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[IMG]http://4stor.com/storage/waywo2/september.png[/IMG][/TD]
[TD][URL="http://facepunch.com/showthread.php?t=1215271"][IMG]http://4stor.com/storage/waywo2/next.png[/IMG][/URL][/TD]
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School starts (correction: or has started!) for some of us, but I hope we continue to bring awesome shit to the table.
[IMG]http://4stor.com/storage/highlights.png[/IMG]
[QUOTE]
Silverlan - Nodegraph Editor
[img_thumb]http://4stor.com/images/Egj8.png[/img_thumb]
[/QUOTE]
[QUOTE]
LEETNOOB - Customizable Weaponry Updates
[img_thumb]http://4stor.com/images/zCNc.png[/img_thumb]
[/QUOTE]
[QUOTE]
Sakarias88 - Dual Pistols, Dual Targets
[img_thumb]http://4stor.com/images/Xs4q.png[/img_thumb]
[/QUOTE]
[QUOTE]
Divran - Autoparking
[img_thumb]http://4stor.com/images/Qi6q.png[/img_thumb]
[/QUOTE]
[QUOTE]
CGNick - BF3-Like Menu
[img_thumb]http://4stor.com/images/F2hH.png[/img_thumb]
[/QUOTE]
[QUOTE]
ralle105 - Portals...
[img_thumb]https://dl.dropbox.com/u/3685777/hl2 2012-08-15 16-57-04-95.gif[/img_thumb]
[/QUOTE]
[QUOTE]
Drakenhawke - neat little flares
[img_thumb]http://4stor.com/images/oixN.png[/img_thumb]
[/QUOTE]
[QUOTE]
Silverlan - Brush Manipulator
[img_thumb]http://4stor.com/images/T6MG.png[/img_thumb]
[/QUOTE]
[QUOTE]
kaade - Some cool.. stuff.
[img_thumb]http://4stor.com/images/yWXR.png[/img_thumb]
[/QUOTE]
[QUOTE]
goldenlukis - RPG "Chronicles of Stringard"
[img_thumb]http://cloud-2.steampowered.com/ugc/1137411004733305895/644B2FA951BDA034166D2B39E6D66A4A5F18A417/[/img_thumb]
[/QUOTE]
[QUOTE]
Feihc - Slender In Gmod
[img_thumb]http://4stor.com/images/TU4v.png[/img_thumb]
[/QUOTE]
[QUOTE]
Drakehawke - Melonsurf
[img_thumb]http://4stor.com/images/76Oq.png[/img_thumb]
[/QUOTE]
[QUOTE]
MAdParakeet - Random Weaponry
[img_thumb]http://4stor.com/images/7f4b.png[/img_thumb]
[/QUOTE]
[QUOTE]
FPtje - Galaxy Note in Gmod
[img_thumb]http://4stor.com/images/TYAB.png[/img_thumb]
[/QUOTE]
[QUOTE]
MDave - Mesh Maze Generator
[img_thumb]https://dl.dropbox.com/u/7659139/Facepunch/gm_maze_wip2.jpg[/img_thumb]
[/QUOTE]
[QUOTE]
Foohy - Making the Cut GM13 Gamemode
[img_thumb]http://4stor.com/images/xm18.png[/img_thumb]
[/QUOTE]
[QUOTE]
vercas - Inventory GUI
[img_thumb]http://puu.sh/10E4b[/img_thumb]
[/QUOTE]
lol I made the highlights with my autoparking script :V
Yay, my inventory is there!
I wish Sakarias88 gave us an update.
There are 3 highlights that are the same.
"kade ... cool stuff",
"kade ... cool stuff" and
"Drakenhawke - nice litle flares"
Tip: turn the images into links to the posts you took said images from
oh, the previous thread closed after i made a WAYWO post:
I've added a proxy part for PAC3 a couple of days ago. It works similar to material proxies in the source engine. In this video I'm using it to animate wheels, animation and some bones. PAC3 also has an event part which I'm using to mostly to set animations based on player sequence and check if the player is on ground or not.
