[img]http://i.imgur.com/nPZyqte.png[/img]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1512738"]previous thread[/URL][/B]
[QUOTE=grobov13's editor;50047970]:science101:
[hd]https://www.youtube.com/watch?v=x7eJNoqXb30[/hd]
Rough and unfinished as hell, but I managed to make an entire story mode using it (except for some hardcoded parts/bosses).[/QUOTE]
[QUOTE=mooshbeef's mapvote UI;50057844]I just spend the last 5 hours making this:
[IMG]http://i.imgur.com/sb6vTca.gif[/IMG]
Instead of voting for 1 map you can rank them by dragging them and this allows you to get a result that more people will be happy with[/QUOTE]
[QUOTE=Hoffa1337's Rust Racers stuff;50092539]Did some text animation stuff for Rust Racers
[vid]http://rustracers.xyz/wp-content/uploads/2016/04/2016-04-08_120818916.mp4[/vid][/QUOTE]
[QUOTE=Dr. Inco's Donkey Kong;50096215]Donkey Kong as evolved into a non-flying, but much more brutal monster.
And barrels.
[video=youtube;28PFsok_dpM]https://www.youtube.com/watch?v=28PFsok_dpM&feature=youtu.be[/video]
His running animation is fixed to not snap to the first frame like last time. He also has a horrifying pounding animation while slaughtering you, and the ground shakes when he does (and when chasing people).
Soon enough, he will be able to climb walls, rather than fly everywhere.
The barrel still needs wood (and banana) gibs when it breaks.[/QUOTE]
[QUOTE=dimitrik129's models;50122094]made a food delivery truck, ems suburban, and a taxi.
hope you like it :D
ps: this is in gmod.
give any constructive criticism. i am always open to it.
pps: i am going to be making a sheriff suburban, explorer, crown vic, taurus, and mustang by this weekend.
[QUOTE]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963539009/8CCB56DC429F52379A9275E7284E5226C40FD1F6/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963539252/520F45B36F96546B8FC801215C3F69EA5248CB31/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963539603/35F54C043FB66FE83DE0B86594484D0679F83D8D/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963539776/2D4734ACC2A07F5117B585EEDEE071912EA7785D/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963539946/2E0D8B025866D52546950EA055CDA274F16BE3C3/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963783731/C988C01858AC31315704B2C1F467DBB50C48277E/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963784366/A0B2CE593454B85C70E3AB22F9AC6DA4C4DDA943/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963785104/6EB88A33617AB7F4162021C4516AD7FED556E07C/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963785646/093BEE98BE9F4E295F4BDDA19705E2526D8A5ED5/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963836852/0409E13EF6F4DB0A0AE55ADF2C66426A635C22C5/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963837051/5F60653C3E62ADC8803B8F86F45AEE50F2DC87FE/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963837240/94757AEA7E6DE32BF1708CECB763B45D85F77402/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963839164/34E643A46EC8B364E48D8A453ECF4EE0C7195B07/[/IMG]
[IMG] http://images.akamai.steamusercontent.com/ugc/457488019963839373/140393A579B41C47227EF1370E6E6FF28B365540/[/IMG][/QUOTE]
[/QUOTE]
[QUOTE=mitterdoo's game;50147466]working on something new
[img]http://i.imgur.com/ZrW0wFW.png[/img]
[QUOTE=mitterdoo;50147650]yeah, i didn't notice it until after i uploaded the screenshot and i was working on fixes. it has an editing tool, too.
[img]http://i.imgur.com/1cxsDsI.gif[/img]
[QUOTE=mitterdoo;50150878]i'm loving how the whole build for this is turning out so far.
[t]http://images.akamai.steamusercontent.com/ugc/455236878698977517/E8C8F09BC0D62CED899CADC4B38A948C785561AC/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/455236878698978011/DE4FC4C628F0402351CC5D4D14957537643B8094/[/t]
hopefully i'll be able to add some way to allow players to submit their own puzzles.
