Looks good but from what i can see you are doing the trigger timing based on frame time, which is of course a bad idea when working with audio related stuff. Not sure of an easy way around that without using multithreading in a module, not too sure.
This is amazing. Gmod really needs some way to support custom shader distribution.
Expanding Map script's compatibility with most of the gamemode. also it has x1, x2 and x4 render support so you can get crisp map image for your server/gamemode. All you have to do is guide your map border (it will automatically calculate), and just capture the map.
If your computer's render height is over 1024, the script will generate 4k image. theoretically if you're at 4k monitor the script will generate 16k(!?) image. but I dunno about the limitation of the rendering functions.
So, experience 4k map image -> 4K Image (jpeg 90)
https://files.facepunch.com/forum/upload/58256/8c5dcad1-2cc2-4bc1-8386-6e576aa2c7bf/image.png
It won't be private, but won't be on workshop (you know what I mean 🤑)
I've begun working on some demos for thoroughly understanding NextBots.
Blog post here: https://raubana.blogspot.com/2018/05/nextbots-pathfollowers-clualocomotion.html
Repo here: https://github.com/raubana/garrysmod_nextbot_demos
Oh wow! Thank you!
Part 1 of NextBot hooks is out.
Repo here: https://github.com/raubana/garrysmod_nextbot_demos
Video:
https://youtu.be/K5nHRRSMl6Q
Should I make a seperate thread for this project?
Ok! Thread for the project has been made: https://forum.facepunch.com/f/gmoddev/bsvhb/Raubana-s-NextBot-Demo-s-For-Learning-How-To-Use-NextBots
https://streamable.com/169jb
Working on a quick Game Wheel, had to make my own function to make it so I can freely rotate/resize text in a 3D space. Here's a small preview. For the model I just used that carousel prop and cut the bars with a clipping plane.
https://files.facepunch.com/forum/upload/107182/85ec983f-297a-40ec-9aee-01f55368906b/cfE914uDXj.png
I somehow managed to rope myself into doing voxel shit again.
Unlike my previous couple of attempts, this is a pure lua implementation. It's optimized to take advantage of the JIT compiler and has some simple in-memory compression that I may or may not have stolen from the Roblox blog.
Mesh generation is currently real fast, but I don't want to make any grandiose statements yet because it's also very bare-bones.
As part of that project, I decided to look into solutions for resolving "stuck" NextBots. I tried using a bug algorithm, but that wasn't very good. Then I tried using my dynamic path generation tools and it worked but barely and only sometimes. This shit is hard.
https://youtu.be/iOX8X9YiOK0
How are you getting all the debug lines to show?
Check the second argument of NextBot/MoveToPos
Thanks, I was using manual drawing before.
I came up with a couple of tricks (work-arounds, really... urgh) to make the dynamic obstacle avoidance stuff more robust. Sadly, part of it was having the NextBot recalculate the path every time it gets itself unstuck. I really, REALLY didn't want to have to recalculate the path, but I can't get the bot to skip a point in the path sometimes (so it'll backtrack over and over...).
At any rate, I'm pretty happy with this test. I'm going to optimise and refine it to be easy to use and work with, and to cooperate better with the existing systems.
https://youtu.be/v0_8cx4qkJ8
This looks great.
I don't know much about your constraints or your implementation - but have you tried to do a sort of 'direction of furthest clearance' check when not stuck, and biasing movement towards this direction?' It looks like most of your getting stuck cases (which will lead to expensive unstuck calculations) can potentially be avoided by something of the following:
https://files.facepunch.com/forum/upload/710/a6a81667-c3bc-49df-bdb2-d5f0467f9f2f/image.png
Well everything up until the point that the NextBot is stuck is based on the PathFollower stuff, which is out of my hands. But as far as I can tell that implementation is pretty quick (probably because it's pure engine code, rather than scripted stuff). As for the "direction of least resistance" thing, I actually was paying attention to where the closest obstacle was to move the NextBot away. Similar, but I suspect will be more robust. I don't want the NextBot to head in the wrong direction, after all... although I am still learning this stuff so who really knows...
Nextbot is such a mess when it comes to pathfinding, how could they mess up something like that, I've seen E2s that are better than it lmao
New BF 5 trailer was kinda controversial and there is already memes are coming out
https://files.facepunch.com/forum/upload/58256/19804ae7-ee7f-446b-be1e-c4f609b6336a/image.png
I'm currently trying to find a way to keep Nextbots from killing the server, and so far I've found the cause.
https://i.imgur.com/sSTRVoz.jpg
The default generator PathFollower/Compute will not stop until it tries every possible path, which can stop a server dead in its tracks as the PathFollower tries forever in vain to find a valid path to somewhere it will never be able to reach.
