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Same with the white Khvostov, Ikelos V1 and Chattering Bone, all those were made private so they shouldnt be able to be used anymore. Weird.
Do you by chance have these addons unpacked instead of using the workshop versions?
Also make sure you have JUST TFA Base [Reduxed], none of the other versions such as the Server version, as that will 100% cause problems
Correct Base: https://steamcommunity.com/workshop/filedetails/?id=415143062
Last Word sight textures should have been fixed a couple days ago. As for the blurry sights/black sights you probably have to change your TFA settings. Q > Utilities > TFA SWEP Base Settings.
Here: https://imgur.com/a/29GmNGz
Hand cannon reticles always being active isnt really a bug, just an oversight since the reticle is a part of the weapons materials itself, instead of its own model, only the red dot is separate and is affected by ADS state.
Ace, its not really possible to detect headshots as many playermodels dont include a head hitgroup, so i made it just explode on death.
Trinity Ghoul, thats a Base problem probably, not much i can do about that, that i know of.
Suros, Heir Apparent, Thunderlord, Symmetry and other weapons that dont change values such as rpm or damage, etc need updated since a Base update broke most of those
And in the main menu do "menu_cleanupgmas " in console as this will remove unused addons and addons that are no longer on the workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=2186964637
This is honestly just a reupload of all my weapons into one huge addon which hasnt been updated to include alot of fixes and new weapons and what not
So the reason I still have these is on the Gmod client itself, I never unsubscribed to them so as long as I don't uninstall the addons, I get to hang on to em, I know you private'd them, but I tested them anyways to give you more points of data for upcoming works.
I do have the ultimate collection, I will disable it for my next test run shortly, got some stuff to do elsewhere first,
For data points as well, I do only have TFA base [Reduxed], have never played on servers if I may admit, friends and I just do peer to peer prop hunt, TDM and other shenanigans rather than go thru a server. (all of these were originally tested in singleplayer only)
That would probably be why the snipers are causing a lot of errors, among other things, since you have the other collection installed
Testing variables- Ultimate pack disabled
Old privatized packs disabled (incase they override variables TFA is using in other weapons/packs)
Gamemode- Singleplayer Sandbox
Map- GM_Flatgrass
No other mods loaded other than TFA redux, and the weapons themselves.
Works Fine-
-Ace of Spades is fine. Rear sight is also not visible when not ADS'ing. (fixed)
-Adored works fine
-Blast Furnace fixed and works fine now.
-Winter Wolf works fine.
-Breakneck works fine
-Coldheart works fine
-Could not get Devil's Ruin laser-mode to self-damage, however this was rare to begin with and may just not have triggered. A total of 10 bursts were fired in various situations (moving, crouched, stationary, close to wall)
-Divinity works fine
-Drang works fine by itself. Sturm works fine by itself. Sturm works fine when buffed by -Drang.
-Duality works fine.
-Coldheart works fine (took this opportunity to test explosive rounds mod from the perk pack, explosive rounds damage HL2 Striders where normal bullets do not, this is expected behavior)
-Graviton Lance console error fixed.
-Hammerhead works fine
-Hawkmoon works fine
-Huckleberry works fine
-Ikelos Shotgun 1.0.2 works fine
-Izanagi's Burden now works flawlessly
-Could not get Invective to trigger overflow bug from before. 5 attempts were made with timing the reload to trigger when perk was active.
-Jotunn same as before but working as expected.
-Khvostov Exotic version works fine
-Loquitor works fine
-Luna's Howl works fine
-Monte Carlo works fine
-No time to explain works fine
-Not Forgotten fixed and works fine.
-Outbreak Perfected no longer blurry and works fine.
-Prosecutor works fine
-Randy's works fine
-Redrix's now has recoil on every shot and works fine.
-Reckless Oracle works fine
-Fourth Horseman works fine.
-Sunshot works fine, was missed when tested the other day.
-Last Word's sight fixed and works fine now.
-Ringing Nail works fine.
-Sleeper weapons work fine
-Summoner works fine.
-Thorn works fine.
-Tractor Cannon works fine 99.9% of the time, but cannot launch or interact with the Combine HL2 Rollermine in any fashion. (it can launch props just fine so idk)
-Vex Mythocast works fine.
-Xenophage still works beautifully.
-Zen Meteor works fine.
================================================
Unknown if intended or bug.
Tommy's causing flinch during burning effect?
