#Hot Brass - Visible Shell Casing
1 messages · Page 1 of 1 (latest)
this.. is epic
new update will include bullets boucneing back, so no more going by walls

im reaching crazy levels of insanity
one of the best and most unqiue mods so far
we're talking about a feature that doesn't exist in vanilla and it's entirely new mechanic, this requires a lot of reverse engineering to pull of
I don't get it, but I'm watching without sound lol, what's the feature?
the little bounces once they hit the floor
Ooooh I should have opened it fullscreen haha, I see it now! That's awesome dude, great work!
SimKDT will be happy to see it 😂
ERROR: General f:0, t:1764391625045> ImportedSkeleton.collectBoneFrames > Could not find bone index for node name: "MP5_Rack.X_Dummy01"
ERROR: General f:0, t:1764391625045> ImportedSkeleton.collectBoneFrames > Could not find bone index for node name: "MP5_Rack.X_Dummy01"```
not sure if thats related to your mod! ❤️
I dont touch skeletons
No vfe!
The gun is from VFE but I wasn't sure if the animation stuff was from it or this one!!
Do you another weapon mod?
They have a rigged gun? 😮 Does it have animations?
Vfe has some animations for the fal and mp5 reload yeah
Oooh, I thought the gun itself was rigged and had animations, but I see now the MP5_Aim_Rack/Rack is a player animation. I've tried before to make rigged weapons with animations that can trigger but it seems impossible at the moment so that's why I was so shocked
Yeah all you can do is play with models to achieve animations haha
Well you know this more than me
wait so the problem isnt vfe?
i dont think i have anything else that adds them
No it is yeah, I just thought that the animation was on the weapon itself, but it's a player animation. Not sure exactly what went wrong with it, but most likely it has some bone oddities due to the rig used likely being made for b41.
I can take a look at those animations and fix them for Marz with a current rig, shouldn't be too much work
Thanks tons! That should clean up the logs too!
@zealous chasm @hybrid stirrup
java.lang.RuntimeException: attempted index of non-table
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:97)
at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:87)
at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1497)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:431)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:166)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1754)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1554)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:69)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:109)
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:563)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:515)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:504)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:394)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:304)
at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:112)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:99)
at zombie.GameWindow.logic(GameWindow.java:346)
at zombie.GameWindow.frameStep(GameWindow.java:790)
at zombie.GameWindow.mainThreadStep(GameWindow.java:552)
at zombie.MainThread.mainLoop(MainThread.java:68)
at java.base/java.lang.Thread.run(Unknown Source)
def hot brass this time.
yeah they are straight ported from 41
right now im trying to solve the issue of hot brass in 41 for multiplayer
uuuugh
@zealous chasmany idea what i did here?
please dont pin alex, im the developer of the mod so dont bother him with something he doesnt handle. also I need a little bit more of context on how the error happen cuz im looking at that file and its just the params table. I dont perform operations on it so its weird
did it crash the game or just an erro pop
Just an error. Triggered when shooting an m16. I don't have hot brass installed right now so it might be calling it resulting in an empty return?
Ah
You are right
Wait for real? The table param exist in the mod files. But unless you call them no issue will happen
I will take a look later
The function that calls it exist only in hot brass
I will investigate
idk if this helps a bit more?
is this like a single error?
the strange part is that is in the middle of somewhere I am not doing any operation
are you using hotbrass or no?
im not no. thats why im confused why its calling it!
it happens when a gun is fired.
but yeah. single error each fire
let me look at the logic
this mod is amazing looking actually
Try adjusting the load order?
its not load order. the mod is referancing a table in a mod that doesnt exist as its intentionally not loaded.
Is it b41?
no
Do you have the hot brass/ spent casing patch?
if you read up you would have seen this relates to the fact mar's b42 version of vanilla firearms expanded has hot brass as an optional dependency.
however part of VFE references hot brass in a not optional way. throwing the error mentioned and referenced above. its a relatively simple fix. afaik its already done. just waiting for mars to upload.
Okay my bad, also I forgot he also made port for the VFE for 42.
I will look at this today
funny how the gun animations in pz make it look like your character has TERRIBLE recoil anticipation when the gun is empty
great mod btw
Nice mod it works for me but is there any reason why the casings don’t have this animation? The casings just seem to spawn on the floor.. playing in b41 if it helps
you are not using my mod then
cuuz I have not change anything in pz41
Well I am and as you can see the casings just spawn beneath my feet
IIRC guns of 93 aren't included in hot brass yet.
Thank you
You are using a bunch of mods that are doing the same. No wonder is not working. Guns of 93 has spawning casing logic plus spent casing mod does what you are seen
I patch guns via a table. If you get a gun with a vanilla ID like perhaps base.AssaultRifle then you may see casings come out
I have a patch repo where you can see which mods I have covered. 🙂
Well.. that clear things up thanks
You can try rain's, firearms, and vfe.
testing was done in 41 MP, so I guess once 42 is stable I will try to fine tune as much as I can
one instance is muted
@thick lintel it's in 41. Will work better when 42 is ready for mods in MP
Update to this
Is it now
For version 42.13
GGS native support
Yes
cant believe im gonna say this. as its ironic at all the memes I keep saying but yes
version 41 is compatible with Britas