• GMod - What are you working on? October 2017 (#74)
    289 replies, posted
[img]https://i.imgur.com/RhYrSN3.png[/img] [B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1577180"]previous thread[/URL][/B] [QUOTE=Gmod4phun's tron trails;52636713]Anyone remember this thing from Toybox? [video=youtube;NBrWDOMtWLs]https://www.youtube.com/watch?v=NBrWDOMtWLs[/video] I am working on remaking it from scratch, currently the trail rendering works, but the damage is a bit tricky. [t]https://steamuserimages-a.akamaihd.net/ugc/866235915501274834/76AFBC5E1CC0E47CBFDB3B64D365071C1F9FF581/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/270598438853769901/1CEA30AEFF3130D4CCB0A4D694AC2F13ACD20094//[/t][/QUOTE] [QUOTE=Nak's weather mod (continued);52657019]Thanks for the help .. looks much better now [t]https://cdn.discordapp.com/attachments/164735698589450241/355318708375257088/unknown.png[/t] [media]https://www.youtube.com/watch?v=Jc5CrHNu1as[/media] (Fixed shadowquality) [t]https://cdn.discordapp.com/attachments/298193993781477383/355363572433420290/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/164735698589450241/355393670658260992/unknown.png[/t] And still over +200 fps [QUOTE=Nak;52687705][media]https://www.youtube.com/watch?v=wcbu3_7xcyQ[/media] A damn hacky way .. but managed to give the Refract some sort of alpha.[/QUOTE][/QUOTE] [QUOTE=Koolaidmini's inventory UI;52661296]Funny enough, I've been working on an inventory thing too - Drag'n'Drop ofc :V [IMG]https://i.imgur.com/C3th5W1.png[/IMG] [IMG]https://i.imgur.com/lhsnYaP.png[/IMG] [IMG]https://i.imgur.com/8Hyyv9q.png[/IMG] I'd make a video, but I'm lazy.[/QUOTE] [QUOTE=bobbleheadbob's navmeshes;52661977][video=youtube;kUIORa7iSlA]http://www.youtube.com/watch?v=kUIORa7iSlA[/video] Thanks to Robotboy we can now edit the navmesh dynamically on the dev branch. I'm making good use of that. Shown here is me placing buildings. When I switch on nav_edit, you can see that when a building is placed it cuts out a little hole in the navmesh and marks it as avoid so the nextbots know that there's an obstruction there and walk around it. Then when I sell the buildings, it merges the areas back together within a certain max navarea size limit. I'll be publicly releasing the navmesh helper functions I've made once they're off the dev branch.[/QUOTE] [QUOTE=gonzalolog's build editor;52682926]I ever wanted to create a build editor [vid]https://dl.dropboxusercontent.com/s/tovtkbzqvqmfujw/2017-09-14_22-19-27.mp4[/vid] What's that? It's a wip system that lets you to build your base inside the property you bought, you can't go outside of the building neither you can't place props outside, i would liked to add gizmos, but i'm not that BRUTAL Although that would pretty amazing, anyway, i want to implement snapping and some helpers like height and that stuff[/QUOTE] [QUOTE=MeepDarknessM's hook optimisation;52707999][url]https://gist.github.com/meepdarknessmeep/5566c9598e0e610e5885d12fad2ec3a8[/url] Improving hooks, it improves the performance up to 750x the old hook.Call code I am really looking for owners of huge player count servers to test this on their server you can add newhook.lua to the base lua folder and replace lua/includes/modules/hook.lua with hook.lua So far I've got unconfirmed tests on a listen server of improving the fps 16.4% seconds per frame with tons of addons [QUOTE=MeepDarknessM;52718207][url]https://gist.github.com/meepdarknessmeep/5566c9598e0e610e5885d12fad2ec3a8[/url] [url=https://github.com/meepdarknessmeep/gmod-hooks-revamped]Github link[/url] Big changes have happened over the past day. I have changed the hook system from an iterative modal to a linked list one. This helped speed a ton and also enabled me to do prioritization easier, which has been a long requested thing in the hook library. The prioritization works in a similar way of ULX, but this time the priority being a higher number will be ran earlier. I also included something I think should be a standard convention which is hook.Priority.NO_RETURN This variable, which the name implies, should be used when you want to listen but not modify. This is not enforced in any way in the code to ensure speed is kept, and is just something you should do to ensure nothing is broken. I also improved the benchmarking tools and added test cases which