• GMod - What are you working on? September 2016 (#61)
    330 replies, posted
[img]http://i.imgur.com/g9Ha2FF.png[/img] [B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1529285"]previous thread[/URL][/B] [QUOTE=Ott's perk tree;50818761]After about a month of meditation on how to draw a perk tree with minimal effort, I have come up with a solution: [vid]https://my.mixtape.moe/etxrvh.webm[/vid] Text editing! [img]http://i.imgur.com/EohjGdo.png[/img][/QUOTE] [QUOTE=grinchfox's procedural shipment textures;50822442][THUMB]http://i.imgur.com/Mc7XPTL.jpg[/THUMB] Procedurally generated food shipments textures [QUOTE=grinchfox;50864407]More procedurally generated shipments [thumb]https://vixen.nxserv.eu/owncloud/index.php/s/f8X6dXvZk0KtI5v/download[/thumb] and vending machine for shipments [video=youtube;GLV5WVCULrY]https://youtu.be/GLV5WVCULrY[/video][/QUOTE][/QUOTE] [QUOTE=dence47's stock addon;50834570]I made a stocks addon and it uses all of the current companies in NASDAQ. My monitors apparently have two different color variants so I don't know if the menu is too bight / too dull or straight up doesn't match.(It's a darker blue on my other monitor) Or maybe it's OBS, I have no clue. I will most likely add a news section for the company if the user wants to view it but I doubt my community is competent enough to understand what the heck is going on in terms of stocks :v: [video=youtube;VHAJPLw67RU]https://www.youtube.com/watch?v=VHAJPLw67RU&feature=youtu.be[/video][/QUOTE] [QUOTE=jaooe's chat box;50843525]First go at a chatbox [vid]http://puu.sh/qsRpU/e5a6a6e0b5.web[/vid][/QUOTE] [QUOTE=Nak's MusicXML thingy;50853333][media]https://www.youtube.com/watch?v=bLX7NRrOv5g[/media] Got slightly envy of people who can play on the piano .. so made a script that can read and play MusicXML files (with help from Pythons XML script). I think I got most of the elements don; finished support for 15 sound paths, repeating measures and titles/messages. Only need to fix a few bugs, pack it into something useful and add lyrics-support. I downloaded the random songs from [url]www.musescore.com[/url], if anyone are interested. (Yes, I had to re-learn how to read notes. Wasn't fond of my music teacher, back when I was 9. Their website is better than his teaching btw.)[/QUOTE] [QUOTE=AlbertoBC's gamemode;50855418][B][U]DESOLATION[/U][/B] [I][B]A survival gamemode[/B][/I] So, for the last month I've been working on a survival gamemode. It's about to get out of the Alpha state, so there are many placeholder models for entities. (And I also still have to make a HUD) [IMG]https://4.bp.blogspot.com/-zMZmzcGHAhI/V6opIn1wzzI/AAAAAAAACQg/fdvmczMj_QUjBGX4nLvmdk-6rKdqYXiFQCLcB/s1600/gm_construct0000.png[/IMG] [IMG]https://3.bp.blogspot.com/-1hzGN6jE2DY/V6opGdl0U1I/AAAAAAAACQc/U_zvRMI3bCU_MEwNis2dRdh1fIm_tOgxACLcB/s1600/gm_construct0002.png[/IMG] [IMG]https://2.bp.blogspot.com/-qAJ3kWI_9Xs/V6om4gqqeAI/AAAAAAAACQM/AsPet2dPuVc4UiSpFEO-W8z1GCplwreYACLcB/s1600/gm_construct0006.jpg[/IMG] [IMG]https://4.bp.blogspot.com/-HPfZ0_PmjYU/V6om3OjW8fI/AAAAAAAACQA/XWWgVuT8W3gG7QiNge5_xJYiZA0I1Wa8gCLcB/s1600/gm_construct0003.jpg[/IMG] [IMG]https://4.bp.blogspot.com/-VR8d5jkXOhI/V6om35hlbZI/AAAAAAAACQE/xHLNJ-PzmAUXEYB6mV4jTf1IkUUf1m_2QCLcB/s1600/gm_construct0005.jpg[/IMG] [IMG]https://4.bp.blogspot.com/-4FVubrGy-Ic/V6om4NCTrlI/AAAAAAAACQI/BWah8x9B1PghXEFHXtRxI5KRMAxrtuHSgCLcB/s1600/gm_construct0004.jpg[/IMG][/QUOTE] [QUOTE=Breny's inventory system;50878874]I've been working on an item system the past few days. It features item qualities, many different types of item types, etc. You can also filter based on itemtype, have flavortext to spice up some better items etc. The back-end is mysql with relational databases, based on World of Warcraft's setup (ty Hoffa for help with that). Item icons are loaded while in-game and saved, so they only generate once ever and you don't have to worry about long download times. The plan is to get something that works really well even with a shitton of items, without all the downloading. Video showing off the inventory, you can also see the icons being