
OS : Windows 10 64bit
CPU : AMD Athlon II X4 640 3.00 GHz
RAM : 6 GB
GPU : AMD Radeon HD 5700 Series
(yeah my pc is trash)
I don't think my subscribed addons are conflicting with the sweps, and I didn't really have any cache files, because I reinstalled gmod a while ago.
This happens when swingiing Rollers, Brushes, Sloshers when looking straight up.
Also, Inkbrushes won't paint right under the the feet in this case.
Some addons can be used for damage effects like the original game.
One of the things I don't like in the original game is that the combination of main, sub, and special is fixed at all. I'd like to customize it.
I was testing the new sub-weapons and noticed a few visual bugs.
https://youtu.be/pq7AloG21q0
and
Even with all addons disabled, the bugs still occur. I have no idea what what causes these bugs, but I'm guessing it's a problem with OpenGL.
Garry's Mod x86-64
OS : Fedora 34 x64 (linux)
GPU : Radeon RX 570 (8 GB)
CPU : Ryzen 7 3800xt
I don't know exactly how to reproduce these problems on Windows, but a launch option you can try is -r_emulate_gl. Hopefully that might help!
I've been trying multiple maps with this addon, but it looks like i'm unable to paint the terrain with any weapon (ink spreads, but doesn't color anything), while some of them won't even shoot (Roller, Paintbrush, etc.). It looks like i'm only able to paint only using secondary weapons (which work flawlessly).
OS: Windows 10
Gmod branch: x86_64
Mod build: code downloaded and mounted as for 07/20/2022
Nothing also seems to make conflict with the addon itself, so i'm not exactly sure what's causing that...
Also this is the LUA error that's showing up in the terminal and issues section, it seems like it will happen only while in squid form swimming in ink:
[splatoonsweps-master] addons/splatoonsweps-master/lua/splatoonsweps/movement.lua:369: bad argument #2 to '__add' (Vector expected, got userdata)
1. __add - [C]:-1
2. CheckParameters - addons/splatoonsweps-master/lua/splatoonsweps/movement.lua:369
3. SquidMove - addons/splatoonsweps-master/lua/splatoonsweps/movement.lua:1509
4. v - addons/splatoonsweps-master/lua/splatoonsweps/movement.lua:1617
5. unknown - lua/includes/modules/hook.lua:96
If screenshots and/or other stuff to track the issue will be needed, i'll provide them.
Current implementation doesn't allow us to land multiple players at once.
I don't know if their models are available in Garry's Mod, but I'd like to add them as well if they are.
It must be fun to play Splatoon in VR!!!
Actually the SWEPs are equippable in VR, but better experience such as throwing bombs are preferable.
A way to create and/or edit existing surfaces' properties, changing their inkableness or making them pass-through in squid form.
Hardcoding more stock surfaces into being uninkable/grates
Most maps feature custom surfaces that all default to solid inkable walls. This should not be the case for grates, glass, metal and etc. Some stock grates and iron surfaces already have their proper functionality, but most don't.
The Tri-Slosher looks darker than Splatoon Full Weapons Pack (which is the source of the weapon models).
Currently, the Shooter's shot spread angle instantly resets to its initial value when you stop firing.
The correct behavior is to gradually return to normal.
Reference: Splatoon 2 patch note Version 5.3.0
- When you stop firing, the shot spread gradually returns to normal, but with this fix, we’ve reduced the amount of time it takes to return.
Whenever I have one of the weapons selected it drop my fps to exactly 23. Exactly 23. If I add an npc with on of them (with me still holding one) it goes to exactly 13. Never higher, never lower. Add another and you have unplayable FPS. My pc is bad, but not that bad. What makes this happen? there are no errors
i am now realizing that my pc is just really bad but im still interested in what is causing intense resource use (and if i can fix it even temporarily on my end)
Currently ink on static props are not lit at all as dynamic light sampling is now removed. Do something!
In fact, placing an Inkmine has a slight knockback in the original game, but the SWEPs doesn't.
I'll add knockback system for the Inkzooka and will use it for fixing this.
This isn't a bug, rather just the lack of a weapon feature. Squiffer is meant to have a normal recharge while in mid-air, yet it doesn't in the mod. I'm not sure how it worked in the previous games, but at least it's the case for Splatoon 2 and 3.
Recent lightmap updates enables us to adjust the brightness of the ink almost properly in day maps.
There are still problematic things on night maps, something like the ink looks too dark.
It's preferable to add glowing ink feature and its intensity as one of visual settings for each map.
Giving >TSY a weapon_splatoonsweps_splattershot_wasabi
[splatoonsweps-master] addons/splatoonsweps-master/lua/effects/splatoonswepslandingpoint.lua:44: bad argument #1 to 'SetPos' (Vector expected, got nil)
There are delay between shooting a weapon and time to be able to become squid again.
Blasters, L-3 Nozzlenose, and H-3 Nozzlenose have significant one and they seem OK, but the other weapons seems to have no delay at all.
