• GMod - What are you working on? January 2015 (#41)
    781 replies, posted
Happy new year all! [img]http://i.imgur.com/pz8ESAM.png[/img] [B]Highlights from the [URL="http://facepunch.com/showthread.php?t=1439600"]previous thread[/URL][/B] [QUOTE=Arizard's bhop streaks;46611734]definitely my proudest moment [vid]http://a.pomf.se/nlvhfa.webm[/vid][/QUOTE] [QUOTE=robbert^^'s ZS gamemode;46622936]i'm feeling confidant enough to share some things here so here we go.. -text snipped- [B]please forgive me for my horrible spelling and text alignment.[/B] made this about a week or 2 ago, all done with table sorcery so it's aprox. ~80 lines long, if highlights what you selected while you're still able to hover over other things or select something else. the text also changes and is easy to edit in case you want to change the description or you made a new class and want to change everything. for the blank space on the left, i'm planning to make it so it displays how many people are playing X class, so you can select what is best for your team. [t]http://cloud-4.steampowered.com/ugc/537380569025874134/293CE8D77A04B8140ACDF21143AAF2439C80D1DD/[/t] A zombie class selection menu. Same thing as the other menu but then for zombies! [t]http://cloud-4.steampowered.com/ugc/537380569135686319/0734BCE4D27E15C0F769485A4830ACD21776764D/[/t] My hud and colormod, the hud will be re-done since the alignment is kinda bad and i have the felling it could be way better. as for the colormod, it's dynamic, it changed depending on your health and eases in the new color. [t]http://cloud-4.steampowered.com/ugc/537380569164652762/585B355A7038394EF91710E06BD2209CB61DE3C7/[/t] another picture of the color mod. [t]http://cloud-4.steampowered.com/ugc/537381259071990092/905FA748A45E5B58D02345B4ECAB1AAC4EC53C39/[/t] i still have a fuck ton todo but it's getting there, hopefully it will be out of alpha in the next 5 weeks or so. as for where the older gamemode came from, it originally came from a community called mr.green. made and developed by by their coder from that time. big dibs to him and the other coders that worked on it and i hope i can bring it back![/QUOTE] [QUOTE=Giraffen93's 3D Printer;46640704][media]http://www.youtube.com/watch?v=MnSJn7gLN4E[/media] By the power of maths! I gotta go to bed.[/QUOTE] [QUOTE=PotcFdk's particles, lights and lasers;46656377]It began with listening to music and I just kept adding stuff to it. [video=youtube;j_x9kPunLe4]http://www.youtube.com/watch?v=j_x9kPunLe4[/video][/QUOTE] [QUOTE=rebel1324's inventory system;46691819]Finalizing inventory. The inventory bug seems pretty well organized. So, I just added recursive inventory search/add today. [media]http://www.youtube.com/watch?v=9uyAw7z9Fqc&feature=youtu.be[/media][/QUOTE] [QUOTE=arcaneex's drag and drop inventory;46707863]Drag N Drop inventory with world pickup and throwing items out. Loadout is planned aswell. (Drag weapon to assign primary weapon, pistol to pistol slot, armor to armor slot and etc) This is just barebones inventory with database syncing. Custom spawnicons thanks to MDave, been trying to figure them out a long long time [video=youtube;R420L6vWSxA]http://www.youtube.com/watch?v=R420L6vWSxA[/video] jesus how come I get 1440p on my vid :suicide:[/QUOTE] [QUOTE=stupid-'s festive TTT scoreboard;46713186]I'm not the best coder, but modified the TTT Hud and Scoreboard ever so slightly for Christmas. [T]http://puu.sh/duVcd/c7b73599ec.jpg[/T][/QUOTE] [QUOTE=LilSumac's Stalker RP menus;46731643]I've been working on a gamemode for a STALKER RP server, and it's making excellent progress. Here's a little of what's present so far, from scratch: [B]Inventory[/B] [MMO-Styled Grid] [img]http://i.imgur.com/f85MoD4.png[/img] [img]http://i.imgur.com/VUphWik.png[/img] [img]http://i.imgur.com/qCS1nEj.png[/img] [img]http://i.imgur.com/YGC7TYS.png[/img] [B]PDA Network[/B] [Linked with network tower entities] [img]http://i.imgur.com/f85MoD4.png[/img] [img]http://i.imgur.com/RBabtSF.png[/img] [img]http://i.imgur.com/fc4TAGT.jpg[/img] [img]http://i.imgur.com/NbtcR0o.png[/img] *This is reflective of actual in-game script statistics![/QUOTE] [QUOTE=Robotboy655's colourable vehicles;46735203]I did a thing today! [img]http://i.imgur.com/rCJQAzl.jpg[/img][/QUOTE] [QUOTE=Phoenixf129's new GMod DayZ HUD;46765906] New UI: [vid]http://ph129.net/i/Rmx0BO.mp4[/vid] So I recoded the entirity of the UI today for [url=https://scriptfodder.com/scripts/view/369]GMod DayZ[/url]. If anyone wants to check it out, you can always [url=steam://connect/m.gameswitchers.co.uk:28015]click here[/url]. Added a Cooking system, (Todo Groups/Help, and more, I forgot exactly), and just made it better than it was (It's all modular now!). (I don't know how to fix the aliasing on the images though). [url=http://ph129.net/i/ofXOdi.png]This is what it looks like.