generated when I first open it: [vid]http://a.pomf.cat/syqoyk.mp4[/vid][/QUOTE] [QUOTE=McDunkable's procedurally generated universe;50899129]Quick post! I've made yet another thing. In sequence from beginning to where I am when I posted this: [t]https://puu.sh/qE8oc.jpg[/t] [t]https://puu.sh/qE8Bt.jpg[/t] [t]https://puu.sh/qEa42.jpg[/t] [t]https://puu.sh/qE9Gl.jpg[/t] [t]https://puu.sh/qEb2N.jpg[/t] The bodies are icospheres that way poles aren't more dense with triangles, but mainly so you don't have a sense of direction. I'm thinking of setting the fog's density as a function of how near you are to a planet taking in consideration its radius. Deforming the terrain was surprisingly easier than I expected. My next step would be to generate vertex normals, so the lighting is smooth across the whole mesh. Not exactly sure where I'm going with, but mainly to show how easy it is to create a procedurally generated universe with [B]multiplayer[/B] support... looking at you No Man's Sky... At the moment the planets are created on the server manually and built on the client, but just by networking a seed, I can have the client generate it all completely, or generate it all on the server and network it to the client. Currently terrain deformation is the same for all clients, as I already network a seed, works very similar to when I made this: [t]https://puu.sh/pwYgM.jpg[/t][/QUOTE] [QUOTE=Giraffen93's dice roll game;50903380][vid]https://my.mixtape.moe/gygcpa.mp4[/vid] [QUOTE=Giraffen93;50910430][vid]https://my.mixtape.moe/waywmq.mp4[/vid] even more styling[/QUOTE][/QUOTE] [QUOTE=bizzclaw's PDA;50915886]I got permission to use the Pip-Boy Readius model as a PDA, so I've started setting up it's various menus for use in a gamemode. Almost finished the Items tab [vid]https://dl.dropboxusercontent.com/u/41867685/sharex/pics082016/2016-08-19_15-58-24.mp4[/vid] Going to probably choose a different font, then get working on the rest of the menus. The only problem is that since the menu is 3D, It currently only supports keyboard input which. I'm going to have a hell of a time getting it working for mouse. I tried to use Handsome matt's 3d2d library, but it's more meant for people to press E on menus that pop up in the world and I couldn't get it to work exactly with this. And yes, another fallout gamemode. I'm full of originality.[/QUOTE] [QUOTE=StonedPenguin's shipments;50935280]Decided to do something similar to grinchfox's shipments [t]https://fi1.es/6cw[/t][/QUOTE] [QUOTE=find me's units;50937853][video=youtube;qLGzxJSb56Q]http://www.youtube.com/watch?v=qLGzxJSb56Q[/video] Small battle, the resistance hold out. Minor effect and audio changes. Fixed some bugs. I'm not sure how to scale effects, which is why the blood effect is also large. But I think it's better than the laser for now. [t]https://s9.postimg.org/psuca8rbj/Scaled_Models.png[/t] Scaled the "buildings" too. [QUOTE=find me;50948346]It says it's public. Maybe cause I just uploaded it. [video=youtube;loFAjvXO8YA]https://www.youtube.com/watch?v=loFAjvXO8YA[/video] I have working doors. I think I will use spawners to give players a chance to obtain "tougher" units.[/QUOTE][/QUOTE]
Double socket (for SeriousRP gamemode) The plugging in and unplugging will involve disabling collisions from Lua. Also, the switch positions will have their visibility toggled accordingly (bodygroups) when pressing E on the corresponding side of the socket. [img]http://images.akamai.steamusercontent.com/ugc/251461588464086935/741E4F2083D141529A5A7391C8920D96BFBFDC8C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to%3D%2A%2C%2A%7C1024%3A576&background-color=black[/img]
Remade my dealer (not finished yet) Main menu: [t]http://imgur.com/RwP53y1.png[/t] Vehicle menu: [t]http://imgur.com/2QrZEQC.png[/t] lil lights feature: [t]http://imgur.com/R2SPJko.png[/t] I know the padding is a bit off, but I'm not done yet ;)
Working on a nice interface based on the Battlefield 1 main menu. Here's what I have so far. [vid]http://a.pomf.cat/ppzjqo.mp4[/vid] It's nothing special, but I'm happy with the hour of work I've put in.
