• GMod - What are you working on? March 2017 (#67)
    213 replies, posted
[img]http://i.imgur.com/bqm7PU1.png[/img] [B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1550898"]previous thread[/URL][/B] [QUOTE=rebel1324's various things;51775696]I was working on pretty many things skybox raiders [media]https://www.youtube.com/watch?v=j0bFGKmQbx0[/media] Nutscript Crap Hoarders [media]https://www.youtube.com/watch?v=EWMBfI1n-2k[/media] Nutscript Terminals [media]https://www.youtube.com/watch?v=XsJKXfasuq4[/media] I'm also working on Obsidian Conflict Rewrite for my Co-op Gamemode with proper fixes. Half of maps are working [img]http://images.akamai.steamusercontent.com/ugc/96101370726696735/208CE6ECB93D4418DC5733CD37800C0C09118889/[/img] [img]http://images.akamai.steamusercontent.com/ugc/96101370726698321/FDF12EA5C57BC3DCE42D5DBBB406F4C558E0146F/[/img] [img]http://images.akamai.steamusercontent.com/ugc/96101370729180956/286B5DF44F3F4521F2868EA16B742CF85A8B72CF/[/img] [img]http://images.akamai.steamusercontent.com/ugc/96101370729181872/8FB0B5B02D82D4A5F698A0A2DCBD501A433A5806/[/img] [img]http://images.akamai.steamusercontent.com/ugc/96101370729182108/3C1FADBA6E0F957D105F4E044257ADD19F8E6589/[/img][/QUOTE] [QUOTE=Nak's weather mod;51778224]Working on a weather-mod with the focus on weather-variables, rather than 'weather-states'. [media]https://www.youtube.com/watch?v=rrHqGdRLSvQ[/media] I'm trying to keep the variables as close to real-life data. (I had to tweak stuff like rain-speed. Felt too slow) Still needs work on sound and render-optimization. But the cost is only around 20FPS (On: 40, Off: 60)[/QUOTE] [QUOTE=Z0mb1n3's impacts;51796608]more progress on impacts added debris and based debris velocity and amount of broken ground on how fast the object was moving. [vid]http://zombine.me/file/2017-02-08_15-02-04.mp4[/vid] [/QUOTE] [QUOTE=swadicalrag's IDE changes;51808459]this week on "[URL="https://www.youtube.com/watch?v=K7DrpjVZ5-c"]Pimp My IDE[/URL]" :wow: - automatic variable completion - automatic table index completion - lua lexing, (with multiple errors!) - unused variable linting - "Go To Definition" - implicit type system with control flow analysis to prevent fuck-ups while writing code [t]http://i.imgur.com/QlsgpV6.png[/t] (for the curious, the IDE is visual studio code) (and its extension API is orgasmic 10/10 :excited:)[/QUOTE] [QUOTE=Coffeee's gamemode stuff;51817554]Added equippable armors to my gamemode, when you equip them your model changes in game (but icons aren't done): [IMG_THUMB]http://i.imgur.com/gclYbWd.jpg[/IMG_THUMB] Updated my quest system so that errand quests can turn into base defense quests & back again: (Get money, guard money, bring money back) [IMG_THUMB]http://i.imgur.com/TAcfnaf.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/OCllQeX.jpg[/IMG_THUMB] Started on a HUD but it's pretty trash atm. Suggestions? The things at the bottom are quick buy slots [IMG_THUMB]http://i.imgur.com/V4KmMsC.jpg[/IMG_THUMB] Added some weapon icons too [IMG_THUMB]http://i.imgur.com/7YPIFKo.png[/IMG_THUMB] (Yes it's GW remake)[/QUOTE] [QUOTE=CapsAdmin's JRPG HUD/GUI;51827574]I've been working on JRPG ish hud/gui and effects for fun. [media]https://youtu.be/90T2mjLO8dw[/media] [media]https://www.youtube.com/watch?v=wEH9ii6li1Q[/media] [media]https://www.youtube.com/watch?v=K9H87BRJlQc[/media] All of this uses hl2 content only with the exception of the windows fonts. If I were to take this further I'll probably try to use custom content. The styles are kind of mixed and I'm not sure what I want