I believe there is for the other ones, it's really small amount, though.
Scoped chargers with realistic scope on have incorrect FOV compared to non-realistic scope.
The charger line looks curved when noclipping and in thirdperson. It seems to do this with all playermodels and maps.
Steps to reproduce:
Environment
Basically I'd like to list ones which can be created by the Particle Effect System.
More effects will be added here.
So I found these 2 bugs :
Bomb acting weirdly underwater
https://youtu.be/DhHEKp_ryog
Ink showing outside the skybox (idk)
I'm pretty sure that there are no addons that cause these bugs
Also sorry if my english is bad
Using Seat Weaponiser II or similar addons enables us to use weapons in vehicles, but ink shots are absorbed when doing so.
It feels too fast when climbing a large wall
Upon loading into any HL2 map, I immediately receive the following errors:
[splatoonsweps-master] addons/splatoonsweps-master/lua/splatoonsweps/server/lightmap.lua:195: attempt to index field '_lighthdr' (a nil value)
Are HL2 maps just not supported or did I do something wrong?
OS: Win10
RAM: 32 GB, 24 GB allocated to GMod
VRAM: 36 GB
CPU: 11-th Gen Intel Core i5-11600KF
GPU: NVIDIA GeForce RTX 2060 SUPER
As the title says, the sound when you stand on enemy ink leeps playing even after exiting the ink, probably because of lag.
Ink doesn't appear properly it just makes the area hit slightly darker.
sub weapons don't work
super jump doesn't work. (I assume it isn't implemented yet)
Wall swimming can get a bit buggy like getting stuck in walls if it has a lip (rare occurrence unable to recreate consistently). but the fact you are able to do it at all is impressive.
setting ink color values to 0 or 26 give nil value error and makes all ink sprayed and on the ground permanently invisible.
squids eyes don't work properly very minor issue.
enable and disable fall damage doesn't work (tested with and without realistic fall damage installed)
Besides those issues the mod is really great much better than it's predecessor if you have a kofi link or a patreon i would love to support you in that way. I love the aiming the arms do if there is a wall or floor in the way. overall the mod is amazing keep up the good work.
PC specs
graphics card: GeForce GTX965M
Processor: Intel Core i7-4720HQ CPU
OS: Windows 10 version 1903
English: Using the ink code from here, Portal 2's repulsion and propulsion gel could be made. The current addons that implement this aren't worked on anymore, so this could be a possibility. It doesn't make sense for it to be in a Splatoon addon, but it's just an idea.
Japanese (Google translate): ここからのインクコードを使用して、Portal2の反発および推進ゲルを作成できます。これを実装する現在のアドオンはもう機能していないため、これが可能である可能性があります。それがスプラトゥーンアドオンにあることは意味がありませんが、それは単なるアイデアです。
I don't know why, but for some reason, even though I seemingly deleted all data (both in main gmod folder and downloads folder) related to the addon before reinstalling it, the weapons broke for me on ALL maps, only displaying the 'You aren't ready to splat yet! Try again later!' message with any attempt to equip them and these two error messages.
[splatoonsweps] addons/splatoonsweps/lua/splatoonsweps/client/autorun.lua:134: attempt to index local 'dataTable' (a nil value)
1. v - addons/splatoonsweps/lua/splatoonsweps/client/autorun.lua:134
2. unknown - lua/includes/modules/hook.lua:96
[splatoonsweps] addons/splatoonsweps/lua/splatoonsweps/client/userinfo.lua:22: bad argument #1 to 'Compress' (string expected, got no value)
1. Compress - [C]:-1
2. v - addons/splatoonsweps/lua/splatoonsweps/client/userinfo.lua:22
3. unknown - lua/includes/modules/hook.lua:96
https://drive.google.com/file/d/1nTYymNHWAa4hK4gJTed1dT4qwQdUzwva/view?usp=sharing
Transitioning to another level via a changelevel trigger (used in most campaigns) breaks the weapons until you drop the weapons and re-create them from the spawnmenu.
The new lightmap texture looks quite different from the base texture.
The previous way is as follows:
The new way is as follows:
The new way can be performed completely serverside and cached for later use.
The generated PNG file is not networked to the clients yet so it's unplayable .
It's a very small issue, but, when in noclip , we can still turn into squid, i don't think this is intended, so it's why i'm posting this here.
1. Describe the bug
This mod, permanently freezes the game whilst trying to load into No Mercy's Final Map on Gmod. Which MAY affect other Left 4 Dead maps.
2. To Reproduce
Steps to reproduce the behavior:
3. Expected behavior
Supposed to just be able to load up the map as normal with the Splatoon sweps.
4. Screenshots or videos
The frame it just decides to freeze on.
