• Garry's Mod Extensions
    59 replies, posted
[img]http://gmodextensions.googlecode.com/files/gmod_extensions_logo_text.png[/img] [release][b]Garry's Mod Extensions[/b] [tab]SVN Checkout:[/tab] [url]http://gmodextensions.googlecode.com/svn/trunk/[/url] [/release] After working on Garry's Mod Plus for so long, I found the project to be heading in the wrong direction. Although the addon had fantastic new concepts and stable code, my method of releasing it was unsuccessful, and things could have been written better. The main problem, however, was I had been accumulating new features within the addon which were not intended to be included, thus not conforming to my goals for the project. I do not consider Garry's Mod Plus to be a failure, considering out of the project came the SWEP Bases sub-project. Now scripters can easily create their own weapons deriving from near 1:1 Lua equivalents of C++ hard-coded HL2 weapons. Out of GM+ also came the closest recreation of any of the CS:S weapons to date within the community. These are only two instances within a set of features out of the addon, and these two instances are limited only to SWEPs. GMod Plus has created the most accurate replicas of the HL2 HUD as well, and proper recreations of things we'd like to have back in the game, such as fall damage, once again with 1:1 Lua/C++ conversions. My target for Garry's Mod Extensions is minimalistic and old, and even mimics requests made in the Facepunch community for some time. I aim to create an 'extension' addon which ties together small features which provide a native feel to Garry's Mod. [b]Key[/b] [img]http://www.facepunch.com/fp/rating/wrench.png[/img] - Will ask Garry about including in next release of Garry's Mod [img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] - Same as [img]http://www.facepunch.com/fp/rating/wrench.png[/img], but questionable whether or not it may be accepted due to coding methods used [img]http://www.facepunch.com/fp/rating/tick.png[/img] - Finished and currently in the repository [img]http://www.facepunch.com/fp/rating/cross.png[/img] - Currently only a concept/wip [b]Concepts[/b] [i]Features:[/i] [list] [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Chat Command Library [*][img]http://www.facepunch.com/fp/rating/tick.png[/img] Extended Language (Proper verbiage for entity values such as "#worldspawn") [*][img]http://www.facepunch.com/fp/rating/tick.png[/img] Fall Damage [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Fixed Vehicle Seating Positions [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Multiplayer ai_keepragdolls [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Multiplayer Saved Games [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] mp_keepragdolls (Player Server-side Rag Dolls) [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] New event hooks [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] New methods within the Entity, NPC, and Player objects [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Ownership [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Anti-prop spam [/list] [i]Menus:[/i] [list] [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Addons [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Change Level [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Entities [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Mute [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Subversion [*][img]http://www.facepunch.com/fp/rating/cross.png[/img] Weapons [/list] [i]Rewritten SENTs:[/i] [list] [*][img]http://www.facepunch.com/fp/rating/tick.png[/img] Thruster (Adjusted notorious sound level to conform to [url=http://developer.valvesoftware.com/wiki/Soundscripts#SoundLevel]Valve's SoundLevel standards[/url]) [/list] [i]New STools:[/i] [list] [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Buoyancy [media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_construct0001.jpg[/media] [*][img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Distance [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/cross.png[/img] Nocollide - Multi [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Rotator [media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_construct0004.jpg[/media] [*][img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Skin [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Slider - Easy [media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_construct0003.jpg[/media] [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/cross.png[/img] Stacker [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Weight [media]http://img.photobucket.com/albums/v308/flaming-gummy-bear/gm_flatgrass0000-1.jpg[/media] [*][img]http://www.facepunch.com/fp/rating/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/cross.png[/img] Weld - Multi [*][img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/cross.png[/img] Unbreakable [/list] [i]Rewritten STools:[/i] [list] [*][img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/tick.png[/img] Nocollide (Allow nocollide with world, as using the Adv. Ballsocket method is "hacky") [*][img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] [img]http://www.facepunch.com/fp/rating/cross.png[/img] Rope (To disallow rope spam) [/list]
If you say don't rate me dumb, you will surely be rated dumb.
[QUOTE=HyperTails;18175235]If you say don't rate me dumb, you will surely be rated dumb.[/QUOTE] No, some Facepunch members are just rude. [editline]06:16PM[/editline] Added "New Libraries" and "New methods within the Entity, NPC, and Player objects" to the features list
Where is the new tools and new stuff ? I don't find new things added...
[img]http://static.facepunch.com/fp/posticons/wip-posticon.png[/img] [img]http://www.facepunch.com/fp/rating/book_error.png[/img] Yeah, and people rate [i]me[/i] dumb. Go ahead and rate me dumb right now, you'll obey me only to give me the rating. Rude.
[QUOTE=CptFuzzies;18175692]No, Facepunch members are just rude.[/QUOTE] Appropiate fix. Besides its reverse psychology. Some FPers can't handle this and go ahead and do it anyway. Anyway, if you could fix some of the things listed then you have my support, as these features are very handy and would come useful in our servers.
