GMod - What are you working on? November 2016 (#63)
287 replies, posted
[img]http://i.imgur.com/Co8Yf2a.png[/img]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1536424"]previous thread[/URL][/B]
[QUOTE=raubana's self driving car;51150931]I'm working on a [URL="https://youtu.be/4Y7zG48uHRo"]PID controller[/URL]. Right now the only part I've implemented is the P ("proportional") part of the algorithm, but it seems to work pretty well with just that.
[video]https://youtu.be/HWLS1AWqDKU[/video][/QUOTE]
[QUOTE=Pigsy's New Vegas HUD;51151786]Not finished yet
[video=youtube;fnXq_WQNRMs]http://www.youtube.com/watch?v=fnXq_WQNRMs[/video][/QUOTE]
[QUOTE=Moat's inventory;51182149][URL="https://facepunch.com/showthread.php?t=1532864&p=51082815#post51082815"]Link to the previous update of my inventory.[/URL]
Alright, so it's been about 20 days since my last update on my inventory system. A lot has changed since then. Before starting, I'd like to explain that a lot of these changes were inspired by the division. I've finished the main inventory and loadout menu for the most part. As you can see, there are now cosmetic loadout slots, a player preview, and a leveling bar(WIP). I've completely re-designed the way item stats are drawn. For weapons, the damage, firerate, and magazine are all drawn as exact numbers to allow the user to compare the differences between weapons easily. The other weapon stats are drawn with a bar under them, representing that stat's minimum and maximum value defined for that tier/unique.
Along with uniques (items with specific weapon classes), and power-ups, I've also implemented a talent and weapon leveling system. Talents are special abilities that you can unlock by leveling up your weapon. Weapons gain/lose XP from killing the correct/incorrect team in TTT. Each talent has a required level (can be defined) that the weapon must achieve before that talent is unlocked and applied on the weapon. For the most part, the higher the level requirement on the talent, the cooler the talent is! You can define talent and item text effects/colors when creating new items.
When you spawn, you are given the loadout from your inventory. The stats are applied to the weapon without registering a new swep to the engine (so, not using weapons.Register). Damage, firerate, magazine, and accuracy are pretty self explanatory when it comes to the stats. The range stat impacts the damage fall-off of a weapon. The kick stat impacts the recoil of the weapon. And finally, the weight stat impacts the speed/mobility of your player.
Power-Ups are simply perks that impact your player and give you an upper hand in one ability. So far the only perk I've made is called the "Froghopper." This perk pretty much increases your jump height by +20-50%. I plan on adding much more power-ups really soon.
To finish this update, I've also implemented trading between players! You can trade items, inventory credits, and use the in-window trading chat while doing so.
Anyways, here's the video showing everything mentioned above. Sorry for the few skips in it, OBS doesn't really like 2 gmods at the same time ha.
[video=youtube;gMc9Lj0RJmM]https://www.youtube.com/watch?v=gMc9Lj0RJmM[/video][/QUOTE]
[QUOTE=TheMafieuur's visualiser;51208415][video=youtube;I5OswDoXUEs]https://www.youtube.com/watch?v=I5OswDoXUEs&feature=youtu.be[/video]
Some progress, I added some content, I almost finished it.
I coded the doors to get in/out the nightclub, and added more visualizers. There are also lights now.[/QUOTE]
[QUOTE=Dr. Inco's airlock;51211786]Very early in its development, but I figured I'd show it off anyway:
It's a tool (named Airlock, at the moment) that's mostly gonna be used for underwater bases, submarines, that sort of thing; it simulates an area of air that lies underwater.
This means that any players in an Airlock area underwater are actually simulated as if they were above water. Gravity Hull Designator does this similarly, but it's [B]far[/B] more hackier than what this tool does.
The script errors that appear when I place the Airlock area are from when the client is trying to run server code. I was just too lazy to fix it for the video.
[B]WARNING[/B]: The video gets pretty loud around the 0:35 mark, and it's a current issue I have with the tool.
[video=youtube;c3iLY8eezDY]https://www.youtube.com/watch?v=c3iLY8eezDY&feature=youtu.be[/video][/QUOTE]
[QUOTE=unrezt's rubik's cube entity;51227135]Making a rubik's cube entity - all that's left to do is to think of an intuitive way for the player to control it.
