[IMG]http://i.imgur.com/nUfFXAo.png[/IMG]
[B]Highlights from the [URL="http://facepunch.com/showthread.php?t=1463260"]previous thread[/URL][/B]
[QUOTE=Nak's dynamic towers;47634408][t]http://images.akamai.steamusercontent.com/ugc/45377511642716162/35AFB61AB351E6CEF9F61833C17C042ABB004920/[/t]
Made a dynamic tower-menu ... thingy.
[Edit]
[media]http://www.youtube.com/watch?v=budXzDymiJs[/media]
Some tower AI and tower select .. thingy. Still placeholders.
[Edit edit]
(Nearly forgot) It needs optimization, but made [url=https://dl.dropboxusercontent.com/u/14214411/pics/NETHook.png]net-hooks[/url] for the gamemode.
Easy networking with: NW.HookAdd(name,func) and NW.HookCall(name,[<serverside>:ply or broadcast,] ...). The first argument with NW.HookCall on the server, is the player who called it.[/QUOTE]
[QUOTE=highvoltage's improved jump pads;47647616][vid]http://puu.sh/hzgua/ca1d180e09.webm[/vid]
Different approach to when to draw the paths.
[img]http://puu.sh/hzgCI/5b3f36aee4.jpg[/img]
Would anyone be interested in making custom effects for them? That way there can be multiple options for that too.[/QUOTE]
[QUOTE=0V3RR1D3's UI;47655234]The UI is bad but for some reason i love moving these tiles XD. Its an early stage for a drag and drop inventory im writting
[video=youtube_share;sd2Ci-qb0-Q]http://www.youtube.com/watch?v=sd2Ci-qb0-Q[/video][/QUOTE]
[QUOTE=Phoenixf129's money;47658463][vid]http://ph129.net/i/ILgZxK.mp4[/vid]
Fun. And yes, that is a picture of me.
[img]http://ph129.net/i/bYpQM8.png[/img]
[img]http://ph129.net/i/ywM6vR.png[/img]
Things to look for:
Movie References;
Illuminati;
Bill Clinton;
Barack Obama;
A special word;
My face;
Penis;
Gabe;
Cup Sizes;
More Illuminati;
Humour.
Gotta find them all chaps![/QUOTE]
[QUOTE=Hoffa1337's ballistics;47690764]I made a Rocket Interceptor for the Micro Planes
[t]http://puu.sh/hH0uE/fd17d2e67f.jpg[/t]
It's pretty much a manned ballistics missile
[media]http://www.youtube.com/watch?v=CkxGl-r94S0[/media]
[media]http://www.youtube.com/watch?v=yTPUBGWh8uI[/media][/QUOTE]
[QUOTE=Ott's admin system;47694817][img]http://i.imgur.com/NGi3Qk8.png[/img]
[url=https://github.com/DaaOtt/maestro/commits/master]Made some major progress on my admin mod.[/url]
Stuff I've done:
-ranks, users, saving to data folder for both
-rank inheritance
-bypasses for all vanilla admin stuff
-autocomple
-access strings (e.g. "<#admin" means "all players that don't inherit from rank admin")
-access restriction (access string for who a group can target, "<#groupname" by default)
-access exceptions for commands (e.g. a pm command would be "*")
-commands print to chat if successful, print to caller's chat if unsuccessful
-named parameters for commands
-target strings (same as access but you use it for targeting players)
-plugins: fly, goto, kick, noclip, a shitload of rank management, slap, who
-variable arguments
-run commands via chat
Stuff I need to do:
-undercover option for ranks (half-implemented)
-finish all the plugins and match the feature set of ulx
-help command
Commands are defined like this:
[lua]maestro.command("kick", {"player:target", "reason"}, function(caller, targets, reason) --Anything after the colon is ignored, unknown types default to string
if not IsValid(targets[1]) then
return true, "Query matched no players." --True for error
end
if #targets > 1 then
return true, "Query matched more than 1 player."
end
targets[1]:Kick(reason)
return false, "kicked %% (%%)" --False for success. %% is replaced with the corresponding argument. Prefixed by player name, multiple results are comma separated.
end)[/lua]
Currently I have it set up so you start out with one rank, user. You can then build your rank hierarchy to your liking.[/QUOTE]
[QUOTE=_FR_Starfox64's cards against humanity;47704488][video=youtube;4XA16nJCOXg]http://www.youtube.com/watch?v=4XA16nJCOXg[/video]
Yes I know about the HTML entities. It's fixed now.[/QUOTE]
[QUOTE=MadParakeet's voxels;47706050][video=youtube;VU9TI9ySShc]http://www.youtube.com/watch?v=VU9TI9ySShc[/video]
Behold! gm_f1atgrass![/QUOTE]
[QUOTE=TylerB's radio;47707314]Some actual content:
[video=youtube;D-XKZOc-LKA]http://www.youtube.com/watch?v=D-XKZOc-LKA[/video]
So far I just have SHOUTcast and YouTube working.