to aim for. Initially I wanted to have something combine themed but using 3d models for the hud is difficult to work with. The inspiration is mostly the later final fantasy games. There's a scoreboard too but it's not really finished. It really bothers me that avatars aren't transparent. Maybe it helps to add a border? [img]http://i.imgur.com/ruWLihQ.png[/img][/QUOTE] [QUOTE=solid_jake's rolling animations;51834620]Yeah at the moment I'm just using a velocity kick. I want to make the rolling animations continually move you in that direction but I'm not sure where I should apply that [editline]17th February 2017[/editline] Never mind I'm an idiot. Hooking onto Move works perfectly! [video]https://youtu.be/oKgqanVLSfI[/video][/QUOTE] [QUOTE=Metamist's sign;51859920]Finally finished up most of the GUI for my sign addon, and also decided to spend some time in Blender to create another model, which I think suits the addon quite well. I'm planning on having an even larger variety of models in the future, as well as support for placing text down. There are still a few small tedious things that I need to sort out, but for now all of the functionality works, including networking the state of the whiteboard efficiently. The GUI library that I am writing using my LAU language is coming along well, and you can see what you can do with it in the video. The recent addition of superclasses to LAU really does push OO inheritance to the level that I intended, which works especially well with this sign addon. [video=youtube;lhMwjL02Ous]https://www.youtube.com/watch?v=lhMwjL02Ous&feature=youtu.be[/video][/QUOTE] [QUOTE=zerf's GLua browser extension;51875851]I'm writing a browser extension for this subforum. [media]https://www.youtube.com/watch?v=ZkrXOt05Wvw&feature=youtu.be[/media] [url]https://github.com/bmwalters/facepunch-glua-codemirror[/url] Before: [t]https://github.com/bmwalters/facepunch-glua-codemirror/wiki/images/fp-post-before.png[/t] After: [t]https://github.com/bmwalters/facepunch-glua-codemirror/wiki/images/fp-post-after.png[/t] Features: - Editable, stylish code block (CodeMirror) - Linting courtesy of Falco's glualint [URL="https://github.com/bmwalters/facepunch-glua-codemirror/issues"]Planned features[/URL]: Lua REPL, pretty printing (coming soon), GMod Wiki integration, and more![/QUOTE] [QUOTE=Pigsy's perks system;51877071]I made a perks system [video=youtube;bkwRDnaGG7E]http://www.youtube.com/watch?v=bkwRDnaGG7E[/video][/QUOTE]
Amazing highlights this month!
I've moved my animation base forward and added a system to register your own holdtypes easily and seamlessly. Works with just about any sequence you can come up with and properly cycles through the ACTs [t]http://i.imgur.com/s9c8KSV.jpg[/t] Your standard bot execution. The potential is huge with this system because it means we'll extend the weapon sets we can make
[QUOTE=solid_jake;51891578]I've moved my animation base forward and added a system to register your own holdtypes easily and seamlessly. Works with just about any sequence you can come up with and properly cycles through the ACTs [t]http://i.imgur.com/s9c8KSV.jpg[/t] Your standard bot execution. The potential is huge with this system because it means we'll extend the weapon sets we can make[/QUOTE] Sounds sweet man, when you releasing it?(if you are)
[QUOTE=Krat0z;51891672]Sounds sweet man, when you releasing it?(if you are)[/QUOTE] He released his animation framework here: [url]https://facepunch.com/showthread.php?t=1550378[/url] If you're talking about the animation itself iunno if he releases those.
