[QUOTE=Giraffen93;47770347][img]http://rp.braxnet.org/scr/2015-05-21_12-57-41.png[/img]
BraxBot lives again![/QUOTE]
You have made some serious progress in terms of your Lua skills, year and a bit now?
I would really appreciate it if you had any tips on what helped you to learn as i feel that a lot of my learning from coding is really a slow process and would love to spend summer getting better!
Also your work from the start has looked completely awesome!
[QUOTE=AIX-Who;47771945]You have made some serious progress in terms of your Lua skills, year and a bit now?
I would really appreciate it if you had any tips on what helped you to learn as i feel that a lot of my learning from coding is really a slow process and would love to spend summer getting better!
Also your work from the start has looked completely awesome![/QUOTE]
what helped me, is that this gamemode/addon is the thing i've wanted to do ever since i got gmod in 2006
motivation helps a lot! gmod wiki is always on my 3rd monitor, sublime is always running.. browsing these forums like a madman and reading all kinds of examples and info
also, i've had some ~9 years of programming experience before this :v:
Armor system in progress. Made props attach depending on vector and angles given.
Weapon stance, movement and player angles wont make difference to how and where it attaches.
[IMG]http://s16.postimg.org/q4t548f45/image.png[/IMG]
I must thank cra0kalo for his patched studiomdl, without it i wouldn't be able to get these massive things in Gmod, let alone rig them propperly. Gotta love having +24 bones per model :v:
[T]http://images.akamai.steamusercontent.com/ugc/36371582209227302/884A8B50E038C9415E23C34189CF6634A8663EEA/[/T][T]http://images.akamai.steamusercontent.com/ugc/36371582209228589/395A9A74C6FFA8F7E044E7F6B355135B0B48D3A2/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/36372090170207253/577E44A222D9C6EEEA047167EAF202ACC5ED2B11/[/T][T]http://images.akamai.steamusercontent.com/ugc/36372090170207721/A05079AA77AAA09DF0522B32EC90979190A20AD5/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/36372216141032858/4E58EE0F22442DD54A84DBDB34E12B9BF97F33CF/[/T][T]http://images.akamai.steamusercontent.com/ugc/36372216141035067/FBD6498A107F89A0AB02C257962E4E440EB58FE8/[/T]
9 ships ported, 107 to go :dance:
What game are you porting these from? World of Warships?
[QUOTE=NiandraLades;47737486]This should technically go in the Web WAYWO, but I feel like it's more beneficial here. I'm working on a a random script ideas generator since I've really gotten into JS/html and thought something like this would be a good beginner project, although at the moment it only does gamemodes. I've got two lists, one with keywords and a genre in the other:
[img]http://i.imgur.com/72Kpe9s.png[/img]
[img]http://i.imgur.com/ZlZS4by.png[/img]
Although some of the outputs are complete garbage obviously:
[img]http://i.imgur.com/nSZKPJc.png[/img]
I need to put all that into one big string though, so it's like 'a GAMEMODE that combines X and Y' and is across the screen. Based the design off gm_flatgrass and I was gonna animate the clouds/position them better. Gonna draw up the concrete building thing on that map and place it between the hills:
[img]http://i.imgur.com/Od6bXVI.png[/img][/QUOTE]
Cute.
I've been wanting to do on-rails for some time but restricting movement is 3mlg4me
EDIT:
Fucking shit, another pageking. Well I don't have anything this time either.
[video=youtube;YAd1G0Y5uxE]https://www.youtube.com/watch?v=YAd1G0Y5uxE&feature=youtu.be[/video]
Been wanting to make a gamemode based around the wii remote, but there's too many prerequisites to set it up, but I got it working better since last time anyways.