[/url] (Rewriting the bottom left HUD tomorrow, once I have a few ideas) And a new [url=http://ph129.net/i/GI7Ams.png]Character Creation System[/url] also.[/QUOTE] [QUOTE=Exho's Garry Phone;46788034]The Garry Phone! Creating a phone is something I've wanted to do and will kinda be a clone of the rPhone on Scriptfodder, it will be free and will work with Sandbox and DarkRP at the least. If you want to see what app creation will look like, you can find the [URL="https://github.com/Exho1/gPhone/wiki/App-Creation"]WIP wiki here[/URL]. My plans for the cellular signal would be like you have 5 bars within X units of Vector(0,0,0) and then signal drops as you get farther out but it won't have any effects on the phones use [video=youtube;HIQi4s_lEUA]http://www.youtube.com/watch?v=HIQi4s_lEUA[/video][/QUOTE] [QUOTE=MDave's PrintTable colours;46800585]I recently worked a lot with recursive tables, and the PrintTable output is just not readable enough, so I made my own stuff: [IMG]http://dl.dropboxusercontent.com/u/7659139/Facepunch/PrintTableGrep.png[/IMG] Fancy colors, keys sorted both alphabetically and by value, guide lines added for tables. Also features a quite useful feature: "reference tracking". If it describes a table, when it encouters it again, it won't print again, instead it will tell where it encoutered the table first. Also gives extra info about printed functions, so they are easy to find in the source files.[/QUOTE] [QUOTE=LinkTwilight's TTT traps;46809041]Working on more traps for TTT. [video=youtube;5qM6L_9r3XE]http://www.youtube.com/watch?v=5qM6L_9r3XE&hd=1[/video][/QUOTE]
Thanks for reminding me what a lazy cunt I've been this past month
No pictures, but I [URL="https://github.com/suchipi/gmod-server-docker"]containerized the gmod server in Docker, using a Dockerfile[/URL] and then wrote a [URL="https://github.com/Metastruct/miniserver"]simple RESTful web api in lua[/URL] that can be used to remotely manage a server node that runs those same containers. I also wrote a build system that will make a Docker image from workshop addons (it's just a bash script that takes your collection ID, steam web api key, a gamemode, a map, and the IDs of all the items you want to resource.AddWorkshop for client's sakes) based on an existing image base (which makes it easy to add something to every server and rebuild). I'm working on the GLua API client now that will be used to remotely manage it. Once it's all done, on our server we'll be able to dynamically ramp up and destroy small servers that run simple gamemodes (like q3ffa, prop_hunt, etc), and it'll be easy to send players back and forth between them. The chats across all servers are gonna be networked, too (I'm not sure yet how I'm gonna handle service discovery, or if the main server will just act as a master point routing all requests). The base Docker image also exposes a writable filesystem layer that sits on top of the base gmod server via a docker volume, so that you could run multiple servers on the same Linux host and only save the changes into your directory (and share the disk space for the gmod base server), which facilitates running servers through this system while maintaining changes across restarts (if you don't want to use it for throwaway servers like I am). This system could also theoretically be used to scale up servers on the fly, e.g. start a new 32-player DarkRP server on remote node x with a dynamically-generated hostname (SuperLeet Servers - DarkRP #42) once you detect that server #41 has been filled, and shut a server down automatically once no players have connected for an hour and other servers have space. There's still a lot of cement and glue to put down but with this the sky's the limit when it comes to automating server creation, abstraction, building, updating, and destruction.
