• GMod - What are you working on? September 2017 (#73)
    263 replies, posted
[img]http://i.imgur.com/f219Wjz.png[/img] [B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1573450"]previous thread[/URL][/B] I'll put this at the top; Kiwi is after feedback for the GMod section! [QUOTE=Kiwi;52625944]HEY. I'm making some changes around here in the GMOD Section and this ~seems~ to be the most popular place to mention this. Reply to this [url="https://facepunch.com/showthread.php?t=1576300&p=52625900#post52625900"]post[/url] if you want to suggest changes! Otherwise stay on topic and ignore this post if you have no suggestions. e fixed link oops[/QUOTE] [QUOTE=101kl's emojis;52531527]I'm going to apologize in advance... [vid]https://puu.sh/wZvd6/350f657163.mp4[/vid][/QUOTE] [QUOTE=Atebite's stencil barrier;52556411]I've been trying to figure out stencils for a while, and it finally clicked! Decided to work on some fancy barriers that can move in and out of the ground. [video]https://youtu.be/6aFjLtYa-Gs[/video] [QUOTE=Atebite;52568337]Finished up the barrier thing. You can stand on the prop while it moves now, and it won't block bullets when closed [video]https://youtu.be/n_WY6xMvdOg[/video][/QUOTE] [/QUOTE] [QUOTE=mitterdoo's teleporter;52560708]i went ahead and added some of my own effects to the teleporter. i spent hours trying to get the destination "peeking" to work, because [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/RenderView]render.RenderView[/url] can get [i]real[/i] fucky with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/util/PixelVisible]util.PixelVisible[/url]. anyways here it is: [video=youtube;ooDC45g07kU]http://www.youtube.com/watch?v=ooDC45g07kU[/video][/QUOTE] [QUOTE=raubana's camouflage;52568946]I figured that the mimics in my gamemode needed to be a little more terrifying, so I gave them a little more character. [video]https://youtu.be/Zatsog7ptSc[/video][/QUOTE] [QUOTE=Nak's weathermod remake;52578484]Remaking StormFox (Weathermod) from scratch as the old was too unstable and messy. Here are a few sneak peeks (All ingame ofc) [t]https://cdn.discordapp.com/attachments/164735698589450241/347211657619177472/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347224023035543553/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347225994643374080/unknown.png[/t] Now supporting freedom units. Pressing E on an entity will make it switch from °C to °F and 24-clock to 12-clock [QUOTE=Nak;52624837][media]https://www.youtube.com/watch?v=Fpdn8bxvgO8[/media] Now v0.9 .. 'soon' - Raindrops will now appear on the screen, when looking into the oncoming rain. - Clientside and serverside settings for easy access. (CAMI support for server-settings) - Weather-Controller now shows what entities the map supports. - SF can now use map-bloom. - At clear night, you get a chance to see shooting stars. - Fixed shadows getting 'stretched'. - SF will now turn on/off the maps-'light_spot' doing nighttime/daytime. - SkyBox now gets scanned properly. - No temperature color-overlays. [To-Do] - Add 'rain-dust' particles - Override the env_sun and make my own. - Windsounds. - Cleanup/fix a few scripts. - Test on a few selected servers. [Gave up/look into later] - env_wind seems to only work in CS:GO and up :\ - Clouds appear to be a pain to add atm. Might come in v1.1 Places/things on the map I didn't show in the video [t]https://cdn.discordapp.com/attachments/298193993781477383/351838772851245056/unknown.png[/t][/QUOTE] [/QUOTE] [QUOTE=!cake's SVG renderer;52606905]I'm making a noncompliant SVG renderer [img]https://i.imgur.com/NqQDAmM.jpg[/img] Reference rendering: [t]https://dev.w3.org/SVG/tools/svgweb/samples/svg-files/acid.svg[/t] Engine level antialiasing is turned on in the screenshot.[/QUOTE] [QUOTE=bobbleheadbob's RTS;52612579][video=youtube;f91Y_vXoLic]http://www.youtube.com/watch?v=f91Y_vXoLic[/video][/QUOTE] [QUOTE=Blu-x92's lightsabers;52625189]im working on a jedi academy/outcast/moviebattles saber system port: [video=youtube;bOrYy5N_c90]https://www.youtube.com/watch?v=bOrYy5N_c90[/video] its not perfect and alot of movement animations are still missing. The animation transitions are a bit choppy and im not sure how to fix this. im planning to add acrobatics and force powers aswell[/QUOTE]
Ugh god that weather mod.. I need it so badly
It looks so cool, can' t wait for more !!
