Garry's Mod

Garry's Mod

Annoying Decals [Automaticly clean decals & highly configurable]
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azalty  [developer] 25 Feb, 2018 @ 8:00am
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Last edited by azalty; 25 Feb, 2018 @ 8:00am
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Showing 1-15 of 16 comments
HMGfan 26 Feb, 2018 @ 1:31am 
How about cleaning corpses or non-physics ragdolls?
azalty  [developer] 26 Feb, 2018 @ 3:26am 
Originally posted by HMGfan:
How about cleaning corpses or non-physics ragdolls?
This feature already exists under ANOYINGDECALS_Client_RemoveRagdolls (for non-physics ragdolls/corpses) but isn't working yet. I'm actually trying to see what's wrong.
Should be fixed in the next update -soon- :slimehappy:

I'm also actually working on an ingame config with console commands that will be saved under "DATA" folder. Experimental right now and can be disabled under config.
Last edited by azalty; 26 Feb, 2018 @ 3:28am
azalty  [developer] 26 Feb, 2018 @ 4:32am 
I've found the error.
First I added a local function that I changed to an function
Then I removed SendLua

Should be good right now. (I will push an update later this day)

EDIT: SOO MUCH ERRORS
Last edited by azalty; 27 Feb, 2018 @ 3:57am
azalty  [developer] 27 Feb, 2018 @ 4:01am 
Originally posted by HMGfan:
How about cleaning corpses or non-physics ragdolls?
1.0.1 cames out with fix for this
Scalpel 1 Mar, 2018 @ 4:43pm 
Would it be possible to have only certain decals fade away after a set amount of time? For example, letting blood eventually fade away while bullet holes in concrete remain indefinitely.
azalty  [developer] 2 Mar, 2018 @ 2:51am 
Originally posted by Snaisthsicheisn:
Would it be possible to have only certain decals fade away after a set amount of time? For example, letting blood eventually fade away while bullet holes in concrete remain indefinitely.
Yea, would be good, but, it's actually impossible :/ (blood decals aren't entities, so we can't clean just blood, only commands available are global). Sorry :(
Scalpel 2 Mar, 2018 @ 9:12am 
Originally posted by FR rlevet:
Originally posted by Snaisthsicheisn:
Would it be possible to have only certain decals fade away after a set amount of time? For example, letting blood eventually fade away while bullet holes in concrete remain indefinitely.
Yea, would be good, but, it's actually impossible :/ (blood decals aren't entities, so we can't clean just blood, only commands available are global). Sorry :(
Is there any sort of way of determining (in lua or something) the cause of a decal? For instance blood only would sensibly come from if a NPC getting shot, so maybe that could be used to determine which decals fade faster than others? Or is it simply that there's straight-up no way to clear an individual decal.
Last edited by Scalpel; 2 Mar, 2018 @ 9:13am
azalty  [developer] 2 Mar, 2018 @ 11:58am 
I thing there is actually TOTALY no way to delete blood decals..
Scalpel 5 Mar, 2018 @ 4:18pm 
I think this add-on could be better utility wise if it could branch off into clearing more than just decals. I write this comment since I realize that I would absolutely love an add-on that also would clear weapons dropped by NPCs after some set amount of time (for performance reasons).
azalty  [developer] 6 Mar, 2018 @ 9:14am 
Originally posted by Snaisthsicheisn:
I think this add-on could be better utility wise if it could branch off into clearing more than just decals. I write this comment since I realize that I would absolutely love an add-on that also would clear weapons dropped by NPCs after some set amount of time (for performance reasons).
Actually thinking on it. I will take a look.
PS: Good news, I finally found the bug on my future new version..

Also, if I add a config ingame (with Q menu into a Settings branch), will you like it?
Scalpel 6 Mar, 2018 @ 9:51am 
Originally posted by FR rlevet:
Originally posted by Snaisthsicheisn:
I think this add-on could be better utility wise if it could branch off into clearing more than just decals. I write this comment since I realize that I would absolutely love an add-on that also would clear weapons dropped by NPCs after some set amount of time (for performance reasons).
Actually thinking on it. I will take a look.
PS: Good news, I finally found the bug on my future new version..

Also, if I add a config ingame (with Q menu into a Settings branch), will you like it?
I would certainly like that feature, it would make it more user-friendly as well.
azalty  [developer] 6 Mar, 2018 @ 11:00am 
Finished everything. Should be good. I just need to test now.. *please??, make it works?*
azalty  [developer] 6 Mar, 2018 @ 12:38pm 
Originally posted by FR rlevet:
Finished everything. Should be good. I just need to test now.. *please??, make it works?*
More, more and more errors :/
azalty  [developer] 1 Sep, 2018 @ 4:16am 
I just deleted what I did because I was so bad at coding.
I will push an update today with console commands instead of config.lua
No Q menu! :(
Scalpel 3 Sep, 2018 @ 8:47am 
Oh dear! We all make mistakes thank you for the update!
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