GMod - What are you working on? February 2018 (#78)
Highlights from the previous thread
TFA's CS:GO skins
https://youtu.be/Hz_V28pUUr8
Vioxtar's destructible bases
https://youtu.be/IVm4xGQIst8
Willox's lighting
https://files.facepunch.com/willox/2018-02-14/UepO7wee.mp4
tehbiga's scaling
https://thumbs.gfycat.com/SingleNewAphid-size_restricted.gif
https://thumbs.gfycat.com/VillainousCrazyAmericancreamdraft-size_restricted.gif
https://thumbs.gfycat.com/PreciousSlipperyAfricanhornbill-size_restricted.gif
https://thumbs.gfycat.com/BouncyConventionalFairyfly-size_restricted.gif
DevulTj's zone editor
https://i.devultj.co.uk/d6fmuf.mp4
https://www.youtube.com/watch?v=DEkLCvVX558&feature=youtu.be
reposting previous FO4 VATS with actual use
That's not [i]scaling[/i], it's real time BSP mesh generation!
Also, Willox probably didn't tell you guys he got the drag method/math from me ;)
https://youtu.be/Me7jXh_4Xlo
https://youtu.be/EeQvZZvisTA
Made some super rough casino games
Shouldn't the "Double or Nothing" go from 1x to 2x then to 4x and 8x? BTW I think it's too generous.
Yeah that would make sense, in fact that would play better with a 50/50 chance
It's quite sad the lack of content on this topic lately since they changed the forums.
Continuing work on the prop walking script:
https://www.youtube.com/watch?v=1lFfa5ypMkU
With the help of @Willox , accessing physcollides of models and testing collisions with them is possible, which allows for some amazingly fluid gameplay when walking on unfrozen props
Still a tiny bit more to solve before it's perfect
Can this be a fix for the completely broken func_movelinear or whatever brush entity the Half Life 2 train is made of?
If you don’t mind me asking, how are you setting the textures on your meshes? I’m assuming you’re using Ent:GetRenderMesh() to have lighting work nicely but I haven’t figured out how to have the material of the entity repeat rather than simply stretch to fit the face.
those remind me of this thing i never finished a proper video for
https://www.youtube.com/watch?v=2SM211R0aNE
https://github.com/MysteryPancake/Fun/blob/master/gmod/slotmachine.lua
https://github.com/MysteryPancake/Fun/blob/master/gmod/slotmachine2.lua
I'm recreating Basewars and releasing it for open source since people are selling the gamemode on Gmodstore or whatever its called these days and the gamemode deserves to be open source.
I'm working on networking and I have a net cache system in place so that even with hundreds of entities I'm getting a steady ping.
https://files.facepunch.com/forum/upload/111769/98dc5656-b894-489d-88a2-dd425f461170/image.png
https://i.imgur.com/LMFpx8c.jpg
https://files.facepunch.com/forum/upload/111769/30272fd0-4fdc-40f0-a88f-6ffcb803e2e1/image.png
Finally finished my TTT role roulette from months ago:
https://www.youtube.com/watch?v=rSnlxvL_2h4
Holy shit, you're still making TTT content after all these years. Been long
Yeah, I still run a server so I need to keep things fresh.
https://www.youtube.com/watch?v=c8FE-4t-bzI
Got a bit bored and made my own phone addon.
Apps are made out of vgui panels, or can be rendered with Paint.
Apps are created with a simple API
Phone is rendered in a matrix. Allowing to be scaled up, down or rotated. (Mouse is not supported when rotated atm)
An API to add more phone-sprites in. Supporting arguments like position of the screen and screen-scale.
And threw in StormFox support.
Still working on my rp gamemode:
(not darkrp, but darkrp addons compatible (not fully all yet))
YourRP, your rules, endless possibilities [Multiplayer Gamemode]..
Nothing really groundbreaking, but I found a SUPER easy way to make a 3D scope effect with Swep construction kit
some transparent materials overlap others making the scope part of the weapon essentially completely see-through, I don't know exactly which models exhibit the same effect but I used models/props_combine/breentp_rings.mdl to get this. No coding necessary.
https://steamuserimages-a.akamaihd.net/ugc/939437060256874800/81A9FB5139630AFB664F1E7395E8F9D5BA8C819B/
I really think I went overboard with the titles...
https://www.youtube.com/watch?v=-ljZPdf1gTA
I assume thats refract, it doesn't really add any zoom but rather gives an illusion of it
Just look up some CS:GO gambling sites, that should inspire you to tailor some pretty effective money-yeeting methods.
He's the hero [Garry's Mod] deserves, but not the one it needs right now.
I've been waiting for something similar to Gravity Hull for so long, I can't wait to have this.
I won't be next to my computer for two or so more weeks, so I can show you the code later on, but I can still describe the approach: I'm parenting a frozen scripted entity to whatever ground a player is stepping on, that has the same phys-collides as the original ground's model (acquired via a function Willox made which isn't currently in any live build afaik) which allows for correct predictions on the client. I'm disabling collisions between the player and the original ground, and replacing them with collisions with the SENT instead. This together with about 2 lines of code to preserve local player position on moving props, with some hull traces for un-stucking the player etc, and you've got yourself proper prop walking
The only problem left to resolve is the inability to disable player-to-entity collisions without also disabling the player's fire traces (code_gs said he's got a solution but we haven't talked yet)
... resolve the inability to disable player-to-entity collisions without also disabling the player's fire traces
You might just want to override the trace functions.
How is Willox able to perform lighting calculations at a reasonable frame rate without outsourcing operations to the GPU?
Finally worked out how to make camos *mostly* using lua. As compared to my previous methods of just making the whole texture by hand.
https://steamuserimages-a.akamaihd.net/ugc/937185366739521100/C2CF10D3E4139F309EAD46650FC5658B45460222/
Also works with my weapons with attachments
https://steamuserimages-a.akamaihd.net/ugc/937185366739663340/84DD821EE2E002C6DFDD03CBC42ECBB7619B40EE/
https://files.facepunch.com/forum/upload/111769/778ceb63-48d5-4130-a7ec-3893d8d62805/image.png
Messing around with developing some actual trace melee weapons because I've always hated the crowbar bullet and how unpowerful melee weapons feel.
Cool, can you post a video?
AFAIK Crowbar does not use bullets, but hull traces. Or am I missing something?
Maybe he's referring to the bullet decal they leave and got confused or something? Also I do agree that melee weapons feel a bit weak. For example: If you have a metro cop with a stun stick when he attacks you he pulls his arm back and then hits you. A player on the other hand just slams you like 20 times a second, same with the crowbar, it really doesn't look like it's dealing 25 damage.
i did something similar a while back, although it used assets from warface, and allowed you to choose your background, a badge and a mark to go above the badge
https://puu.sh/sG2O7.png
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