• GMod - What are you working on? May 2015 (#45)
    560 replies, posted
I used to fly RC helos this was always a fun feature [media]http://www.youtube.com/watch?v=ehiRFbx51XA[/media] Are there any good hand controller modules out there?
[QUOTE=Hoffa1337;47751887]I used to fly RC helos this was always a fun feature [media]http://www.youtube.com/watch?v=ehiRFbx51XA[/media] Are there any good hand controller modules out there?[/QUOTE] You can fly inverted? I fucked my Blade 130x up like 10 times trying it, it's still in pieces now :(
[QUOTE=AIX-Who;47751933]You can fly inverted? I fucked my Blade 130x up like 10 times trying it, it's still in pieces now :([/QUOTE] oh the hours I've spent in simulators. Sadly my 350 exploded :v:
[t]http://rp.braxnet.org/scr/2015-05-19_00-08-41_45.jpg[/t] wooh, cinema works now not sure how i'm gonna structure the skipping/voting/queues though, i haven't used any of these in ages
Derma for my smart npc interaction addon (I took the easy way out with blur). My intent is to make NPCs a little more in depth because I've seen a couple addons where they try to make the NPC "talk" and it just doesn't look right. It should also be fairly easy for developers to write their own conversations for their own NPCs and have options do stuff like open other Derma panels and what not. It should hopefully make shop NPCs look pretty cool I have this in my ENT:Initialize [code] local convo = interaction.createNew( "exampleConversation" ) local option1 = convo:createOption( "How are you?" ) option1:addResponse( "I'm doing good, thanks" ) local option1a = option1:createOption( "Thats good to hear" ) option1a:setFlags( CONVO_GO_START ) local option2 = convo:createOption( "You wanna fite m8?" ) option2:addResponse( "Bring it holmes" ) option2:setFlags( CONVO_CLOSE, CONVO_REACT_FIGHT ) local option3 = convo:createOption( "Fear me and my luas" ) option3:addResponse( "Please have mercy!" ) option3:setFlags( CONVO_CLOSE, CONVO_REACT_FLEE ) local option4 = convo:createOption( "Goodbye") option4:addResponse( "See ya around" ) option4:setFlags( CONVO_CLOSE ) [/code] [video=youtube;8MrQvSz5FaE]https://www.youtube.com/watch?v=8MrQvSz5FaE[/video]
[QUOTE=Exho;47752520]Derma for my smart npc interaction addon (I took the easy way out with blur). My intent is to make NPCs a little more in depth because I've seen a couple addons where they try to make the NPC "talk" and it just doesn't look right. It should also be fairly easy for developers to write their own conversations for their own NPCs and have options do stuff like open other Derma panels and what not. It should hopefully make shop NPCs look pretty cool I have this in my ENT:Initialize [code] local convo = interaction.createNew( "exampleConversation" ) local option1 = convo:createOption( "How are you?" ) option1:addResponse( "I'm doing good, thanks" ) local option1a = option1:createOption( "Thats good to hear" ) option1a:setFlags( CONVO_GO_START ) local option2 = convo:createOption( "You wanna fite m8?" ) option2:addResponse( "Bring it holmes" ) option2:setFlags( CONVO_CLOSE, CONVO_REACT_FIGHT ) local option3 = convo:createOption( "Fear me and my luas" ) option3:addResponse( "Please have mercy!" ) option3:setFlags( CONVO_CLOSE, CONVO_REACT_FLEE ) local option4 = convo:createOption( "Goodbye") option4:addResponse( "See ya around" ) option4:setFlags( CONVO_CLOSE ) [/code][/QUOTE] your code looks real unpleasant to use, and a lot of metatable stuff like that can take up a lot of memory why not just use a table? [lua]local convo = interaction.createNew({ exampleConversation = { ["How are you?"] = { ["I'm doing good, thanks"] = { ["That's good to hear"] = CONVO_GO_START }, ["You wanna fite m8?"] = { ["Bring it holmes"] = bit.bor(CONVO_CLOSE, CONVO_REACT_FIGHT) }, ["Fear me and my luas"] = { ["Please have mercy!"] = bit.bor(CONVO_CLOSE, CONVO_REACT_FLEE) }, ["Goodbye"] = { ["See ya around"] = CONVO_CLOSE } } } })[/lua] probably not exactly like that, but you get the idea [editline]a[/editline] should have been bor, not band
How do you actually do blurred panels? and is it intensive on framerate at all?
