• GMod - What are you working on? June 2017 (#70)
    187 replies, posted
[IMG]http://i.imgur.com/y7ZUj96.png[/IMG] [B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1562320"]previous thread[/URL][/B] [QUOTE=Darkomni's super monkey ball effect;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] [QUOTE=SirRanjid's minigame system;52194882]This lets you run virtual gamemode servers on your server and many of them. Even using the same space at the same time. It comes with an editor. To play a gamemode you have to join a virtual server entity. Each server isolates you, the entities and players belonging to your virtual server in terms of rendering,collision and damage. So you can setup a quick 1 vs 1 match for you and a friend in any gamemode with 2 clicks if you've already saved a preset. Or build with friends in an isolated sandbox. It's ready when I'm finished implementing teams, rotation controls, a class system, hud+scoreboard and make everything easily/int accessible through gui. And I want to make you able to run gamemodes when a specific map loads and maybe force clients to join a gamemode by default for minigame severs. Also collaboratively working on the same map will be possible(just need to network and sync the edits with the system already implemented). The owner can add operators(editing+moderator stuff) and moderators(re-/starting/changing gamemode,kicking/banning). Editor: [IMG]https://i.imgur.com/hMMNNpj.jpg?1[/IMG] (the position and scale text entries use the mathparse script I posted just recently to easily let you double the size by appending '*2') Deployed but not joined (nothing to see(except red outlines for testing; will be invis by default) and not colliding(not even the red outlined box)) [IMG]https://i.imgur.com/t2bOUsJ.jpg?1[/IMG] Deployed and joined (everything visible/touchable(even green outlined box if set so) and spawned at the right position) [IMG]https://i.imgur.com/ea3PBcz.jpg?1[/IMG] [IMG]https://i.imgur.com/lkdOTbZ.png[/IMG] [IMG]https://i.imgur.com/2R2TJ1w.png[/IMG] Joining and leaving is only possible when the server lets you. So you can't join a game when banned nor leave a game during a started round(when set so). Editing only for owners and operators. [IMG]https://i.imgur.com/lFoLPZo.png[/IMG] Fly controls = normal noclip (space/alt = local up/down), Editor controls = WASD only for horizontal moving (space/alt = global up/down) [IMG]https://i.imgur.com/JJET2od.png[/IMG] Gamemode inheritance.[/QUOTE] [QUOTE=swadicalrag's gm_voxelate;52226219]Status update for gm_voxelate: our networking wrapper handles async chunk loading/sending really well! [video=youtube;9nkrjtdxfqI]https://www.youtube.com/watch?v=9nkrjtdxfqI[/video] :dance: [QUOTE=swadicalrag;52226438]I'm writing it for the next glua minecraft run. minecraft modding is in a sorry state atm: it takes less time to launch this than it does to launch normal minecraft, let alone modded minecraft. parakeet has other, much better, plans for it bonus smiley face: [t]https://cdn.discordapp.com/attachments/152162730244177920/313209919807684608/unknown.png[/t][/QUOTE][/QUOTE] [QUOTE=Metamist's sign addon;52240804]Waddup FP! After a long break, I decided to make some more models for my Sign addon. Since the addon already has a whiteboard, I was thinking it would be awesome if I added a blackboard along with that. Then I also decided it would be fun to add a wanted poster, because why not. [vid]https://share.metamist.xyz/Sy_OfvPlb.mp4[/vid][vid]https://share.metamist.xyz/HJh8QLPx-.mp4[/vid] So far the blackboard is implemented into the game. Though I didn't want it to draw the brushes and things the same way as the whiteboard and sign, because as you all know, blackboards use chalks. So, I made it draw chalk-like brush strokes! Here's a picture of the whiteboard and the blackboard side by side: [t]https://share.metamist.xyz/HJA_H0tgb.jpg[/t][/QUOTE] [QUOTE=rebel1324's bullet shield;52243565]Do you still remember dva? It can block the bullet without parenting another dummy prop on the entity. [media]https://www.youtube.com/watch?v=WFQrl13Cf44[/media] I implemented that mechanism to the riot shield. Even with another weapon in the other hand, that shield is still functional and it will block the bullet. [media]https://www.youtube.com/watch?v=INkWE9-0iEg&feature=youtu.be[/media][/QUOTE] [QUOTE=MadParakeet's voxel shaders;52272427]Got a basic custom shader working. No textures yet, that comes tomorrow. [img]http://cogg.rocks/uploads/hl2_2017-05-25_01-22-04.png[/img] Lessons Learned: - The only way I could figure out to load my own shaders was to detour a function buried in the material system. Still need to get this working on Mac and Linux. - Source's shader compile pipeline is over-complicated at its best, and fucking broken at its worst. - Don't try simplifying anything because about a million and a half things are going to break. Just copy-paste code from the SDK like some kind of fucking idiot.