Can search the entire public database of SHOUTcast stations using their "private" api and I wrote some shit to convert YouTube videos on the fly (hosted on my webserver, videos are cached also)
overall i'm pretty happy with it for now[/QUOTE]
[QUOTE=szymski's ;47710862][video=youtube;j00EwXsOytU]http://www.youtube.com/watch?v=j00EwXsOytU[/video][/QUOTE]
[QUOTE=Snappy29's ;47711137]Been working on a gamemode, kind of like a capture the map kind of thing (think like apb cross planetside only not as fancy). So far I only have server stuff setup using a module system so not much to show there other than my server console loading them.
[t] http://i.imgur.com/afYPGSc.png [/t]
The module system works by first finding all the modules within a folder, registering them and then loading them based on a priority given to them (defaults to 3, where 1 is highest). Not really modular but I feel that's the best way to describe it as each module is not truly independent from each other due to dependencies. Not much else special just the usual money, round system etc.
For the gamemode I also recently started work on a holographic map kind of thing (think thats the best way to describe it). Basically it draws the outline of the map, tried a few different methods to get the map outline.
First method I tried involved automatically generating the map based on the mesh
[t] http://i.imgur.com/zsmyxhb.jpg [/t]
Resulted in this mess, ignore the colours no idea what was going on there. Turns out it draws the skybox and stuff too, decided to give up on this as I couldnt think up a reliable way to cull the mesh down to everything I need.. Was also very very laggy.
Second method was just manually doing it with a custom stool, bit slower but allowed me to only get the things I need resulting in a cleaner looking map and a better fps.
[t] http://images.akamai.steamusercontent.com/ugc/532893089802707984/7211113EFF569545210B99FEC386A56218D5D8C4/ [/t]
(Ignore the random flying lines mistakes were made and I havent made a way to remove lines yet :suicide:)
This took around 20-30 minutes to map out, but I'm alot happier with it, should turn out much better when I spend more time on it. You guys got any suggestions I could do to improve it visually.
Anyways when this is done and happy with it, I was thinking of implementing one into each teams base within my gamemode. Then using radars that they position around the server to map player positions (and maybe props?) relative to the minimap.
If you guys turn out to be interested Ill post more stuff I do. Sorry if this is a wall of text, Ill try and reduce it next time.
P.S
Snaggle AKA Atomsk wants a shoutout because apparently he helped me at some point[/QUOTE]
[QUOTE=failcake's minigames;47733061]So i decided to make yet another minigame on metastruct, beatwar!
Its a merge of crash bash pogo and crypt of the necrodancer.
[video=youtube;WkuwfZH20d8]http://www.youtube.com/watch?v=WkuwfZH20d8[/video]
Currently its missing a better beat detection, and some optimizations.
Im also thinking of (MAYBE) posting the code so you guys can check it out and complain how bad it is :-)
Randomly picks a music and there are different "maps"[/QUOTE]
[QUOTE=E.N.I.G.M.A's android admin application;47743886]Remote Admin App for your Android phone.
[IMG]http://i.imgur.com/5wXHHdI.png[/IMG] [IMG]http://i.imgur.com/AOwUwBD.png[/IMG] [IMG]http://i.imgur.com/jICh6v8.png[/IMG]
I've been working on this when I was bord. Don't no if I should continue working on this project or start a new one, so I thought I post some screenshots to see what people think.[/QUOTE]
[QUOTE=Killstr3aKs's ships;47775103]I must thank cra0kalo for his patched studiomdl, without it i wouldn't be
[QUOTE=WalkingZombie;47848820][video=youtube;hJ3-eXmbUs8]http://www.youtube.com/watch?v=hJ3-eXmbUs8&feature=youtu.be[/video][/QUOTE]
Jesus christ, that music, why?
Cool wall jumping, though.
[QUOTE=WalkingZombie;47848820][video=youtube;hJ3-eXmbUs8]http://www.youtube.com/watch?v=hJ3-eXmbUs8&feature=youtu.be[/video][/QUOTE]
Wow, it's like 2006 all over again.
Also, I THINK I can clone your fall damage script for anyone who wants that [URL="http://wiki.garrysmod.com/page/GM/GetFallDamage"]pinnacle of amazing code[/URL]:
[code]function GM:GetFallDamage( ply, speed )
return ( speed / 8 )
end[/code]
[QUOTE=code_gs;47848841]Wow, it's like 2006 all over again.