[QUOTE=MattJeanes;47752607]How do you actually do blurred panels? and is it intensive on framerate at all?[/QUOTE] [code] local matBlurScreen = Material( "pp/blurscreen" ) matBlurScreen:SetFloat( "$blur", 3 ) matBlurScreen:Recompute() local function DrawHUDBox( x, y, w, h ) surface.SetMaterial( matBlurScreen ) surface.SetDrawColor( 255, 255, 255, 255 ) render.SetScissorRect( x, y, w + x, h + y, true ) for i = 0.33, 1, 0.33 do matBlurScreen:SetFloat( "$blur", 5 * i ) matBlurScreen:Recompute() render.UpdateScreenEffectTexture() surface.DrawTexturedRect( 0, 0, ScrW(), ScrH() ) end render.SetScissorRect( 0, 0, 0, 0, false ) surface.SetDrawColor( Color( 0, 0, 0, 128 ) ) surface.DrawRect( x, y, w, h ) end[/code]
[QUOTE=Hoffa1337;47751887] Are there any good hand controller modules out there?[/QUOTE] [URL="http://facepunch.com/showthread.php?t=403669"]Nighteagle's gmcl_joystick.[/URL] Probably needs recompiling.
[QUOTE=Hoffa1337;47751957]Sadly my 350 exploded :v:[/QUOTE] I actually just recently finished building a F330, the props exploded on my fourth flight. Speaking of quads, my friend gave me an idea to create a quad with a gun mounted to it for TTT, and possibly modify my pathfinder to use air stuff instead of ground nodes. The movement for it is such a major pain in the ass though, so I don't really know how I'm going to do it. I said fuck it to making realistic physics by having ApplyOffsetForces on each "arm" because coding the movement for that sounds annoying as hell, and now I'm trying to make a realistic looking "lean toward target" thing, which also sucks. Also, sorry about no pics/anything unless you want to see a flying console box go to a vector
Maybe it would be more feasible to have a player controlled quadcopter?
Working on a simple TDM game mode might need help as i'm a beginner so if your looking for a partner let me know! You need to know SOME lua!!! (Might make it TDM don't know yet)
[QUOTE=Exho;47753100]Maybe it would be more feasible to have a player controlled quadcopter?[/QUOTE] It'd be 100% easier, as the hardest parts is going to be self-leveling and getting the math down for the movement (leaning away from where it's moving to decelerate, etc.)
[QUOTE=TGiFallen;47752926][URL="http://facepunch.com/showthread.php?t=403669"]Nighteagle's gmcl_joystick.[/URL] Probably needs recompiling.[/QUOTE] oh yeah I tried getting this thing to work a while ago but I failed miserably for some reason that I can't quite remember..