[/QUOTE] [QUOTE=RocketMania's AI system;52287915]Im currently testing(?) me if i can make some AI System for my gamemode. Making some heuristic function that returns score that showing what the bot wants to do. ( I just got AI class on this semester on my college and i want to say thanks to the class for letting me know about heuristic algorithm and something more about AI tech. ) [t]http://i.imgur.com/jUi8SJD.jpg[/t] Bots do uses skills, do normal attack. even if they're not perfect. but it also run by heuristic algorithm. ( which mean, if they found weak enemy and noticed that there are many enemys near some enemy, they will use ultimate skill that has splash damage to the position.) their primary goal is destorying their enemy base, retreat to their base when they don't have enough health. By making critical functions like lux should use her ultimate when she found enemy has critical health, bots pretty doing their role what they supposed to. i just got idea to display their desire value on HUD screen and i think its pretty good idea when developing. picture above. The higher escape desire value they have, they wants to escape from where they are, retreat to the their base. Now i need to make another heuristic function that returns score that showing how they wants to attack, compare with the escape value and do something better than that. [t]http://i.imgur.com/J0X1C3l.jpg[/t] heres some crappy random picture btw i hate source engine that having spiking network transmission even if there are O.N.L.Y 10~20 moving object haha[/QUOTE] [QUOTE=IcarusCoding's crafting table UI;52292712]Perhaps I'm posting too much. Listened to the feedback and tilted the panel 8 degrees towards the player to make it easier to see the text etc. Made animation for options panel, did levels for minigame and implemented serverside code for a lot of stuff. [video=youtube;9-eCD5yIwhc]https://www.youtube.com/watch?v=9-eCD5yIwhc[/video][/QUOTE] [QUOTE=Zet0r's Call of Duty gamemode;52295575]Seen some people share some Call of Duty Zombies-based gamemodes and addons, so I thought I'd share mine too. This gamemode has been in development for a long time (more than a year since I started, more than 3 years since original creation). You may remember [URL="https://facepunch.com/showthread.php?t=1380871"]Alig96's Codename: nZombies[/URL]. Since he stopped working on that, I have taken over development of that gamemode and have evolved it alot since then. The gamemode's main concept is to let you play Call of Duty Zombies on [B]any map[/B], using (almost) [B]any weapon pack[/B],
Great highlights this month! Quite interested in some of last months big projects will turn out this monthly, namely the minecraft one
Wowie, voxelate made it in the highlights twice :dogcited:. Also glad to see that Lonke made it. All is right with the world.
never miss a WAYWO highlight
last highlight takes the cake
Well a very, very customizable version of this: [video=youtube;TUM8VwRPg2o]https://www.youtube.com/watch?v=TUM8VwRPg2o[/video] It will require a little bit a control theory by the user, but nothing the Gmod player cant handle ;)
hey [highlight](User was banned for this post ("Try-hard." - Bradyns))[/highlight]
I really don't know glua very well, but at least I'm giving it a bash. [t]https://steamuserimages-a.akamaihd.net/ugc/768274515543323210/5C7579997EBEEC5DD74E86A9E423EBC70663BBE4/[/t] Pan & tilt work, shutter sorta works, still just experimenting. First model into gmod as well! There must be a better way to deal with angles than zeroing it with reference to the base prop and rotating through it's local axes; I really can't be arsed looking back at vector calc just now though. Wanting to get it to accept wiremod inputs yet can't really find any documentation anywhere on how to go about doing that.
[QUOTE=YoutoYokodera;52298788]hey [IMG]http://i.imgur.com/EfLxcjd.gif[/IMG][/QUOTE] Not this again.
I was bored :\ [t]http://i.imgur.com/Q8nFCSp.jpg[/t] [t]http://i.imgur.com/Iy3Uh65.jpg[/t]
I really like what you're doing with this but the base cart is becoming less and less fitting the more you progress
[quote][vid]http://s3.eu-west-2.amazonaws.com/devultj.co/2017/06/tLV3IPlA.mp4[/vid][/quote] Been working on a crafting system for Monolith RP for the last few days, going really well so far! I got some inspiration from the game Rust and the queuing system is something I haven't really seen in any Garry's Mod server.
[QUOTE=VIoxtar;52301235]I really like what you're doing with this but the base cart is becoming less and less fitting the more you progress[/QUOTE] Any idea on how to keep it fitting?