Oh sorry I see the skins vgui2 well it's good :)
Added the following STools: [list] [*]Buoyancy [*]Distance [*]Rotator [*]Skin [*]Slider - Easy [*]Weight [/list]
CptFuzzies, it's only a rating, why are you letting it affect you in a negative way?
It effects what feedback I get from my projects; I've been aiming to create clean coded, vanilla-esque addons for the community, and in return I receive horrid comments. As the thread becomes bombarded with negative aimless comments, the addon itself receives negative attention. GMod Plus, I admit had small faults, but not many. In fact, it took converted code directly from the Source SDK, which now makes some developers look like idiots for criticizing Valve's code, as I did not modify one bit the C++ to Lua converted code, there was not even commenting within the files.
Could you explain some of the features further or how they work/how we can edit them? Such as multiplayer saved games, difference between mp/ai keepragdolls, methods within the entities and this menu's section? Also, whats this vgui2 look like?
This was precisely the problem GMod Plus had, which is why I'm changing the development style for GMEX. There are so many features in GM+, I seriously cannot enumerate all of them. There's new libraries, new methods for multiple objects, butt loads of new commands, all that jazz. For GMEX, I'll list every last update and change I do. Multiplayer game saves with operate exactly how singleplayer game saves operate, the only difference being you won't need to restart the map. You can load, and load, and load multiple game saves in just a small amount of time. I've already stated what mp_keepragdolls is: [i]player[/i] server-side rag dolls. ai_keepragdolls is for NPCs. I'll be listing images for each menu concept once it's done. I'll be image and code snippet heavy in this thread to insure that readers understand every last bit within GMEX.
You shouldn't let it affect you negatively though. If someone makes a dumb negative comment just ignore it. But if that comment is about what features are pointless or what can be improved on, then see what you can change remove or add to make it better. Stay positive, if you're positive you're work will be good.
So we can just take out anything we don't want from the SVN I presume, I wouldn't want player ragdolls staying. and about the dumb rating? Probably annoyed because someone rated every post he made in his gmod plus topic dumb. Treat certain FPers like children, or insecure internet bullies. If you let them know you don't like something, they'll do it and probably feel better with themselves for doing it. Best just to ignore, until garry comes up with a better solution of ratings.
I'm questionable about whether or not I want to bring back in the addon library. It was conceptually amazing, but it was the root cause for a lot of players as to why weapons weren't working in GM+. The addon library was designed to allow you to disable certain aspects of the addon, or any other addon which used it. As for not wanting player ragdolls, mp_keepragdolls 0.
True...the less lua I have cluttering up my server the better though.
What is the mute menu for? There is already a mute menu built into every source game.
[QUOTE=Shadow_Hedgehog;18176702]True...the less lua I have cluttering up my server the better though.[/QUOTE] GMod Plus didn't have module-based features, as a result, if you deleted any of the manifest or function files, you destroyed the entire addon. I'll be aiming to create module based features for GMEX, so if you didn't want Ownership at all, and wanted to use someone else's prop protection, you could simply remove any "gmex_ownership_functions.lua" for shared instances, "gmexcl_ownership_functions.lua" for client-side instances and "gmexsv_ownership_functions.lua" for server-side instances. This is a hypothetical situation at the moment, due to there not being any ownership functions within the project yet, but it demonstrates how the addon is structured easily. [editline]07:19PM[/editline] [QUOTE=CowThing;18176747]What is the mute menu for? There is already a mute menu built into every source game.[/QUOTE] Chat.
That's useful :D
Added a screenshot of the Weight tool. Images with a [img]http://www.facepunch.com/fp/rating/wrench.png[/img] next to them indicate these are STools I will be querying Garry to add to the next release of Garry's Mod, for reference see [url=http://www.garry.tv/?p=1151]here.[/url] [editline]07:29PM[/editline] I'll make a transparent [img]http://www.facepunch.com/fp/rating/wrench.png[/img] to indicate which STools are questionable about being within the release. [editline]07:33PM[/editline] [img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/wrench.png[/img] Added screenshots for STools: [list] [*]Buoyancy [*]Slider - Easy [*]Rotator [/list] [editline]08:06PM[/editline] Added key to OP.
All of your posts get rated boxz0r lol
I decided it was time for a new avatar. [b]All hail the box king.[/b] [editline]10:25PM[/editline] Ported the Source SDK fall damage code. [editline]10:35PM[/editline] Added the rewritten thruster code.
it's kind of nice to sit back and watch someone literally melt down over some ratings. Why is it that you've even made a thread for this if 90% of the shit you want to code isn't even past the concept stage? So far you have "proper verbiage" which is just a few language.Add's and falldamage (which by the way already exists in gmod, mp_falldamage) and a few STOOLs. And then you've gone and made a little icon that indicates whether you've hacked something together with dodgy code or not, which kind of makes me doubtful that you know what you're doing at all.
