Garry's Mod

Garry's Mod

GoldSrc Impact Effects
 This topic has been pinned, so it's probably important
・・ SEi  [developer] 8 Jun, 2021 @ 11:46am
Bugs
Feel free to report bugs under this discussion.
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Showing 1-15 of 47 comments
Raikoh 8 Jun, 2021 @ 6:41pm 
1.) it seems like the base blood impact on any hit can be seen through walls.
2.) the bullet hole seems to suffer the "tile bug" on certain props and doors, not exactly sure what causes that.
・・ SEi  [developer] 8 Jun, 2021 @ 6:58pm 
Originally posted by Raikoh:
1.) it seems like the base blood impact on any hit can be seen through walls.
2.) the bullet hole seems to suffer the "tile bug" on certain props and doors, not exactly sure what causes that.

Thanks for your feedback! I made a mistake with the material type, which is now corrected, so the first problem should be fixed now.

I'm unsure what causes the second problem however... I bumped into the same issue the first time I imported the materials, but a restart fixed it. I will try to look into it, but I have a feeling this is a limitation to overwriting these materials.

Only SWEPs allow custom impact materials, as such, I had to reach to overwriting. I really hope this won't cause excessive issues.
Raikoh 8 Jun, 2021 @ 7:25pm 
Originally posted by camper:
Thanks for your feedback! I made a mistake with the material type, which is now corrected, so the first problem should be fixed now.

I'm unsure what causes the second problem however... I bumped into the same issue the first time I imported the materials, but a restart fixed it. I will try to look into it, but I have a feeling this is a limitation to overwriting these materials.

Only SWEPs allow custom impact materials, as such, I had to reach to overwriting. I really hope this won't cause excessive issues.
I dunno quite what the problem is myself but I think this bullet hole replacer mod apparently fixed it? Might help you figure out the issue somehow.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2219737118
・・ SEi  [developer] 8 Jun, 2021 @ 8:25pm 
Originally posted by Raikoh:
Originally posted by camper:
Thanks for your feedback! I made a mistake with the material type, which is now corrected, so the first problem should be fixed now.

I'm unsure what causes the second problem however... I bumped into the same issue the first time I imported the materials, but a restart fixed it. I will try to look into it, but I have a feeling this is a limitation to overwriting these materials.

Only SWEPs allow custom impact materials, as such, I had to reach to overwriting. I really hope this won't cause excessive issues.
I dunno quite what the problem is myself but I think this bullet hole replacer mod apparently fixed it? Might help you figure out the issue somehow.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2219737118

This seems to be the fix, thank you! I couldn't finish fixing yet and I have to sleep for now, but I'll definitely push a patch tomorrow to resolve this.
Originally posted by camper:
Originally posted by Raikoh:
I dunno quite what the problem is myself but I think this bullet hole replacer mod apparently fixed it? Might help you figure out the issue somehow.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2219737118

This seems to be the fix, thank you! I couldn't finish fixing yet and I have to sleep for now, but I'll definitely push a patch tomorrow to resolve this.
yo i came here to say what actually fixes it because i just noticed this mod and how it' s got the same problem as the original did, just enable clamp s and clamp t in the vtf for the decal!
Last edited by 22050hz amen break sample; 9 Jun, 2021 @ 3:17am
The ragdolls produce the wall hit effect instead of the blood and it doesn't account for the blood color so the zombies are having red blood instead of yellow
・・ SEi  [developer] 9 Jun, 2021 @ 7:06am 
Originally posted by black cat of ill omen:
Originally posted by camper:

This seems to be the fix, thank you! I couldn't finish fixing yet and I have to sleep for now, but I'll definitely push a patch tomorrow to resolve this.
yo i came here to say what actually fixes it because i just noticed this mod and how it' s got the same problem as the original did, just enable clamp s and clamp t in the vtf for the decal!

Thanks a lot, I pushed a fix with this in mind!
I also changed the subrect vmats to actually represent SubRects, although I'm not sure if that was an issue. Either way, I can't replicate the tile bug, but if anyone still does, please let me know.

