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Grims event updating

#8
Well.. Coding in GMOD is just modding a very old source engine with preset 'exposed' functions garry gives us. Some having very little documentation, or just plain don't work. Having 'experience in video game design' does nothing here, because this is MODDING. Not creating a video game, we just don't have access to all of the proper solutions, trust me, if we did tons of things would be fixed. I have 10 years experience creating games, sometimes trade-offs have to happen. Somethings when you're modding a game that has limitations just can't be perfect.

I would love to completely fix it, without the side effects, but I have applied myself plenty on attempting to combat this problem, to no avail (I even posted on facepunch about it ages ago, to see if anyone else has the issue).

However, now we do have a little more access to NextBot functions, but its still VERY limited. So I might be able to mess around with some of them.

Your know-it-all attitude it quite annoying. You like to act like you know best, but you have absolutely nothing to show for all of your super wise 'knowledge and experience'.

For example, let me pick apart your 'suggested fixes':
  • Make it so if you are and a npc are sharing the same collision, just tp you a little to the side which is more exposed (providing no objects were detected there)
    What if you're surrounded by npcs? It's not a good solution, and it's something I've thought of before.
  • Create collision bubble around npcs
    Not a thing in GMOD Nextbots. They do not have Vphysics, you can only do 'boxes*'. But too big and they get stuck in everything else. Their boxes are quite big, but it's just how GMOD handles player2nextbot collisions with set SolidMask.
  • Turn it to debris collisions
    That could fix it, but we tried that already. It made it 10000x easier, and allows players to 'rubber band' kite enemies (run through them nonstop), it also had an instance where you'd get instantly killed running into a mob of them.
  • Find model replacement that work without a major flaw?
    Easier said than done. There's no good model replacements. I've looked, and unless you want to get a model, animate it(all animations that is), compile it, adjust it, setup its hitboxes, etc. Then it's not an option.

This is not a problem on something like Realms, because there's not 100 enemies chasing you through a small corridor.



I get you had the right intentions with the post, and just wanted to help. But acting like you know a thing or two about the process, after someone says it's not that easy, is not the way to do it.
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Messages In This Thread
Grims event updating - Bathory - 08-17-2017, 07:22 PM
RE: Grims event updating - tobiasxz - 08-17-2017, 07:25 PM
RE: Grims event updating - Bathory - 08-17-2017, 07:30 PM
RE: Grims event updating - tobiasxz - 08-17-2017, 07:36 PM
RE: Grims event updating - Bathory - 08-17-2017, 07:42 PM
RE: Grims event updating - ZombieNinja975 - 08-17-2017, 08:02 PM
RE: Grims event updating - Bathory - 08-17-2017, 08:08 PM
RE: Grims event updating - Brassx - 08-17-2017, 08:17 PM
RE: Grims event updating - Bathory - 08-17-2017, 08:33 PM
RE: Grims event updating - Brassx - 08-17-2017, 08:35 PM
RE: Grims event updating - Bathory - 08-17-2017, 08:41 PM
RE: Grims event updating - TJ1524 - 08-17-2017, 09:16 PM
RE: Grims event updating - halaman - 08-17-2017, 09:19 PM
RE: Grims event updating - Eclipse - 08-17-2017, 09:22 PM
RE: Grims event updating - Alex Summers - 08-17-2017, 11:16 PM
RE: Grims event updating - Bri - 08-18-2017, 12:50 AM
RE: Grims event updating - Tarrasque - 08-18-2017, 01:05 AM
RE: Grims event updating - Tango(SCRUB) - 08-18-2017, 03:51 AM
RE: Grims event updating - Kili - 08-18-2017, 04:49 AM

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