[QUOTE=Sechs;18180135]it's kind of nice to sit back and watch someone literally melt down over some ratings. Why is it that you've even made a thread for this if 90% of the shit you want to code isn't even past the concept stage? So far you have "proper verbiage" which is just a few language.Add's and falldamage (which by the way already exists in gmod, mp_falldamage) and a few STOOLs. And then you've gone and made a little icon that indicates whether you've hacked something together with dodgy code or not, which kind of makes me doubtful that you know what you're doing at all.[/QUOTE] Would you like to borrow some of my boxes? I can dub you my box prince and we can rule the entire subforum together. :smug: Aren't you the same chap who was complaining about L4D2? That's cute, and then you want to complain about my addon, too. :golfclap: I know what your hobby is. :downswords: Yeah, "just a few language.Add's", you know, there's an entire repository devoted to creating [i]just[/i] map icons, and weapon icons for the GUI. "...falldamage (which by the way already exists in gmod, mp_falldamage)..." :downswords: Which doesn't work. On or off, it's 10 damage, but you didn't know that and just want to troll, just like every other Facepunch member who can't do anything better with their time. "...and a few STOOLs..." which no one has created cleanly or even had the balls to talk to Garry about adding them to the game, regardless whether or not he adds or even likes them. "...And then you've gone and made a little icon that indicates whether you've hacked something together with dodgy code or not, which kind of makes me doubtful that you know what you're doing at all...." Yep I made [url=http://www.famfamfam.com/lab/icons/silk/]these[/url] icons :mmmsmug:, and the code is soo dodgy. :fuckyou: [QUOTE=CptFuzzies;18176236]...In fact, it took converted code directly from the Source SDK, which now makes some developers look like idiots for criticizing Valve's code, as I did not modify one bit the C++ to Lua converted code, there was not even commenting within the files....[/QUOTE] Keep commenting on my work like this, and I'll keep ripping you new assholes and continue making you look like an idiot.
Not to say anything but there is already a working mp_falldamage fix, just saying. Was another reason that I asked if we can remove things or not, as they would conflict. Although I hope yours will be better as the one i'm using seems to be overly sensitive, the minimal fall damage seeming to be about 50 and if you fall just a tiny bit higher, death. [url]http://www.facepunch.com/showthread.php?t=772053[/url] and theres another fix that someone else made, although I haven't tried it. Infact alot of the features he's listed are already made somewhere, working or not...most cases not working.
I dont like Awate's. Just use this, which works very nicely. [lua]function MPFallDamage( ply, vel ) if GetConVarNumber( "mp_falldamage" ) == 1 then vel = vel - 580 return vel*(100/(1024-580)) end end hook.Add( "GetFallDamage", "MPFallDamage", MPFallDamage )[/lua]
[QUOTE=CptFuzzies;18180249]Would you like to borrow some of my boxes? I can dub you my box prince and we can rule the entire subforum together. :smug: Aren't you the same chap who was complaining about L4D2? That's cute, and then you want to complain about my addon, too. :golfclap: I know what your hobby is. :downswords: Yeah, "just a few language.Add's", you know, there's an entire repository devoted to creating [i]just[/i] map icons, and weapon icons for the GUI. "...falldamage (which by the way already exists in gmod, mp_falldamage)..." :downswords: Which doesn't work. On or off, it's 10 damage, but you didn't know that and just want to troll, just like every other Facepunch member who can't do anything better with their time. "...and a few STOOLs..." which no one has created cleanly or even had the balls to talk to Garry about adding them to the game, regardless whether or not he adds or even likes them. "...And then you've gone and made a little icon that indicates whether you've hacked something together with dodgy code or not, which kind of makes me doubtful that you know what you're doing at all...." Yep I made [url=http://www.famfamfam.com/lab/icons/silk/]these[/url] icons :mmmsmug:, and the code is soo dodgy. :fuckyou: Keep commenting on my work like this, and I'll keep ripping you new assholes and continue making you look like an idiot.[/QUOTE] lmao, i think i pissed him off with my blunt yet accurate post. sounds like someone needs to cool their jets (and also go easy on the emoticons).
[QUOTE=Sechs;18181157]lmao, i think i pissed him off with my blunt yet accurate post. sounds like someone needs to cool their jets (and also go easy on the emoticons).[/QUOTE] He's right about falldamage though, it doesn't work like it used to.
well then i'm sure it's been submitted to garry in one way or another and it'll get fixed in due time without a silly lua mod to replace an already implemented console command
[QUOTE=Sechs;18181193][img]http://img156.imageshack.us/img156/184/hurfgurf.gif[/img][/QUOTE] Need some help with your mouth there? Because everything that comes out of it is dribble. [editline]01:22AM[/editline] Oh by the way, you're wrong. It hasn't been fixed for a LARGE amount of distributions, and I doubt it'll happen this upcoming one either. My estimation is that as a result of allowing Lua to be used to control the fall damage, the engine does not take over default action as it should.
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