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License: MIT License
when I die, The reverb doesn't work. It just disappears. There's no lua error or anything.
Im using the CW2.0 weapons, but it also affects the hl2 weapons.
[Dynamic Weapon Reverb] lua/autorun/server/dwr_server.lua:20: attempt to call method 'GetAllAttachmentsInUse' (a nil value)
So recently the MW Marksman rifles got released, and I found that every shot that hits the wall creates the reverb, while all other MW related sweps works fine, heres a clip of that :
Also I dont know if im wrong but, the weapon sounds seem to sound way louder than the reverb?, It sounds odd at mid (and sometimes long) ranges especially whenever the muffled effect gets aplied to the reverb (Also the reverb volume is 100, and the only way I could find a remedy for this is using the Dynamic Sound addon which is kinda old and buggy sadly)
Heres a clip:
So enabling ballistics in this base, weapons always create the reverb whenever the bullet hits, making an delayed result. Disabling this, weapons works just fine, heres the github link to the base just in case : https://github.com/HaodongMo/ARC-9
Hello,
I noticed that the sounds do not work with the TFA AT, can you solve this problem?
(if you need a video or other I can send it to you).
Hi! I have a problem with this addon. I currently use the m9k weapon's pack with the heavy, snipers, and pistol packs. Unfortunately, when I use them, they do not make reverbs like they just make the default or vanilla sound. Additionally, it also happens with all the NPCs who use default weapons. When I hear gunfire from the distance, they have only vanilla-like sounds, nothing else. Is there a way to fix this?
Idk really what happened, but for some reason reverb just disappeared at all
Even if I'm using different weapons (HL2 default, ArcCW), just no reverb
When I tried this addon with the unpatched ARC9 base I really liked how you could hear the bullet impacting/ricocheting off of things some time after seeing it happen depending on how far away it was. It really pronounced how good the travelling sound system is.
It was really satisfying when you had a gun that's bullet travelled at 360m/s and you shot at something 350 meters away you heard the bullet impact almost 2 seconds after the shot was fired or 1 second after it impacted.
With this being fixed shooting weapons are not as satisfying as it used to be with the unpatched version. And that's also true for mid to close range as well, on those ranges you could have still heard the bullet impacting 0.1 sec after being shot.
Having a dedicated bullet impact and ricocshet sounds for phys bullets would add a lot to the emersion of this addon even if it's not necessarily 100% realistic in all situations
P.S.: Having different kind of impact sounds, loudness, strength, range and reverb modifiers for different materials would add a crap ton to this addon
For example hitting a metal target at a long range would still give out a loud metallic impact sound when the sound of it reaches you, while the impact on a soft target like sand or dirt could not or just barely be heard from far away but could be heard on close to mid range.
Hey, I was really impressed with the workshop build and what it promised. I have access to a directional mic and an empty range if you guys are looking for unique recordings at various distances/angles. I also just want to give feedback over discord if you guys are willing.
Reverbs come out of my weapon whenever I use Modern Warfare's weapon bash.
It is because that the bash uses some sort of bullets - which is why there are bullet hole decals whenever I bash a wall?
I don't know for sure, but this addon was working just fine before the update, then after it has ceased to work. I uninstalled and reinstalled and tried some other things but its still broken. Does it need an update maybe?
I used this yesterday and it worked perfectly, I was using VJ base NPCS. Today I spawned VJ base NPCS but I had no reverb at all for them but I had it for me. I tested this out by spawning regular combine npcs and it worked normally, but when I spawned VJ base NPCS (with default and half life 2 weapons) there was no reverb at all. The only thing that had reverb on the VJ NPCS was their grenades. I found this odd as it worked before, I tried reinstalling the mod but to no effect. I tried recording a video but couldn't as my computer was really laggy when I did.
Not while ago MWB got an update, and it seems like it broke something with dwr, It only occurs with slug ammo as far im aware :
And arc 9 shotguns are really loud, I assume this is due to every bullet counts as a reverb or something like that (And Im aware that arc 9 is wip and that I can blacklist weapons, but im just reporting this :))
volume warning lol
Some SWEPs/bases on Garry's Mod already utilize systems which do what DWR does but specific to those weapons or are weapons which should not have DWR applied to them (e.g. energy weapons, flamethrowers, etc), and I believe some settings which DWR could read from to allow content creators to have influence on it would prove to be beneficial for all.