Please excuse the long strings for functions name. The following example may not be what everyone might expect, but I was hoping to get some feedback on the function I thought of previously: [IMG]http://puu.sh/up1U4/66f263edcc.png[/IMG] Do also considered I may have not been fully/properly enlightened at the time. [B]EDIT:[/B] I was attempting to make an efficient algorithm to breakup strings based on size to fit panel widths. I believe I may need an input argument for the panel's available width for the text. [B]EDIT 2: [/B]Please be free to use this code/algorithm for your future endeavors, in the event that is useful! [B]EDIT 3: [/B]Though I seriously feel that the static '20' in the algorithm can be the variable to compensate for the new input argument for panel width.
[QUOTE=Cardcapture1;51892617]Please excuse the long strings for functions name. The following example may not be what everyone might expect, but I was hoping to get some feedback on the function I thought of previously: [IMG]http://puu.sh/up1U4/66f263edcc.png[/IMG] Do also considered I may have not been fully/properly enlightened at the time. [B]EDIT:[/B] I was attempting to make an efficient algorithm to breakup strings based on size to fit panel widths. I believe I may need an input argument for the panel's available width for the text. [B]EDIT 2: [/B]Please be free to use this code/algorithm for your future endeavors, in the event that is useful! [B]EDIT 3: [/B]Though I seriously feel that the static '20' in the algorithm can be the variable to compensate for the new input argument for panel width.[/QUOTE] [url=https://github.com/FPtje/DarkRP/blob/master/gamemode/modules/base/cl_util.lua#L42]Here's[/url] what I use for DarkRP. It accounts for fonts and desired width.
[QUOTE=FPtje;51893057][url=https://github.com/FPtje/DarkRP/blob/master/gamemode/modules/base/cl_util.lua#L42]Here's[/url] what I use for DarkRP. It accounts for fonts and desired width.[/QUOTE] Thank you very much, FPtjte! This is exactly what I was looking for and hoping to learn.
[QUOTE=Krat0z;51891672]Sounds sweet man, when you releasing it?(if you are)[/QUOTE] I'll be integrating it with the base as an additional function though I have a few more plans before doing that. Right now a big issue is getting some day of defeat aimlayers to work. If you were referring to that particular animation, that's actually one of the peasant animations from Age of Chivalry
Finally got around to working on crafting for Resurgence, the crafting system can generate completely unique items based on the creator's skill. I've also somewhat emulated New Vegas's reloading bench, but a bit simpler. [vid]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/2017-03-02_17-42-37.mp4[/vid] Primers, Gunpowder and lead are used in pretty much all ammo types, so you can break down ammo types you're not using, build casings with scrap metal and use the primers, lead and gunpowder from broken down rounds to make new ones. The system is more or less done, now I just need to add crafting recipies. with this system it would be easy to add unique stimpaks that heal more based on your medicine skill and whatnot. You can also tell who made a unique item: [img]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/vivaldi_2017-03-02_17-56-38.png[/img]
making another money milker with more korean characters featuring bonemergable parts with more fluid PAC3 support for NS 1.1 [t]http://i.imgur.com/P7yFu6Y.jpg[/t] [t]http://i.imgur.com/shqFuTF.jpg[/t] [t]http://i.imgur.com/6eOEt1B.jpg[/t] [editline]4th March 2017[/editline] another zombie survival crap
[QUOTE=rebel1324;51905817]making another money milker with more korean characters featuring bonemergable parts with more fluid PAC3 support for NS 1.1 [t]http://i.imgur.com/P7yFu6Y.jpg[/t] [t]http://i.imgur.com/shqFuTF.jpg[/t] [t]http://i.imgur.com/6eOEt1B.jpg[/t] [editline]4th March 2017[/editline] another zombie survival crap[/QUOTE] may i know the map?
[t]http://images.akamai.steamusercontent.com/ugc/81467197679987288/415D2C94FF33BD1698004C8404B0C6C560E44B40/[/t] Custom models developed so far for the gamemode "SeriousRP" Each of these models is integrated into the gameplay in a planned way. They're not just for decoration.
