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lechu2375 riftkan victornishtyakov caveejohnson heyter tochnonement xorgadget littlebabyman matsilagi ferbfletchit palindronev2 lionbryce electwix bloodchili semixofficial tacticaltoaster blueberryy wgis sninctbur aws0mee nalo12 beerzavrs marcusjenkins01 lkw657 tegtainfan be1zebub kentovka somefnfplayerlol ralphorama jayrazer unis-corp bydlocodd thecraftianman edshot99arccw's Issues
Default clip does not work correctly
Default clip multiplier will not give extra ammo.
Default clip multiplier over 1 will add to the weapon chamber.
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.
Sprinting Animation Bug
If you sprint and switch to other weapon while sprinting, when you take again the weapon which you were sprinting, the weapon starts bugging: https://user-images.githubusercontent.com/45662206/117546783-7b61f900-b02c-11eb-8c50-e017a80cbff9.mp4
You can reload and the bug will remain there until you aim: https://user-images.githubusercontent.com/45662206/117546820-b401d280-b02c-11eb-9c32-78359d03a74e.mp4
Scopes scale differently on different resolutions
Inconsistent FOV lerping speed on ADS
Custom melee bind is broken
Plays animation on client, but will not do damage.
Help write the wiki!
Useful documentation for developers and users alike would help.
Unknown command: ammo_detonationmode
Unknown command if change ammo explosion
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.
Level transitions are broken
Probably due to latest apex commits
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):
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.
Crosshair scales incorrectly with screen width, rather than the FoV.
Viewmodel FoV also should be based on vertical FoV for consistency's sake, also seen above, and likely also relating to the first issue.
It also causes the muzzle effects to appear too far into or out of the weapon.
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
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
Add sounds to physical bullets
When a bullet ricochets/impacts, depending on the surface material it hit, make a sound.
Like this would be perfect:
https://streamable.com/z7xywn
Escape from tarkov/squad ones are pretty nice
Shotgun-type weapons produce no blood decals
Pistols, rifles, snipers and SMG's all work fine, but shotguns produce no blood decals on a wall or anything behind a npc when shoot.
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
weapon jamming.
Are you planning to do weapon jamming?
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.
Reloading an attachment spits errors
Yeah
[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
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.
Suggestion: Add the ability to make NPCs use melees, gears, and other types of "weapon/gear"
basically, make NPCs use melees (e.g., fists, knife), throwables (e.g., grenades), and things that are in their own weapon pack's gear/others tab, just like in Arctic's Customizable Thirdperson 3.0.
Presets with attachments that rely on other attachments will not be attached
Example being UD M16. Using the 9mm reciever with the extended 32-round magazine and saving the preset. Attempting to equip this preset will not equip the extended magazine.
Sprinting animation does not revert to idle if sprinting briefly
If a weapon uses animations for enter_sprint, if you stop sprinting before the animation plays it will not reset back to the idle animation. Tested in singleplayer.
https://discord.com/channels/452116426589732875/452120195104899102/839507395100278826
vang in AttPosMods does not work. :nopog:
Problems with the C-menu (I am writing from a translator)
Smoke grenade causes non-admins to crash in TTT2
"Anyone know why throwing the ArcCW smoke grenade in TTT2 crashes everyone's game (but the admins) in a P2P server?"
Report made by jozel#5301 on TTT2 discord, untested as of now.
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
Add hook when attachment is attached
Add the hook when the attachment has been successfully added to the weapon.
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
.
Viewbob doesn't stop when game is paused
Preview: https://youtu.be/tc6SNSQLVRI
I think this requires no comment
Presets are always saved/loaded with lowercase names
No matter what you type into preset nane, it will appear in list with all small letters
Also taskmaster reported that he cant save more than 12 presets not tested not confirmed
Bulletbones reappear when transitioning to idle
Cannot change forward distance from optic
[GSO] Low-performance muzzleflash doesn't show up on the FAL
Normal muzzleflash works fine, but for some reason the low-perf one doesn't work
Throwables and placeables explodes at moment you spawn them in
Test with old arctics addons or css
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
ProcessNPCSmoke very expensive on MP servers
Probably need some convar to disable it, especially on gamemodes without NPCs like DarkRP or TTT.
Lasers do not render if arccw_visibility is too low
Spawned Weapon with weapon:Spawn() wont have random Attachments on
As the Title says it spawns Weapon but without Attachmetns
Distant gunfire not working on multiplayer servers
How they're supposed to sound:
https://streamable.com/vqzrjz
How they end up sounding(toward end of vid):
https://streamable.com/nq4t0f
Giving yourself a weapon doesn't randomize the attachments
Whenever I click on an ArcCW weapon in spawn, I don't get random attachments, it's completely empty. And I have arccw_attinv_giveonspawn set to 10.
Cs+ 9mm aug breaks base
Test fix
Att.DroppedModel does not work whatsoever
The "Att.DroppedModel" parameter for attachments does not work whatsoever, it doesn't replace the dropped attachment model.
[GSO] Model 327, USP-45, Glock-17 and S&W M29 worldmodels have bugged collisions
And i mean the collisions when you drop the weapon, They either float in the air or go under the ground. The rest of the guns have working collisions tho
Penetrating through the very very very thick wall
Currently bullets can penetrate very thick walls, even entire buildings.
We should probably limit the penetrating power, if possible.
Map: gm_goldencity_v2_day
Lock button in customize menu don't do anything
LHIK being bad on high ping
Too long transitions on lhik if high ping
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