Garry's Mod

Garry's Mod

DakTek Combat System
Conflict with vFire?
So, I recently uninstalled all of my addons, and reinstalled a few. DakTek and vFire were two of them. For some reason, when only these two addons are enabled, vFire particles don't spawn. When I shoot an RPG round into the ground, I get this error:

Crazy angular velocity on entity [190][vfire_ball]
Origin: [98.154572, -482.585480, -151.087418]
Angles: [58.778683, 159.673508, 346.535980]
Velocity: [-83.660843, 210.363861, 106.989388]
Angular Velocity: [-231996.812500, -787734.750000, -368308.875000]
Defusing!
Removing!
Crazy angular velocity on entity [188][vfire_ball]
Origin: [97.835396, -490.638214, -150.883438]
Angles: [9.194551, 106.286346, 196.039108]
Velocity: [-123.081055, -163.358673, 72.790703]
Angular Velocity: [474993.218750, -379051.656250, 209488.906250]
Defusing!
Removing!
Crazy angular velocity on entity [187][vfire_ball]
Origin: [100.398712, -497.341919, -141.672531]
Angles: [34.799713, 173.372375, 149.253876]
Velocity: [20.801950, -692.090515, 426.061737]
Angular Velocity: [24208.181641, -471117.562500, -766460.750000]
Defusing!
Removing!
Crazy angular velocity on entity [186][vfire_ball]
Origin: [82.849396, -502.504364, -149.111450]
Angles: [10.562336, 101.884872, 193.094055]
Velocity: [-928.307861, -841.197021, -105.535378]
Angular Velocity: [-732675.187500, 503190.218750, 141374.109375]
Defusing!
Removing!
Crazy angular velocity on entity [189][vfire_ball]
Origin: [830.868042, -1082.141357, -93.927856]
Angles: [-3.383650, 177.173538, 259.740967]
Velocity: [11.454136, -229.439392, 17.282475]
Angular Velocity: [0.000000, -265005.531250, 860100.000000]
Defusing!
Removing!

This doesn't make sense to me, because before I uninstalled all of my addons and reinstalled these two, this didn't occur.
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Showing 1-9 of 9 comments
Dakota  [developer] 9 Jul, 2019 @ 2:48pm 
If you uninstall daktek are the errors still there?
Originally posted by Dakota:
If you uninstall daktek are the errors still there?
No.
Dakota  [developer] 9 Jul, 2019 @ 4:04pm 
Oh, I think I know what might be causing this. DakTek sets the server up to allow higher velocities and angular velocities than default, a very very common setting on many build servers as it allows wheels to work at proper speeds and cannons and stuff to function properly. It seems that when you fire an RPG its creating these vFire particles at a very high speed and causing them to be deleted by the game.

I'd recommend contacting the vFire developer and mentioning that on servers with a high angular velocity and velocity setting, in particular these two settings below, results in fireballs deleting themselves on spawn.

local Settings = physenv.GetPerformanceSettings() // copy table from physenfv
Settings.MaxVelocity = 1000000 // change max velocity
Settings.MaxAngularVelocity = 1000000
physenv.SetPerformanceSettings(Settings) // push max velocity back into engine.
Originally posted by Dakota:
Oh, I think I know what might be causing this. DakTek sets the server up to allow higher velocities and angular velocities than default, a very very common setting on many build servers as it allows wheels to work at proper speeds and cannons and stuff to function properly. It seems that when you fire an RPG its creating these vFire particles at a very high speed and causing them to be deleted by the game.

I'd recommend contacting the vFire developer and mentioning that on servers with a high angular velocity and velocity setting, in particular these two settings below, results in fireballs deleting themselves on spawn.

local Settings = physenv.GetPerformanceSettings() // copy table from physenfv
Settings.MaxVelocity = 1000000 // change max velocity
Settings.MaxAngularVelocity = 1000000
physenv.SetPerformanceSettings(Settings) // push max velocity back into engine.

Is there any way I can change these settings?
Dakota  [developer] 9 Jul, 2019 @ 4:23pm 
Originally posted by The Offensive Lemon:
Originally posted by Dakota:
Oh, I think I know what might be causing this. DakTek sets the server up to allow higher velocities and angular velocities than default, a very very common setting on many build servers as it allows wheels to work at proper speeds and cannons and stuff to function properly. It seems that when you fire an RPG its creating these vFire particles at a very high speed and causing them to be deleted by the game.

I'd recommend contacting the vFire developer and mentioning that on servers with a high angular velocity and velocity setting, in particular these two settings below, results in fireballs deleting themselves on spawn.

local Settings = physenv.GetPerformanceSettings() // copy table from physenfv
Settings.MaxVelocity = 1000000 // change max velocity
Settings.MaxAngularVelocity = 1000000
physenv.SetPerformanceSettings(Settings) // push max velocity back into engine.

Is there any way I can change these settings?

What I posted there is the lua code you'd have to run to set it. DakTek runs this when you load the map, (in InitPostEntity hook to be exact) so you'd be able to set it differently at any point after that.

For the most part though I recommend using my mods DakTek and DakTank separately from vFire. vFire is very aggressive on overwriting how fire and ignition works, easily breaking every other thing in the game that works with fire by overwriting how it functions. For example, the flamethrowers/plasma cannons in DakTek won't properly work with it since they set reactors on fire and use that to determine if the reactor should be cooling properly but since vFire overwrites that it isn't actually ever on fire.
Last edited by Dakota; 9 Jul, 2019 @ 4:26pm
Originally posted by Dakota:
Originally posted by The Offensive Lemon:

Is there any way I can change these settings?

What I posted there is the lua code you'd have to run to set it. DakTek runs this when you load the map, (in InitPostEntity hook to be exact) so you'd be able to set it differently at any point after that.

Well... how do I run that?
Dakota  [developer] 9 Jul, 2019 @ 4:26pm 
Originally posted by The Offensive Lemon:
Originally posted by Dakota:

What I posted there is the lua code you'd have to run to set it. DakTek runs this when you load the map, (in InitPostEntity hook to be exact) so you'd be able to set it differently at any point after that.

Well... how do I run that?

Luapad works for that, also I added more information to my post.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=107905654
Originally posted by Dakota:
Originally posted by The Offensive Lemon:

Well... how do I run that?

Luapad works for that, also I added more information to my post.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=107905654

Ah, okay.
This worked. Thank you. And now it doesn't work? Odd. Wait, I think I know what I did wrong.
Last edited by The Offensive Lemon; 10 Jul, 2019 @ 4:44pm
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