[img]http://i.imgur.com/HkdsPng.png[/img] This just makes me sad. ( DLabel source )
Wanted to learn how to use meshes. Coded a small neat 3d music visualizer just to test a bit. [video=youtube;LuMVy9y-p20]https://www.youtube.com/watch?v=LuMVy9y-p20&feature=youtu.be[/video]
[QUOTE=Datamats;50984151]Wanted to learn how to use meshes. Coded a small neat 3d music visualizer just to test a bit. [video=youtube;LuMVy9y-p20]https://www.youtube.com/watch?v=LuMVy9y-p20&feature=youtu.be[/video][/QUOTE] O.o Thats... Just amazing...
[QUOTE=BlackSnow;50984382]O.o Thats... Just amazing...[/QUOTE] Thanks a lot, I had honestly no idea what to do when I made this. But it turned out somewhat decent. :v:
[QUOTE=ph:lxyz;50980728]Double socket (for SeriousRP gamemode) The plugging in and unplugging will involve disabling collisions from Lua. Also, the switch positions will have their visibility toggled accordingly (bodygroups) when pressing E on the corresponding side of the socket. [img]http://images.akamai.steamusercontent.com/ugc/251461588464086935/741E4F2083D141529A5A7391C8920D96BFBFDC8C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to%3D%2A%2C%2A%7C1024%3A576&background-color=black[/img][/QUOTE] I like what your doing with the outlets, are you going to make them an entity to be placed around maps? Also will this be a game mode people can download or are you going to have a server up for? I didn't read anything from the last thread so I don't know if you answered these in the last thread.
[QUOTE=Kyle_1337;50984652]I like what your doing with the outlets, are you going to make them an entity to be placed around maps? Also will this be a game mode people can download or are you going to have a server up for? I didn't read anything from the last thread so I don't know if you answered these in the last thread.[/QUOTE] To answer your questions: 1) These outlets are one of a number of types of items that can be manufactured and sold for use by RP companies to form electrical grids within the gamemode. 2) This gamemode is named SeriousRP and will be free (liberty license - see the link for details). I've been designing it for a long time now. When I release it, it will be available at [url]http://github.com/philxyz/seriousrp[/url]. 3) There is a lot more than this that I have done and / or designed but that I'm not announcing yet.
[QUOTE=ph:lxyz;50984778]To answer your questions: 1) These outlets are one of a number of types of items that can be manufactured and sold for use by RP companies to form electrical grids within the gamemode. 2) This gamemode is named SeriousRP and will be free (liberty license - see the link for details). I've been designing it for a long time now. When I release it, it will be available at [url]http://github.com/philxyz/seriousrp[/url]. 3) There is a lot more than this that I have done and / or designed but that I'm not announcing yet.[/QUOTE] Are they just being bought and sold as is? Is there a way for the player to "produce" these goods being sold or it it just bought in a shop and resold?
[QUOTE=ph:lxyz;50984778]To answer your questions: 1) These outlets are one of a number of types of items that can be manufactured and sold for use by RP companies to form electrical grids within the gamemode. 2) This gamemode is named SeriousRP and will be free (liberty license - see the link for details). I've been designing it for a long time now. When I release it, it will be available at [url]http://github.com/philxyz/seriousrp[/url]. 3) There is a lot more than this that I have done and / or designed but that I'm not announcing yet.[/QUOTE] Wow. Really cool idea, I love the idea of the outlets that seems amazing. I will be sure to check it out once it's done. Thanks for the answer.