[QUOTE=Freezebug;47776260]Been wanting to make a gamemode based around the wii remote, but there's too many prerequisites to set it up, but I got it working better since last time anyways.[/QUOTE]
I've always thought the wiimote tracking was pretty shitty, but it seems to be quite good judging by this
[IMG]http://i.imgur.com/YLhtXZL.png[/IMG]
Progress on [URL="http://facepunch.com/showthread.php?t=1466364"]gm_voxelate[/URL]. I added some bulk modification functions that let you fill entire regions with blocks. Lots of fun to play with.
Unfortunately I just discovered some pretty major issues with hull traces that are totally fucking over player collision. The tracing code is really ugly and I don't want to have to look at it again :suicide:.
On another note, I'm going to contact the Obsidian Conflict team tonight and see if they'll let me release Gmod ports of some of their stuff I made a year or so ago.
[QUOTE=Exho;47775227]What game are you porting these from? World of Warships?[/QUOTE]
Correct.
Edit:
I should post content. More tiny helicopters:
[t]http://puu.sh/hWauH/97a7eb2cee.png[/t]
Kamov Ka-50. The framework is kinda neat because most of the job is done in the modelling program, we assign bones for Pilot, Engine, Fueltanks, Gunners and so on, I then use w/e bones the model happens to have and build up the functionality from that data. The flight model is then affected accordingly to whatever part has been damaged, for instance if we take one hit to the fuel tank it starts leaking, if we hit it again it catches fire and you start losing health. If the engine gets hit it will die pretty shortly after and make sputtering sounds, if the pilot gets killed your screen turns red and you lose control of the aircraft. Combine that with the fact that each model is split up in all parts where planes obviously are the most detailed with control surfaces and so on. Each part has it's own individual healthvalue and functionality so just like with the bones the aircraft is affected depending on what part you lose. No elevator / rudder means you won't be able to pitch / yaw while one damaged aileron slows down your banking and when both are lost you can't bank at all. Your wing lift is based on their respective health so a massive hit to, lets say, the left wing will throw the plane off balance and make it bank in that direction making it harder to control.
[video=youtube;1-uhb9wypwA]http://www.youtube.com/watch?v=1-uhb9wypwA[/video]
for your eyes only
[QUOTE=baldursgate3;47779301][video=youtube;1-uhb9wypwA]http://www.youtube.com/watch?v=1-uhb9wypwA[/video]
for your eyes only[/QUOTE]
I clicked on your other video, the pop music in it gave me cancer.
Regardless, really nice bomb, altho it's not visible at all times, is it?
That dust atleast, it just blinked several times.
[QUOTE=Netheous;47779567]I clicked on your other video, the pop music in it gave me cancer.
Regardless, really nice bomb, altho it's not visible at all times, is it?
That dust atleast, it just blinked several times.[/QUOTE]
whats not visible?
I need to think of something cool to make, so I can actually post in here. I've made so much small stuff that's not worth posting here, I just want to make something cool and original.
[QUOTE=meharryp;47779608]I need to think of something cool to make, so I can actually post in here. I've made so much small stuff that's not worth posting here, I just want to make something cool and original.[/QUOTE]
Instead of commenting what you're going to do, it's best to post at least a picture.
I never said I was going to do anything? I just want ideas.
[QUOTE=meharryp;47779773]I never said I was going to do anything? I just want ideas.[/QUOTE]
So if you're not going to do anything, why ask for idea?
On topic: Sorry I don't have anything to show. I am just fixing and adding to Citrus Admin Mod by Connor. I remember back when I first started playing Garry's Mod back in 2009, it was the best admin mod I had ever used, and gave the server a uniqueness that other servers using main stream admin mods just didn't have. That and it was incredibly user friendly.
I also plan to update it to the proposed CAMI standard. Although it's fairly pointless to do so right now, if it is that people will want to use this, then it's best to offer compatibility for the future if these standards are adopted. Although I feel that it needs to somehow be brought to everyone's attention, as when CPPI was proposed, it was well received, and I see the same thing happening with CAMI.