[editline]2:35 PM PDT[/editline]
now with a ceiling and lights!
[t]http://images.akamai.steamusercontent.com/ugc/455236878699022121/C53C1F0C78B18C2CA79450ACA57BE38ED459FD51/[/t][/QUOTE]
[/QUOTE][/QUOTE]
[QUOTE=Zeh Matt's HUD stuff;50151454]So I did two new things for my Coop Gamemode.
I created the entire HUDs from scratch to mimic Half-Life 2 (EP2), thats for Aux (Sprint/Oxygen), Flashlight, Ammo, Armor, Health.
[video]https://youtu.be/cnNyV6JfiyE[/video]
[video]https://youtu.be/kWChUDDnrvE[/video]
[video]https://youtu.be/V-NZaRefSqo[/video]
Will change the text in AUX to Icons, why not.
Also one thing that I always wanted back in GMod is the bubbles when shooting underwater, I also made it far more efficient than what it does originally with maxplayers set to 1, it barely uses any network traffic.
[video=youtube;hQ1t3CVU1Xk]https://www.youtube.com/watch?v=hQ1t3CVU1Xk[/video]
EDIT: Dont mind the prediction error, I already fixed that, older video.
I also have a buttload of fixes, the first few chapters work pretty well now without getting bored too easily, targeting alpha version next.[/QUOTE]
[QUOTE=Nak's clothes mod;50151934][media]https://www.youtube.com/watch?v=H9Mqjx9ISfM[/media]
Clothes! Tshirt .. pants .. gloves and shoes (Gloves and shoes not in vid).
All rendered with .png files and works on the female model as well.
Get your own craptasket tshirt near your RP-store.
(Idk why the buttons where a bit glichy and the memory used pr player is only: 4,096Kb)[/QUOTE]
[QUOTE=bobbleheadbob's map system;50186455][video=youtube;6Haveyrdy9k]http://www.youtube.com/watch?v=6Haveyrdy9k[/video]
I've made a lot of progress.[/QUOTE]
[QUOTE=FPtje's performance profiler;50193964][B]VERY WIP[/B]
[img]http://i.imgur.com/XhuARBG.png[/img]
A profiler based on debug.sethook, to be used for the following:
- Finding bottlenecks
- Finding out which functions are called most
- Finding the cause of lag spikes
- Profiling specific functions
It's a very clear alternative to DBugR, and takes a completely different approach. The reason I'm making it is because devs are headless chickens when it comes to optimising. Never in any discussion about performance do I see any mentions of bottlenecks. That should change. GMod is slow, especially with some addons installed. You can get huge performance gains if you attack bottlenecks.
Anyway here's a list of things I want to do:
- Implement UI controller for serverside profiling (the combobox is there yet, but has no effect)
- Make a sidebar on the right with detailed function info, a button to dump info to console (so you can report performance dips to a developer) and a "Focus" button, which will allow you to profile one function (and every function that function calls).
- Add some info to the top bar (e.g. total time spent profiling etc.)
- Find a different name for "Bottlenecks". I want to convey its purpose, but "Bottlenecks" is vague.
- Find a way to resize those god damn columns initially.
Thing's I'm not planning to do (for now):
- Show the source of a function (very useful though, might be added in later)
- Anything to do with the JIT state, current method shows enough for now
- Fancy colours/theming. The ui already looks shit, I'm not about to make it worse
- Stack aware profiling (i.e. keep track of where functions are called from). This also might be added later. For now I reckon it'll be too much of a performance hit.
Those who look closely can see that the FProfile ui itself is being the most expensive. That's not because of the profiling itself (which is removed from measurement as much as possible), but because of the filling of the DListView with the results. It takes more than half a second! That's a performance problem right away! It's also in the top 10 biggest lag spikes list.[/QUOTE]
[QUOTE=VIoxtar's texture editor;50197449]So as a poser/scenebuilder I keep [URL="https://picload.org/image/rgdddalg/2kjpeg.jpg"]running into the ground is
Another thread posted using Windows 95?
