[img]http://i.imgur.com/fvAlDO6.png[/img]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1559031"]previous thread[/URL][/B]
[QUOTE=code_gs's full body perspective;52060803]Added full-body perspective and weapon lowering to my base. It adjusts which bones to show based on how many hands are active in the viewmodel space
[video]https://youtu.be/-T3Rn-k3fus[/video][/QUOTE]
[QUOTE=Metamist's MonolithRP content;52063598]I don't intend on overflowing this thread with MonolithRP related content, but since it's a big project and we are a lot of people working on it, I'd like to show off what I've personally been working on.
Ignore the lua errors that happen when unconscious, they are not related to the gamemode and it is one of our addons that are acting up.
Also don't mind the 3rd arm, it's a mutation that I got when I was born, and it seems unnatural to me to actually have 2 hands. Seems inconvenient, but that's how other people live their lives I guess.
[video=youtube;olID2LRqiyY]https://www.youtube.com/watch?v=olID2LRqiyY&feature=youtu.be[/video]
In the video above, I go through most of the things that I have been working, such as the unconsciousness system, the player limping when low on HP, keys GUI and item/player/NPC tooltip animations.
I have also touched on a few other things such as inventory splitting and marketting, as well as crafting.
We have a nice gamemode configuration backend that is built into our admin menu, to easily tune any variables in the gamemode.[/QUOTE]
[QUOTE=solid_jake's custom holdtypes;52078690]Well the Hold Type Creator I was working on last month or my animation extension seems to be just about ready. The only issue I run into is having to recompile some of the animations to work properly with the gmod aimlayer set up. Otherwise it runs well. Here is a simple demonstration from Age of Chivalry. The bow and arrow animations weren't meant for those exact bones but it still works decently
[video=youtube;gITmeBcfTJU]https://www.youtube.com/watch?v=gITmeBcfTJU&feature=youtu.be[/video]
The code for doing it would end up looking like this:
[code]
local DATA = {}
DATA.Name = "Age of Chivalry - Bow"
DATA.HoldType = "wos-bow"
DATA.Translations = {}
DATA.Translations[ ACT_MP_STAND_IDLE ] = 2575
DATA.Translations[ ACT_MP_WALK ] = 2286
DATA.Translations[ ACT_MP_RUN ] = 2286
DATA.Translations[ ACT_MP_CROUCH_IDLE ] = 2306
DATA.Translations[ ACT_MP_CROUCHWALK ] = 2327
DATA.Translations[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = 2570
DATA.Translations[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = 2570
//DATA.Translations[ ACT_MP_RELOAD_STAND ] = nil
//DATA.Translations[ ACT_MP_RELOAD_CROUCH ] = nil
DATA.Translations[ ACT_MP_JUMP ] = 2359
//DATA.Translations[ ACT_MP_SWIM ] = nil
DATA.Translations[ ACT_LAND ] = ACT_LAND
wOS.AnimExtension:RegisterHoldtype( DATA )
[/code]
And then you can directly reference that holdtype in your SWEP[/QUOTE]
[QUOTE=rebel1324's shields;52108249]DVA like bullet blocking shield
with 0 entity
[media]https://youtu.be/gqtSMC6kY2U[/media]
after making that field I made some combine shield stuffs with "actual" effects
[media]https://www.youtube.com/watch?v=RnsRboVPVuI&feature=youtu.be[/media]
[QUOTE=rebel1324;52111124]Defence Matrix for fun
[media]https://www.youtube.com/watch?v=WFQrl13Cf44&feature=youtu.be[/media][/QUOTE][/QUOTE]
[QUOTE=Darkomni's SMB clone;52115567]Just got analog controller support working in my Super Monkey Ball clone.
[vid]https://a.pomf.cat/wttapf.webm[/vid]
Sorry for the overly bright webcam - I forgot to adjust the exposure before recording!