[media]http://www.youtube.com/watch?v=ng7QQmIvBR0&feature=youtu.be[/media]
[QUOTE=dingusnin;37499841]There are 3 highlights that are the same.
"kade ... cool stuff",
"kade ... cool stuff" and
"Drakenhawke - nice litle flares"[/QUOTE]
Fixed.
[editline]1st September 2012[/editline]
[QUOTE=Divran;37500250]Tip: turn the images into links to the posts you took said images from[/QUOTE]
I'll work on that soon, was kinda rushed after already being a few hours late and I had to run off to work.
I love you for using pictures and not the actual videos, I always fear the first page of WAYWO because of how long it takes to load with all the videos.
Yeah I noticed that with the previous ones, so now I just take caps of the videos if they are indeed videos. Much quicker.
I decided to take my snipers more realistic; thanks to Tobba & Wizard for helping with the scope RT.
[video=youtube;YOZHBLa3Ag0]http://www.youtube.com/watch?v=YOZHBLa3Ag0[/video]
Cool. My picture annotated with Comic Sans in MS Paint made it into the highlights. I was going to make a video of the weapon randomization working but the video thing in Gmod 13 screwed up so you get [URL="http://imgur.com/a/vuTxn#0"]111 really crappy screenshots.[/URL] The simple but useful map was made by ArcboundWorker. I'm going to make the generation smarter so it doesn't make any of those axe head clusterfucks.
Working on something that lets you specify the structure of a packet, then when it arrives it automaticaly unpacks everything into a nice table
Oh and it comes with the ability to specify a section that repeats any number of times, so if used right you can squeeze most of your networking into these
[editline]2nd September 2012[/editline]
And it also comes with a packet inspector
[QUOTE=COBRAa;37503672]I decided to take my snipers more realistic; thanks to Tobba & Wizard for helping with the scope RT.
[video=youtube;YOZHBLa3Ag0]http://www.youtube.com/watch?v=YOZHBLa3Ag0[/video][/QUOTE]
When you reload, the rt does not update to where it should be (In terms of what should be displayed on the rt).
[QUOTE=Tobba;37506982]Working on something that lets you specify the structure of a packet, then when it arrives it automaticaly unpacks everything into a nice table
Oh and it comes with the ability to specify a section that repeats any number of times, so if used right you can squeeze most of your networking into these
[editline]2nd September 2012[/editline]
And it also comes with a packet inspector[/QUOTE]
I've done that too for my gamemode.
I ended up getting mad at it and I am no longer using it.
[QUOTE=CapsAdmin;37500413]oh, the previous thread closed after i made a WAYWO post:
I've added a proxy part for PAC3 a couple of days ago. It works similar to material proxies in the source engine. In this video I'm using it to animate wheels, animation and some bones. PAC3 also has an event part which I'm using to mostly to set animations based on player sequence and check if the player is on ground or not.
[media]http://www.youtube.com/watch?v=ng7QQmIvBR0&feature=youtu.be[/media][/QUOTE]
before* I want that.
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-09/Screenshot-2012-09-03_00.53.25.png[/img]
Catmull-Rom splines
They should work in 3D too, I havent tested them yet
I think the weirdness of it is due to floating point inaccuracy, not exactly sure why it slightly cuts off at the end though
Make you lack of 1 iteration?
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-09/Screenshot-2012-09-03_01.07.54.png[/img]
It works in 3D too it seems
And no, look at the end of it on this one, two iterations are returning the same shit for some reason
[editline]3rd September 2012[/editline]
Oh my god
I accidently fucked the loop for drawing the beam up and
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-09/Screenshot-2012-09-03_01.11.51.png[/img]
Figured out to not have spaces in folder names when including client-side files. It occurred to me that it's using "\", which in, IIRC, Terminal it indicates a space in the folder name, hence why it's not loading properly. [del]I also noticed and forgot that timers are changed, and now I have to use a 'queue' for songs, since arguments aren't passing, so all my songs for the LoZ addon are pointless until I actually revise it.[/del] Disregard that, as having it like 'timer.Simple( 0, function() Player:DoSomething() end )' suffices well enough.
