• GMod - What are you working on? May 2015 (#45)
    560 replies, posted
The scope is just a special overlay that can be applied to whatever gun you want. This is my test weapon. There's ironsights or scopes - both of which that are easy to enable or disable.
NPC Dialogue system (I was bored :P). I hope you won't ban me for what she's saying xD [vid]https://dl.dropboxusercontent.com/u/73430511/ShareX/2015/05/2015-05-23_14-30-54.mp4[/vid]
[QUOTE=szymski;47785975]NPC Dialogue system (I was bored :P). I hope you won't ban me for what she's saying xD [vid]https://dl.dropboxusercontent.com/u/73430511/ShareX/2015/05/2015-05-23_14-30-54.mp4[/vid][/QUOTE] Now make it Microsoft Sam and make him say "soisoisoisoisoisoi" On a side note, i've been working on this last week-end, It's not done yet but it might be my first good-looking derma menu :D [IMG]http://puu.sh/hXw05/d6e03bf862.jpg[/IMG] Opinions?
[QUOTE=StonedPenguin;47784320]Nice! You edited a two year old [URL="http://facepunch.com/showthread.php?t=1244826&p=39517506&viewfull=1#post39517506"]copypasta[/URL].[/QUOTE] No, I actually didn't but sure. [editline]23rd May 2015[/editline] [QUOTE=Merz;47784060]That HUD looks mighty familiar Dawhale...[/QUOTE] o ya?
[QUOTE=szymski;47785975]NPC Dialogue system (I was bored :P). I hope you won't ban me for what she's saying xD [vid]https://dl.dropboxusercontent.com/u/73430511/ShareX/2015/05/2015-05-23_14-30-54.mp4[/vid][/QUOTE] Well shit. I have dialogue system like that but how can I compete with text to speech???
Working on a streamer ( or chunk loader call it like you want ) [img]http://i.imgur.com/yNrlEM7.png[/img] It spawn entities that are only visible by the player and around him. I'll upload a video soon
[QUOTE=Mafiatoss;47786670]Working on a streamer ( or chunk loader call it like you want ) [img]http://i.imgur.com/yNrlEM7.png[/img] It spawn entities that are only visible by the player and around him. I'll upload a video soon[/QUOTE] this sounds horribly laggy and unoptimized. What are you planning to use that for? An entity for each block is overkill.
[QUOTE=Tenrys;47787294]this sounds horribly laggy and unoptimized. What are you planning to use that for? An entity for each block is overkill.[/QUOTE] It will show props/vehicles that are visible for a player on the server. When a prop/vehicle is not visible the prop/vehicle is deleted and stored in a table to spawn it again when it can be visible for a player Let me show you what is a streamer: [video]https://youtu.be/TXkYO12K8uA[/video] It's a video from Gta San Andreas, that show what is a streamer. The screenshot that I uploaded is just a test of the streaming function ( showing entities that are visible and hiding entities that are not visible )
[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] Scope overlay should open after the ironsight positioning is complete.
I'm working on a ink based money printer! I know its shitty but i'm still a learner! (Uses NWGetInt and NWSetInt) [IMG]http://i.imgur.com/Qz65e36.png[/IMG]
added 2 more fountains to gf2 [video=youtube;P3J6ne3ituk]http://www.youtube.com/watch?v=P3J6ne3ituk[/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] It'd be pretty cool if you could switch between using a scope and using ironsights(like you pressed a certain button and it would toggle a scope, then if you pressed that button again you'd take the scope off and use ironsights)
[t]http://rp.braxnet.org/scr/2015-05-24_03-28-22_61.jpg[/t] parking spots! not very visual, but removes the car entity automatically when you park, and replaces it to a static one until you need it again
[QUOTE=Giraffen93;47790114][t]http://rp.braxnet.org/scr/2015-05-24_03-28-22_61.jpg[/t] parking spots! not very visual, but removes the car entity automatically when you park, and replaces it to a static one until you need it again[/QUOTE] I'm predicting you will be making a parking garage, wherein you can select a vehicle to spawn from it... Parking spots are neat as well!
