Here's a demo of the addon library in action for... a project of mine.
[media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_bigcity0000.jpg[/media][media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_bigcity0001.jpg[/media]
lol. Totally not done with that one yet. Still gotta put weapons in the crotches.
That's just terrible code there ([url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_mingebag_functions.lua[/url]).
Thats looking great so far, is it in the SVN?
[QUOTE=DarKSunrise;17565299]That's just terrible code there ([url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_mingebag_functions.lua[/url]).[/QUOTE]
I never got around to changing it to a player spawn event, rather than a set animation thing. It was a three second feature.
Otherwise, I don't see anyone else creating anything to enable disable addons.
Why reply?
[editline]11:55AM[/editline]
[QUOTE=R4zzer;17565612]Thats looking great so far, is it in the SVN?[/QUOTE]
Sure is.
[QUOTE=CptFuzzies;17569194]Otherwise, I don't see anyone else creating anything to enable disable addons.[/QUOTE]
It's called the Custom Addon Framework, and it works for whole addon folders, not just simple plugin scripts. Both it and yours share the same flaw, you can't enable/disable an addon that are not set to work for it. Now I know that's not really possible but it's the only thing that would make it really useful to people.
Your project is nice, yes, but it's nothing revolutionary.:smile:
[QUOTE=Crazy Quebec;17569515]It's called the Custom Addon Framework, and it works for whole addon folders, not just simple plugin scripts. Both it and yours share the same flaw, you can't enable/disable an addon that are not set to work for it. Now I know that's not really possible but it's the only thing that would make it really useful to people.[/QUOTE]
I'll add functionality for whole addons later, but at the moment, because I'm only using it to delimit a multiple features, I really only need it for that.
It's a given that it'll only work for addon's scripted for it, but I don't recall it having a menu to list all of the addon's that use it.
GMP doesn't have this yet, either, but it's not far from development.
[QUOTE=Crazy Quebec;17569515]Your project is nice, yes, but it's nothing revolutionary.:smile:[/QUOTE]
Thanks. :v: That'll give me some umph to code today.
What I think could be really useful to server owners is both a simple process to make an addon usable with the addon management system and a way to set a list of addons to use depending on the gamemode you're running (That is if you're willing to release it as a standalone addon. No need of a fancy GUI :smile:).
It gets quite annoying having to move PHX/Wiremod out of my addons each time I want to host something non-sandbox. :ninja:
I could release something polished like that either by today or tomorrow. I think tomorrow I'll be out doing placement testing, so it'll be on the back burner then.
[editline]12:27PM[/editline]
Also, your concept is already going to be put to use.
I need this done for the CS:S gamemode I'm slowly building on.
If the CS:S weapons were disabled once the gamemode was initializing, then well... :flaccid: something would be terribly terribly wrong.
So I'll be coding the gamemode to force that feature on.
[QUOTE=Crazy Quebec;17569753]What I think could be really useful to server owners is both a simple process to make an addon usable with the addon management system and a way to set a list of addons to use depending on the gamemode you're running (That is if you're willing to release it as a standalone addon. No need of a fancy GUI :smile:).
It gets quite annoying having to move PHX/Wiremod out of my addons each time I want to host something non-sandbox. :ninja:[/QUOTE]
You don't have to move it out, you can just rename info.txt to info2.txt, then it wont load.
[QUOTE=kevkev;17569917]You don't have to move it out, you can just rename info.txt to info2.txt, then it wont load.[/QUOTE]
I prefer disabled.txt. :downs:
[QUOTE=kevkev;17569917]You don't have to move it out, you can just rename info.txt to info2.txt, then it wont load.[/QUOTE]
:ninja:
...
Damnit I'm dumb.
Still looking forward to this because I'm too lazy to rename txt files now. :3:
Well, honestly, it'd be nice to have something in-game to control addons anyway.
[QUOTE=CptFuzzies;17569194]I never got around to changing it to a player spawn event, rather than a set animation thing. It was a three second feature.[/QUOTE]
Would be better if you kept their view model visible, and then they would have the "Gun cock" feature :)
Sounds like it would be true, but that's why told the engine not to draw the weapon, it's not in it's crotch.
A MingeBag's weapon is drawn at the crotch, at a specific position relative to the player. If I didn't tell the engine to not draw their world model, they would still be holding their weapons in their hands.
