GMod - What are you working on? November 2018 (#86)
46 replies, posted
Also i'd flip + and - on the collapsible categories and make the category header colors a bit more neutral, darker when collapsed, brighter when opened.
https://ph129.net/i/files/25D104T1.gif
E-voila! I also painted that bright white scrollbar that I forgot about. I never noticed they were the wrong way around, thanks for the heads up.
Going into mega nitpick mode, the backpack weight style is different from the rest of the UI.(the rounded corners and 2 tone bar)
https://ph129.net/i/files/E2F6v7E2.gif
Here it is, carry weight was redesigned. I've math.Approached the percentage variable and added background coloring for a little more oomph.
https://ph129.net/i/files/61u6W0f0.gif
I've also added physical doors to teleport you to and from the "overworld", alternative to text based commands such as !sz (Teleporting to and from the safezone)
I also fixed rendering order of my NPCs so their text (DrawTransparent) is drawn infront of dynamic entities such as props etc;
It's a quick hack, but worth it depending on the render/spawn order of your entities, here's my cl_init.lua as an example:
ENT.RenderGroup = RENDERGROUP_BOTH
function ENT:Draw()
self:DrawModel()
end
function ENT:DrawTranslucent()
local ang = LocalPlayer():EyeAngles()
local pos = self:GetPos() + Vector(0, 0, 85) + ang:Up()
ang:RotateAroundAxis( ang:Forward(), 90 )
ang:RotateAroundAxis( ang:Right(), 90 )
if LocalPlayer():GetPos():DistToSqr(pos) > (800*800) then return end
cam.Start3D2D( pos, Angle( 0, ang.y, 90 ), 0.1 )
draw.DrawText( "Trader Mike", "char_title", 2, 22, Color( 255, 255, 255, 255 ), TEXT_ALIGN_CENTER )
draw.DrawText( "VIP Shop Merchant [+20%]", "char_title1", 2, 62, Color( 127, 255, 127, 255 ), TEXT_ALIGN_CENTER )
cam.End3D2D()
end
function ENT:Initialize()
hook.Add("PostDrawTranslucentRenderables", "draw_"..self:EntIndex(), function() -- hack of the year award goes to me!
if !IsValid(self) then return end --or remove hook
self:DrawTranslucent()
end)
end
https://ph129.net/i/files/N3T681k6.png
I'm getting really close to releasing my roleplay map.
https://files.facepunch.com/forum/upload/177543/189406f0-ca8a-4331-a5cd-482385179ce0/20181125002530_1.jpg
https://files.facepunch.com/forum/upload/177543/af5bb8ee-4712-470d-90b6-ca4fa5d2825c/20181125002510_1.jpg
https://files.facepunch.com/forum/upload/177543/bd157d0c-42d0-4aaa-ac0b-cb33ad9adfa8/20181125002456_1.jpg
https://files.facepunch.com/forum/upload/177543/1fe9115b-f7bb-4336-9f61-2eaa7c081b3f/20181125002437_1.jpg
https://files.facepunch.com/forum/upload/177543/0457808e-58d3-419e-ae0e-3ed719a504f9/20181125002335_1.jpg
https://files.facepunch.com/forum/upload/177543/29aa3555-c2a5-4446-b589-5866a9367d84/20181125002418_1.jpg
https://files.facepunch.com/forum/upload/177543/2eb776a9-fd3d-474e-856a-c47b6a62c1c5/20181125002354_1.jpg
https://files.facepunch.com/forum/upload/177543/9997a230-bd9f-4cd7-af59-d5ad41df01d0/20181125002318_1.jpg
https://files.facepunch.com/forum/upload/177543/2fd51aa7-3291-46f2-866e-508cf0bedaf3/20181125002303_1.jpg
https://files.facepunch.com/forum/upload/177543/86188bbb-6574-46fa-a7b4-99c6d21dce0c/20181125002552_1.jpg
https://files.facepunch.com/forum/upload/177543/194a365f-832e-452f-8953-5aaab0061f30/20181125002539_1.jpg
https://files.facepunch.com/forum/upload/177543/6108937f-3b7d-45fb-a9ea-5e4621b4c83f/20181125002517_1.jpg
https://files.facepunch.com/forum/upload/177543/79263720-0f50-41d5-8f0e-db23c9901651/20181125002237_1.jpg
https://files.facepunch.com/forum/upload/177543/7ec3f184-ed41-4003-9c7d-0c14353f1981/20181125002226_1.jpg
https://files.facepunch.com/forum/upload/177543/97eb6040-f676-4432-a89a-83fead469bbd/20181125002156_1.jpg
https://www.youtube.com/watch?v=lvY4eCq6NWU
Have to work on a magazine loading interface next. Supports mixing and matching different ammo types. Anxious to see what people think!
Need AI for some creatures in a gamemode. So I made the perfect imitation of a gmod sandbox server.
https://youtu.be/u6pCX6xciCA
Made an AIN file reader out of AlienSwarm ai_networkmanager and source ai_hull.cpp.
Made a pathfinder that has its own hull types, nodes and climb/jump/jump_down support.
Its still a bit rough, the plan is to have structure support (Walking around and on top), light_detection, dynamic_nodes and climb/jump support.
https://youtu.be/U99LdMKTG7g
Its not exactly new but not exactly old. I think the result is pretty, especially on maps that are darker like Ravenholm it adds a fresh feeling to something old.
I guess I'll still work on tunnel vision sometimes. I'm reworking the lighting on tv_bangclaw so the player can reasonably get around without a flashlight... but barely.
https://youtu.be/_AhtGk9Q83s
https://www.youtube.com/watch?v=G43iqIqV6is&feature=youtu.be
Added the ability to actually choose which rounds you put in your magazines.
http://webm.land/media/Rh0L.webm
Better tracer and muzzle effect, and fix the initial weird muzzleflash when you spawn it, maybe try to match lighting of the scene
ty. Starting muzzle for infact of checking if thats spawn. Sorta..debug I can say. Yea, I think that I should learn how to make a tracer and a muzzle. Weird tho, I cant set a default muzzle, If I do, it shooting the bullet from a middle of the entity.
Progress is pretty slow. UI can be really tedious, but here's a small update on the decal designer:
https://i.imgur.com/HdaPldP.png
New thread time!
Sorry, you need to Log In to post a reply to this thread.