[QUOTE=Datamats;50984151]Wanted to learn how to use meshes. Coded a small neat 3d music visualizer just to test a bit. [video=youtube;LuMVy9y-p20]https://www.youtube.com/watch?v=LuMVy9y-p20&feature=youtu.be[/video][/QUOTE] Fucking Awesome. But i've got a question. How the fuck did you do that monstrosity?
[QUOTE=Keosan;50985027]Are they just being bought and sold as is? Is there a way for the player to "produce" these goods being sold or it it just bought in a shop and resold?[/QUOTE] Each type of item in the gamemode is produced by a machine which consumes some items and produces others. This outlet/socket (for example) would be produced by a machine that has been "crafted" by an engineer (who may work for an engineering organization). The machine will require plastic and metal as inputs and produce its designated type of output. Only some items are crafted (and only by specified group types) because other groups buy machines to produce those items (instead of grinding XP like in an RPG). Every item in the game is defined in a shared lua file so that individual servers can customize what items they have and which types of organizations can produce which types of item-producing machines. Some machines require fire to produce their output, others might require gasoline, others yet might require electricity themselves. Fire is created using wood. I will specify the default for how this works but a server owner that knows Lua will be free to remap the entire thing or add / remove items and machines as they wish. I have plans that go further than this but I'm just giving away a little bit of detail now for those that are interested :)
[QUOTE=geferon;50985358]Fucking Awesome. But i've got a question. How the fuck did you do that monstrosity?[/QUOTE] and what does depth represent?
[QUOTE=Robotboy655;50983573][img]http://i.imgur.com/HkdsPng.png[/img] This just makes me sad. ( DLabel source )[/QUOTE] When I was actively developing on Garry's Mod, I gave up on trying to make good UI due to stuff like this littered all throughout the controls. It gets worse the further in you go and more advanced UI you try to make.
[QUOTE=Robotboy655;50983573][img]http://i.imgur.com/HkdsPng.png[/img] This just makes me sad. ( DLabel source )[/QUOTE] Yeah, aligning with tabs is gross - indent with tabs, align with spaces
[QUOTE=Robotboy655;50983573][img]http://i.imgur.com/HkdsPng.png[/img] This just makes me sad. ( DLabel source )[/QUOTE] [CODE]-- all three methods are semantically identical. Player.Name Player.GetName Player.Nick[/CODE] This makes me sad too.
[QUOTE=pennerlord;50986562][CODE]-- all three methods are semantically identical. Player.Name Player.GetName Player.Nick[/CODE] This makes me sad too.[/QUOTE] GetName returns the unique ID of the entity, inherited from CBaseEntity or whatever.
[QUOTE=Z0mb1n3;50986785]GetName returns the unique ID of the entity, inherited from CBaseEntity or whatever.[/QUOTE] Not for the player. It's literally alias of Player.Nick, as well as Player.Name: [url]https://github.com/garrynewman/garrysmod/blob/451b4ff5d1aea7b9b06a8024ef706c248a79647e/garrysmod/lua/includes/extensions/player.lua#L104-L105[/url] I have no idea why we need 3.
[QUOTE=Robotboy655;50988263]I have no idea why we need 3.[/QUOTE] Backward compatibility?
[QUOTE=guigui;50988689]Backward compatibility?[/QUOTE] That's what you use deprecation for. Something GMod isn't exactly known for, let alone cleaning up the actual libraries.
[I]FKJINNNG GARREH BROKE MA ADDONS FCK U GARRE STUPD GAEM[/I]
[QUOTE=gonzalolog;50989022][I]FKJINNNG GARREH BROKE MA ADDONS FCK U GARRE STUPD GAEM[/I][/QUOTE] [MEDIA]https://twitter.com/RebelledCombine/status/631109475265548288[/MEDIA] [MEDIA]https://twitter.com/garrynewman/status/631114132280987648[/MEDIA] A friend of mine in twitter. When the update of the UTF8 came up i think it was and fucked up some addons.