[QUOTE=kpjVideo;50237001]Another thread posted using Windows 95?[/QUOTE]
What, do you want him to use Windows 3.1? A man's gotta keep up with the times!
[media]https://www.youtube.com/watch?v=vEbCrIjh26g[/media]
One thing I'm really proud of is the architecture of this thing. Some facts:
- No spaghetti code!
- The gui elements for the client are the same objects as those for the server, no finicky switching
- The gui is completely separated from the control logic
- The serverside profiling state [U]syncs between clients[/u]!
- You can use the API to profile stuff in code, and at any time just open the FProfiler menu to see the results. If you have the menu open when the profiling stops, the menu will just be updated with the data
Download now!
[url]https://github.com/FPtje/FProfiler[/url]
Facepunch thread:
[url]https://facepunch.com/showthread.php?t=1517058[/url]
[QUOTE=FPtje;50237775]:snip:[/QUOTE]
I was pretty excited to try this when I first saw you preview it, thanks!
[QUOTE=FPtje;50237775][media]https://www.youtube.com/watch?v=vEbCrIjh26g[/media]
One thing I'm really proud of is the architecture of this thing. Some facts:
- No spaghetti code!
- The gui elements for the client are the same objects as those for the server, no finicky switching
- The gui is completely separated from the control logic
- The serverside profiling state [U]syncs between clients[/u]!
- You can use the API to profile stuff in code, and at any time just open the FProfiler menu to see the results. If you have the menu open when the profiling stops, the menu will just be updated with the data
Download now!
[url]https://github.com/FPtje/FProfiler[/url]
Facepunch thread:
[url]https://facepunch.com/showthread.php?t=1517058[/url][/QUOTE]
Your accent is beautiful. And so is the FProfiler.
[QUOTE=FPtje;50237775]:snip:
Facepunch thread:
[url]https://facepunch.com/showthread.php?t=1517058[/url][/QUOTE]
If it were me, I'd post the thread here in this subforum - sounds more like the target audience.
Also, no spaghetti code? You've gotta be lying there! :v:
Sick today, so I spent some extra time on my car dealer :)
I'm about 75% done, so I'll provide a video showcasing the features in the future.
[IMG]http://imgur.com/633Vt1T.png[/IMG]
I know, the scrollbar is very ugly, but that's on my to-do list.
Feel free to leave any thoughts on it:P
The red isn't that bad but the green is really hurting my eyes.
If a car isn't affordable it shouldn't show the purchase button and there should be something to visually tell the difference between each row.
[QUOTE=Tupac;50239923]Sick today, so I spent some extra time on my car dealer :)
I'm about 75% done, so I'll provide a video showcasing the features in the future.
[IMG]http://imgur.com/633Vt1T.png[/IMG]
I know, the scrollbar is very ugly, but that's on my to-do list.
Feel free to leave any thoughts on it:P[/QUOTE]
Put some sort of visual indicator in the close button box, and change the font, Bebas is overused and gross, make a custom scrollbar, make the scrollbar not cut off the buttons, maybe make the background of the title bar a bit darker?
What does the enlarge button do?
[QUOTE=Tupac;50239923]Sick today, so I spent some extra time on my car dealer :)
I'm about 75% done, so I'll provide a video showcasing the features in the future.
[IMG]http://imgur.com/633Vt1T.png[/IMG]
I know, the scrollbar is very ugly, but that's on my to-do list.
Feel free to leave any thoughts on it:P[/QUOTE]
Bright colored buttons don't go well with Blur :(
In my playing around with blur in GMaps, I learned that blur on top of blur looks like shit and dlabel:SetExpensiveShadow(2,Color(0,0,0,200)) looks wonderful with any color of text.
You can see both of those facts in this gif:
[img]http://i.imgur.com/s3vyzgJ.gif[/img]
Changed the colors up a bit, added a custom scrollbar, changed up some wording, what do you think?