I'm using a GMTower map for testing since it's got complete courses - just a placeholder until I've designed enough of my own.[/QUOTE]
[QUOTE=RocketMania's Overthrow gamemode;52140447][video]https://youtu.be/Y-hmeKa8UAI[/video]
Im currently working on my new gamemode, Overthrow. basically AOS Type gamemode.
making this for my college project. Others screaming. lol
This video may have loud sound btw. just letting you know
[quote=Updated game lobby][img]http://i.imgur.com/yMOWwOI.jpg[/img][/quote][/QUOTE]
[QUOTE=Spencer Sharkey's rising sun effect;52147174][video=youtube;1HFJsj1K9vQ]https://www.youtube.com/watch?v=1HFJsj1K9vQ[/video][/QUOTE]
[QUOTE=Z0mb1n3's stencils;52167592]hi, have some stencil magic
[vid]http://zombine.me/file/Half%20Life%20%20Source%2004.29.2017%20-%2022.17.54.03.mp4[/vid]
[vid]http://zombine.me/file/Half%20Life%20%20Source%2004.30.2017%20-%2001.47.48.05.mp4[/vid]
EDIT
I textured the interior walls and did some things to give the walls "lighting" since they're out of the map.[/QUOTE]
First time making it in the highlights :toot:
I made a brute force Rubik's Cube guesser using Lua
[video]https://youtu.be/kbcBeUyHZ3k[/video]
I'll port it to GMod soon but the code is a bit bad
Nothing exciting, just feel like sharing.
Working on a crafting table that allows you to make guns/entities/shipments.
Right now it instantly spawns etc, but once done it will take a certain amount of time to craft items, and you can speed up the craft time by manually "hammering" on the workbench with a hammer.
For each hammer hit you add 2% progress, however there's a mini-game going at the same time.
Small circles will be drawn on the workbench with certain intervals, and only stay for up to a second. If you hit them you add 4% progress (double progress) compared to a normal hit. If you're not following, think of Aim Hero.
[vid]https://dl.dropboxusercontent.com/s/790gebv8vjsufgr/2017-05-01_17-55-14.mp4[/vid]
[QUOTE=IcarusCoding;52172695][I]how do you embed dropbox links :/[/I]
[/QUOTE]
[vid]
:snip:
[video=youtube;pDVQD8LtqvQ]https://www.youtube.com/watch?v=pDVQD8LtqvQ[/video]
I figured out how to make the 3D skybox remain stable when tilting the camera, further enhancing the effect of a tilting world when rolling around the level. This will be much more apparent when I have proper levels which are 'free floating', with a 3D skybox to achieve the effect more thoroughly.
I lowered the gravity significantly in this clip in order to show off the effect more prominently, since Construct's 3D skybox is a little hard to see from ground level.
[QUOTE=Darkomni;52173398][video=youtube;pDVQD8LtqvQ]https://www.youtube.com/watch?v=pDVQD8LtqvQ[/video]
I figured out how to make the 3D skybox remain stable when tilting the camera, further enhancing the effect of a tilting world when rolling around the level. This will be much more apparent when I have proper levels which are 'free floating', with a 3D skybox to achieve the effect more thoroughly.
I lowered the gravity significantly in this clip in order to show off the effect more prominently, since Construct's 3D skybox is a little hard to see from ground level.[/QUOTE]
?????
could you provide a brief summary of how you're achieving this effect?
are you rotating the sky_camera entity, or is it all clientside?
[QUOTE=Z0mb1n3;52173413]?????
could you provide a brief summary of how you're achieving this effect?
are you rotating the sky_camera entity, or is it all clientside?[/QUOTE]
a brief summary? sure
[code]
local specialAng = EyeAngles() - rotOffset
CamData = {
x = 0,
y = 0,
w = scrw,
h = scrh,
origin = skyCamPos + (EyePos() * 0.0625),
angles = specialAng,
znear = 16,
zfar = 2048,
}
render.RenderView( CamData )
[/code]
little heavy on framerate but this is the only method i've found that actually works lol
..stealing more designs from popular games... (Prey 2017's elevator panel)
[t]http://zombine.me/ss/Desktop%2005.01.2017%20-%2017.45.49.04.png[/t]
will use this in conjunction with that stencil APC deployment thing I posted earlier.