[QUOTE=bizzclaw;51903215]Finally got around to working on crafting for Resurgence, the crafting system can generate completely unique items based on the creator's skill. I've also somewhat emulated New Vegas's reloading bench, but a bit simpler. [vid]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/2017-03-02_17-42-37.mp4[/vid] Primers, Gunpowder and lead are used in pretty much all ammo types, so you can break down ammo types you're not using, build casings with scrap metal and use the primers, lead and gunpowder from broken down rounds to make new ones. The system is more or less done, now I just need to add crafting recipies. with this system it would be easy to add unique stimpaks that heal more based on your medicine skill and whatnot. You can also tell who made a unique item: [img]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/vivaldi_2017-03-02_17-56-38.png[/img][/QUOTE] 'Why is this dude posting fallout pics in the waywo thr-' oh my god That's amazing man, dunno why you only have 3x artistics, I would rate it but I don't have 50 posts.
Adding comic relief laughter reels to my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877271291"]Seinfeld[/URL] addon when the player takes damage. [video=youtube;380kr3WEO30]https://www.youtube.com/watch?v=380kr3WEO30[/video] Why am i making this meme addon so polished? I have no idea. :v:
[QUOTE=bizzclaw;51903215]some cool stuff here and that[/QUOTE] You are stealing Pigsy's job. It does look good though, I like the Pipboy screen, I've only ever played Fallout 3, so is this an actual design or a custom design? [QUOTE=Paperlacks;51911419]'Why is this dude posting fallout pics in the waywo thr-' oh my god That's amazing man, dunno why you only have 3x artistics, I would rate it but I don't have 50 posts.[/QUOTE] I give that a 7/10 arselick rating [QUOTE=101kl;51920135]Adding comic relief laughter reels to my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877271291"]Seinfeld[/URL] addon when the player takes damage. [video=youtube;380kr3WEO30]https://www.youtube.com/watch?v=380kr3WEO30[/video] Why am i making this meme addon so polished? I have no idea. :v:[/QUOTE] When are you putting it on scriptfodder?
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=878258552"][IMG]http://images.akamai.steamusercontent.com/ugc/88223091559939690/658A3D5F6A3CEAC94B57CF1665FEE25B66CBDF70/[/IMG][/URL] Seems like I did it. (click for workshop) (yes rate me dumb cuz i didn't show any developement)
[QUOTE=MarioDox;51921505][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=878258552"][IMG]http://images.akamai.steamusercontent.com/ugc/88223091559939690/658A3D5F6A3CEAC94B57CF1665FEE25B66CBDF70/[/IMG][/URL] Seems like I did it. (click for workshop) (yes rate me dumb cuz i didn't show any developement)[/QUOTE] So I felt I needed to see what this is and downloaded it, there's quite a lot of variation. I found the horse riding zombies the most interesting. [T]https://picload.org/image/rlolgrol/gm_construct0001.jpg[/T] (I feel obligated to ask if it had to do with the [URL="https://www.youtube.com/watch?v=KHBuc6TH8Bc"]video [/URL]I posted sometime here earlier) mainly posting this comment to point out that the addon errors nearly every time a zombie is killed, as well as the fact a bunch of dead zombies just turn into invisible ragdolls rather than being removed, which is a bad idea
[video=youtube;zgAO-AbRIbU]https://www.youtube.com/watch?v=zgAO-AbRIbU[/video]
Been working on [URL="https://facepunch.com/showthread.php?t=1555625"]this[/URL] for a while now thought i would put it here even though it is released [URL="https://facepunch.com/showthread.php?t=1555625"]here[/URL] Heres some screen shots 1.)Loading Screen [IMG]http://i.imgur.com/MJLWtW8.png[/IMG] 2.) Main Menu [IMG]http://i.imgur.com/daLlmjB.png[/IMG] 3.) Main Menu + side bar opened with player dashboard [IMG]http://i.imgur.com/F35Ed4e.png[/IMG] There are more on [URL="https://facepunch.com/showthread.php?t=1555625"]this[/URL] page just dont want to destroy this whole page with large pictures!
those fonts are gbay
[QUOTE=XxLMM13xXx;51924106]gbay[/QUOTE] gbay? more like, ur gay. [editline]6th March 2017[/editline] I'm sorry, the name is just makes it too hard to resist.