To recreate the crotch weapon effect, I'd have to place a fake weapon there.
[editline]02:45PM[/editline]
I'm thinking that I'll just make the project private and not release a single thing, considering that people are rude here. The first post has dumb ratings thrown at it for no reason.
[QUOTE=CptFuzzies;17572369]I'm thinking that I'll just make the project private and not release a single thing, considering that people are rude here. The first post has dumb ratings thrown at it for no reason.[/QUOTE]
It's Facepunch - if there were no trolls I wouldn't have been permabanned three times, or currently be banned for a week.
Usually I call them out. Once I do, I get labeled a jackass by the next 9 year old member in the following reply. It gets tiring fast.
Most of this is really poorly coded. I mean really bad. Releasing this under the guise of Garry's Mod [b]Plus[/b] is just wrong.
I don't say this to be a troll; its purely an observation. If you'd like me to point out some horrific things you've done, I'd be delighted.
No, please do. I know a few complete rewrites I need to get around to, but from day to day, I really don't have enough energy or motivation in me to complete new features or revise old code. However, overall and honestly, I hardly see any bad code.
I can be reached through Steam at valvprivate3 if you have the time.
[editline]04:47PM[/editline]
I've revised the SetPlayerAnimation to PlayerSpawn as it should have been done ages ago. However, I hardly see that as something massively disturbing.
Here's a few examples:
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_player_loadout.lua[/url]
In that script there are a few functions where you create an identical local table containing weapon classes. Creating it in two places is just silly, plus making it local forcing it to be recreated each time is even sillier. Every time those tables are created they have to be garbage collected; why not make a single table global to the file?
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_quake_sounds.lua[/url]
Holy fuck convars.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_player_chat.lua#13[/url]
Each time a player sends a chat, you're reading TWO files and exploding their contents... EVERY TIME.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_admin_functions.lua[/url]
I'm seeing lots of weird stuff in this file. Example:
[lua]
local function CC_GM_CreateJalopy( player )
local pPlayer = player;
if ( !pPlayer ) then
return;
end
if ( !( server_settings.Bool( "sv_cheats", 0 ) || pPlayer:IsAdmin() ) ) then
return
end
CreateJalopy( pPlayer );
end
[/lua]
Why even create the "pPlayer" variable? Why use "player" as a variable name and override the player library?
That's just a few examples and I haven't left the autorun/server folder yet.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_player_loadout.lua[/url]
I never thought in too deeply about creating it as a global table, considering I only use these tables for comparison of the base HL2 weapons. I'll just make it a global.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_quake_sounds.lua[/url]
Not really sure how to deal with that. In all honesty, this is a port of a feature from the mani admin plugin.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_player_chat.lua#13[/url]
Not a big deal, I'll just create a global table out of those files.
[url]http://code.google.com/p/gmodplus/source/browse/trunk/lua/autorun/server/gmpsv_admin_functions.lua[/url]
[lua]
local function CC_GM_CreateJalopy( player )
local pPlayer = player;
if ( !pPlayer ) then
return;
end
if ( !( server_settings.Bool( "sv_cheats", 0 ) || pPlayer:IsAdmin() ) ) then
return
end
CreateJalopy( pPlayer );
end
[/lua]
That's actually not my work. It's a C++ translation of subroutines in the SDK.
I'll fix it anyway.
Thanks for the feedback. I'd love more if you're willing, but I wouldn't pester you about it considering you took time out of your day just to point these out to me.
Greatly appreciated.
[b]Edit:[/b] DUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMBDUMB
:fuckoff: FAGGOTS.
[highlight](User was banned for this post ("Flaming / homophobia. Calm down." - mahalis))[/highlight]
You ganna make the in game faceposer thing?
[QUOTE=CptFuzzies;17572369]Sounds like it would be true, but that's why told the engine not to draw the weapon, it's not in it's crotch.
A MingeBag's weapon is drawn at the crotch, at a specific position relative to the player. If I didn't tell the engine to not draw their world model, they would still be holding their weapons in their hands.
To recreate the crotch weapon effect, I'd have to place a fake weapon there.
[editline]02:45PM[/editline]
I'm thinking that I'll just make the project private and not release a single thing, considering that people are rude here. The first post has dumb ratings thrown at it for no reason.[/QUOTE]
Sobstory so bullshit.
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