[QUOTE=IcarusCoding;52302753]Any idea on how to keep it fitting?[/QUOTE] I would use a hologram console screen table with more pitch tilt towards the player, with a dark base and lit edges, something along the lines of: [T]https://static1.squarespace.com/static/563b69eee4b0af2a1ca960e5/56ab8d5fbfe873bb1cbdf3e6/56ab8d6025981db329a076d7/1454083426393/IMG_1856.jpg?format=1500w[/T]
[QUOTE=mib999;52302480]Been working on a crafting system for Monolith RP for the last few days, going really well so far! I got some inspiration from the game Rust and the queuing system is something I haven't really seen in any Garry's Mod server.[/QUOTE] Oh my workbench table! Jk good work ;)
[QUOTE=gonzalolog;52303435]Oh my workbench table! Jk good work ;)[/QUOTE] Aye, all the workbench tables will be something that will still be in play. If you're in the vicinity of such workbenches it will give you more available recipes.
I realize it may not be the best thread to ask, but since it was posted on this thread a long time ago, anyone know what happened with Willox's prop walking optimization script which he [URL="https://facepunch.com/showthread.php?t=1449139&p=47172436&viewfull=1#post47172436"]posted [/URL]here? I haven't seen it being published anywhere, and I wanted to dig into it
[QUOTE=VIoxtar;52304005]I realize it may not be the best thread to ask, but since it was posted on this thread a long time ago, anyone know what happened with Willox's prop walking optimization script which he [URL="https://facepunch.com/showthread.php?t=1449139&p=47172436&viewfull=1#post47172436"]posted [/URL]here? I haven't seen it being published anywhere, and I wanted to dig into it[/QUOTE] [url]https://github.com/glua/propwalking[/url] You need to make it use NW2Vars or something else that'll allow for prediction instead of NWVars. It was never finished or anything so each line has a fairly high hack factor.
Perfect, thanks
I was wondering if it was possible and sure enough: [video=youtube;u2JIH-sUniM]https://www.youtube.com/watch?v=u2JIH-sUniM[/video] Just threw it together tonight so it doesn't have the best timing or any polish, but the proof of concept is solid. For those wondering it is entirely LUA and reading the maps directly from .osu files i have copied into the gmod/data directory.
[QUOTE=101kl;52304336]I was wondering if it was possible and sure enough: [video=youtube;u2JIH-sUniM]https://www.youtube.com/watch?v=u2JIH-sUniM[/video] Just threw it together tonight so it doesn't have the best timing or any polish, but the proof of concept is solid. For those wondering it is entirely LUA and reading the maps directly from .osu files i have copied into the gmod/data directory.[/QUOTE] BEST FUCKING IDEA EVER. EVER.
Would do you like to donate for luasu! Development?
Been working more on the NPC Controller, successfully made tank SNPCs Controllable as well! You can drive them and of course run over enemies with it and you can also turn and shoot the gun [video=youtube;C52pgmlHJrI]http://www.youtube.com/watch?v=C52pgmlHJrI[/video]
Effects are too bland too see :/
I'm in love with Illaoi from League of Legends, I hated to play against her, but playing as her feels good [B]Lemme smash[/B] [vid]https://dl.dropboxusercontent.com/s/e23ggi63r515886/2017-06-03_01-55-03.mp4[/vid] [URL="https://www.youtube.com/watch?v=O3JyMpFUhWs"]In case you don't know her[/URL]
Hi guys, I've been working on a NutScript 1.1 addon that allows you to brew various types of alcohol. I have most of the backend finished but I just finished creating the UI for fermentation today. If you have any ideas on how to improve it (especially how to fill up space in the yeast section) please tell me. So, after 2 days and several rewrites here it is: EDIT: Dropbox died, so here is a youtube link: [video=youtube;djfm5W2mA98]https://www.youtube.com/watch?v=djfm5W2mA98&feature=youtu.be[/video]
Ah, yes, finally made it to the highlights. Great achievement, thanks to everyone who helped me.
[QUOTE=Instant Mix;52299176]I really don't know glua very well, but at least I'm giving it a bash. [t]https://steamuserimages-a.akamaihd.net/ugc/768274515543323210/5C7579997EBEEC5DD74E86A9E423EBC70663BBE4/[/t] Pan & tilt work, shutter sorta works, still just experimenting. First model into gmod as well! There must be a better way to deal with angles than zeroing it with reference to the base prop and rotating through it's local axes; I really can't be arsed looking back at vector calc just now though. Wanting to get it to accept wiremod inputs yet can't really find any documentation anywhere on how to go about doing that.[/QUOTE] Take a look at some of the wiremod ents like [url]https://github.com/wiremod/wire/blob/master/lua/entities/gmod_wire_cd_lock.lua[/url] and it should give you a decent idea on what to do.
Made the basic layout for my admin menu for at least workbenches and NPC dealers. Took me some time to get the data caching working, and playing nice with the server + database, but finally got it. [video=youtube;WM3xRG7dA1I]https://www.youtube.com/watch?v=WM3xRG7dA1I[/video]
[video=youtube;xDeSqgXnTvQ]https://www.youtube.com/watch?v=xDeSqgXnTvQ[/video] :toot:
Sorry, you need to Log In to post a reply to this thread.