[vid]http://dl.dropboxusercontent.com/s/rahlzsuwqaki08n/rubiks2.mp4[/vid][/QUOTE]
[QUOTE=Disseminate's visualiser;51242634]music warning
[vid]http://kylewindsor.io/screenshots/2016_10/2016-10-22_00-26-07.mp4[/vid]
[QUOTE=unrezt;51278770]Just trying to polish minor details up now;
[vid]http://dl.dropbox.com/s/uk9fvgvrs8q3lg7/rubiks5.mp4[/vid][/QUOTE]
[/QUOTE]
[QUOTE=Remixful's gamemode;51260560]Second update...
My last video was showcasing a very horribly coded hex tile highlighting system which turned out to be a[B] huge broken [/B]mess. Fortunately, most of the problems I've found are now fixed. Now tiles will remain highlighted while jumping/crouch-jumping and even while you're on the very edge of a tile. Tiles above you or below the tile you're on won't get highlighted either. I can also enable/disable enemy only highlighting which will only highlight the tiles your enemies are on.
It sure was tricky. I ended up spending hours re-coding this many times, I've lost count of how many times by now. But I learned a lot while doing so.
[video=youtube;Il39Mx-OR4I]https://www.youtube.com/watch?v=Il39Mx-OR4I[/video]
I know it's probably not amazing or anything to you guys... but to a beginner like me, it's definitely an achievement. :dance:[/QUOTE]
[QUOTE=bobbleheadbob's radial weapon select;51267177][video=youtube;6uKpnlLVctE]http://www.youtube.com/watch?v=6uKpnlLVctE[/video]
If you thought it was slow-mo, then it's working.
[sp]Time actually slows in a singleplayer game, but in multiplayer it's designed to FEEL like time is slowing, when in fact you are just moving slower with a motion blur filter.[/sp][/QUOTE]
[QUOTE=Metamist's typescript;51278617]So, after being introduced to Visual Studio Code with plugins written in TypeScript, I had to go and check it out. After trying out some TypeScript over JavaScript, I got spoiled by some of the features and I just couldn't live without them in Lua.
But no more!
Introducing LAU, a superset of Lua.
[vid]https://share.metamist.xyz/HkfuJIzlx.mp4[/vid]
(Work in progress, if you have any features you would like to see, feel free to tell me)
Yes, this works in gmod because it compiles straight to lua when you save any lua file in a folder.
You would develop your addons in addon/lau and it would be compiled into addon/lua with the same folder structure.
The main features right now are common mutation operators, such as +=, -=, *=, /=, %=, ++. Note, -- is not implemented because that's a comment in Lua, and I don't want to write a highlighter just yet.
There is also fat arrow functions as well as default argument values for both normal lua functions and fat arrow functions.[/QUOTE]
[QUOTE=dimitrik129's signs;51288258]realtor signs
[t]http://puu.sh/s24AT/4c899e6c07.jpg[/t]
[t]http://puu.sh/s24zO/c5458cc1fd.jpg[/t]
coffee cup
[t]http://puu.sh/s2ahb/8a8301bbab.jpg[/t][/QUOTE]
merry christmas
Woo made it in the highlights for the first time! :joy:
Hoping to see some impressive projects this month~
Nooo, show them the latest version of the PID!! That video shows it so slow :cry:
[video]https://youtu.be/0YFuthBOgp0[/video]
[/SNIP]
Nevermind, I am mistaking you for someone else.
Wow...I didn't show nothing this month :(
Dunno if this counts, but I've been working on playermodels that don't use the valve biped.
[video=youtube;SEBSrQZaCGI]https://www.youtube.com/watch?v=SEBSrQZaCGI&feature=youtu.be[/video]
[QUOTE=Sierra Eire;51289886]Mors Quaedam, can you PM me or me PM you?[/QUOTE]
Careful, now. PMing someone without written consent will get you banned around these parts. :v:
[QUOTE=zeaga;51290707]Careful, now. PMing someone without written consent will get you banned around these parts. :v:[/QUOTE]
Very funny. He has PMs disabled. Doesn't matter, I am mistaking him for someone else.
Moving on...