[QUOTE=Melted Bu11et;47738688][URL="https://github.com/MeltedBu11et/GM-A-Pathfinder"]I completely recoded my pathfinder to use metatables[/URL] after I learned how to use them (they kick fucking ass) and decided to throw it in a github because why not. There's documentation related to each function in the Pathfinder object/class/whatever you'd call it and you should be able to figure out how it works by reading the code. I'll probably go ahead and make a thread later, just want some feedback for right now here though.[/QUOTE] What algorithm did you use? I wrote something a while back (ashamed to say I have still never tested it) using Mauritz's SimplOO module, based on [url=http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm]Dijkstra's Algorithm[/url]. Although I now realise that as we would be using this in Euclidean space, that it's excesive for it's purpose, and inefficient, knowing that if all nodes are placed on a grid, we can make loads of assumptions that makes our lives a lot easier. If I ever get round to actually making an algorithm that is a lot more efficient, then I will post it. However as you mentioned the combination of a path finding module, and using metatables, I thought I could also show off mine and maybe get an idea how how to better each of ours. [url=https://gist.github.com/AlexSwift/16030b42d27b206ce9ac]Here you go folks.[/url]
[QUOTE=dingusnin;47756409]What algorithm did you use? I wrote something a while back (ashamed to say I have still never tested it) using Mauritz's SimplOO module, based on [url=http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm]Dijkstra's Algorithm[/url]. Although I now realise that as we would be using this in Euclidean space, that it's excesive for it's purpose, and inefficient, knowing that if all nodes are placed on a grid, we can make loads of assumptions that makes our lives a lot easier. If I ever get round to actually making an algorithm that is a lot more efficient, then I will post it. However as you mentioned the combination of a path finding module, and using metatables, I thought I could also show off mine and maybe get an idea how how to better each of ours. [url=https://gist.github.com/AlexSwift/16030b42d27b206ce9ac]Here you go folks.[/url][/QUOTE] I used A*, and was trying to implement JPS, but it's a pain to understand and add. I may attempt to revisit JPS, but in the mean time mine it's just A* with some improvements added on (checking if a position is taken in a much more efficient manner, binary heaps etc.), I think I'm going to change the Heuristic function though as using a "manhattan" (I think at least) heuristic may not make much sense now that I think about it.
[t]http://rp.braxnet.org/scr/2015-05-20_19-50-23_52.jpg[/t] ultimate cinema experience queuing videos works pretty well! [t]http://rp.braxnet.org/scr/2015-05-20_20-05-12_53.jpg[/t] [I]forever alone though[/I]
[QUOTE=Giraffen93;47765038][t]http://rp.braxnet.org/scr/2015-05-20_19-50-23_52.jpg[/t] ultimate cinema experience queuing videos works pretty well! [t]http://rp.braxnet.org/scr/2015-05-20_20-05-12_53.jpg[/t] [I]forever alone though[/I][/QUOTE] Damn dude, you get so much stuff done so quick. Wasn't it yesterday that you posted that you were working on a cinema? Today you have what looks like an almost finished product. I'm amazed. I cannot wait to see what you create in the future.
[QUOTE=SkitZz;47765825]Damn dude, you get so much stuff done so quick. Wasn't it yesterday that you posted that you were working on a cinema? Today you have what looks like an almost finished product. I'm amazed. I cannot wait to see what you create in the future.[/QUOTE] well, i had the tv base done already, but yeah i did the cinema in one evening
[QUOTE=Giraffen93;47766059]well, i had the tv base done already, but yeah i did the cinema in one evening[/QUOTE] You must type and think really...really fast. I can take like up to an hour to get around 400 lines of working code written.
[QUOTE=AIX-Who;47766311]You must type and think really...really fast. I can take like up to an hour to get around 400 lines of working code written.[/QUOTE] barely 100wpm, i don't think it's that special [img]http://rp.braxnet.org/scr/2015-05-20_22-33-12_54.png[/img] the single file consisting of cinema stuff, it's not the biggest one but it's up there
[QUOTE=Giraffen93;47766337]barely 100wpm, i don't think it's that special [img]http://rp.braxnet.org/scr/2015-05-20_22-33-12_54.png[/img] the single file consisting of cinema stuff, it's not the biggest one but it's up there[/QUOTE] How many lines with "\n\s*\n" replaced with "\n"?