That's similar to how we plan on making a lobby like thing, have the lobby server create servers on the fly for smaller gamemodes, but we wouldn't need to save changes on the fly(all in a database)
My life is fulfilled. I made the highlights.
[IMG]http://puu.sh/dUEMN/58af5e44b9.png[/IMG] I tried to make my own angle:Rotate (gmod's one is not working) Very nice EDIT : Vector:Rotate()*
[QUOTE=ExtReMLapin;46832586][IMG]http://puu.sh/dUEMN/58af5e44b9.png[/IMG] I tried to make my own angle:Rotate (gmod's one is not working) Very nice[/QUOTE] You mean GMod doesn't have Angle:Rotate :v:
Uh, sorry, i mean Vector:Rotate()
[QUOTE=ExtReMLapin;46832669]Uh, sorry, i mean Vector:Rotate()[/QUOTE] I'd love to hear what "doesn't work" about it.
[QUOTE=ExtReMLapin;46832669]Uh, sorry, i mean Vector:Rotate()[/QUOTE] Works for me just fine?
happy new years! working on a chat tags addon..no pics because no
Why did twilights trap get on the bottom of the list :( ?? Its better then some of the stuff even displayed in the highlights...
[QUOTE=BigBadWilly;46833566]Why did twilights trap get on the bottom of the list :( ?? Its better then some of the stuff even displayed in the highlights...[/QUOTE] I believe it's in chronological order of the post. Holy shit I'm up there. :quagmire:
I'm making bad-air stuffs really cool but still, I don't know what to do with "Refract" Materials is preventing drawing ViewModel. Also, Another Highlight, Neat! [t]http://i.imgur.com/fR62DRr.jpg[/t]
I [url=https://github.com/garrynewman/garrysmod/pull/847]made my own TraceEntity[/url] (and hull trace). [vid]http://a.pomf.se/chnplg.mp4[/vid]
One day, I will get up there, and be first to post.. One day...
Apparition system for my future gamemode [video=youtube;aYf9r3IzC1Y]http://www.youtube.com/watch?v=aYf9r3IzC1Y[/video] [video=youtube;YMCHgRPSGNw]http://www.youtube.com/watch?v=YMCHgRPSGNw[/video]
Metro 2033 Style Gas-Mask [t]http://i.imgur.com/FfGVONQ.jpg[/t] [t]http://i.imgur.com/pSwd18E.jpg[/t] [t]http://i.imgur.com/cIYCLbZ.jpg[/t] [editline]1st January 2015[/editline] The damage is dynamic [editline]1st January 2015[/editline] Simple Video: [media]http://www.youtube.com/watch?v=e-ZhG56eKIE[/media]
[QUOTE=Robotboy655;46832948]I'd love to hear what "doesn't work" about it.[/QUOTE] Oh, my bad, i was using it without any variable (i was using it like : Vector(42,42,42):Rotate(Angle(25,0,0)) )
[QUOTE=rebel1324;46834193]Metro 2033 Style Gas-Mask [/QUOTE] Is that a Darth Vader breathing sound effect lol?