ensure the working-ness of the library benchmarked. When testing my system against [url=https://github.com/SuperiorServers/dash/blob/master/lua/dash/libraries/hook.lua]dash's hook system[/url] it comes out in the margin of error in every test (<1.5%) besides the crazily impractical case of 25 invalid hooks every call. When testing against Garry's Mod, it comes out above in margin of error or better in every test. When testing with 3 hooks on one event and having it called it performed up to 75,000% faster (generally around 70,000%, lowest to 63,000% shown below). [code] BENCHMARK ------------- Verify (1 calls) linkedhooks.lua (nan%) hook.lua: 0.000000000 s linkedhooks.lua: 0.000000000 s ------------- CallInvalid (200 calls) linkedhooks.lua (-115.47%) hook.lua: 0.002679130 s linkedhooks.lua: 0.001243370 s ------------- CallNoHooks (200000000 calls) hook.lua (-1.44%) hook.lua: 0.084636653 s linkedhooks.lua: 0.085853314 s ------------- CallGMOnly (200000000 calls) hook.lua (-1.99%) hook.lua: 0.084623842 s linkedhooks.lua: 0.086310838 s ------------- CallNoGM (32000000 calls) linkedhooks.lua (-59539.40%) hook.lua: 8.155496569 s linkedhooks.lua: 0.013674679 s ------------- CallGM (32000000 calls) linkedhooks.lua (-63033.15%) hook.lua: 8.837108138 s linkedhooks.lua: 0.013997573 s ------------- [/code] [img]https://i.imgur.com/sf4d8fT.png[/img] P.S. A huge thanks to aStonedPenguin for battling me in this fierce code optimization battle. Really helped us both improve and learn as well as help the community as a whole.[/QUOTE][/QUOTE] [QUOTE=Koolaidmini's models;52714569]A .. uh .. [B]'Recycler' [/B][IMG]https://i.imgur.com/3SjzPUu.jpg[/IMG] modeling is addictive [QUOTE=Koolaidmini;52718330]I can't stop [IMG]https://i.imgur.com/GLdx8m2.jpg[/IMG][/QUOTE][/QUOTE] [QUOTE=0V3RR1D3's drop shadows;52729269]Here is an update to the drop shadows if anyone is interested. Its still WIP though. [vid]https://i.gyazo.com/43461a2b42ee7a2e9d3dd3f4260f0b35.mp4[/vid][/QUOTE]
Great work everyone, and sweet I made the highlights. As for an update I got shadows and masks to work together. [IMG]https://i.gyazo.com/19d21064e4ff43f2be0084aa4c560e70.png[/IMG] I'v packaged it up in an easy to use system, for example this is how you add a shadow to anything you [CODE]hook.Add("HUDPaint", "ShadowTest", function() BSHADOWS.BeginShadow() draw.RoundedBox(0, 100, 100, 100, 100, Color(255,255,255,255)) BSHADOWS.EndShadow(5, 3) end) [/CODE] The result [IMG]https://i.gyazo.com/8a8cad725c85a6772f5a11b016169788.png[/IMG] Masks are just as easy, no need to worry about stencils anymore when doing UI. Masks can also be generate at runtime, instead of using a PNG you can use any draw calls. I'll be releasing it soon, hopefully it will be some use to some of you.
Double highlights yasssssss
[QUOTE=Koolaidmini;52735908]Double highlights yasssssss[/QUOTE] As your #1 fan, I say no-one else is more deserving :lick:
[QUOTE=0V3RR1D3;52734867]Great work everyone, and sweet I made the highlights. As for an update I got shadows and masks to work together. [IMG]https://i.gyazo.com/19d21064e4ff43f2be0084aa4c560e70.png[/IMG] I'v packaged it up in an easy to use system, for example this is how you add a shadow to anything you [CODE]hook.Add("HUDPaint", "ShadowTest", function() BSHADOWS.BeginShadow() draw.RoundedBox(0, 100, 100, 100, 100, Color(255,255,255,255)) BSHADOWS.EndShadow(5, 3) end) [/CODE] The result [IMG]https://i.gyazo.com/8a8cad725c85a6772f5a11b016169788.png[/IMG] Masks are just as easy, no need to worry about stencils anymore when doing UI. Masks can also be generate at runtime, instead of using a PNG you can use any draw calls. I'll be releasing it soon, hopefully it will be some use to some of you.[/QUOTE] Would be cool to see if this could also be used to create outlines. I've been using the blur thing in fonts to draw "outlines" like these for a while now: [img]https://i.imgur.com/zT3kG8D.png[/img] [img]https://i.imgur.com/tIumHkB.png[/img] But maybe your method is much better. To draw these things I use [url=https://github.com/PAC3-Server/notagain/blob/master/lua/notagain/jrpg/libraries/client/pretty_text.lua]a library[/url] so once you release I'll try to see if I can add this somehow. Most likely I'll use your library for other shapes at least. Seems pretty cool if those two calls are all you have to do.