[IMG]http://imgur.com/7Rdil0D.png[/IMG]
[QUOTE=Tupac;50240638]Changed the colors up a bit, added a custom scrollbar, changed up some wording, what do you think?
[IMG]http://imgur.com/7Rdil0D.png[/IMG][/QUOTE]
not a fan of the high contrast white lines everywhere, makes it look too rough
[QUOTE=Tupac;50240638]Changed the colors up a bit, added a custom scrollbar, changed up some wording, what do you think?
[IMG]http://imgur.com/7Rdil0D.png[/IMG][/QUOTE]
Why is there no outline on the right side of the buttons?
The close button looks weird, and you should also lower your blur a bit.
finished adding the ability to make vending machines persist a crossed restarts
[video=youtube;PKofCZdwtXg]https://www.youtube.com/watch?v=PKofCZdwtXg&feature=youtu.be[/video]
[QUOTE=Tupac;50240638]Changed the colors up a bit, added a custom scrollbar, changed up some wording, what do you think?
[IMG]http://imgur.com/7Rdil0D.png[/IMG][/QUOTE]
The width of your vertical bars on the left side are inconsistent with the ones on the right panel. The right panel has a universal, consistent sleek width while the left panel doesn't :wavey:
[T]http://i.imgur.com/2M0lUiM.png[/T] vs. [T]http://i.imgur.com/lrlAODz.png[/T]
Some controls themed after Visual Studio.
[IMG]http://i.imgur.com/x6uEdw6.gif[/IMG]
First time I'm really doing something like this in lua. Looking forward to doing many more controls. I have a textentry and tooltip control but those are incomplete and kinda hard.
[QUOTE=NeatNit;50238507]If it were me, I'd post the thread here in this subforum - sounds more like the target audience.
Also, no spaghetti code? You've gotta be lying there! :v:[/QUOTE]
Nah, it's an addon release. Things like MySQL modules are in there too.
Also, if you don't believe the "no spaghetti code", read the source (FProfiler/ui/frame.lua, clientcontrol.lua, servercontrol.lua and server.lua)
Or think about these facts:
- All UI elements only "know about" (ie refer to in code) their children.
- Apart from the switcher combobox, no ui element even knows whether they're displaying client or server data
- clientcontrol.lua performs all the actions when you interact with the UI (starts/stops the profiling, fetches the Lua source of a function, etc), yet it has NO notion of derma, or the frame.
- same with servercontrol.lua, which has to do all of its things and cannot get the answers immediately because of net messages. Servercontrol.lua only really contains clientside networking code and code updating the model.
- server.lua is the server side, which performs the actions on the server which clientcontrol.lua would on the client. It also networks them.
- the model.lua which all other mentioned files "know of" (except for server.lua), is just a table of data, some functions to update that table, and some functions to listen to changes to that table. It knows nothing of the frame, or the net messages.
Now if those things aren't signs of non-spaghetti code, then I have much to learn.
[QUOTE=man with hat;50241004]I have a textentry and tooltip control but those are incomplete and kinda hard.[/QUOTE]
If you ever finish remaking the textentry (or at least the [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Panel/DrawTextEntryText]Panel:DrawTextEntryText[/url] function), I'd really love it if you could send me some code for it since I'm being forced to remake it myself just so I could align the text to the right
[QUOTE=MPan1;50241189]If you ever finish remaking the textentry (or at least the [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Panel/DrawTextEntryText]Panel:DrawTextEntryText[/url] function), I'd really love it if you could send me some code for it since I'm being forced to remake it myself just so I could align the text to the right[/QUOTE]
I just got it.
[t]http://i.imgur.com/odHsCGV.png[/t]
[t]http://i.imgur.com/ej5qdZ5.png[/t]
The little blue dots at the bottom are a "loading" panel that animates with the dots. So if you're loading something in your code you can put that somewhere. Anyways, here's the text entry.
