Garry's Mod

Garry's Mod

[TFA] SCP: 5K Weapons
 This topic has been pinned, so it's probably important
Craft_Pig  [developer] 6 Dec, 2023 @ 7:37am
BUGS & SUGGESTIONS
Keep it clean, readable and don't ask for stuff that is virtually impossible for me to do.
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Showing 1-15 of 27 comments
Before I start I just wanted to say that this pack, that I feel anyway is very improved over the ARC9 version! I haven't encountered any bugs besides some awkward looking hands at times (hands sometimes seem stretched out) although that can easily be ignored! The main thing I wanted to go over is maybe a grenade launcher attachment if you ever plan on adding attachments! I don't know if the original game has a grenade launcher or not but I just think it would be very nice to have one! If you can't that's okay! I just wanted to leave a suggestion here because I noticed nobody has commented here yet!
Craft_Pig  [developer] 6 Dec, 2023 @ 7:31pm 
There is no grenade launcher attachment and there will be no attachments atm, I dont understand how this base handles them. Only skin attachments.
Oh alright. Could it be possible to even have the weapons with attachments as separate weapons perhaps? Like example being MK18 with a sight or something as a separate weapon? Instead of using the attachment system?

I also wanted to point out that even though the weapons say they can bash it doesn't seem to be working for me however, correct if I'm wrong but I think you just didn't fully implement it yet?


Also another bug I found are some of the weapons having a weird customize inspect animation. One I can name off the top of my head is the M9, while some of the other weapons do a mag check when you go to change the skin the M9, it flips to the side and mag checks. Which looks a bit awkward but again this being "early access state" I would like to think you are aware of some of these issues but incase you didn't I wanted to point them out to you!

I'm very happy you kept up with my last comment from all the way back on the ARC9 pack! (smgs using smg ammo and so on so fourth :p)
Lombaxtard 7 Dec, 2023 @ 4:20am 
If you are moving forward while reloading beretta at the end of the animation the mag will fly into your face

Inspecting and drawing animations have exaggerated camera movements and they cut off 90% of the time

Inspecting animation triggered by R or closing customization menu cuts off immediately once you start moving

Is there support for attachment packs?

This addon needs VManip support (left arm flickers while doing something with the offhand and shooting at the same time, in the typical TFA fashion)

On relatively rare occasion reload animations cut off the at the very end

For now... Also, would like to note that although rigging is generally improved over ARC9, there are instances where bones look a lot more natural on some ARC9-version SCP:5K weapons
Craft_Pig  [developer] 7 Dec, 2023 @ 4:33am 
1. I already modified the reload animation so that whenever the mags blend between sequences, its out of the players sight and the m9a3 does that for whatever reason idfk.

2. I dont know what and how, as its looks fine on my client.

3. Nothing I can think of atm, since the walking animation overwrites the inspect anims, im not removing the walking anims.

4. Cant figure it out, might make a github if people want to make direct changes to the project via branches.

5. I already improved the offset of the overall position for the VM so any VManip actions are actually visible, it didnt used to be like that before. Dont know how much I can improve it.

6. What

7. I use a different method for the rigging, its faster and more reliable but needs more manual tweaks. Which is why the rotation for said bones might look off sometimes.
Lombaxtard 8 Dec, 2023 @ 1:47am 
5. I don't think you got me, I'll show you what's happening later

Btw, are you aware of this[staging.streamable.com]? I think that's the case for most weapons, haven't got time to test 'em all though
Lombaxtard 8 Dec, 2023 @ 4:56am 
Here you go: https://staging.streamable.com/cmuna3
It's a long standing issue for 80-90% of all TFA weapons specifically. I don't know how, but people have come up with a way to fix this (although this still is an issue on a select few ArcCW, ARC9, etc. weapons, it generally doesn't happen that often outside of TFA) Most of this guy's Warface weapons (except for KAC Chainsaw, that's for sure) work as intended with VManip. I hope all of this is at least slightly helpful
Craft_Pig  [developer] 8 Dec, 2023 @ 4:58am 
I have no ♥♥♥♥♥♥♥ idea why it does that lmao.
VinnieRib 21 Dec, 2023 @ 12:44pm 
one thing that I'd like to see but it's just nitpicking, are unloaded animations, like, when you fire your last shot with a pistol, it'd be cool to see the slide stand back instead of going back like it's feeding a bullet, same goes for the sniper rifle
another thing is different animations if the gun has a bullet ready or if not, like, the assault rifles, it doesn't make sense for the character to pull the bolt back if I haven't fully emptied the mag, since he'd be wasting a bullet, but as I said, it's just nitpicking and it's more than fine the way it is and if this is something that you don't feel like doing
white circle 26 Dec, 2023 @ 5:07am 
some of the sights are pink
on the glock its noticeable
Craft_Pig  [developer] 26 Dec, 2023 @ 9:38am 
On what map are you playing on
Starve 27 Dec, 2023 @ 3:25pm 
Yo, I've got a problem with inspecting the weapons. Camera just goes flying after I try to inspect em'. Any solutions?
Craft_Pig  [developer] 27 Dec, 2023 @ 3:27pm 
No
ImThing2 27 Dec, 2023 @ 4:35pm 
Originally posted by white circle:
some of the sights are pink
on the glock its noticeable
All glow sights for me are also pink. Not sure if it's supposed to be like that.
Craft_Pig  [developer] 27 Dec, 2023 @ 4:36pm 
No, what maps are you playing on
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