It's pretty easy to use deprecated shit without realizing it. I forget all the time which is correct, [url=http://wiki.garrysmod.com/page/timer/Remove]timer.Remove[/url] or [url=http://wiki.garrysmod.com/page/timer/Destroy]timer.Destroy[/url]. Partly because when it was mentioned in an update, I thought the other was removed and since as I didn't get errors, I just continued what I'd written in the past. GMod should have addons mark themselves as compatible with x version and not automatically run without user consent when they're outdated - like pretty much all the other software that supports plugins/addons/user content. [editline]2nd September 2016[/editline] EDIT: thought this thread was next update lol Not much to show for content, but here's the HUD I've been working on for my darkrp rename: [video]https://youtu.be/NyR4PkK5RxA[/video] It's hard to tell since as you can't see my keyboard in the video, but when I hold 'H' the HUD will move to show more information about things. I kinda like it how it is, normally unobtrusive but with plenty of information available on demand.
[QUOTE=>>oubliette<<;50989223]It's pretty easy to use deprecated shit without realizing it. I forget all the time which is correct, [url=http://wiki.garrysmod.com/page/timer/Remove]timer.Remove[/url] or [url=http://wiki.garrysmod.com/page/timer/Destroy]timer.Destroy[/url]. Partly because when it was mentioned in an update, I thought the other was removed and since as I didn't get errors, I just continued what I'd written in the past. GMod should have addons mark themselves as compatible with x version and not automatically run without user consent when they're outdated - like pretty much all the other software that supports plugins/addons/user content.[/QUOTE] Too much work. You can't logically mark addons compatible with a version, and mark them all incompatible the next time an update rolls around. If [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/navmesh/GetNavLadderByID]navmesh.GetNavLadderByID[/url] all the sudden gets deprecated, and now we mark every addon incompatible with the update, we just made a bad call on like 99.99% of every addon.
[QUOTE=Revenge282;50989354]Too much work. You can't logically mark addons compatible with a version, and mark them all incompatible the next time an update rolls around. If [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/navmesh/GetNavLadderByID]navmesh.GetNavLadderByID[/url] all the sudden gets deprecated, and now we mark every addon incompatible with the update, we just made a bad call on like 99.99% of every addon.[/QUOTE] You're misreading what I said, I didn't say that addons that don't explicitly say they work with this version of GMod should be marked as "incompatible", I said that addons that don't explicitly say they're compatible should at least provide a warning that they MAY no longer be compatible. Outdated addons should have users prompted if they want to still run "POSSIBLY INCOMPATIBLE" addons, so that they're aware that it's not guaranteed to work.
[QUOTE=>>oubliette<<;50989385]You're misreading what I said, I didn't say that addons that don't explicitly say they work with this version of GMod should be marked as "incompatible", I said that addons that don't explicitly say they're compatible should at least provide a warning that they MAY no longer be compatible. Outdated addons should have users prompted if they want to still run "POSSIBLY INCOMPATIBLE" addons, so that they're aware that it's not guaranteed to work.[/QUOTE] But you know as well as I that relying on the user to make a decision other than "Yes" is extremely unlikely, because why shouldn't their addon work. But my point still applies. Addons that are unaffected by an update will still prompt users, when there is really no reason to do so, and just causes more confusion than it is worth. Make deprecation throw non-halting errors in one update, and then the following update make the changes final. That gives developers a month roughly (with our current schedule) to fix their addons if needed. If the developer abandons a project, someone else will pick up the project if there is a demand. (Also thought this was next update... Sorry all.)
gHeroes the card game. Got over 50 cards so far, animation for attacking, taking damage, drawing a card etc. - but don't have the core mechanics done just yet. [t]https://puu.sh/qWSxC/45cb28caff.png[/t]
[QUOTE=Netheous;50989796]gHeroes the card game. Got over 50 cards so far, animation for attacking, taking damage, drawing a card etc. - but don't have the core mechanics done just yet. [t]https://puu.sh/qWSxC/45cb28caff.png[/t][/QUOTE] You could try using equal card look&size even if they're in your hand or already played, and place the cards in your hand in a fan shape. See image below for what i mean. When it's your opponents turn you could make the entire hand smaller and push it to the bottom center of the screen. Although not with a very high rotation on the cards, the example has too much rotation for a hand in game. For selecting them you could use a line from the fan center to your cursor position, then select the card in the middle of the line near the top of the cards, like the CS:GO weapon menu. Obviously don't render this line, this is just for the mechanics of it. Example: [t]http://i.imgur.com/K8QAtK0.jpg[/t]
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