Alright, so a status update. I've been working on the Demo and Soldier animations. The Demo animations are done, and the Soldier animations are already released, but with both of them I've run into a really weird bug where the melee animations are rotated to face a different direction for around 80% of their playtime, and I've been having a lot of trouble figuring it out because it doesn't occur with the Scout viewmodels. Well, I tried decompiling and recompiling the Demo viewmodel without any of my modifications, and it's occurring there, too, which means the following:
- On the up side, it's not an issue with any of my modifications and they should be working perfectly. This also means that all of the things I thought I was having trouble with regarding this entire scripting language in the first place actually weren't issues and my grasp on this language is actually good.
- The bad news is that my entire workflow is now not going to work because the compiler I'm using isn't doing something right. This either means that I have to find the flag in the compiler that will fix the issues I'm having, or I'm going to need to set up an entirely different workflow for this mod.
I'll be driving home from vacation all day tomorrow and won't be able to work at all, so if I can't figure something out in the next hour or two I probably won't be able to get back to all of this until sometime Sunday. Sorry for the bad news all.
EDIT: I figured it out and will be publishing Demo and Soldier stuff tonight. I might get around to Medic as well. For those curious, it's a bug with recent versions of Crowbar at the time of decompile that sometimes rotates decompiled models by 90 degrees to the left. I reverted from 0.34 to 0.27 and the issue went away, so now I just have to re-decompile all of my files, apply my changes, and re-compile them. Not a problem and won't take much time - the real time involved is figuring out which animation files do what.
EDIT2: Turns out the Scout animations were affected by this bug too, but to a much lesser extent. While his melee animations worked fine, the inspect animations were being rotated which caused them to take a minute to render, and it's also why the shortstop push animation wasn't working even though I wanted it to. This will all be fixed with my release tonight.