• What are you working on? v19
    6,590 replies, posted
It's so god damn frustrating to have all this knowledge but never actually start something, just finished Effective C++ as well.
[img]http://i.imgur.com/UNqBj.png[/img] Just figured out why the controls randomly stopped drawing after a certain amount of time. Turns out I wasn't keeping a reference to them C#-side, and they were being garbage collected.
(not much of a surprise) I entirely rewrote my planetary generation thing: [IMG]http://dl.dropbox.com/u/9317774/Done.PNG[/IMG] heres a free picture pre colouring and pre fading into the distance, complete with a line displaying the lighting direction (the lighting is much better in this newer version) [IMG]http://dl.dropbox.com/u/9317774/YAI.png[/IMG] This is an early abysmal failure i had with the lighting, it looks a bit like the crust is melting [IMG]http://dl.dropbox.com/u/9317774/Om%20nom%20nom0.png[/IMG] And this: I dont even know [IMG]http://dl.dropbox.com/u/9317774/Split%20personalities.png[/IMG]
The lighting needs a sharper transition from bright to dark, just take a look at real planets. For example, our moon: [url]http://jgra5122.files.wordpress.com/2010/04/morten-moon.jpg[/url]
[QUOTE=DrLuke;31468012]The lighting needs a sharper transition from bright to dark, just take a look at real planets. For example, our moon: [url]http://jgra5122.files.wordpress.com/2010/04/morten-moon.jpg[/url][/QUOTE] point out the irony
[IMG]http://dl.dropbox.com/u/9317774/Lighting.png[/IMG] Better or does it still need to fade out quicker?
[img]http://i.imgur.com/uzig8.png[/img] Erm
[QUOTE=Icedshot;31468256][IMG]http://dl.dropbox.com/u/9317774/Lighting.png[/IMG] Better or does it still need to fade out quicker?[/QUOTE] Sharper
[QUOTE=pebkac;31465727][URL="http://en.wikipedia.org/wiki/RAS_syndrome"]RAS syndrome.[/URL][/QUOTE] No, no, no.. I need a way to interface with the Graphical User Interface in Lua, therefore, GUI Interface. :v:
Why don't you just write a GUI interface for your GUI then [editline]1st August 2011[/editline] do you need a GUI interface interface for that
[img]http://i.imgur.com/XYAQU.png[/img] Fixed textures, clipping, mouse input. That window was resized by dragging the corners. All that's left is keyboard input, fonts, and then binding the rest of the controls.
[QUOTE=esalaka;31468454]Why don't you just write a GUI interface for your GUI then [editline]1st August 2011[/editline] do you need a GUI interface interface for that[/QUOTE] That's what I'm doing, and speaking of the GUI interface interface, it will be the GWEN-based GUI editor that generates Lua to build a GUI through the GUI interface.
[QUOTE=Downsider;31468605]That's what I'm doing, and speaking of the GUI interface interface, it will be the GWEN-based GUI editor that generates Lua to build a GUI through the GUI interface.[/QUOTE] Quite the interfaception
[QUOTE=thomasfn;31468524][img]http://i.imgur.com/XYAQU.png[/img] Fixed textures, clipping, mouse input. That window was resized by dragging the corners. All that's left is keyboard input, fonts, and then binding the rest of the controls.[/QUOTE]When you finish this, do you think I could have a peak at it? :)
Like this? Ive changed it so that when a point within the planet is an amount related to the radius of the planet away from the "light" (which calculated to be a point on the edge of the circle), it transitions from a base lighting falloff (say squared, or ^3), to a much higher falloff rate (^8). The lighting distance falloff change is currently set to width/1.5 this is ^3 - ^8 [IMG]http://dl.dropbox.com/u/9317774/Lighting2.png[/IMG] ^2 - ^8 [IMG]http://dl.dropbox.com/u/9317774/Lighting22.png[/IMG] ^2.5 - ^8 [IMG]http://dl.dropbox.com/u/9317774/Lighting2.5.png[/IMG]
[QUOTE=Icedshot;31468256][IMG]http://dl.dropbox.com/u/9317774/Lighting.png[/IMG] Better or does it still need to fade out quicker?[/QUOTE] Why not do it in 3D?