Also readded the font and tweaked with the new font system. First go at it though:
[quote][img]http://cloud.steampowered.com/ugc/540684781229136607/5EA36648ED81629014D1AED6FF5665D18DA6FF79/[/img][/quote]
[U]That.[/U]
LoZ addon is working almost perfect. The weird thing is, since I'm using sub-modules, I have to include it on the server. Other addons using my base script doesn't require that, yet it's not using sub-modules.
However, my Minecraft addon... Two things:
[b]A)[/b] It would have been nice to know that '(Read/Write)'Byte is gone. I suppose I could use a pseudo binary system using Bit, but that's too much of a hassle. UInt of 1 byte/8 bits would suffice, since there's no way I'm going to ever need more than 255 blocks to send (0 is a block too.)
[b]2)[/b] Regardless of the above statement/question, the "Byte Stream" module is going to need to be recoded. It won't add new streams on the client when called in the main scope (right term?), but it works fine when using 'lua_run_cl'. I suppose for the meanwhile, I can switch back to sending it via '(Read/Write)'Table. I was hoping to use "Byte Stream" to be able to use 32^2 chunk sizes...
[offtopic]
[QUOTE=Tobba;37514927]Catmull-Rom splines[/QUOTE]
Where have I heard of that before? Rollercoaster seems to pop into my mind.
[editline]Now[/editline]
Oh! It's what Foohy used for his rollercoasters, right?
There needs to be an unsure rating.
That's usually artistic/informative.
Or just optimistic, if it fits.
[video=youtube;gCqpP36IDfI]http://www.youtube.com/watch?v=gCqpP36IDfI[/video]
Figured out why the video recorder wasn't working.
Kinda neat how you created a little conveyor belt just for testing.
[QUOTE=Spencer Sharkey;37518492]Kinda neat how you created a little conveyor belt just for testing.[/QUOTE]
The map was actually made by a friend. It actually worked pretty well for props, but the conveyer and incinerator wouldn't work on weapons. I ended up ghettoing that into the spawner entity. The map was actually a lot nicer than anything I would have spent time on. Also, here are some Space Station 13 tiles. Xerasin said he was gonna make some, but I got impatient. Now I guess he can complain about my code being full of "AIDS", or whatever it is he thinks.
[quote][IMG]http://filesmelt.com/dl/gs13.PNG[/IMG][/quote]
Woohoo, made it to the front page! :proud:
I'lll be posting more screenshots soon, I'm currently working on a quest system.
Tho atm it's going slow because of school :/
So I've been working on anomaly ideas that I had after playing STALKER the other day.
I created a flame Anomaly(He doesn't do any damage yet, just moves around):
[QUOTE][IMG]http://cloud.steampowered.com/ugc/918987149862911723/46D5F750B66338979AB0E4966F0232218073D121/[/IMG][/QUOTE]
and a Poltergeist:
[QUOTE][IMG]http://cloud.steampowered.com/ugc/918987149862913561/0A461B36D7F1750864C014CAC164E4C3FA8400BB/[/IMG][/QUOTE]
My flame anomaly is just an NPC with an effect positioned at his eyes... I don't know how I'm going to check the players distance to the anomaly and give him damage, any ideas?(besides a constant think func)
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-09/Screenshot-2012-09-03_17.00.15.png[/img]
Fixed all the issues and added angle interporlation through quaternions
It doesnt work very well if the angle differance between two knots is 180 degrees though
[editline]3rd September 2012[/editline]
Also yeah I'm fairly sure Foohy used catmull-rom splines, not exactly sure how he got normals out of them though
CrossProduct?
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