Also, I THINK I can clone your fall damage script for anyone who wants that [URL="http://wiki.garrysmod.com/page/GM/GetFallDamage"]pinnacle of amazing code[/URL]:
[code]function GM:GetFallDamage( ply, speed )
return ( speed / 8 )
end[/code][/QUOTE]
Not even close on the fall damage, though.
[code] elseif spd >= 500 then
PlannedDamage = ( math.pow( spd/100-5, 2 ) )
-- print( "Running 2" )
end[/code]
That's the base damage, but it scales by other factors too, like what you land on; I didn't show it, but when you fall onto breakable objects, or NPC's, they take a fraction of the damage based on what material they had. (it also scales when you land on world geometry, but you take a larger fraction)
[editline]31st May 2015[/editline]
Oh yeah, and if you duck less than 1 second before you hit the ground, you only take 33% damage. You catch your fall.
[QUOTE=WalkingZombie;47848888]Oh yeah, and if you duck less than 1 second before you hit the ground, you only take 33% damage. You catch your fall.[/QUOTE]
I think if you crouched while falling in real-life, you'd break more than just your legs.
[QUOTE=code_gs;47848936]I think if you crouched while falling in real-life, you'd break more than just your legs.[/QUOTE]
It's not the fall that kills you, it's the sudden stop at the end. If you start couching just as you touch the ground, you don't stop as fast. Its the exact same logic as with seat belts: They are designed to stretch slightly, so that if you're in a car crash, the sudden stop turns into a quick deceleration. Then again, that's a bad example, hips don't make for good crunch zones.
[QUOTE=James xX;47848960]It's not the fall that kills you, it's the sudden stop at the end. If you start couching just as you touch the ground, you don't stop as fast. Its the exact same logic as with seat belts: They are designed to stretch slightly, so that if you're in a car crash, the sudden stop turns into a quick deceleration. Then again, that's a bad example, hips don't make for good crunch zones.[/QUOTE]
It represents something other than crouching. You see it all the time in movies that might have parkour, or just generally people falling from decent heights.
[editline]31st May 2015[/editline]
[img]http://www.kungfujackknife.com/uploads/5/4/5/6/5456702/9604282.jpg?348[/img]
[editline]31st May 2015[/editline]
[QUOTE=code_gs;47848841]Wow, it's like 2006 all over again.[/QUOTE]
I was hoping to remind people of their gmod past. Nostalgia?
[editline]31st May 2015[/editline]
I'm getting dumb ratings for this? I have no clue why (except maybe the music)...
[QUOTE=WalkingZombie;47849018]It represents something other than crouching. You see it all the time in movies that might have parkour, or just generally people falling from decent heights.[/QUOTE]
But Iron Man's in a metal suit with hovers that stop him from so much impulse. You're talking about a lousy HL2 citizen in nothing but a blue jumpsuit.
So right now I have four scripts that all work separately.
Shield: My A.R.S.E. - Protects against different kinds of damages to a different extent. Protects health 100%. Recharges. This will work side-by-side with 2 other scripts, but is not required.
Drowning: Haven't shown this, but it's fairly self explanatory. If you have the shield script, and you have a shield, it will contain a bubble of oxygen for you.
Falling: Haven't properly shown this. When you land on certain materials, the material will take a fraction of the damage. NPC's will be hurt. Headcrabs will die if you hop on them. (Poison headcrabs take 2 hops). If you have an "A.R.S.E." script + shield it will offer very heavy protection against falling damage.
High Jump: This allows wall jumping, but I've made 3 console variables;
"dkdr_highjump_grav" which will scale the gravity of a player if they jump. This doesn't apply if they go airborne for any other reason.
"dkdr_highjump_scal" scales the jump force of players. Warning: This can cause falling damage from regular jumps.
"dkdr_highjump_wall" is a boolean variable, as in 0 is off. This dictates whether or not the player is allowed and able to jump off of walls.
[QUOTE=WalkingZombie;47849018]
I'm getting dumb ratings for this? I have no clue why (except maybe the music)...[/QUOTE]
Stop complaining about fucking ratings dude.
[QUOTE=TGiFallen;47849185]Stop complaining about fucking ratings dude.[/QUOTE]
I'm not complaining, I'm inquiring. You rate me dumb, but I have no clue why. I'm asking why?
[QUOTE=WalkingZombie;47849018]
I'm getting dumb ratings for this? I have no clue why (except maybe the music)...[/QUOTE]
[img]http://i.imgur.com/3R5lDxB.png[/img]
[img]http://i.imgur.com/Nqob2Fx.png[/img]
[img]http://i.imgur.com/JJmM9I3.png[/img]
I've been writing a web server using [URL="http://facepunch.com/showthread.php?t=1393640"]gm_bromsock[/URL] which allows me to process HTTP request and do things on the server or request information from the server.