[QUOTE=CapsAdmin;52737468]Would be cool to see if this could also be used to create outlines. I've been using the blur thing in fonts to draw "outlines" like these for a while now: [img]https://i.imgur.com/zT3kG8D.png[/img] [img]https://i.imgur.com/tIumHkB.png[/img] But maybe your method is much better. To draw these things I use [url=https://github.com/PAC3-Server/notagain/blob/master/lua/notagain/jrpg/libraries/client/pretty_text.lua]a library[/url] so once you release I'll try to see if I can add this somehow. Most likely I'll use your library for other shapes at least. Seems pretty cool if those two calls are all you have to do.[/QUOTE] Sweet. The system I created work with any draw calls, including text or pngs, etc. I'm acctually packaging it for release now. [editline]2nd October 2017[/editline] I just released it if anyone is interested [url]https://facepunch.com/showthread.php?t=1580737[/url]
Just updated my [url=https://maurits.tv/data/garrysmod/gmadownloader.html]workshop downloader[/url] to have a live progress report.
I've been advancing progress in Desolation. One of the bigger things is the new dreaming mechanic: [video=youtube;epVBhKuMuIU]https://www.youtube.com/watch?v=epVBhKuMuIU&feature=youtu.be[/video] The video is low res, has glitches and there are some soft cuts (to show multiple "hints"), but you can get the idea. Basically there are some items that'll appear from time to time that, on use, will reveal a cryptic hint about something random (crafting skill required for a certain item, useful items, etc.). Also, if there's a main symptom present (hunger, thirst, cold, hot, etc.), random words will appear and vanish in the screen revealing ways to counter those symptoms.
[media]https://www.youtube.com/watch?v=LkadVvOzC48[/media] Did a huge update on StormFox. Finally fixed the black skybox bug. (The screen-text was some debug stuff .. its removed now) The wind-proppush is off by default on servers and only affects props outside (Notice the two lights in the video). Out of coffee tho .. [QUOTE=Changlelog] Changelog: - Made weather-data shared (Optimization and better clientside support). - Rewrote a lot of files with help from Coderall. - Added lightningbolts (They got a higer change of striking higer grounds, and they do hurt). - Made the wind push/unfreeze props. (Off by default on servers and added a proplimit) - Added radioactive-rain (For testing the new weather compatibility). - Added sf_disablelightningbolts [0/1] and sf_disableweatherdebuffs [0/1]. (sf_disableweatherdebuffs are on by default on servers) - Fixed a tiny error on launch - Fixed "gray skybox" - Weather now supports more adv functions .. like changing names and icons. - Pressing E on the weekly_weather screen, will now show freedom units. - Time now sets itself by os.time, so the time stays between the map changes.[/QUOTE]
[QUOTE=Nak;52739826][media]https://www.youtube.com/watch?v=LkadVvOzC48[/media] Did a huge update on StormFox. Finally fixed the black skybox bug. (The screen-text was some debug stuff .. its removed now) The wind-proppush is off by default on servers and only affects props outside (Notice the two lights in the video). Out of coffee tho ..[/QUOTE] I still can't believe how amazing your weather mod is.
[QUOTE=Nak;52739826][media]https://www.youtube.com/watch?v=LkadVvOzC48[/media] Did a huge update on StormFox. Finally fixed the black skybox bug. (The screen-text was some debug stuff .. its removed now) The wind-proppush is off by default on servers and only affects props outside (Notice the two lights in the video). Out of coffee tho ..[/QUOTE] Man this looks great, the more I see you post the more I want to try to create something like this.