[QUOTE=Remixful;51289388]Woo made it in the highlights for the first time! :joy:
Hoping to see some impressive projects this month~[/QUOTE]
Congrats G!
[video=youtube;rJzbTDd_vA4]https://www.youtube.com/watch?v=rJzbTDd_vA4&feature=youtu.be[/video]
Figured out how decal transfer works, it adds so much to immersion
[QUOTE=TFA;51294304]:snip:
Figured out how decal transfer works, it adds so much to immersion[/QUOTE]
"This video is not available."
[QUOTE=NeatNit;51294922]"This video is not available."[/QUOTE]
Works fine here
Even ue4 doesnt have support for skeleton meshes, feel glad about this 10 yo engine guys
Hey freeman, u're okay?
[vid]https://dl.dropboxusercontent.com/u/251205348/ShareX/2016/11/2016-11-02_10-50-05.mp4[/vid]
[QUOTE=gonzalolog;51294992]Even ue4 doesnt have support for skeleton meshes, feel glad about this 10 yo engine guys
Hey freeman, u're okay?
[vid]https://dl.dropboxusercontent.com/u/251205348/ShareX/2016/11/2016-11-02_10-50-05.mp4[/vid][/QUOTE]
Drugz mod 2016
This is a petrol powered oil-drill for SeriousRP (WIP)
[t]http://images.akamai.steamusercontent.com/ugc/188416901572172839/F5CD5ABFFDEEA9BB23D8EF3263674A639DDF08F1/[/t]
[QUOTE=ph:lxyz;51297219]Not sure how to resize images on here.[/QUOTE]
use [.t][/t] without the .
[t]http://images.akamai.steamusercontent.com/ugc/188416901576168640/74E5D347400935B0EDE926F83A4DA11FF6C878CD/[/t]
This model is a car production bay. Players will feed it resources and it will produce cars (by un-ghosting them) for their in-game company, which that company can then sell to other players.
[QUOTE=Moat;51299442]Working on a customizable hud for the inventory system. Next up, grid snapping!
[video=youtube;_ZgO2U0f4LU]https://www.youtube.com/watch?v=_ZgO2U0f4LU[/video][/QUOTE]
That looks awesome! I'd really like to see a server use that.
Also, what's the song? I think I've heard it in a game I played before.
Some progress on a new UI for serverguard. gonzalolog added a nice modal and some spectacular new animations.
[video=youtube;4t4M9rj7dbY]https://www.youtube.com/watch?v=4t4M9rj7dbY[/video]
It's still a WIP, but I'm very excited with what we've got so far.
[QUOTE=Disseminate;51299830][t]http://i.imgur.com/IM7WzpO.jpg[/t]
Unrealistic lens flares[/QUOTE]
0/10 No lens flare on the ship engines' exhaust.
This is really basic but I just begin to learn glua ^^
[video]https://youtu.be/aWYczonVeCM[/video]
[QUOTE=guigui30110;51300732]This is really basic but I just begin to learn glua ^^
[video]https://youtu.be/aWYczonVeCM[/video][/QUOTE]
Wow look nice and sleek
Btw what is the flashlight swep addon?
[QUOTE=YoutoYokodera;51300835]Wow look nice and sleek
Btw what is the flashlight swep addon?[/QUOTE]
Thanks, it's from the TFA's No More Room In Hell swep pack
:snip: not gmod-related, lol
[QUOTE=MPan1;51301020]Sadly I don't have much to post at the moment because I'm working on... an app! An actual iOS game. You guys should have a go making one as well![/QUOTE]
This has nothing to do with Garry's Mod. Go advertise your mobile game clone elsewhere.
[sp]http://iwantaclone.tumblr.com/[/sp]
[QUOTE=Moat;51299442]Working on a customizable hud for the inventory system. Next up, grid snapping![/QUOTE]
Next up the inflow of complaints that the HUD doesn't fit on their other 2 millimeter laptop screen
[QUOTE=Robotboy655;51300274]0/10 No lens flare on the ship engines' exhaust.[/QUOTE]
Indeed there is. Look under the ship's wingspan - it's not very visible in the shot
[editline]3rd November 2016[/editline]
[QUOTE=YoutoYokodera;51300587]Solarpower?[/QUOTE]
yup
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