================================================
Minor Issues
-Austringer kill-icon is still a missing texture
-FOV remains at ADS FOV when reload is pressed while in ADS with all weapons. Weapon (fortunately) will return to ADS'ing once reload is finished. Probably a TFA issue if its happening to them all.
-While cloudstrike bullets damage Hunter Chopper from HL2 (intended TFA behavior) Lightning does not, but use case for this is very meh to begin with.
-D.A.R.C.I's HUD on scope remains when not ADS'ing but the weapon works fine. Coincidentally, DARCI hud functions just fine while hipfiring.
-Hard Light NEW DIAGNOSTIC DATA- Beams only bounce if the bounce does not collide with the skybox on its calculated trajectory. Inside of enclosed rooms, beam always bounces. Outside and fired at the ground in a way that would make it hit the sky, beams never bounce.
-NEW DATA- Gjallarhorn rockets always have the nose facing East. Coincidentally Flatgrass always spawns the players facing straight east. Further data may be required on other maps with different spawn orientations.
-Halfdan-D default sight blurry and not responding to DoF settings. Halfdan LC-Ranged mod is not blurry however and working fine. Otherwise Halfdan-D works fine (prior test only used LC-Ranged sight)
-Heir Apparent issues with shield persisting when out of ammo is still present. Issues with switching weapons now only triggers if the magazine is empty and the barrel is spinning down, if during this time any weapon hotkey is pressed, the shield will stay. If the automatic reload after spin-down is complete triggers, the shield deactivates as intended.
-Lord of Wolves can still hot-swap modes between bursts.
-MIDA Multi-Tool continues to hit shots it shouldn't, unknown if this is due to some kind of aim assist or hit detection having a larger hitbox on the projectile. (aiming between the knees of an idle-pose metrocop will hit them, unlike with other weapons.)
-Mountain Top is shooting high and to the right (at 20 meters measured by DARCI, aiming at center mass, the shot goes over a HL2 metro-cop's left shoulder and misses.) Still has minor error of Destiny_MT_Projectile killed NPC instead of Player killed npc.
-1K voices- Beam impact can damage hunter choppers, explosion cannot. Otherwise working as intended. (wasn't tested before and has a niche use-case)
-Polaris Lance now blurry? Penetration issue seems to be solved though.
-Sweet Business still in the blurry sight gang, otherwise works fine.
-Symmetry continues to retain stacks of Dynamic Charge after death, as for the very good tracking projectile minor issue, with the explination provided everything else seems to be working as intended.
-Thunderlord continues to not spin up but this was explained by Delta and so is expected at the moment.
-Trinity Ghoul continues to have previously mentioned issue, expected due to explination
-Whisper of the Worm now missing the texture for its perk when scoped in? Works fine though.
Major Issues
None Detected.
Edit: Missed the 7th Seraph weapons. Also tested Gjallarhorn on GM_Construct (default, not workshop version)
Gjallarhorn confirmed to always fire the rocket facing east (Construct spawns players facing west.)
7th Carbine as a weapon functions fine. Warmind cells it drop are Desync'd and the explosion is not located where the physical model is. Warmind Cell cannot be interacted with via Physgun or Gravity gun Or Super Gravity Gun either. Warmind Cell continues to move on its own.
7th Shotty works fine as weapon, warmind cell from shotty has same bugs as mentioned above.
7th Revolver works fine as weapon. Warmind Cell still bugged, model moved south on flat ground, Explosion happened due west of where the NPC died instead of south where the Cell went.
7th Saw works fine as weapon. Warmind Cell still bugged, Explosion also west of dead npc that spawned it while model went south.
7th Pistol works fine as a weapon, Warmind cells spawned by it have their positions sync'd properly to their explosion and do react to being shot. Dwarf Warmind cells no longer an issue.
7th SMG works fine as a weapon, Warmind Cells spawned are bugged like most of the others.
Further Warmind Cell Diagnostic info-
Warmind Cells as Entities are not tracked by DepthHUD Radar, making it difficult to determine where the split is.
Alien Isolation tracker cannot track Warmind cells, making it hard to determine what is causing the desync client-side.
Pistol tested with 4 cells, all cells were sync'd, could still be coincidence.
All automatic weapons tested with atleast 5 cells. The SMG had exactly one that was properly sync'd, but only because it was shot immediately after spawning before it started moving.
Cells always roll due south. Explosions consistently were due west.
Further Edit: Warmind cells when enclosed by props (concrete road barricades spawned in manually)can phase thru the prop, they do have collision with the map mesh though.