[QUOTE=LegoGuy;51924206]gbay? more like, ur gay. [editline]6th March 2017[/editline] I'm sorry, the name is just makes it too hard to resist.[/QUOTE] You're late [editline]7th March 2017[/editline] go find another post to fiddle around
[QUOTE=LegoGuy;51924206]gbay? more like, ur gay. [editline]6th March 2017[/editline] I'm sorry, the name is just makes it too hard to resist.[/QUOTE] Suprisingly i was expecting that earlier... heard that from beast the whole way through making this :incredible: [QUOTE=rebel1324;51924338]You're late [editline]7th March 2017[/editline] go find another post to fiddle around[/QUOTE] same
[QUOTE=Paperlacks;51911419]'Why is this dude posting fallout pics in the waywo thr-' oh my god That's amazing man, dunno why you only have 3x artistics, I would rate it but I don't have 50 posts.[/QUOTE] Thanks, it's my goal to make people forget they're playing gmod when we're playing this, that's why this gamemode won't have rules or admins or things like that, just different areas where PVP is possible and where it isn't. Now that crafting is finished, I've started on the in-game radio. The radio stations are scheduled serverside, so everyone will hear the same songs when they tune in to a radio, however, because of this I had to add the "noblock" options to sound.PlayURL so they start at the right times. and sometimes the game can freeze the game for a second or two while loading the file. I tried to make this a bit better by indicating the loadinf to the player, but if anyone knows any better solution for playing syncronized web files let me know. I'm still working on the visualizer.. I think instead of bars I want to try using surface.DrawPoly to make an.. ehrm.. squiggly(?) line instead. [vid]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/2017-03-07_10-59-43.mp4[/vid] There are also in-world radios that tune into the same scheduling system. [vid]https://dl.dropboxusercontent.com/u/41867685/sharex/pics032017/2017-03-07_11-03-38.mp4[/vid] These current radio stations are from a Fallout 4 mod and I'll probably have to stop using them because they make constant refererences to the commonwealth while this gamemode is set on the West Coast. Going to have to hunt for some voice actors.
[QUOTE=bizzclaw;51927303]Thanks, it's my goal to make people forget they're playing gmod when we're playing this, that's why this gamemode won't have rules or admins or things like that, just different areas where PVP is possible and where it isn't. Now that crafting is finished, I've started on the in-game radio. The radio stations are scheduled serverside, so everyone will hear the same songs when they tune in to a radio, however, because of this I had to add the "noblock" options to sound.PlayURL so they start at the right times. and sometimes the game can freeze the game for a second or two while loading the file. I tried to make this a bit better by indicating the loadinf to the player, but if anyone knows any better solution for playing syncronized web files let me know.[/QUOTE] You could have a look at [url]http://icecast.org/[/url] and play the streams through there and then you wont have to worry about it not being in sync.
[QUOTE=rtm516;51927593]You could have a look at [url]http://icecast.org/[/url] and play the streams through there and then you wont have to worry about it not being in sync.[/QUOTE] Thanks! I might be able to do away with my radio scheduling system. Still, I need to have a look at this and see if it can support things like playing voice clips (news) in between every few songs, if it can I'll certainly look more in to this.
[video=youtube;nJJgiPVRl9A]https://www.youtube.com/watch?v=nJJgiPVRl9A[/video] App switching.
[t]http://images.akamai.steamusercontent.com/ugc/81467831790318312/994B6EFBF217701D229A1F5610B389E5B70A50EF/[/t] Something for the police to deal with...
[QUOTE=LegoGuy;51932769][video=youtube;nJJgiPVRl9A]https://www.youtube.com/watch?v=nJJgiPVRl9A[/video] App switching.[/QUOTE] Just curious, I assume its using cam3D2D. Why don't you lower to scale to better the resolution of the device? The only reason I can think to not doing this is you have written to much that would require scaling? But other than that its a fantastic addon.
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