working on the interactive portion of the panel now
[QUOTE=Darkomni;52173431]a brief summary? sure
[code]
local specialAng = EyeAngles() - rotOffset
CamData = {
x = 0,
y = 0,
w = scrw,
h = scrh,
origin = skyCamPos + (EyePos() * 0.0625),
angles = specialAng,
znear = 16,
zfar = 2048,
}
render.RenderView( CamData )
[/code]
little heavy on framerate but this is the only method i've found that actually works lol[/QUOTE]
it shouldn't be heavy on framerate unless you are not stopping the original renderview, in RenderScene
[lua]
local IN_HOOK = false
hook.Add("RenderScene", "madamada", function()
if (not IN_HOOK) then
IN_HOOK = true
render.RenderView{}
IN_HOOK = false
return true
end
end)
[/lua]
[quote][vid]http://zombine.me/file/Half%20Life%20%20Source%2005.01.2017%20-%2020.01.26.12.mp4[/vid][/quote]
Finished the interaction. Haven't seen enough of Prey's UI to know what a greyed-out/unusable button should look like, so I guessed.
[QUOTE=Z0mb1n3;52174395]..stealing more designs from popular games... (Prey 2017's elevator panel)
[t]http://zombine.me/ss/Desktop%2005.01.2017%20-%2017.45.49.04.png[/t]
will use this in conjunction with that stencil APC deployment thing I posted earlier.
working on the interactive portion of the panel now[/QUOTE]
I really like the design for your panel.
[QUOTE=Z0mb1n3;52174916] VOD HERE Finished the interaction. Haven't seen enough of Prey's UI to know what a greyed-out/unusable button should look like, so I guessed.[/QUOTE]
fucking dope
[QUOTE=MeepDarknessM;52174713]it shouldn't be heavy on framerate unless you are not stopping the original renderview, in RenderScene
[lua]
local IN_HOOK = false
hook.Add("RenderScene", "madamada", function()
if (not IN_HOOK) then
IN_HOOK = true
render.RenderView{}
IN_HOOK = false
return true
end
end)
[/lua][/QUOTE]
IIRC, RenderScene is the one hook that isn't called inside RenderView, so IN_HOOK is unnecessary. I also wonder if it's possible to change camera position inside the regular skybox drawing hooks, making RenderView entirely unneeded.
Looks like May is off to a great start for everyone and their work; keep it up!
[QUOTE=NeatNit;52176320]I also wonder if it's possible to change camera position inside the regular skybox drawing hooks, making RenderView entirely unneeded.[/QUOTE]
Tried this out. Technically works, but I wouldn't use it:
[lua]local SkyBox = false
hook.Add("PreDrawSkyBox", "A", function()
--cam.Start3D(Vector(-1506.731689, 1808.640625, 11014.567383), Angle(0, 0, 0))
SkyBox = true
hook.Run(" A PreDrawSkyBox")
end)
hook.Add("PostDraw2DSkyBox", "A", function()
--do return end
if SkyBox then
cam.Start3D(Vector(-1506.731689, 1808.640625, 11014.567383), EyeAngles())
hook.Run(" A PostDraw2DSkyBox")
end
end)
hook.Add("PostDrawSkyBox", "A", function()
cam.End3D()
SkyBox = false
hook.Run(" A PostDrawSkyBox")
end)[/lua]
[video]https://youtu.be/RszdDxbqvvk[/video]
I did successfully override the skybox camera's position. However, this does not affect the [url=https://en.wikipedia.org/wiki/Hidden_surface_determination#Viewing_frustum_culli ng]entity culling[/url] logic, which presumably happens before I get a chance to affect it - so object that are outside of the original view but visible in my altered view, are not rendered. Very obvious in the video.
In your case (Monkey Ball-like gameplay) this will likely be so mild that it almost never would actually affect the resulting image. It still might though, especially near the top and bottom of the screen. You can of course try it out and let me know!
BUT! If your skybox doesn't use entities at all, and instead only uses world geometry, then this method should be side-effect free! I think!
[QUOTE=IcarusCoding;52172695]Nothing exciting, just feel like sharing.
Working on a crafting table that allows you to make guns/entities/shipments.
Right now it instantly spawns etc, but once done it will take a certain amount of time to craft items, and you can speed up the craft time by manually "hammering" on the workbench with a hammer.
For each hammer hit you add 2% progress, however there's a mini-game going at the same time.