Here's a web-based spawn list (designed for mobiles)
[thumb]http://i.imgur.com/9b9buNJ.gif[/thumb]
It requests the relevant directory each click calling file.Find and parsing it into a table followed by a call to util.TableToJSON which results in a large table looking something like this:
[CODE]
{"files":{"1":"advisor.mdl","2":"airboat.mdl","3":"airboatgun.mdl","4":"alyx.mdl","5":"alyx_animatio...
[/CODE]
I then make the relevant headers for the return packet (making sure to set status, content length and content type) followed by the data. Everything on the webpage is handled by some basic JQuery.
[QUOTE=code_gs;47849150]But Iron Man's in a metal suit with hovers that stop him from so much impulse. You're talking about a lousy HL2 citizen in nothing but a blue jumpsuit.[/QUOTE]
That's ironman, but I've seen it in other movies with just regular people. I don't know what search terms to use to find those images, tho.
[QUOTE=WalkingZombie;47849191]I'm not complaining, I'm inquiring. You rate me dumb, but I have no clue why. I'm asking why?[/QUOTE]
Because people think either you, or the post, is dumb.
[QUOTE=TGiFallen;47849233]Because people think either you, or the post, is dumb.[/QUOTE]
No shit, Sherlock. Did you figure that out by yourself? So my question is, what is it about the post that's dumb?
[highlight](User was banned for this post ("Off-topic / Whining about ratings" - Asaratha))[/highlight]
[QUOTE=WalkingZombie;47849260]No shit, Sherlock. Did you figure that out by yourself? So my question is, what is it about the post that's dumb?[/QUOTE]
The parts where you get all pissy over ratings. Instead of trying to ask for constructive criticism about your [B]content[/B], you ask why your [B]post[/B] was rated dumb.
And most importantly, why do these ratings upset you so much? for most of those who rate you, that's as much as they're going to interact with you, they didn't have enough to say to warrant writing a post, so they rated it instead. Stop whining about dumb ratings, get over them and move on.
I'm done with this because we're both shitting up this thread with shitposts and a pissing match.
cool i got in the highlights
[QUOTE=TGiFallen;47849185]Stop complaining about fucking ratings dude.[/QUOTE]
Its partially the music, its a godawful song. You could've at least used Paralyzer by Finger Eleven...
[QUOTE=Exho;47849764]Its partially the music, its a godawful song. You could've at least used Paralyzer by Finger Eleven...[/QUOTE]
That song is great, but didn't fit[url=https://soundcloud.com/triple-q/let-the-gangnam-hit-the-floor].[/url]
The developer of Sublime really knows what they're doing, i'm gonna have to buy this shit soon, or i'll go insane :suicide:
[QUOTE=Giraffen93;47850688]The developer of Sublime really knows what they're doing, i'm gonna have to buy this shit soon, or i'll go insane :suicide:[/QUOTE]
But they have no clue what they're doing when it comes to html automatic indenting. It jumps all over the place, so I had to completely disable it, unfortunately.
[QUOTE=Giraffen93;47850688]The developer of Sublime really knows what they're doing, i'm gonna have to buy this shit soon, or i'll go insane :suicide:[/QUOTE]
If that was so they'd actually make it affordable.
[QUOTE=StonedPenguin;47850841]If that was so they'd actually make it affordable.[/QUOTE]
it's not that bad, i pay almost that much every month for the complete adobe cc suite
I have something to contribute for once :)
Nothing flashy. I'm not very good at making super cool stuff, so instead I stick to things like framework and gameplay enhancements.
Simple facial recognition system I am implementing for the police on my server. Not entirely done yet, but I plan to make the player's name red if they are actively wanted or are not in the database, white for normal, blue for priority citizen. It will also show other basic info like age and occupation.
[vid]http://puu.sh/i8aMA.webm[/vid]
currently it's giving me problems and an engine error (or maybe another addon), so I will continue to work on it.
[QUOTE=WalkingZombie;47849260]No shit, Sherlock. Did you figure that out by yourself? So my question is, what is it about the post that's dumb?
[highlight](User was banned for this post ("Off-topic / Whining about ratings" - Asaratha))[/highlight][/QUOTE]
and nothing of value was lost.
[QUOTE=find me;47857671]Flood Arena :v
[video=youtube;BOEhvSL7AKA]https://www.youtube.com/watch?v=BOEhvSL7AKA[/video][/QUOTE]
Very similar to flood? What's different about it?
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