Originally posted by Geisteskrankenchan:
The ragdolls produce the wall hit effect instead of the blood and it doesn't account for the blood color so the zombies are having red blood instead of yellow

This is also fixed. Ragdolls now emit blood particles, and zombies/headcrabs/antlions emit yellow blood to better match their original color. This might not work for all addon NPCs, because for some reason "GetBloodColor()" is a serverside function and I'm handling particles client-side.
Last edited by ・・ SEi; 9 Jun, 2021 @ 7:11am
Soldier 9 Jun, 2021 @ 2:35pm 
I dunno what's causing this, but I just get this error in the console.

[GoldSrc Impact System] lua/autorun/client/cl_goldsrc_bullets.lua:18: Tried to use a NULL entity!
1. GetClass - [C]:-1
2. GoldSrcDoImpactParticle - lua/autorun/client/cl_goldsrc_bullets.lua:18
3. func - lua/autorun/client/cl_goldsrc_bullets.lua:65
4. unknown - lua/includes/extensions/net.lua:32
・・ SEi  [developer] 9 Jun, 2021 @ 3:58pm 
Originally posted by C H U C K L E N U T S:
I dunno what's causing this, but I just get this error in the console.

[GoldSrc Impact System] lua/autorun/client/cl_goldsrc_bullets.lua:18: Tried to use a NULL entity!
1. GetClass - [C]:-1
2. GoldSrcDoImpactParticle - lua/autorun/client/cl_goldsrc_bullets.lua:18
3. func - lua/autorun/client/cl_goldsrc_bullets.lua:65
4. unknown - lua/includes/extensions/net.lua:32

Thank you, fixed.
_appallaches_ 10 Jun, 2021 @ 6:15am 
why do I have black and purple textures for the place of normal textures in the hole?(sorry my english)
・・ SEi  [developer] 10 Jun, 2021 @ 7:53am 
Originally posted by _appallaches_:
why do I have black and purple textures for the place of normal textures in the hole?(sorry my english)

Try restarting your game, the materials probably didn’t load properly
Also make sure that you don’t have other addons that might replace your bullet holes.
Last edited by ・・ SEi; 10 Jun, 2021 @ 7:56am
Originally posted by camper:
Feel free to report bugs under this discussion.
I don't know if this is how it's supposed to be but these impact effects are just appearing on top of the default ones instead of replacing them
・・ SEi  [developer] 10 Jun, 2021 @ 8:43pm 
Originally posted by The Pizza is Agressive:
Originally posted by camper:
Feel free to report bugs under this discussion.
I don't know if this is how it's supposed to be but these impact effects are just appearing on top of the default ones instead of replacing them

Thank you for the feedback but my initial aim was to add extra particles rather than replace, so it's easy to toggle and doesn't mess up anything else. I might consider making a separate addon that replaces built in ones but I don't think it's possible to overwrite them in code. So yes, it is the intended effect.
Originally posted by camper:
Originally posted by The Pizza is Agressive:
I don't know if this is how it's supposed to be but these impact effects are just appearing on top of the default ones instead of replacing them

Thank you for the feedback but my initial aim was to add extra particles rather than replace, so it's easy to toggle and doesn't mess up anything else. I might consider making a separate addon that replaces built in ones but I don't think it's possible to overwrite them in code. So yes, it is the intended effect.
you could make use of the built in cl_new_impact_effects command like this does. it doesn't have any particles by default so that should make it easy but it has to always be manually toggled by the client every time they boot up the game unless they add it to a config file or something
・・ SEi  [developer] 11 Jun, 2021 @ 1:57am 
I learn something new every day, thank you. cl_new_impact_effects 1 does seem to just completely remove existing impact particles when nothing new is present, this could be used as a workaround. I'd rather players do this in case they find the existing particles to be annoying, than have to re-enable the cvar every time to see the effects (which is what the addon above does, I suspect).
I'll add this as an option to the Options menu of the addon. Thank you again.
Last edited by ・・ SEi; 11 Jun, 2021 @ 1:57am
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