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if you want to then get the sound files and port them in yourself
If we are talking about the alternative fire of SMG1, then yes, there is an explosion effect. For the energy ball of AR2 - no
Yes, you are right, the problem is in the addon code. I have a broken sample code that I can't get to work. Just know that I am working on solving this problem
@rtd20w
I am not the original author of this work, but just a person who accidentally had a backup copy, which I almost lost. The code for displaying the explosion is extremely primitive and requires a lot of improvements. In turn, I, not having good knowledge of the code, try to improve it from time to time and add compatibility for all types of explosions in the game. The problem with script explosions remains questionable for me. I will look for information about triggers on Valve Developer, but only when I have access to a computer (technical problems). As for "MWIII Takedowns", I already roughly understood why this problem occurs. I will do the above as soon as I have the opportunity
I have very little free time and it is not always possible to monitor the relevance and functionality of the addon, the author of which is myself
I have a new code sample that fixes the performance issue. Unfortunately, I don't have access to a computer to finalize the code and push an update
At the moment I don't have access to the computer due to technical problems. I have a rough idea of how to fix this problem. I'll do it when I have the opportunity
Unfortunately for you, I don't know how to fix this problem, but I have possible guesses as to what it might be connected with. At the moment, my computer has some problems due to which I can't use it. In the next month, I hope to be able to solve the problems with the computer and deal with your problem
https://steamusercontent-a.akamaihd.net/ugc/31058719388632376/EDDC721899547C1C52E7E37914110F41F8A132F9/
1. GetPos - [C]:-1
2. unknown - lua/autorun/sh_mmod_particles_burning.lua:4
can you fix this error or no? if no its okay
With the command cl_flickering_fire 0 you can disable dynamic lighting
Fixed
1. GetPos - [C]:-1
2. unknown - lua/autorun/sh_mmod_particles_burning.lua:3
Timer Failed! [Simple][@lua/autorun/sh_mmod_particles_burning.lua (line 2)]
This happens when I shoot a manhack the only mod i have relating to the manhack is this mod that replaces the model.
https://steamcommunity.com/sharedfiles/filedetails/?id=3000802412
Well, the problem solved itself. But for some reason it seems to me that it is connected with the Gmod update
At the moment there is no such possibility. I have separated particles of explosion and fire, which I did personally and a very long time ago. But I do not have time to upload them to the workshop
I don't fully understand what exactly you are asking me to do. Anyway, I don't know how to work with particles. This work is just a re-upload of the addon with permission of the original author and some modifications to the code
Enter the following commands into the console (they can’t be written in one go, so I divided them into 2 rows):
sv_cheats 1; fps_max 300; cl_forcepreload 1; sv_forcepreload 1; gmod_mcore_test 1; mat_queue_mode 2; cl_threaded_bone_setup 1; cl_threaded_client_leaf_system 1;
r_threaded_client_shadow_manager 1; r_threaded_particles 1; r_threaded_renderables 1; r_queued_ropes 1; studio_queue_mode 1; mat_specular 0; mat_fastspecular 1; r_fastzreject 1
If you don’t want to enter these commands into the console every time after entering the game, then enter all the commands into “autoexec.cfg”, which is located in the root folder of the game (Steam\steamapps\common\GarrysMod\garrysmod\cfg\autoexec.cfg). Each command must occupy a new line in "autoexec.cfg" without this element ";"
This is the first time I've encountered such a problem, but still... Unsubscribe from all addons in the workshop, then delete Gmod in Steam and then delete the root folder with the remaining files in the root folder where Gmod was installed. After the process is done, download the game again, install only MMod Particles. If the quality of the explosion textures remains the same as you describe, I can't help you
I'll take care of it
Light flickering is only created around fire sources. If the light falls unnaturally on surfaces or other objects - this is a problem of the map you are on. Unfortunately, I can't do anything about it, except add the ability to turn off light flickering