I did some more testing with the generator and I set it up to report on how many times the generator runs, it's quite a bit depending on the amount of areas between the nextbot and its target.
here's some of my results from gm_atomic
At this distance, the generator ran 90 times.
https://i.imgur.com/5V5tDhH.jpg
Around 1000 generations.
https://i.imgur.com/5rUUoPo.jpg
And this distance was around 10'000 generations.
https://i.imgur.com/vXtvH4H.jpg
and of course, standing on top of this silo, it was 339'791 generations
https://i.imgur.com/4Lg8uQF.jpg
For now, I've decided to count the generations and if they reach over 10'000, I invalidate the path.
Here's what my generator looks like now, which, for all intents and purposes is the default with the only change being that it will count it's tries.
https://ghostbin.com/paste/jvbph
In the future I want to try and address this issue in a better way. I'd like to try and make the Nextbot fallback to using AI nodes at large distances, but other than creating an invisible NPC and having the nextbot chase that, I can't really do anything without a proper API to interface with the AI nodes.
The navmesh is not really meant for such insanely huge open areas, the problem may also line in the probably stupid amount of nav areas on that map.
I've been working on a thing to allow players to interact across servers :p.
There's already been a crosschat implemented, but now you can actually see players and the playermodels.
I'm the only one on the server in this video, the rest are on a completely different server.
(yes animations are currently fucked)
https://www.youtube.com/watch?v=IJhU-r_ZR1Y&feature=youtu.be
(Yay, posting in the right thread after bumping the last one by accident :v)_
I've been mucking about with a custom keypad implementation for a while (since 2012 in fact) but recently I've had a lot more free time and have actually built something fairly usable.
Playing with the keypad cracker has been great for learning various fancy things I didn't previously know how to use, and today I've finally got stencils working. 🎉
Here's a really shitty video (gm_video makes my computer lag like nobody's business)
https://files.facepunch.com/forum/upload/110874/9953d863-4aa1-4d18-8793-38ef893ae710/gm_construct 2018-5-26 18-50-02.webm
https://files.facepunch.com/forum/upload/134375/984ad093-7902-4220-a7ff-ed8e34496877/image.png
Working on a big ol' chess board. Started this morning and have been working on it since, so it's not really functional yet.
Spawn the chess board, the pieces all spawn on it where they're supposed to automatically, and stores what they are, and which space they occupy, since every piece is based on a single entity.
It can tell you if it's your turn or not, and plays some cool sounds when you select a piece (which produces a blue square under it, as seen).
Currently working on an inefficient way to determine where pieces can move, and how to tell the board where these places are.
Also all pieces are removed along with the board.
https://dl.dropboxusercontent.com/s/z4vmu7po9hpc5v0/2018-05-26_11-24-01.mp4
I'm re-creating script_intro effect, it looks nice
Sorry for dual screen mess, sharex is a bitch
got sucked back in for something a friend wanted.
replacement spawn menu for his server
https://youtu.be/Ko1MxcwcGdU
https://www.youtube.com/watch?v=g9tCBu8R6HA&feature=youtu.be
Finally added a HDR, per object, emissiveness. It looks damn pretty on everything.
Is that Brainiac?
But will it use multicore 🤔
Got bored decided a cheeky looking modern HUD. Could be used in a future gamemode or project - who knows.
https://files.facepunch.com/forum/upload/111175/6d09dfde-fdf5-4b2f-91bf-5a2cb8c38d57/hud.png
Any suggestions lemme know! (I know its basic - I was just bored and fancied making something UI design related.)
Yeah that makes sense, but I really like the nextbot base and using nav meshes for navigation, which is why I'm trying to come up with better ways to mitigate that cost of pathfinding.
One thing I'm wondering about if is there's anyway to put path generation in a coroutine, that way it could somehow be buffered across multiple ticks instead of the bot trying to process it all at once. I could also scale the buffer rate so that when a lot of AI are attempting to generate paths, it would take a bit longer. The only issue is the NPC would appear to wait for a bit while looking for it's path, but that's not a big deal to me, heck I could even have the NPC play a "looking around" animation like it's trying to find the path.
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