[QUOTE=Ott;47766374]How many lines with "\n\s*\n" replaced with "\n"?[/QUOTE] 862
[QUOTE=Giraffen93;47766485]862[/QUOTE] I just watched braxparty O.O
[video=youtube;4S_ZjZas5l0]https://www.youtube.com/watch?v=NcnPWs3JRIU&feature=youtu.be[/video] [video=youtube;ibjEiJj7wJQ]https://www.youtube.com/watch?v=ibjEiJj7wJQ&feature=youtu.be[/video] I'm getting closer and closer to actually releasing this damn thing. (ignore the messed up super fast shotgun fire rate I didn't change that (it's not important anyway (ah)))
[T]http://i.imgur.com/GH29rVJ.jpg[/T] [T]http://i.imgur.com/ZuFRLyX.jpg[/T] I call it The Unnatural Selection. It's pretty much a living weapon that rapidly fires out sharpened bone shards as its attack function. Probably going to have the quills go inside of the weapon and retract based on how much ammo is available like the Needler from Halo. Originally it was going to just fire lasers, but BFG9000 had the idea for giving it a reload function that absorbs ragdolls for ammo which in turn gave me the idea to tie that in with the primary attack. So it doesn't have to reload the way normal weapons do and it could potentially fire out its entire ammo pool in one go, but it needs a constant supply of dead NPCs or players to be able to sustain that ammo pool. Backstory wise, the gun is basically a living organism that depends on whoever wields it to feed it by killing organic beings. The gun then "eats" the fleshy bits while grinding down the bones for ammo. Something something circle of life. If you guys are getting sick of me just posting the models I'm making without showcasing the actual weapon, just say something.
[QUOTE=Spastik2D;47769183]I call it The Unnatural Selection. It's pretty much a living weapon that rapidly fires out sharpened bone shards as its attack function. Probably going to have the quills go inside of the weapon and retract based on how much ammo is available like the Needler from Halo. Originally it was going to just fire lasers, but BFG9000 had the idea for giving it a reload function that absorbs ragdolls for ammo which in turn gave me the idea to tie that in with the primary attack. So it doesn't have to reload the way normal weapons do and it could potentially fire out its entire ammo pool in one go, but it needs a constant supply of dead NPCs or players to be able to sustain that ammo pool. Backstory wise, the gun is basically a living organism that depends on whoever wields it to feed it by killing organic beings. The gun then "eats" the fleshy bits while grinding down the bones for ammo. Something something circle of life.[/QUOTE] For a twist, let it take the player's own health for more ammo if necessary.
[QUOTE=Spastik2D;47769183][T]http://i.imgur.com/GH29rVJ.jpg[/T] [T]http://i.imgur.com/ZuFRLyX.jpg[/T] I call it The Unnatural Selection. It's pretty much a living weapon that rapidly fires out sharpened bone shards as its attack function. Probably going to have the quills go inside of the weapon and retract based on how much ammo is available like the Needler from Halo. Originally it was going to just fire lasers, but BFG9000 had the idea for giving it a reload function that absorbs ragdolls for ammo which in turn gave me the idea to tie that in with the primary attack. So it doesn't have to reload the way normal weapons do and it could potentially fire out its entire ammo pool in one go, but it needs a constant supply of dead NPCs or players to be able to sustain that ammo pool. Backstory wise, the gun is basically a living organism that depends on whoever wields it to feed it by killing organic beings. The gun then "eats" the fleshy bits while grinding down the bones for ammo. Something something circle of life. If you guys are getting sick of me just posting the models I'm making without showcasing the actual weapon, just say something.[/QUOTE] Reminds me of [url=http://scp-wiki.wikidot.com/scp-127]SCP-127[/url]. Awesome idea .. you could make a gamemode out of it.
[img]http://rp.braxnet.org/scr/2015-05-21_12-57-41.png[/img] BraxBot lives again!
[QUOTE=Luni;47769570]For a twist, let it take the player's own health for more ammo if necessary.[/QUOTE] That's a really, really good idea. Like if it can't feed, it'll start feeding on its owner until there's either dead matter for it to consume or the owner is killed off. [QUOTE=Nak;47770128]Reminds me of [url=http://scp-wiki.wikidot.com/scp-127]SCP-127[/url]. Awesome idea .. you could make a gamemode out of it.[/QUOTE] That's actually where the idea originated from. Buddy of mine linked me to SCP-127 and suggested we make a living weapon, leading to this.
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