[QUOTE=Ortzinator;31468907]Why not do it in 3D?[/QUOTE] I dont know any opengl, the first time i learnt i got thoroughly confused by it, and the second time i tried it turned out to be entirely deprecated code. Im pretty much just waiting for overv to do the tutorials before i have another attempt. When i do, this will probably be one of the first things i do with it :v:
[QUOTE=Quark:;31468848]When you finish this, do you think I could have a peak at it? :)[/QUOTE] I'll probably release it, source code and all (minus modified gwen source, unless Garry doesn't mind)
[QUOTE=thomasfn;31469035]I'll probably release it, source code and all (minus modified gwen source, unless Garry doesn't mind)[/QUOTE] MIT license..
[QUOTE=thomasfn;31469035]I'll probably release it, source code and all (minus modified gwen source, unless Garry doesn't mind)[/QUOTE] Awesome! I'd love to try using Gwen in one of my games :)
TF2 Projectile Prediction: [img]http://www.12354.org/pub/hx.png[/img] [URL="http://www.12354.org/pub/hx2.png"]Pic2 which would take too much space[/URL]
Now make it that automatically reflects rockets using the pyro blast.
No; reflect arrows, get headshots.
[QUOTE=ColdFusionV2;31472793]Now make it that automatically reflects rockets using the pyro blast.[/QUOTE] Already done :P ( it even works in dodgeball lol) + [QUOTE=Night-Eagle;31472840]No; reflect arrows, get headshots.[/QUOTE]
All good discoveries are accidents: I fixed the sharpness around the planets edge by stopping the planet from turning into atmosphere beyond a certain point, for 4 pixels or so, and allowing it to fade and be slightly darker (through the atmosphere function), so it doesnt contrast so much with the atmosphere itself. It also helps because it makes the edges look more rounded and like an actual planet [IMG]http://dl.dropbox.com/u/9317774/Planetary%20abuse.png[/IMG] Edit: Oh right, i was going to release the executable of it after i did that [url]http://dl.dropbox.com/u/9317774/Planetcrap.rar[/url] Generates that planet with a light which spins around it. Im pretty pleased that the lighting works in realtime, albeit not massively fast. Though that might just be vsync, so ill go and check that
[QUOTE=eloreda;31471802]TF2 Projectile Prediction: [img]http://www.12354.org/pub/hx.png[/img] [URL="http://www.12354.org/pub/hx2.png"]Pic2 which would take too much space[/URL][/QUOTE] Doesn't VAC pick up on that?
[QUOTE=NorthernGate;31473475]Doesn't VAC pick up on that?[/QUOTE] I'm not modifying any game executable/dlls(not even hooking anything) + my dll is private.I'm just using the Source SDK to register my custom VPanel(where i draw/do stuff like +attack2 for airblasting :P) EDIT: Trying to reduce the spamming :P [QUOTE=Icedshot;31473806]Wouldnt VAC detect a dll being loaded into tf2?[/QUOTE] Well yes they could. The only problem would be that there are numerous applications which have valid reasons to inject dlls (antivirus,fraps,steamoverlay,etc..), so they can't just ban everyone who injects a dll into their program.
[QUOTE=eloreda;31473708]I'm not modifying any game executable/dlls(not even hooking anything) + my dll is private.I'm just using the Source SDK to register my custom VPanel(where i draw/do stuff like +attack2 for airblasting :P)[/QUOTE] Wouldnt VAC detect a dll being loaded into tf2? Edit: Fair enough, it just seems a fairly poor method of detecting cheats to only search for known ones though i suppose thats the only way you can really do it
[QUOTE=Icedshot;31473806]Wouldnt VAC detect a dll being loaded into tf2?[/QUOTE] Only on VAC enabled servers, I believe.
[QUOTE=Icedshot;31473270]All good discoveries are accidents: I fixed the sharpness around the planets edge by stopping the planet from turning into atmosphere beyond a certain point, for 4 pixels or so, and allowing it to fade and be slightly darker (through the atmosphere function), so it doesnt contrast so much with the atmosphere itself. It also helps because it makes the edges look more rounded and like an actual planet [IMG]http://dl.dropbox.com/u/9317774/Planetary%20abuse.png[/IMG] Edit: Oh right, i was going to release the executable of it after i did that [url]http://dl.dropbox.com/u/9317774/Planetcrap.rar[/url] Generates that planet with a light which spins around it. Im pretty pleased that the lighting works in realtime, albeit not massively fast. Though that might just be vsync, so ill go and check that[/QUOTE] Next change the planet generator to use a heightmap model of sorts; the planets look sorta absurd now. There might be some article on realistic terrain generation but you'd only need to apply it on a very large scale.
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