E.g.:
SWEP.DWR_Disable_Reverb = true/false
SWEP.DWR_Disable_Crack = true/false
SWEP.DWR_AmmoOverride = "pistol"
SWEP.DWR_ForceSilenced = true/false
The value of 13430.00 Should match the Real Life speed of sound travelling through Air (343m/s) perfectly.
When shooting unsilenced this error occurs. Seems to only happen with this weapon though,
https://steamcommunity.com/sharedfiles/filedetails/?id=1676032134
[ERROR] lua/autorun/shared.lua:119: bad argument #1 to 'pairs' (table expected, got nil)
[Dynamic Weapon Reverb] lua/autorun/client/dwr_client.lua:448: attempt to index upvalue 'blacklist' (a nil value)
1. func - lua/autorun/client/dwr_client.lua:448
2. unknown - lua/includes/extensions/net.lua:33
Hello,
I've been thinking - Are you planning to open discussions here? That is, obviously not for support queries, but rather for feedback and general questions.
Let me know what you think,
Matt
you say your addon works with any arccw weapon you use. but when i test it with the most popular arccw weapons none work
arccw bo1pack
arccw urban coalition/decay/what ever the fuck
and... practically any addon i have. doesnt work with the addon
https://cdn.discordapp.com/attachments/881137328754671626/905432194137350144/it_doesnt_work_with_any_of_these.png
As the title suggests, suddently all reverb sfx doesnt work except for explosions and bullet cracks.
Also before this bug, zeta players whenever they use their "other weapons" (such as tf2 weapons) this error shows up:
[Dynamic Weapon Reverb] lua/autorun/server/dwr_server.lua:129: attempt to index field 'Primary' (a nil value)
Their HL2 weapons work just fine, also I already reported this issue with the zeta's dev about this.
basic issue: no arccw weapon work with this mod
advanced issue: when im close to a wall and i shoot the wall. the reverb sounds work. when im far and i shoot a wall it doesnt work. when i shoot indoors or shoot in the sky it doesnt work. when i get close to a wall and shoot the wall indoors it works.
having an issues with reverb sound not playing on default HL2 weapons or any weapons that doesnt use physical bullets
Good day! I would like to report an issue where I occasionally get this:
[Dynamic Weapon Reverb] lua/autorun/client/dwr_client.lua:449: attempt to call method 'GetActiveWeapon' (a nil value)
I keep getting this usually whenever Combine NPCs usually shoot. My guess is probably the custom weapons that these NPCs use, but may you check if this is an issue regarding that too? Thank you!
Are you open to allowing users to make their own resounds of the mod? If so, would you allow them on the workshop?
The issue happens when you enter bullet time mode with this mod and start shooting. You'd notice that it plays another shooting sound upon impact. It gets pretty distracting and sometimes it just crashes the game but I am sure that's possibly just another mod conflict. https://steamcommunity.com/sharedfiles/filedetails/?id=2824459346
[Dynamic Weapon Reverb] lua/autorun/client/dwr_client.lua:258: attempt to index local 'weapon' (a nil value)
nothin in da phys bullet array if u shoot too close. shit is in entityfirebullets tho so find a way to fix that stupid lazy bastard
So first of all, it works great with most things, the problem is that not all weapons are audably compatable, I.E. TFA Starwars. The issue comes from how the audio mixes into the weapons which doesn't sound great with Sci-fi weapons, which easily breaks immersion, anything that can be done to ensure that there is better compatability for Sci-fi weapons would be great, I would like to use this for my server, but I can't until we could get Sci-fi weapon compatability, more specifically Starwars compatability. Thats all.
Reverb breaks when this addon is used in game heres the page https://github.com/HUNcamper/gmod-goldsrc-bullets
tfa weapons indoor sounds are ignored by the "only one reverb trail at a time" making the weapons sound like earape if the shotgun shoots more then 3 pellets at a shot.
make it so guns make sounds PER SHOT and not PER AMOUNT OF HITSCANS PER SHOT
Hey, can the Weapon blacklisting can be on server side and not client side ?
In my Metro 2033 project we use TFA Bow, Crossbow and i would like to know if use the command 'cl_dwr_blacklist_add' with my current weapon i wanted to blacklist. The reverb sound will be delete for everyone who us Bow as weapon ?
