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arccw's Issues

Options Set For Laser/Flashlight Attachments Don't Save

First off I want to apologize if this has already been mentioned/discussed since I wasn't able to find anything about it when I looked.

Certain attachments with settings for them (such as Flashlights with High, Eco, Off settings) don't save between map changes or game launches even if the lock is set. The attachment will always reset to unlocked and it's default setting.

image

NPC damage mult doesn't work, Player mult changes both

When NPC Holding a ArcCW Weapon, NPC Deals a lots of damage(NPC Damage 1). so i set the npc damage to 0.1 but it has a same damage. so i set the Normal(Player) Damage to 0.1 and the NPC damage has been reduced. but also player's damage has been reduced too.

Holstering causes animation issues with HL2 weapons

I have seen this when you are doing faster moves with the weapon (like pick a weapon and changing to another).
When you do that, the physics gun starts shacking and this error appears in server console spamming a lot (client console is clean):

image

I'm adding a video for better understanding: https://user-images.githubusercontent.com/45662206/117546459-d4309200-b02a-11eb-9bf4-342f4b2fb29c.mp4

It only stops when you click somewhere with the physics gun: https://user-images.githubusercontent.com/45662206/117546605-8405ff80-b02b-11eb-9b99-a0d0c3813944.mp4

I'm using ArcCW Gunsmith Offensive.

A variety of FoV related discrepancies

Scoped in, the viewmodel FoV is all over the place, expecting 16:9.
20220222181529_1
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Crosshair scales incorrectly with screen width, rather than the FoV.
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Viewmodel FoV also should be based on vertical FoV for consistency's sake, also seen above, and likely also relating to the first issue.
20220222182855_1
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It also causes the muzzle effects to appear too far into or out of the weapon.
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20220222193258_1
20220222193423_1

Hitreg desync with sprinting

(Tested on a dedi server)
Sprinting, holding attack, then letting go of sprint will cause all bullets fired before letting go of attack to be desynced between both realms

If it's a semi auto weapon/pump action shotgun this means one shot, if it's full auto it's all shots until you let go and hold attack again

Left is how it should look like and right is the desync glitch in question
image

This can also occur if you quickly tap attack right after letting go of sprint, a bullet is fired serverside but not clientside as in that realm the gun is still recovering from sprinting and can't be fired, but that is completely disregarded serverside, this is probably the cause of this desync

Ping/Latency substantially affects client or and server performance.

Hello, so few hours ago I was just messing around with some things and I noticed that physical bullets are not lag compensated, being a total nerd I have decided to lag compensate them myself and rewrite ArcCW physbullet code to make projectiles fully lag compensated and supported, whilst doing so I have ran into a very interesting issue however, I have noticed that regardless of what I did player's latency to the server has a huge impact on framerate and because I couldn't find and fix this issue myself I have decided to submit a issue here on the github, running a powerful Ryzen 5 5600X CPU and RTX 2060 Super OC GPU I can usually stay on stable 143 fps (limited by RTSS) regardless of what I do or where I play, yet with ArcCW weapon a round trip time of 400ms results in massive loads and as shown in the video below, I struggle to get stable or even decent frametimes, and on round trip time of 800ms the game becomes completely unplayable as the client experiences massive rubber banding and stutter, sure no one is going to play or have nice time playing with round trip time of 400ms or even 200ms but it still shows that somewhere in ArcCW a bit of code has a lot of performance issues as latency increases.

I feel like this is a really big issue and whilst I don't know whether it's the server or client that is experiencing massive loads as latency goes up due to testing on a local server I still believe that this is an issue that needs a lot of attention and has to be fixed as quickly as possible as it can very negatively affect people with weaker PC setups or high latency.

Here is the link to my video showcasing the issue: https://youtu.be/CQCtdfqYGs8

Return of the LHIK first frame issue

It appears that StormFox2 is triggering this good old problem. For a brief moment after a firing animation, the LHIK hand will be unbound and appear in its normal position. Happens on both singleplayer and listen server.

[BUG] TTT2 Pre-Round Grenade Throwing

Currently there's a bug with ArcCW weapons in TTT2 due to a difference in ConVar naming.

L 04/12/2022 - 17:47:15: Lua Error:
[[ArcCW] Arctic's Customizable Weapons (Base Only)] lua/weapons/arccw_base/sh_grenade.lua:14: attempt to index a nil value
  1. PreThrow - lua/weapons/arccw_base/sh_grenade.lua:14
   2. CanPrimaryAttack - lua/weapons/arccw_base/sh_firing.lua:45
    3. unknown - lua/weapons/arccw_base/sh_firing.lua:104

if engine.ActiveGamemode() == "terrortown" and GetRoundState() == ROUND_PREP and GetConVar("ttt_no_nade_throw_during_prep"):GetBool() then

In TTT the ConVar is ttt_no_nade_throw_during_prep but in TTT2 they inverted it and renamed it to ttt_nade_throw_during_prep for some reason.

Holo-sights are zoomed-in to hell and back

Apparently that only happens with CS+ and GSO Holo's. Some even clip trough the fucking thing

-ACOG's, Sniper scopes and alike are working fine
-Custom ones like Black ops one's are also working good

Restrict NPC Weapons

Copied my suggestion from "The Questions Thread" but decided to leave it here as a reminder.

Add an feature where you could explicit weapons for NPCs (useful for HL2 Campaigns). For example: I want Metrocops to use GSO's USP only instead of using every ArcCW pistols available, and Combine Soldiers & Citizens/Rebels to use either MP7 or UD M4A1 instead of them using all smgs and rifles (also machine guns too) available.

Crashes when shooting Photon Cars

Hello,
I'm a developer from a DarkRP server, an I'm having an issue with the ArcCW Weapons + Gunsmith Offensive.

Sometimes when the users are in a shooting with the police, when they shoot a police car (Only happens with vehicles that have Photon lights) the users that are near sometimes crashes, and this error spams the console:

[[ArcCW] Arctic's Customizable Weapons (Base Only)] lua/effects/arccw_tracer.lua:26: attempt to call method 'GetBuff_Override' (a nil value)
  1. unknown - lua/effects/arccw_tracer.lua:26

(Also we use VCMod)

What could I do? Is an error of the addon?
Regards

Rocket projectiles have no pitch when fired by NPCs

When NPCs use ArccW rocket weapons, all rocket launchers, from the default base to other custom add-ons, do not have an upward or downward angle when fired. It only flies flat and straight.

I thought it was an NPC weapon proficiency problem, so I did several tests to increase my weapon proficiency, but nothing changed even at the highest level. The rocket just flies flat and straight.

I couldn't find an answer on my own as to what should be changed so that the rocket projectiles can be used by NPCs like the basic Half-Life 2 RPG launcher projectiles. Please advise

GOMCAM.20220623_2128260601_edit_0_edit_0_edit_0.mp4

.

NPC Damage Slider is Broken

When NPC Holding a ArcCW Weapon, NPC Deals a lots of damage(NPC Damage 1). so i set the npc damage to 0.1 but it has a same damage. so i set the Normal(Player) Damage to 0.1 and the NPC damage has been reduced. but also player's damage has been reduced too.

excess verification somewhere

TTT2 has a system of bindings, so if the player changes the button from shift to another, it will be....

lua\weapons\arccw_base\sh_think.lua ( 334 line )
This check is unnecessary
owner:KeyDown(IN_SPEED)

if TTT2 and owner.isSprinting == true then
return (owner.sprintProgress or 0) > 0 and owner:KeyDown(IN_SPEED) and curspeed > walkspeed and owner:OnGround()
end

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