[QUOTE=A Fghtr Pilot;47788890]It'd be pretty cool if you could switch between using a scope and using ironsights(like you pressed a certain button and it would toggle a scope, then if you pressed that button again you'd take the scope off and use ironsights)[/QUOTE] I'm cool with switching between FOV's, but not that. While you might find that in other games like Call of Duty, that's too silly and not going to be useful for what I'm doing.
[QUOTE=Z0mb1n3;47790341]I'm predicting you will be making a parking garage, wherein you can select a vehicle to spawn from it... Parking spots are neat as well![/QUOTE] i made that like a year ago, but it's so far to walk to
[vid]https://dl.dropboxusercontent.com/u/55311295/ShareX/2015/05/2015-05-23-2055-14.mp4[/vid] [lua]include("stuff/echonestapi.lua") local function begin(bpm) sound.PlayURL("http://zorf.me/s/vlv.mp3", "", function(snd) if not IsValid(snd) then print("Couldn't load sound!") end end) local muhcolor = color_white hook.Add("SetupSkyboxFog", "ExampleHook", function() render.FogMode(MATERIAL_FOG_LINEAR) render.FogMaxDensity(1) render.FogStart(1) render.FogEnd(1) render.FogColor(muhcolor.r, muhcolor.g, muhcolor.b) return true end) local lasttimer = SysTime() timer.Create("Coldplay", 60/bpm, 0, function() muhcolor = ColorRand() surface.PlaySound("player/footsteps/concrete1.wav") print(SysTime() - lasttimer) lasttimer = SysTime() for k, v in pairs(ents.GetAll()) do v:SetColor(muhcolor) end end) end echonest.GetSongData("Coldplay", "Viva La Vida", function(data) begin(data.audio_summary.tempo) end) [/lua]
Me and my buddy made a edit of sleekload to allow it to have webm's in the background and cycling through them, same with hints. We're working on centering the image and adjusting the video to every resolution. Join game.intoxicatedgamers.com or check it out here: [url]http://intoxicatedgamers.com/loading/servers/public/darkrp/loadingscreen/[/url] Heres a few pics [url]http://imgur.com/2z62IDG,aM6vycN,Ccf8dWB[/url] [IMG]http://i.imgur.com/aM6vycN.jpg[/IMG] And playing around with FlatHUD from neth a bit, thanks to Acecool I got a little work done with what I want this hud to look like. It's actual additions are the weedcount, and the fading +Amount and -Amount of cash that shows when there is a transaction completed. [video]http://a.pomf.se/xqfwoj.webm[/video]
New fixes, features, and variables for my base: - Fixed spread and recoil ramp based on how long you fire - CS:S-styled recoil patterns (with randomized flip over the X-Axis) - Ironsight recoil reduction (spread will not be an option on purpose) - Scopes only appear after gun is in front of face [img]https://dl.dropboxusercontent.com/u/965202/ShareX/2015/05/2015-05-24_02-16-39.png[/img] [code] -- Starts at BaseX and moves up to MaxX over TimeToMax SWEP.Primary.Recoil.BaseKick = 1 SWEP.Primary.Recoil.MaxKick = 1 SWEP.Primary.Recoil.TimeToMax = 1 SWEP.Primary.Recoil.IronMult = .5 -- How much to reduce the recoil when aiming down sights/scope SWEP.Primary.Recoil.Pattern.X.Wave = "sin" SWEP.Primary.Recoil.Pattern.X.Abs = true SWEP.Primary.Recoil.Pattern.X.Freq = 3 SWEP.Primary.Recoil.Pattern.X.Amp = 1.5 SWEP.Primary.Recoil.Pattern.Y.Wave = "sin" SWEP.Primary.Recoil.Pattern.Y.Abs = true SWEP.Primary.Recoil.Pattern.Y.Freq = 4 SWEP.Primary.Recoil.Pattern.Y.Amp = 2 SWEP.Primary.Spread.BasePrec = 0.1 SWEP.Primary.Spread.MaxPrec = 1 SWEP.Primary.Spread.TimeToMax = 1 [/code] VARIABLES.