Small circles will be drawn on the workbench with certain intervals, and only stay for up to a second. If you hit them you add 4% progress (double progress) compared to a normal hit. If you're not following, think of Aim Hero.
[vid]https://dl.dropboxusercontent.com/s/790gebv8vjsufgr/2017-05-01_17-55-14.mp4[/vid][/QUOTE]
Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P
Capitalistic frustration aside: nice work! I like the idea of manual hammering. And great work on the VGUI.
[QUOTE=Darkomni;52173398][video=youtube;pDVQD8LtqvQ]https://www.youtube.com/watch?v=pDVQD8LtqvQ[/video]
I figured out how to make the 3D skybox remain stable when tilting the camera, further enhancing the effect of a tilting world when rolling around the level. This will be much more apparent when I have proper levels which are 'free floating', with a 3D skybox to achieve the effect more thoroughly.
I lowered the gravity significantly in this clip in order to show off the effect more prominently, since Construct's 3D skybox is a little hard to see from ground level.[/QUOTE]
I feel kinda dizzy after that
[QUOTE=Fillipuster;52177358]Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P
Capitalistic frustration aside: nice work! I like the idea of manual hammering. And great work on the VGUI.[/QUOTE]
"Alchemy Tables" and the like have been a thing for like... years
[QUOTE=Fillipuster;52177358]Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P
Capitalistic frustration aside: nice work! I like the idea of manual hammering. And great work on the VGUI.[/QUOTE]
dude wtf u just stole my idea of selling gimmicks in gmod
[QUOTE=gonzalolog;52178303]dude wtf u just stole my idea of selling gimmicks in gmod[/QUOTE]
Everything sold on gmodstore is a gimmick, even the attempts at DRM!
[QUOTE=Fillipuster;52177358]Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P
Capitalistic frustration aside: nice work! I like the idea of manual hammering. And great work on the VGUI.[/QUOTE]
Inspiration doesn't have to be credited.
EDIT:
Here's the real inspiration. Pls credit.
[t]http://cdn.blocksandgold.com/media/catalog/product/cache/6/image/200x/6cffa5908a86143a54dc6ad9b8a7c38e/c/r/crafting_table.png[/t]
[QUOTE=bobbleheadbob;52178744]Inspiration doesn't have to be credited.[/QUOTE]
Not to mention crafting tables where and still are one of the highest in demand for darkrp servers.
Plus crafting tables for darkrp have already been made before his.
that idea has been around for ages
[URL="https://github.com/BurgerLUA/DarkRPWeaponBench"]
in fact i made a weapon creation workbench ages ago[/URL] that most likely doesn't work and is poorly made
[QUOTE=Fillipuster;52177358]Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P[/QUOTE]
I don't see you crediting any of the 50 or more "crafting tables" that came before yours, Mr Hypocritical.
[QUOTE][I]*Facepunch being Facepunch.*[/I][/QUOTE]
I rest my case xD
Didn't mean to bash anyone. Sorry :(
Crafting tables have been a thing in gmod before DarkRP was even around, no one remember Stranded?
DarkRP itself was made to replace/compete with the then-popular LightRP, as the name clearly isn't hiding, and LightRP was made as a "standard" gamemode combining a few of the most popular features used in other RP gamemodes - which were very fragmented beforehand. Whether credit is given or not, everything is copied one way or another, and I don't think there's anything wrong with that.
There's a million ways to make crafting systems, and even if some - or even a lot - of inspiration was taken, there's no reason to discourage anyone from doing it. Hell, half the fun of gmod is to create stuff, who cares if it's been done before?
I agree with all of the brilliant points made here, and I agree that creative and inspirational freedom is a right and privilege. I wasn't trying throw hate on to IcarusCoding in any way (hence the smiley and the 2nd line). I see now that it looks so, and I'm sorry about that.
I simply noticed the striking similarity between my workbench display and his, and couldn't help myself commenting on it.
[IMG]http://image.prntscr.com/image/2ea42bf99a7d48c0a580582d2103d197.png[/IMG][IMG]http://image.prntscr.com/image/9bebca9d23a444fe9550a4e271a33796.png[/IMG]
I realize that I probably shouldn't reply to this, but I feel like at least explaining myself.
Thanks for being a talented, helpful and wonderful community!
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