The wind is pretty great. I would consider though making the bigger droplets on the screen slightly less visible/blurrier as well as perhaps make the rain-ground impact effect half its size and slightly more transparent
Also, another little thingy I've been working on (sorry for the enormous pictures): [IMG]https://4.bp.blogspot.com/-agzrbKoqcqI/WdObZ0LhroI/AAAAAAAADFU/c-c0jM4K_-cjmQmhbfAKULzBuMRbQ-LewCLcBGAs/s1600/gm_construct0007.jpg[/IMG] [IMG]https://3.bp.blogspot.com/-h9HK7GB1jjc/WdObZW99WxI/AAAAAAAADFQ/SH98fKOjd7EdsPzaH0JKs3LitjR8SL0fQCLcBGAs/s1600/gm_construct0009.jpg[/IMG] [IMG]https://4.bp.blogspot.com/-uMOgjsHpSoA/WdObY_1Xe3I/AAAAAAAADFM/f8pZuuSMip8EDVzr7AnD9jJHsK8XcVsjgCLcBGAs/s1600/gm_construct0010.jpg[/IMG]
[QUOTE=AlbertoBC;52741756]Also, another little thingy I've been working on (sorry for the enormous pictures): [IMG]https://4.bp.blogspot.com/-agzrbKoqcqI/WdObZ0LhroI/AAAAAAAADFU/c-c0jM4K_-cjmQmhbfAKULzBuMRbQ-LewCLcBGAs/s1600/gm_construct0007.jpg[/IMG] [IMG]https://3.bp.blogspot.com/-h9HK7GB1jjc/WdObZW99WxI/AAAAAAAADFQ/SH98fKOjd7EdsPzaH0JKs3LitjR8SL0fQCLcBGAs/s1600/gm_construct0009.jpg[/IMG] [IMG]https://4.bp.blogspot.com/-uMOgjsHpSoA/WdObY_1Xe3I/AAAAAAAADFM/f8pZuuSMip8EDVzr7AnD9jJHsK8XcVsjgCLcBGAs/s1600/gm_construct0010.jpg[/IMG][/QUOTE] [IMG]https://i.ytimg.com/vi/fFssbQ_ppP8/maxresdefault.jpg[/IMG] I sense inspiration from Kingdom Hearts :v:
No he don't, i don't see him grinning
[QUOTE=gonzalolog;52741831]No he don't, i don't see him grinning[/QUOTE] That'd be kind of cool to set the facial flex of the hud model based on how much hp
One day I will make the damn highlights!
Currently working on a Warn module for servers, also might do another HUD.
[QUOTE=Livaco;52745688]Currently working on a Warn module for servers, also might do another HUD.[/QUOTE] Might help if you post some of your work so we can have an idea of what you're doing.
My first ever attempt at vgui [IMG]https://image.prntscr.com/image/qVUnGUomQiazvovAaBNDEw.png[/IMG] What can I improve?
Fonts, I would recommend you calibri or something hot like that
[QUOTE=Minimalist210;52745982]My first ever attempt at vgui [IMG]https://image.prntscr.com/image/qVUnGUomQiazvovAaBNDEw.png[/IMG] What can I improve?[/QUOTE] I would start off with removing the title, to be honest I don't see much point to it since when the menu opens I'm pretty sure it'll be obvious what it is. Second there's a lot of wasted space. Maybe shrink the height of the menu since you're not using all of it? Third like Gonzo said I would improve the font. Fourth it's lacking some colors, maybe you can make it stand out a bit more?
[QUOTE=Minimalist210;52745982]My first ever attempt at vgui [IMG]https://image.prntscr.com/image/qVUnGUomQiazvovAaBNDEw.png[/IMG] What can I improve?[/QUOTE] I would add more depth to the panel. Buttons that pop, text that stands out against the background. And maybe a tiled pattern just for eyegasms? You can get really intriquet when it comes to creating vgui elements and menu's (See below video for an example) [video=youtube;lB3q7oDJ0SE]https://www.youtube.com/watch?v=lB3q7oDJ0SE[/video]
[QUOTE=Richtofen;52746096]I would add more depth to the panel. Buttons that pop, text that stands out against the background. And maybe a tiled pattern just for eyegasms? You can get really intriquet when it comes to creating vgui elements and menu's (See below video for an example) [video=youtube;lB3q7oDJ0SE]https://www.youtube.com/watch?v=lB3q7oDJ0SE[/video][/QUOTE] I utilize Dribbble a lot if I am having trouble with a specific idea or design.
