• GMod - What are you working on? May 2018 (#81)
    74 replies, posted
GMod - What are you working on? April 2018 (#80) Highlights from the previous thread @Demonkush 's gamemode https://youtu.be/mJHcCrnKBkY @somethingwild 's rendering https://files.facepunch.com/forum/upload/248820/4486232f-a1c8-461e-9abe-e6bcc12ca5e8/Untitled.mp4 @Nak 's weather mod https://youtu.be/XMOLxJ0N89g @rebel1324 's minimap https://files.facepunch.com/forum/upload/58256/a9aa9c10-fcfc-480f-be57-e04074bc35b0/Honeycam%202018-04-16%2017-30-27.webm @Nafrayu 's wallwalking https://files.facepunch.com/forum/upload/109990/2215285f-7c79-40c6-9f95-26a02293cdff/gmod%20gravity.mp4 @Kevlon 's stats generator https://i.moat.gg/18-04-19-l6K.webm @Brassx 's effects https://i.gyazo.com/20f9e0429e2ab25772ea1afead6f05ef.mp4 https://i.gyazo.com/5dfd3e7b729e229d0db5a97262f61ca6.mp4 https://i.gyazo.com/5ef3e15490968733e41c6e705cdf1de4.mp4 https://i.gyazo.com/b4aff3a7d1759297a4d641d52d0d8421.mp4 @krekeris 's visual programming https://youtu.be/X2xNEc20-bE
I threw together an active ragdoll system today using phys_springs (elastic) constraints to behave like muscles. While I only did a couple of muscles (2 in each limb), it was enough to make the ragdoll seem eerily alive. https://youtu.be/_S4vlEF_ti8
If you had him try to clench his arms to his chest and roll around a bit before going completely limp, you could get some pretty good dying animations going on for players and NPCs and the like
That's the plan! I threw this together pretty quickly, I still need to create a better muscular structure.
https://youtu.be/EEQQEHc3nBk
Add "Machine learning" into that title and you will blow up some minds on reddit
Good stuff! I was wanting to do something similar myself (along with improved blood effects) but I couldn't get around to it. I did think of some problems though and was wondering how you're planning on solving them: afaik creating ragdolls with muscle constraints is only possible server side - in which case having the ragdoll assume the animated position/posture of the player being killed is impossible, given animations are clientside afaik - how do you plan on overcoming that?
In most cases the bone positions that the server has is suitable for this. Just copying those over to the ragdoll is enough to mimic the posture of the player. The exception to this is when you're manipulating bone positions/angles/scales/etc for clientside-only animations, but with the right code it wouldn't be that hard to account for those serverside as well.
I just had a similar thought last night. I could throw together a quick and dirty Q learning system to make my active ragdoll learn how to crawl. God, that'd be creepy.
That's good to know! Didn't know bone positions were update on the server like this
Still doing Fallout stuff, finally got around to working on my new Nextbot NPC base made from the ground up. I'm making full use of Entity:GetSequenceMovement() and got Nextbots to move based on their animation like SNPCs https://dl.dropboxusercontent.com/s/pk6dvoy5v80rvl1/2018-05-04_14-10-34.mp4
generic gamemode https://www.youtube.com/watch?v=e-xB4PoZnh4
Nice. I can't remember the game .. but there was a game with a similar system that might be handy. Every player is given a lamp with a lightbeam. If someone played as a statue moved in the light. They would take rapid damage and die quickly. However this also means that if the lamp runs out of power .. the statues are able to move freely without any consequences. This will stop people "camping" angles.
Thanks! Good idea - but what if the player stares at the angel while he is in the light? Won't he just take rapid damage and there's nothing he could do about it? Or should that be a good strategy to kill the angels as currently there is only 2 ways (well 2 planned ways lmao)
Stayed up all night two nights in a row, the first one was seen in version one, and now this one is the result of my second all-nighter. I'm writing this while I'm tired as hell so my grammar is probably shit I don't know. There's some gameplay now, a timer runs out once 3 minutes have passed and the survivors win. Many many improvements, bug fixes and now playing as a certain team feels way better, especially the Weeping Angels. https://youtu.be/oot1cyvd4H4
they will get you if you stay up long enough
https://www.youtube.com/watch?v=BhHatFEU8l0 because why not
Damn that's nice. Do people share ammo when picked up?
Lost my original account but here's some more progress: https://www.youtube.com/watch?v=c133Cqjhdps&feature=youtu.be
Does projected shadows works on it? Looks like fallout 3 and crysis had a child <3
They do work.
Dude you had that account for like a week and you lost it already!? By the way nice work. Probably a stupid question but what if you move the sun?
Been doing some rendertarget shits https://dl.dropboxusercontent.com/s/ch2ta7qikfjsd1k/2018-05-10_10-14-31.mp4
that's some hot shit the way the npc pops up from the bottom of the screen is a bit too comical though, why not have them flicker in instead?
My first intention was to make it blend by using a third RenderTarget, i'm mixing a blurred copy from the main RT into detail channel to make the CRT effect, for some reason when I tried to make a third RT for draw only the PlayerModel and then just use something like DrawTexturedRect I've just hit a wall by not getting nothing, I'll give it another try
Well it syncs in with env_sun so it's not a problem. Also, is anyone a fan of Mad Max? https://www.youtube.com/watch?v=QrWQhxAyZJQ&feature=youtu.be
I've been testing how viable Haxe is for GMod lua and seems like it would be very useful. I feel like it works especially well in gmod because it cannot really assume anything about the platform (due to having so many target languages) so many of the things just work out of the box. Here's for example all code you need for creating an entity with a networked variable (it automatically places the variable in SetupDataTables in the compiled Lua etc). Of course there's a lot of boilerplate code to make this all work, but it could make it quite nice to work with gmod class Main { static function main() { ScriptedEntity.register(TestEntity); #if server Commands.add("spawnent", function(ply, cmd, args) { var ent = new TestEntity(); ent.Pos = (ply.Pos: AVector) + Global.Vector(0, 0, 150); }); #end } } class TestEntity extends ScriptedEntity { @:networked var ThinkCount: Int; #if server override publicfunction Init() { this.Model = "models/props_borealis/bluebarrel001.mdl"; this.InitPhysics(); this.ThinkCount = 0; } override publicfunction Think() { this.ThinkCount++; } #end #if client override publicfunction Draw() { this.DrawModel(); Camera.wrap3D2D(this.WorldPos(Global.Vector(0, -20, 0)), this.WorldAngle(Global.Angle(0, 0, 90)), 0.1, function() { Graphics.drawText(Std.string(this.ThinkCount), 0, 0); }); } #end }
I've been doing some modding on the Retro Team Play. since the NoXious is gone, I'm gonna be one of people who maintain the gamemode somehow. It's currently really modified for the koreans but yeah it has some good locales and stuffs so it's gonna be available in someday i guess. It's just became more like Japanese Arcade-ish Team Play but heyy it's fun. https://www.youtube.com/watch?v=Zqg8bOFQlTE
this looks fun ignoring the effects clusterfuck
I threw together a sequenced audio player in Starfall. Everything you hear is played back realtime with samples played at different pitches, as of now it uses XM for the sequence data with extracted samples. The extracted samples and sequence data, along with a sample map are wrapped in a single file, then decompressed and loaded at runtime. https://www.youtube.com/watch?v=rOzBw05g_yY
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