No webhooks? :disgust: it was only 3 pathetic lines anyway so it'd take up the rest of the empty space here [CODE] hook.Add( "PlayerSay", "Discord", function( ply, text ) http.Post( "https://discordapp.com/api/webhooks/{WEBHOOK_ID}/{WEBHOOK_TOKEN}", { content = text, username = ply:Nick() } ) end ) [/CODE] [editline]1st September 2017[/editline] That SVG renderer is incredible
So does that Wheather system control day and night cycles as well?
Anyone remember this thing from Toybox? [video=youtube;NBrWDOMtWLs]https://www.youtube.com/watch?v=NBrWDOMtWLs[/video] I am working on remaking it from scratch, currently the trail rendering works, but the damage is a bit tricky. [t]https://steamuserimages-a.akamaihd.net/ugc/866235915501274834/76AFBC5E1CC0E47CBFDB3B64D365071C1F9FF581/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/270598438853769901/1CEA30AEFF3130D4CCB0A4D694AC2F13ACD20094//[/t]
Mini-update [media]https://www.youtube.com/watch?v=5S8loZkvQ5M[/media] - Redid the environment-script (Now fully supports rain-direction, glass roof, windows/glass walls .. ect) - Fixed and updated sounds to use the new environment-script - Raindrops, sounds and effects now follow calcview. - Raindrops will now have a bit gravity (if the calcview angle is neutral). - SF will now try to create as many missing map-entities it can. - A bit optimization/improvements here and there. [To-Do] - Add 'rain-dust' particles. - Override the env_sun and make my own. (½ done) - Windsounds. - Make SF automatically generate weather. (½ done) - Test on a few selected servers. [Edit] Huh, looks like SF support cabriolet-cars from the workshop. You better have a roof on your car.
[QUOTE=Nak;52641025]Mini-update [media]https://www.youtube.com/watch?v=5S8loZkvQ5M[/media] - Redid the environment-script (Now fully supports rain-direction, glass roof, windows/glass walls .. ect) - Fixed and updated sounds to use the new environment-script - Raindrops, sounds and effects now follow calcview. - Raindrops will now have a bit gravity (if the calcview angle is neutral). - SF will now try to create as many missing map-entities it can. - A bit optimization/improvements here and there. [To-Do] - Add 'rain-dust' particles. - Override the env_sun and make my own. (½ done) - Windsounds. - Make SF automatically generate weather. (½ done) - Test on a few selected servers.[/QUOTE] It's a little loud. I think the outside-walking sound is perfect levels of volume but when you're inside and whatnot it seems like it might drown out other more important noises. But damn if that isn't impressive. <3
Working on a new central inventory/main menu for Monolith: here's what it looks like so far! [img]https://dl.dropboxusercontent.com/s/jxoy32ryq6n6w76/coUImdbD.png[/img] [img]https://dl.dropboxusercontent.com/s/0i38d30f1shsft8/7f9uOmJA.png[/img] [img]https://dl.dropboxusercontent.com/s/quksbuu6bpo25mi/dzS0SV6A.png[/img]
[QUOTE=Nak;52641025]Mini-update [media]https://www.youtube.com/watch?v=5S8loZkvQ5M[/media] - Redid the environment-script (Now fully supports rain-direction, glass roof, windows/glass walls .. ect) - Fixed and updated sounds to use the new environment-script - Raindrops, sounds and effects now follow calcview. - Raindrops will now have a bit gravity (if the calcview angle is neutral). - SF will now try to create as many missing map-entities it can. - A bit optimization/improvements here and there. [To-Do] - Add 'rain-dust' particles. - Override the env_sun and make my own. (½ done) - Windsounds. - Make SF automatically generate weather. (½ done) - Test on a few selected servers. [Edit] Huh, looks like SF support cabriolet-cars from the workshop. You better have a roof on your car.[/QUOTE] Rain particles are looking much better now.