I'm busy making Hera v6
[QUOTE=BFG9000;47776122]Cute.
I've been wanting to do on-rails for some time but restricting movement is 3mlg4me
EDIT:
Fucking shit, another pageking. Well I don't have anything this time either.[/QUOTE]
Yeah, I wanted to do an on-rails shooter sort of gamemode a while back but had no idea how to actually handle the movement aspect
I know RobotBoy gave me a few wiki pages to research but I was totally out of my depth
[img]http://rp.braxnet.org/scr/2015-05-22_21-38-39_58.png[/img]
felt the ui needed a redesign
[QUOTE=baldursgate3;47779301][video=youtube;1-uhb9wypwA]http://www.youtube.com/watch?v=1-uhb9wypwA[/video]
for your eyes only[/QUOTE]
You make some damn fine effects. How are you doing this? Is it just pure lua or are you using the source engine editor?
[QUOTE=ChewGum;47782342]You make some damn fine effects. How are you doing this? Is it just pure lua or are you using the source engine editor?[/QUOTE]
Light is obviously made using lua while the nuke is made using source particle editor.
[QUOTE=Melted Bu11et;47776359]I've always thought the wiimote tracking was pretty shitty, but it seems to be quite good judging by this[/QUOTE]
Don't underestimate the power of two tea lights as IR bar
Did some things and stuff.
[video=youtube;a6QkierGPm0]http://www.youtube.com/watch?v=a6QkierGPm0&feature=youtu.be[/video]
Edit:
Sorry about the music c:
[QUOTE=DaWhale;47783772]Did some things and stuff.
[video=youtube;a6QkierGPm0]http://www.youtube.com/watch?v=a6QkierGPm0&feature=youtu.be[/video]
Edit:
Sorry about the music c:[/QUOTE]
That HUD looks mighty familiar Dawhale...
[QUOTE=DaWhale;47783772]Did some things and stuff.
[video=youtube;a6QkierGPm0]http://www.youtube.com/watch?v=a6QkierGPm0&feature=youtu.be[/video]
Edit:
Sorry about the music c:[/QUOTE]
Nice! You edited a two year old [URL="http://facepunch.com/showthread.php?t=1244826&p=39517506&viewfull=1#post39517506"]copypasta[/URL].
[vid]http://a.pomf.se/uzledw.mp4[/vid]
My head is pounding. I am making a RichText control written in Lua. The way it is done is going to make highlighting for copy/paste really easy as well as allowing for images.
[code]
self:AppendLine( { Type = "Text", Data = "Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book" } )
self:AppendLine( {
Type = "Color",
Data = Color( 255, 0, 0 )
}, {
Type = "Text",
Data = "This should be red..\nHopefully."
} )
self:AppendLine( {
Type = "Color",
Data = Color( 255, 255, 0 )
}, {
Type = "Font",
Data = "DermaLarge"
}, {
Type = "Text",
Data = "This should be yellow and BIG!"
} )
for i = 1, 12 do
self:AppendLine( {
Type = "Text",
Data = "These are wonderful little separate lines"
} )
end
[/code]
Here I have two different fonts in use on a single line:
[thumb]http://i.imgur.com/QwiJ2S6.png[/thumb]
And here is me wrapping an image:
[vid]http://a.pomf.se/lmsuup.mp4[/vid]
Converted everything into networked variables and effectively fixed my SWEP base for good.
Also:
[video=youtube;4pQ3z6gMU_k]https://www.youtube.com/watch?v=4pQ3z6gMU_k&feature=youtu.be[/video]
[QUOTE=wauterboi;47785349]Converted everything into networked variables and effectively fixed my SWEP base for good.
Also:
[video=youtube;4pQ3z6gMU_k]https://www.youtube.com/watch?v=4pQ3z6gMU_k&feature=youtu.be[/video][/QUOTE]
looks great but will you be adding like attachable scopes or will you actually scope with the ak(or make iron sights?)
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