Garry's Mod

Garry's Mod

Black Autumn Playermodel Selector v1.95
 This topic has been pinned, so it's probably important
kuma7  [developer] 9 Nov, 2022 @ 3:39pm
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Last edited by kuma7; 25 Nov, 2022 @ 11:28pm
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Showing 1-15 of 32 comments
dimitriwoopi 16 Nov, 2022 @ 4:58am 
The VOX packages won't appear for some reason, i have YuRaNnNzZZ' TFA VOX installed
dimitriwoopi 16 Nov, 2022 @ 5:00am 
i have a collection of my subscribed mods, some of them are unsubscribed, one of them being fesiug's playermodel selector
kuma7  [developer] 16 Nov, 2022 @ 8:09am 
Hi, thank you for taking your time creating that collection.
I've downloaded all your addons and I've found that 2 of them render the TFA-VOX menu unusable:


When I disabled both, the TFA-VOX menu worked as expected. I'll put the names of those addons in the description.
Last edited by kuma7; 20 Nov, 2022 @ 7:03pm
The voices don't appear in the TFA-VOX menu, but I don't have Sabre-aN's Headcrab Zombie Mod and SCars Slim installed, what else could be causing the problem?
kuma7  [developer] 20 Nov, 2022 @ 5:55pm 
Other mods, obviosuly.

I'm gonna check what did the creators of SCars and the Zombie do within their code and see if I can come up with a workaround. It's possible that I'll change the way the TFA-VOX menu loads.
I already saw what causes the problem, removing some mods I saw that also addons like simfphys, WAC and LFS cause the problem.
kuma7  [developer] 20 Nov, 2022 @ 6:14pm 
Actually, I've downloaded SCars and the Zombie Mod again and the VOX menu is loading correctly now..., which is strange. I'll try to fix this today.
kuma7  [developer] 20 Nov, 2022 @ 7:02pm 
Addon updated (please, tell me that this awful bug is finally gone). Don't unsubscribe from any of your addons.
*pop* nice
Rasmordem 25 Nov, 2022 @ 3:29pm 
My hands reset every time I die/respawn. The hands are saved across sessions and map transitions, but not when I die. It might be Draconic Base since it has it's own playermodel and hand selector, but wouldn't the hands also reset for each section and map transition and not just dying if that was the case? Draconic has it's own setting to disable hand replacement (selecting the big red X) Which I have selected, so it should not be touching the hands.

To reproduce: Select a custom hand model of a different playermodel then type kill in console.
kuma7  [developer] 25 Nov, 2022 @ 4:42pm 
I've downloaded Draconic Base and I haven't been able to replicate your problem.

"Draconic has it's own setting to disable hand replacement (selecting the big red X) Which I have selected, so it should not be touching the hands." Try disabling that setting.

Apart from that, it's possible that you've enabled "Only apply playermodels on respawn" in Black Autumn's settings menu, which effectively applys your PM and hands every time you respawn.

You can enable "Keep custom hands permanently equipped" too. If you do that, your custom hands will never be replaced.
Rasmordem 26 Nov, 2022 @ 2:06pm 
Originally posted by kuma7:
I've downloaded Draconic Base and I haven't been able to replicate your problem.

"Draconic has it's own setting to disable hand replacement (selecting the big red X) Which I have selected, so it should not be touching the hands." Try disabling that setting.

Apart from that, it's possible that you've enabled "Only apply playermodels on respawn" in Black Autumn's settings menu, which effectively applys your PM and hands every time you respawn.

You can enable "Keep custom hands permanently equipped" too. If you do that, your custom hands will never be replaced.

Issue is definitely Draconic Base, Disabling the addon entirely makes the issue go away.

Selecting the big red X DOES disable that functionality of the addon, at least it is supposed to.

I'll let the creator of Draconic Base know also since the issue is mostly related to his.

I have more steps for you to try and reproduce:

1. Click Draconic base in the "C" menu.
2. In the Playermodel tab, select the "hands" tab.
3. Click the big red X and click apply underneath the playermodel preview.
4. In your playermodel selector, select a playermodel, click apply, and click hands.
5. Select a different playermodel's hands and press apply.
6. type kill in console.

The hands should reset back to default, regardless if "Keep custom hands permanently equipped" is checked or not.
Vuthakral 27 Nov, 2022 @ 11:44am 
https://github.com/Vuthakral/Draconic_Base/issues/19

The issue with the "Big red X" is definitely on my fault, and I'll be fixing that. However the link above is one other thing someone reported to me which is not something I believe I can do anything about. Please do correct me if I'm wrong, but if I am not would you please consider what's mentioned in the github post above?
kuma7  [developer] 27 Nov, 2022 @ 12:32pm 
It's that command server-side? When a player presses the "Apply playermodel" button, an asynchronous message is sent to the server, which in turn sets the player's model. If the command were client-side, I'd have to send another message to the client after the model has been successfully changed, so that he can update his CSEnts (which is additional work).

Could you make a simple function that I can call server-side, like drc_refreshcsents(ply)?

Another idea, workaround to make all PM selectors compatible:

local entity = FindMetaTable("Entity") local old_setmodel = entity.SetModel function entity:SetModel(model) old_setmodel(self, model) if self:IsPlayer() then if SERVER then drc_refreshcsents(self) else --client version drc_refreshcsents() end end end
Last edited by kuma7; 27 Nov, 2022 @ 12:34pm
Vuthakral 27 Nov, 2022 @ 1:27pm 
Originally posted by kuma7:
It's that command server-side? When a player presses the "Apply playermodel" button, an asynchronous message is sent to the server, which in turn sets the player's model. If the command were client-side, I'd have to send another message to the client after the model has been successfully changed, so that he can update his CSEnts (which is additional work).

Could you make a simple function that I can call server-side, like drc_refreshcsents(ply)?

Another idea, workaround to make all PM selectors compatible:

local entity = FindMetaTable("Entity") local old_setmodel = entity.SetModel function entity:SetModel(model) old_setmodel(self, model) if self:IsPlayer() then if SERVER then drc_refreshcsents(self) else --client version drc_refreshcsents() end end end


Sadly a solution like this does not seem to work, possibly because they're clientside entities and all of this runs in the client realm. Through some other outside the box thinking though I did realize "wait, why don't I just check if the model doesn't match and force remove it if it doesn't since it just makes a new one anyways?"

So yeah, nothing to worry about there now; apologies for not realizing the better solution sooner and thinking it was on you to deal with. I try to keep my base as friendly and compatible as I possibly can to avoid others having to worry about its existence.
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