[lua]local PANEL = {}
PANEL.Colors = {
Background = Color(65, 64, 69),
Highlight = Color(58, 99, 144),
Text = Color(171, 171, 171)
}
PANEL.Colors.Focus = {
Outline = Color(8, 153, 251)
}
function PANEL:Init()
self:SetSize(400, 25)
end
function PANEL:Paint(width, height)
surface.SetDrawColor(self.Colors.Background)
surface.DrawRect(0, 0, width, height)
self:DrawTextEntryText(self.Colors.Text, self.Colors.Highlight, self.Colors.Text)
if (self:HasFocus()) then
surface.SetDrawColor(self.Colors.Focus.Outline)
surface.DrawOutlinedRect(0, 0, width, height)
end
end
vgui.Register("VSTextEntry", PANEL, "DTextEntry")[/lua]
But you didn't remake the DrawTextEntryText function, you just called it :(
I'm being forced to remake that entire damn function, and draw multiline text and the caret line thing manually
[editline]2nd May 2016[/editline]
Nevermind though, good to see your reskinning is working
[QUOTE=MPan1;50241325]But you didn't remake the DrawTextEntryText function, you just called it :(
I'm being forced to remake that entire damn function, and draw multiline text and the caret line thing manually
[editline]2nd May 2016[/editline]
Nevermind though, good to see your reskinning is working[/QUOTE]
This function might help you. I wrote it for GMaps the other day.
[lua]
function string.Wrap(str,font,linewide)
surface.SetFont(font)
local txt = ""
for line in string.gmatch(str.."\n","([^\n]*)\n")do
local w = 0
for word in string.gmatch(line.." ","([^ ]*) ")do
local wordwide,_ = surface.GetTextSize(word.." ")
w = w + wordwide
if w > linewide then
txt = txt .. "\n"
w = wordwide
end
txt = txt .. word .. " "
end
txt = txt:sub(1,txt:len()-1) .. "\n"
end
txt = txt:sub(1,txt:len()-1)
return txt
end
[/lua]
It seems to function exactly the same as multiline DTextEntry does.
[QUOTE=bobbleheadbob;50241390]This function might help you[/QUOTE]
Thanks for that, but I think I already had the word thing sorted.. the real problem was drawing the caret thing since I was too stupid to do it properly - but thanks, I'll stop derailing this thread into a help thread now
[QUOTE=FPtje;50241017]- slightly-spaghetti text describing non-spaghetti code snip -[/QUOTE]
I actually believed you the first time, I was just making a joke (evidently, an unsuccessful one) at how rare that is, and that it's impossible to make non-spaghetti code in gmod :P
[QUOTE=NeatNit;50241482]it's impossible to make non-spaghetti code in gmod :P[/QUOTE]
It isn't impossible. It's as easy to write non-spaghetti code in Lua as it is in Python and C#. Read up on concepts like cohesion, coupling and MVC (Model View Controller). It's worth your time to read up on proper software architecture. It can make your life easier.
If it helps any, I got the inspiration of this specific perspective of MVC from [url=https://github.com/evancz/elm-architecture-tutorial/blob/master/README.md#the-elm-architecture]Elm[/url]. That's a functional language though, so that might be confusing. The important bit is that the model is always a data type, the update is a function that changes the model, and the view is a function that displays the thing.
Again, all part of that shitty joke
I decided to start making GitHub stuff for all my junk in case I lose it, so [URL="https://github.com/Mysterypancake1/Cinematic-Bars"]I made one[/URL] for my dodgy [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=668681197"]cinematic bars addon[/URL], feel free to yell at me if I'm doing anything wrong since it's my first time using this
[editline]2nd May 2016[/editline]
I guess I should have some sort of license shoved into the main folder like everyone else seems to have, anyone know any good ones?
[QUOTE=AirBlack;50241697]eeeee thirdpersonnnnn
[video=youtube;g1OrTnrfTyU]http://www.youtube.com/watch?v=g1OrTnrfTyU[/video][/QUOTE]
That FOV when you are sprinting is plain terrible.
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