5. Environments
6. Additional context
All of my enabled addons, excluding Splatoon SWEPS (since it's not an addon downloaded from steam)
Hi, let me start off by saying I'm a huge fan of this mod. It's truly incredible what you've done with it and I am eagerly looking forward to it's completion! I am also a computer programmer/mod maker for various other games and I know how frustrating things can be when you don't have tools to help you. Before I installed your mod, I was sorting through my mods to try to get rid of some mystery lag that would happen around 30-50 minutes into my gameplay. I eventually found the culprits (not your mod, since I hadn't installed it yet) through the help of a tool called "Badcoderz". This tool was designed to find un-optimized/CPU heavy code and give you a detailed report of where it occurred. You can even read the LUA file directly from the game by right clicking its' entry. It's a very impressive tool, despite it being branded as something to "annoy developers" with, and I think in the right hands (your hands that is) it will be quite useful.
Here's the workshop link for it: Badcoderz
Let me make this clear, your code is NOT bad, it's complex, impressive, and pushing Garry's Mod far beyond any other mod I've seen! I'm sharing this tool because it was difficult to find on the workshop for how useful it is. It's an extremely powerful tool for mod development that I hope will lessen your workload significantly.
Anyways, since I have experienced minor lag spikes with the splatoon sweps, which is to be expected considering how complex and advanced your mod is, I decided to try the tool out on it.
Here's the results I got for the client test:
Result 1: "lua/splatoonsweps/client/autorun.lua", line 511 [ents.GetAll flagged]: The for loop to display marked enemies, uses the ents.GetAll() inside the loop, which is what was found by the tool.
Result 2: "lua/splatoonsweps/util.lua", line 341 [ents.GetAll flagged]: A for loop for an ally filter, uses the ents.GetAll() inside the loop, which is what was found by the tool. It also lists off 3 more lines with a clock on them (see the picture), I'm not sure what that means, but I think it might mean the function was repeatedly called by another LUA file.
Result 3: "lua/effects/splatoonswepshooterink.lua", line 192 [ents.GetAll flagged]: It calls the function in Entry 2 to get an ally filter list for the ink trace filter. The scanner detected ents.GetAll() inside the for loop and this is the reason it was detected.
Result 4: "lua/splatoonsweps/fixings.lua", line 46 [player.GetAll flagged]: A function for "Fix playermodel hull change", which I assume has to do with adjusting the player model to look correct when using your sweps. player.GetAll() inside a for loop is what was detected by the tool.
And here's the results I got for the server test:
Result 1: "lua/splatoonsweps/fixings.lua", line 46 [player.GetAll flagged]: The same file as Result 4 for the client test. So it was detected for the same reason it was detected in the client test.
Result 2: "lua/weapons/weapon_splatoonsweps_inklingbase/init.lua", line 366 [file.Exists flagged]: This function for detecting if a specific player model related file was called 1352 times by "lua/weapons/weapon_splatoonsweps_shooter/weapon_nzap85.lua" [line 86]. Because the function in line 366 of init.lua has file.Exists() it was detected by the scanner, and for some reason the creator of the scanner.
These are the results I got from running the scan for 15 seconds, firing with the NES Zapper 89, and throwing a sprinkler (the sprinkler is what makes my game shutter the most, I have no idea why). I really hope these scan results help you. This tool can help you find much more if you do more things while it's scanning (like it says in the upper right corner of the pictures). I only did a small test and the tool can only detect code that is running during it's scan.
You've done a very good job of making your SWEPs have no impact on the performance of other mods, when I switch to a different weapon the lag goes away no matter how much I've covered the map or even if I have a sprinkler. I think this tool could help you achieve similar performance (if possible) while using your SWEPs too!
Anyways, I really don't know if anything I said will be useful, I hope it will be. You know your code far better than I do, or even this tool. I just think it would be awful for you to have to search search for sources of lag in your code by hand, when you could get the help of a hard to find, yet very useful tool instead. Your mod is truly one of a kind, and by far one of the most impressive mods I've ever seen. Keep up the great work!
Also there's 6 things I've learned about using this tool that might be helpful to know:
I really like that feature and want it for the SWEPs
There are still some features left unfinished related to Super Jump:
I have completely no idea if it is possible, but these are preferable:
HL2 NPCs can already equip the SWEPs, but they cannot for now.
This idea came to me from using the old Splatoon sweps it even though this one is drastically better than the other i would like to see these npc functions return or be implemented.
FUNCTION 1.
Splatoon npcs would use to throw their subs at any given time in the old swep by this following video. https://www.youtube.com/watch?v=bvGHvmT4heI
FUNCTION 2.
NPCS would also move around and shoot their main weapons as if trying to claim turf this would probably be used in the single player and was a great fit for the swep following by this video.https://www.youtube.com/watch?v=DAd_7FQPzx4
FUNCTION 3.
This is not implemented in etiher sweps but if possible mabye the npc inklings hair inkcolor can change depending on the team.
Possible solutions are:
The seeker's targeting reticle disappears after changing to another splatoon weapon. The seeker itself still locks on, the reticle just doesn't appear.
Steps to reproduce:
Anyways, this is a really small bug, but I thought you might want to know about it.
Inkling jumps up to 5 ft. ~ 1.5 m according to Sunken Scroll #5.
The jump power should follow this fact.
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