ok, so i've been working on a project that is supposed to be a fun build/sandbox map. The idea behind it is recursion, you are in the skybox(64x scale), and in a box in the play area(1x scale), and in an inner-box(1/64th scale). Anyway I need to scale things down to fit in the inner box, i've made and entity and it works well with regular props, however if it has multiple bones it t-poses/starting poses everything with more than 1 bone. In the course of finding a solution I have unleashed some kind of demon. [video=youtube;5HgyR6r1-70]https://www.youtube.com/watch?v=5HgyR6r1-70[/video] Here's a video of more issues, not as disturbing though. [video=youtube;E-R5KsT3NHk]https://www.youtube.com/watch?v=E-R5KsT3NHk[/video] that's what i'm working on.
[QUOTE=Nookyava;52746060]I would start off with removing the title, to be honest I don't see much point to it since when the menu opens I'm pretty sure it'll be obvious what it is. Second there's a lot of wasted space. Maybe shrink the height of the menu since you're not using all of it? Third like Gonzo said I would improve the font. Fourth it's lacking some colors, maybe you can make it stand out a bit more?[/QUOTE] I am going to be using the space, I just got distracted by something else I was trying and couldn't be bothered to add the rest of the buttons. For the font, I can't seem to get a custom font to work, not sure why but I'll keep fiddling with it. But how is this for colors? [IMG]https://image.prntscr.com/image/U6ovUrvwTfqy0tpziRxgJA.png[/IMG] [QUOTE=Richtofen;52746096]I would add more depth to the panel. Buttons that pop, text that stands out against the background. And maybe a tiled pattern just for eyegasms? You can get really intriquet when it comes to creating vgui elements and menu's (See below video for an example) [video=youtube;lB3q7oDJ0SE]https://www.youtube.com/watch?v=lB3q7oDJ0SE[/video][/QUOTE] I would, if I knew how to (this is my first attempt) or was more creative (I'm dull :suicide:)
[QUOTE=Minimalist210;52746185]I am going to be using the space, I just got distracted by something else I was trying and couldn't be bothered to add the rest of the buttons. For the font, I can't seem to get a custom font to work, not sure why but I'll keep fiddling with it. But how is this for colors? [IMG]https://image.prntscr.com/image/U6ovUrvwTfqy0tpziRxgJA.png[/IMG] I would, if I knew how to (this is my first attempt) or was more creative (I'm dull :suicide:)[/QUOTE] If you'd like, you can add me on steam. I've been in the process of developing a framework for my own server and I'm always online to help with issues and/or questions. I can also help with the font issue you're having. :) [QUOTE=Nookyava;52746132]I utilize Dribbble a lot if I am having trouble with a specific idea or design.[/QUOTE] I love dribble. One of my side projects is a server wide menu based off a design I found on dribble. :)
[QUOTE=Richtofen;52746276]If you'd like, you can add me on steam. I've been in the process of developing a framework for my own server and I'm always online to help with issues and/or questions. I can also help with the font issue you're having. :) I love dribble. One of my side projects is a server wide menu based off a design I found on dribble. :)[/QUOTE] Dribbble is my lifeline, I'll spend an hour or more browsing it if I really can't come up with a design, and it helps with layouts so much. @Minimalist I would def add Rich since he knows what he's doing when it comes to UI, and he'll give you better feedback than I could.
Talking about UI's... Not much but got the base of it done, now it's time to implement the fun stuff!! [t]https://i.imgur.com/VB1US2g.png[/t] [t]https://i.imgur.com/9e6DCGZ.png[/t] [t]https://i.imgur.com/ihcfQhC.png[/t] Always appreciate feedback!
[QUOTE=Invule;52746337]Talking about UI's... Not much but got the base of it done, now it's time to implement the fun stuff!! -snip, snip- Always appreciate feedback![/QUOTE] Very nice, would you ever think about adding a texture behind the frame? Rather than having just a blur you could have like a tiled like texture to add more depth to the frame (helps pull you out of the game and into the menu so you can focus on what you're trying to find.) I have done this before with animated vtf's (see below) [video=youtube;GlHw8GLm5Qw]https://www.youtube.com/watch?v=GlHw8GLm5Qw[/video] Overall I really like it! Simplistic and clean :)
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