[QUOTE=Ott;46830585]Make the position change with head tilt [/QUOTE] [video=youtube;2n5o-BNl45w]http://www.youtube.com/watch?v=2n5o-BNl45w[/video] Like that ? I was only moving my head on the left/right, no roll or up/down moving
I made this because *holy shit* people are complaining about having their E2s stolen by admin abusers. [url]https://github.com/Divran/simple-e2-theft-protection[/url] The reason this isn't in wiremod by default is because wiremod isn't an administration addon. It's a content addon. It's up to the prop protection mods and admin mods to help administrate servers. (And also, just don't go to servers with shit admins).
Repost cause it was at the end of the last thread :p I've improved upon my multiplayer code and I believe I've got the correct method of doing it but I have yet to actually test the script with another player so it likely wont work. I've also designed my own system for timing game events instead of using the default Think function that I call "Tickers", unfortunately they run in a Think function but it does a better job of being consistent. Using them is optional in games! [video=youtube;TZ_WJU5MQ_k]http://www.youtube.com/watch?v=TZ_WJU5MQ_k[/video] You can grab it off my Github if you are interested in developing an application of your own, the app code shouldn't change too much. [url]https://github.com/Exho1/gPhone/[/url] [url]https://github.com/Exho1/gPhone/wiki/App-Creation[/url]
I hope it's less glitchy than XCode :v:
Does this mean i have to make gAndphone?
[QUOTE=JustMondo;46834577]Is that a Darth Vader breathing sound effect lol?[/QUOTE] It was basically a WIP darth vader simulator before he converted it
I created a SublimeLinter plugin to check GLua code for syntax errors, it's on package control as SublimeLinter-contrib-glua. Make sure to follow the [URL="https://github.com/gmodcoders/SublimeLinter-contrib-glua"]instructions in the GitHub readme[/URL] to get it to work. It uses cartman300's GLua compiler, [URL="https://github.com/cartman300/gluac"]gluac[/URL]. [IMG]http://samuelmaddock.com/up/2015-01-01_15-50-19.png[/IMG]
There are _much_ better ways to handle that IMO, one being replicating his code in python or writing a simple syntax verifier(similar to what the ACE editor does for Lua)
I didn't really like [URL="http://facepunch.com/showthread.php?t=1421714&p=45857365&viewfull=1#post45857365"]my old admin mod[/URL] so I decided to make another, it's currently a work in progress but here's what I've done so far. I'm going to call it d_Admin, it was one of the names I considered for my old one too. [video=youtube;a4Fh42Mll2Y]http://www.youtube.com/watch?v=a4Fh42Mll2Y[/video] - Modular tabbed menu, much like Evolve's and ULX's. - Rank editor - you can assign targetting options too to restrict users using commands on others depending on their immunity. (same as in my old mod) - Everything's stored in MySQL, which is a huge bonus over my old mod. - Warning if you try and give any other usergroup root access [img]http://ss.infd.us/2015/01/2015-01-01_21-14-30.png[/img] Big thanks to aStonedPenguin and thelastpenguin for helping me with the MySQL stuff, and providing [URL="http://facepunch.com/showthread.php?t=1441753"]pMySQL[/URL].
[QUOTE=Map in a box;46836863]There are _much_ better ways to handle that IMO, one being replicating his code in python or writing a simple syntax verifier(similar to what the ACE editor does for Lua)[/QUOTE] I had been using a different [URL="https://github.com/SublimeLinter/SublimeLinter-lua"]SublimeLinter plugin for regular Lua[/URL] syntax which already made use of luac. When I discovered gluac, I figured it would be quick and easy to create a new SublimeLinter plugin for GLua syntax. While there might be a better way to handle this, it works for me and I figured others might find it useful.
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