[QUOTE=mib999;52641224]Working on a new central inventory/main menu for Monolith: here's what it looks like so far! big images[/QUOTE] I think the colored highlights/accents you have going on for the shapes is a great choice, definitely adds to the readability and individuality of things, instead of just a bunch of nigh-identical bars and such. This part is just my own opinion, but the name above the character is a little close to the character's head, and the typeface seems a bit too bold. It may look somewhat better if the font is a bit thinner, if the font has a regular or light version. Otherwise it looks very clean, not distracting, and nicely laid out!
[QUOTE=Nak;52641025]Mini-update [media]https://www.youtube.com/watch?v=5S8loZkvQ5M[/media] - Redid the environment-script (Now fully supports rain-direction, glass roof, windows/glass walls .. ect) - Fixed and updated sounds to use the new environment-script - Raindrops, sounds and effects now follow calcview. - Raindrops will now have a bit gravity (if the calcview angle is neutral). - SF will now try to create as many missing map-entities it can. - A bit optimization/improvements here and there. [To-Do] - Add 'rain-dust' particles. - Override the env_sun and make my own. (½ done) - Windsounds. - Make SF automatically generate weather. (½ done) - Test on a few selected servers. [Edit] Huh, looks like SF support cabriolet-cars from the workshop. You better have a roof on your car.[/QUOTE] Riceeeeeeee can't wait for the release! :goodjob: :incredible:
[QUOTE=Z0mb1n3;52641353]I think the colored highlights/accents you have going on for the shapes is a great choice, definitely adds to the readability and individuality of things, instead of just a bunch of nigh-identical bars and such. This part is just my own opinion, but the name above the character is a little close to the character's head, and the typeface seems a bit too bold. It may look somewhat better if the font is a bit thinner, if the font has an regular or light version. Otherwise it looks very clean, not distracting, and nicely laid out![/QUOTE] Yeah, I agree with the character name is quite too low, thanks for the input :)
[QUOTE=bobbleheadbob;52641095]It's a little loud. I think the outside-walking sound is perfect levels of volume but when you're inside and whatnot it seems like it might drown out other more important noises. But damn if that isn't impressive. <3[/QUOTE] Thanks. You where right, it was a biiiit too loud, Made the indoor-sounds ½ volume. Also added a few extra entities that light up in the night. [t]https://cdn.discordapp.com/attachments/298193993781477383/353697298871484427/unknown.png[/t] Not sure if I should make the lights persistent after an admin presses E on them, or tell people to use a entity-spawner addon.
[QUOTE=Nak;52642079]Thanks. You where right, it was a biiiit too loud, Made the indoor-sounds ½ volume. Also added a few extra entities that light up in the night. [t]https://cdn.discordapp.com/attachments/298193993781477383/353697298871484427/unknown.png[/t] Not sure if I should make the lights persistent after an admin presses E on them, or tell people to use a entity-spawner addon.[/QUOTE] Are those dynamic lights? That could fuck people's framerates pretty fierce.
[QUOTE=bobbleheadbob;52642141]Are those dynamic lights? That could fuck people's framerates pretty fierce.[/QUOTE] They are dynamic, but it depends on how many the serverower/admins place. The light will only turn on/render when the CalcView is close to them. Also made a clientside-option to turn off all dynamic lights from the lamp-entities (render effects will still be drawn).
