• GMod - What are you working on? July 2018 (#82)
    76 replies, posted
GMod - What are you working on? June 2018 (#81) Highlights from the previous thread @CODE BLUE 's pool game https://i.gyazo.com/ba2e78b2e71ea62d61c3feb4fce6251a.mp4 @cogg 's voxels https://youtu.be/OubwlMjfKtY @Nak 's weather mod https://youtu.be/W3Mnd7tE_sk @McDunkinY 's wingsuit https://youtu.be/3wz7hl6zg8k @TFA 's stencil gibs https://youtu.be/xCN6hocLRi0 https://youtu.be/oOILmDAKRzA @somethingwild2 's PBR shader experiment https://youtu.be/jEU9MWa1Ybw
People in the s&box discord have been fiddling with Fortblox, Layla's old voxel game. I decided to make a map importer for YAVA. Besides the Fortblox circlejerk, I also wanted to test how my compression works on a "real" map. The amount of stuff networked was only about 37% the size of the gzipped map, so that's a win in my book. I'm curious to see if I can manage even better compression by re-using my prediction table between chunks, but that's gonna require me to re-write the higher level chunk networking. http://tmp.bz/hcdeomPly7.png http://tmp.bz/hdQL06Lj9Y.png
https://www.youtube.com/watch?v=lG4ICLk0HH0 Just some little progress with a SWEP pack. Reduced vertical recoil and added horizontal one. Also some adjustements with the weapon movement.
Finished off my ghoul pack. Still not very happy with how the 4th one turned out, gotta find a way to make it harder. https://www.youtube.com/watch?v=aFbd3M-arO0&feature=youtu.be
dwaI've been working on a simple fishing minigame for DarkRP. It's currently in the "I architected this very poorly and am paying the price in rewriting code and wasted time" phase. I'm trying to avoid using a physics object if I can avoid it which is, as you might guess, causing problems for me One problem is that you should not use lerp for fake physics or you get dainty casts like this one: https://www.youtube.com/watch?v=KAPgUGk6KSY https://www.youtube.com/watch?v=XqEOfDo1C2Q As a fun bonus I can use my casting system to make a hell of a rock skipping thing. Pardon the GDQ audio.
No progress on voxels since my last post. I'm working on some other stuff at the moment. My Pill Pack used to include a "compatibility module" (READ: A ridiculous ball of shitcode that included a hook library detour as well as detours to any function dealing with player movement). I removed it sometime last year because I figured it was a really trashy thing to do, and I'm not responsible for fixing other modders' mistakes. Unfortunately, I now get a lot more comments along the line of "lol shit mod doesn't work". I've finally decided to fix this by giving people tools to find the mods actually responsible for the fuckery. http://tmp.bz/hoJ2ZQ6Mfu.png Here I'm testing against one of the worst offenders I've come across, The Aperture. A green line indicates that a hook is "active" and has returned within the last second. The red line under "Broken Hooks" indicates that the mod has returned from a hook that doesn't use the return value, and has broken any hooks that need to run after. Granted, this is eventually going to be the same as my old compatibility module: a disgusting, ineffient ball of detours. But this time it's going to be a separate download, and will hopefully shame some modders into fixing their poorly designed hooks.
Hooks are for losers. Real men just rewrite the entire function because fuck you.
Just doing stuff for my base, lately I have been toying around with lasers: https://www.youtube.com/watch?v=ckgsUNRagc8
For now I want to bring my control theory library to E2 as integrated in-game OOP: https://www.youtube.com/watch?v=m4l7usWzQKo
Ported some lamp-models for SF 1.3 and gave them some functions. https://www.youtube.com/watch?v=N2eVQ86IhLI The oil-lamp 'respawns' itself after 30 seconds of being broken and the Tiki Torch don't work in rain. Sadly I can't release it until gmod updates, as it requires treeSway. I'm not sure if its going to stay convar based or controlled over env_wind. Also I'm not sure if I should allow the cheap lamps to be spawned by everyone, or keep it admin-only. On one hand; Players might want a lamp outside their house. On the other; Someone is bound to spam them. And DynamicLight() is limited to 64 I think.
benis https://files.facepunch.com/forum/upload/58256/b75608e3-1b0b-4ca7-8799-33ce0787acf9/Honeycam 2018-07-08 17-19-55.mp4 https://files.facepunch.com/forum/upload/58256/0752da36-d240-41c4-adce-27663fe282da/image.png https://files.facepunch.com/forum/upload/58256/8de17c3a-da83-4347-967a-57facb0cd76c/image.png
does it use jigglebones
My friend liked the possibilities of my Ghoul SNPC base, so he had a silly idea for a survival horror element in our gamemode: https://www.youtube.com/watch?v=DdwlaKD-r6o&feature=youtu.be
No spooky scary skeletons background music... smh
We were still deciding, at the time, which version to put. We were stuck between the Equinox Eurobeat Mini Remix or the Living Tombstone Remix. I'm sorry
sometimes default jigglebone sucks ass so have to make fake ass shit to simulate the feeling. https://files.facepunch.com/forum/upload/58256/b0a9a8ff-0cb2-4263-9d49-77c2f16efc8b/Half Life Source 2018.07.08 - 20.34.40.07.webm
Ooooh, so it's simulated, i though you just were showing us a weapon model you did
https://youtu.be/-R-SJ0_j3Ao
You should have some building effect.
Still working on that gamemode for the contest. I've updated my IO stuff a bit and added couple new entities. Oh hey, I'm also gold now. So I've got that goin for me. https://youtu.be/b_Wg-C6644c
Decided to finish bipods https://www.youtube.com/watch?v=hpnYYvLXDt0
I made something similar a few months back. Once I got structural support implemented I stopped working on it. Yours certainly looks more polished though. https://i.gyazo.com/71b8523bc06cce2b5bb80fbf57fbaf88.mp4 https://i.gyazo.com/c4eac52501c9c885e353f6336c2efe65.jpg
A friend of mine tried pulling the effects from the game, didn't work out quite good.
You don't have to take everything from the game, but the building effect and progressive health increase is a part of their design worth adopting.
What about just spawn prop effect
https://www.youtube.com/watch?v=oOoRF_PRcuE There are plenty of Nextbot zombies on the workshop, but for my purposes they need to be able to climb, so, working off a Left 4 Dead Tank nextbot, I've given it the ability to climb.
Is that chewbacca? Also at the end of the video I'd suggest try doing something with CLuaLocomotion/JumpAcrossGap and see how it turns out.
Nothing special at all. Was considering doing a light intensity detection and creating a lamp, but would that be going too far?
Lmao I just downloaded the GTA V Weed pack. Might change in the future, considering it doesn't have an empty pot so you can put seeds in
Someone has hired me to make a them a private slot machine for there server. They wanted me to base it on a real slot machine so the game play mechanics and feature games are 1:1 with the original machine. The rest was just made up (his server is called SushiRP which is why I went for an ocean theme. I have created all the model, textures, sounds (except jackpot music) and code myself and although I normally struggle with creative ideas i'm pretty happy with how this has turned out. (Sorry for a bunch of random clips) https://www.youtube.com/watch?v=fmL0NSwUBys https://www.youtube.com/watch?v=XmVxVVvsEDY https://www.youtube.com/watch?v=VSStReoej9U
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