Thanks for your time, and have a nice day
SnoopDash
whenever an enemy shoots from afar, in addition to the far away sound of the gun, there's always this other very loud sound that plays no matter the distance
If you try firing without silencer, there will be no reverb and lua error will occur
[ERROR] lua/autorun/shared.lua:119: bad argument #1 to 'pairs' (table expected, got nil)
1. pairs - [C]:-1
2. __event - lua/autorun/shared.lua:119
3. FireBullets - [C]:-1
4. DoPrimaryFire - lua/weapons/arccw_base/sh_firing.lua:583
5. unknown - lua/weapons/arccw_base/sh_firing.lua:398
1) make hooks for detecting phys bullets hook only if the respective weapon packs are mounted
2) actually HOOK arc9 sendbullet (rn it just completely replaces the og function with a 1:1 copy except dwr stuff)
So I stumble upon an issue with weapons that happens with weapons that include some sort of loop sfx in it, heres what I mean:
the only way that I could solve this is by either disabling/deleting the addon or changing sv_dwr_network_sounds to 0 (Which i dont want to change lol) not even blacklisting or anything else fixes this.
Hope you can solve this :)
Its anyone having this problem when you shoot your weapons you don't hear reverb but only from NPC's when they shoot their weapons.
[Dynamic Weapon Reverb] lua/autorun/shared.lua:119: bad argument #1 to 'pairs' (table expected, got nil)
This is the error prompt that I get from firing any ArcCW weapon on any map under any conditions. It works fine with TFA and other kinds of weapons.
I have not modified any ArcCW or Reverb mod's settings and it was all fine just yesterday.
I'm an apprentice sound designer and I would like to give a hand in development of this addon.
I've been messing around with this mod a lot, and I love it honestly. It adds a whole new layer of realism and immersion. There's a slight issue with the way the sound works, though. When a third party is outside and the source of the gunfire is coming from inside, the third party will hear the sounds significantly louder than they would be outside.
I'd say adding some sort of low pass effect on the sound would work, and honestly, I almost feel like switching the sounds of the indoor and outdoor gunfire would work. The outdoor gunfire is more quiet and muffled than the indoor gunfire is (from an outside perspective.)
I'll link a demonstration video below:
https://youtu.be/o8QJShrUvqg
when a zeta shoots there weapon this error occurs
[Dynamic Weapon Reverb] lua/autorun/server/dwr_server.lua:122: attempt to call method 'GetShootPos' (a nil value)
I installed the add-on on the server, on my client - nothing, but the sounds of explosions can be heard from a distance.
I've tried:
I dont remember if TFA was meant to be compatible with this addon. The workshop build of this addon seems to lose its echo or make the reverb really quiet when putting a suppressor and removing it. The issue persists when rejoining the server.
I think a option where users can select which weapons are able to use dwr reverb will be good. This setting could be in q (spawn) menu or alternatively added through server convars. With this addition issues with silencers or food sweps could be fixed
That addon uses local variables, but something strange reason, you create only global lua functions.
That is really bad and can do errors and problems with gmod and other addons!
Your addon takes a high place in workshop, please correct this, do not make the game worse.
Whenever I use this addon, all ARC9 recoil becomes completely non-existent, deleting this fixes the issue, this are the errors that pops up:
[arc-9-main] lua/autorun/server/dwr_server.lua:113: attempt to index global 'entity' (a nil value)
[arc-9-main] lua/autorun/server/dwr_server.lua:113: attempt to index global 'entity' (a nil value)
It mentions "zippy_realistic_blood.lua:50" but that doesnt intervene with the addon. Also in the arc9 discord, the dev mentions that arc 9 is very soon to release, I wanna mention this just in case any changes comes up
I suggest you add support for suppressed CW2.0 weapons as well. Believe it or not, a lot of people still use it.
Thanks in advance
[Dynamic Weapon Reverb] lua/autorun/shared_teams_reverb.lua:103: attempt to call method 'GetBuff_Override' (a nil value)
1. v - lua/autorun/shared_teams_reverb.lua:103
2. unknown - lua/includes/modules/hook.lua:96
3. FireBullets - [C]:-1
4. Detonate - lua/entities/arccw_bo1_projectile_base.lua:93
5. unknown - lua/entities/arccw_bo1_projectile_base.lua:165
Im using ArcCW weapons and everytime i use a explosive weapon this comes up
pressing [bind] button to vmanip's kicking creates this addon's current equipped weapons sounds,
https://www.youtube.com/watch?v=9lZgeb1jDME
[Dynamic Weapon Reverb] lua/autorun/server/dwr_server.lua:207: attempt to index global 'entity' (a nil value)
1. v - lua/autorun/server/dwr_server.lua:207
2. unknown - lua/includes/modules/hook.lua:96
NOTE: In previous update there was no errors when shooting from these weapons like ARCCW
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