Wait - does the script also introduce a day/night cycle? I'm confused - thought it was just weather stuff
[QUOTE=VIoxtar;52642796]Wait - does the script also introduce a day/night cycle? I'm confused - thought it was just weather stuff[/QUOTE] I was going to make it a weather-only mod, however that would mean that other day/night-cyclemods are unable to use the skypaint, or forced to use some sort of API. At this point StormFox is an environment-mod with weather, day/night-cycles, moon, wind .. ect Its all included.
Awesome. Looking forward to seeing it in action.
Posting the last miniupdate here, don't want to create too many posts[QUOTE=New light entities in action][media]https://www.youtube.com/watch?v=oHT_1xr7sJg[/media] - LightBloom fix and tweaks. (Rain will cause a bit more light-bloom now). - Moon now supports 2D skyboxes - Fixed moonglow looking strange in some siturations - Added some 'darkness' effect on maps without light_enviroment - Added lamp-entities; streetlight, parklight and parklight-hanging - Added an option for clients to turn off dynamic lights from the new lamp-entities. - Fixed maps with two env_sun's (Why mappers? Just .. why two?) [/QUOTE] Next update will be v1
[QUOTE=Nak;52643754]Posting the last miniupdate here, don't want to create too many posts Next update will be v1[/QUOTE] I just realized, the rain fog might look even better if you halve (or even more) the particle alpha, that way they won't be too obvious, and when several particles happen to overlap they'll create a more dynamic, random shape.
So I decided to make a [I]Character Creation[/I] which has obviously never ever been done before.* [IMG]http://i.imgur.com/33uQfNb.jpg[/IMG] The code is pretty simple... It's just 99% Derma, 0.5% Config and the rest is just shitty codes... But it has a [B]working[/B] config, so that's nice. (Also never been done before*) * = Sarcasm intended
[QUOTE=PIXX;52644263]So I decided to make a [I]Character Creation[/I] which has obviously never ever been done before.* [IMG]http://i.imgur.com/33uQfNb.jpg[/IMG] The code is pretty simple... It's just 99% Derma, 0.5% Config and the rest is just shitty codes... But it has a [B]working[/B] config, so that's nice. (Also never been done before*) * = Sarcasm intended[/QUOTE] is the rest of the functionality paid DLC?
[QUOTE=Z0mb1n3;52644416]is the rest of the functionality paid DLC?[/QUOTE] Yes, with a low low price of $29.99 you will be getting 1 dlc, but if you want to pay 200$ you get a season pass which gives you everything, but for more money! (DLCs might not be released) Edit: Added this to config (does nothing) [code] NHSCC.IsDLCWorthIt = false [/code]
[QUOTE=PIXX;52644263][IMG]http://i.imgur.com/33uQfNb.jpg[/IMG][/QUOTE] The menu on the right cancels out the cool looking background
Just had to post the progress on the weather generation. (Its currently only a debug-screen, but it shows the useful stuff) The lines are the temperature in degrees. A day is around 24 mins on the server by default. [media]https://www.youtube.com/watch?v=JLsea-HE9pA[/media]
[QUOTE=Nak;52645044]Just had to post the progress on the weather generation. (Its currently only a debug-screen, but it shows the useful stuff) The lines are the temperature in degrees. A day is around 24 mins on the server by default. [media]https://www.youtube.com/watch?v=JLsea-HE9pA[/media][/QUOTE] Cool, will it be possible to be a weather presenter/forecast future weather events? Could add to RP value, and if you're going into depth with it, provide developers with an api, could extend your addons possibilites by so much! :) I can already imagine adding penalties to being unprotected in the rain/storm - so people need to look forward to weather forecasts to stock up on heating or something. Great idea you got there, and even better execution. :)
@Nak I really hate to be one of those people who asks and suggests features but would it be possible to set the time of day from HM/S?
[QUOTE=MPan1;52644647]The menu on the right cancels out the cool looking background[/QUOTE] You mean to change to more transparent black?
I've started working on making more entities usable in my first gamemode. Of course you can't go wrong with a computer! I did the basic framework today. [video=youtube;IdvIyauimG0]https://www.youtube.com/watch?v=IdvIyauimG0[/video]
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