[QUOTE=Z0mb1n3;47790341]I'm predicting you will be making a parking garage, wherein you can select a vehicle to spawn from it... Parking spots are neat as well![/QUOTE] Your predictions are wrong. He's already made a garage. *yoda voice* Your judgement clouded by fear is.
[QUOTE=wauterboi;47790466]I'm cool with switching between FOV's, but not that. While you might find that in other games like Call of Duty, that's too silly and not going to be useful for what I'm doing.[/QUOTE] I don't play COD(I hate it), but I thought it would just be interesting. You don't have to add that, obviously.
[QUOTE=Giraffen93;47790114][t]http://rp.braxnet.org/scr/2015-05-24_03-28-22_61.jpg[/t] parking spots! not very visual, but removes the car entity automatically when you park, and replaces it to a static one until you need it again[/QUOTE] The amount of cool stuff you make is amazing.
[t]http://rp.braxnet.org/scr/2015-05-24_18-03-49_62.jpg[/t] You can hardly notice the difference! Played around a bit with pose parameters and made the wheels drop down to the ground. It's pretty seamless when you enter it and park it too. [media]http://youtu.be/eh5xvLdw9Ow[/media] Persistant vehicle storage serverside, every vehicle spawned is registered and given a regplate.
been revisiting a lot of my old code, one thing that still really irks me is my old hatstore which was made about 3.5 years ago. the backend and features work great, but the ui still bugs me. it was meant to be a minimalist design inspired a little bit by skyrim, and has animations for navigating menus etc, but im not a UI designer at heart and i just feel like its far too much empty space, not to mention the code is a mammoth 2100 line mess of hacky code. [t]http://cushie.net/sharex/a3166119cd91f6283e1e04cba74b3e20.jpg[/t] [t]http://cushie.net/sharex/c4afbd0580a6f9dac23fc472b641b996.jpg[/t] [t]http://cushie.net/sharex/9ee49e37c9483e3953c7fd6f98ff0e02.jpg[/t] some of the ideas i came up with i was quite happy with for the time though as i didnt want it to be the kind of thing that annoys players, and especially wanted it to work well with TTT so i gave the option to disable hats completely, didnt render hats that were errors and didnt render hats of disguised players. tempted to recreate the current design in code that is actually maintainable, but i'm not sure what i can change about it to make it a little more appealing while keeping the current design.
Nearly done my 'Fallout Like' NPC Dialogue System for my Framework. Color of the outlines depend on Schema color. Ambiance gets turned down along with game volume. They actually speak as well. The function set for the choice gets called after the speech is played. [video=youtube;dSgbvE0IYf8]http://www.youtube.com/watch?v=dSgbvE0IYf8[/video]
[QUOTE=Pigsy;47795168]Nearly done my 'Fallout Like' NPC Dialogue System for my Framework. Color of the outlines depend on Schema color. Ambiance gets turned down along with game volume. They actually speak as well. The function set for the choice gets called after the speech is played. [video=youtube;dSgbvE0IYf8]http://www.youtube.com/watch?v=dSgbvE0IYf8[/video][/QUOTE] Do it this way :v I can give the code for that, if you want. [video=youtube;BS8LPfGy_ig]https://www.youtube.com/watch?v=BS8LPfGy_ig[/video]
[QUOTE=szymski;47795529]Do it this way :v I can give the code for that, if you want. [video=youtube;BS8LPfGy_ig]https://www.youtube.com/watch?v=BS8LPfGy_ig[/video][/QUOTE] I'd love you for life for the lip movement code :D :D Google translate also has a limit to text too, a better TTS URL would be nice.
I created a shielding system that I've entitled as the "Advanced Rechargeable Shielding Equipment", or ARSE™. It features strengths and weaknesses against different kinds of damage, but for the sake of time I didn't show that. Here it is: [B]FOUR MINUTES[/B], and the preview image is just a bad joke. [video=youtube;84xuQJydfas]http://www.youtube.com/watch?v=84xuQJydfas[/video] I also created working scripts for falling damage and drowning, both of which are affected by the above shield if equipped, however, each will work separately without any of the other scripts. I had trouble trying to record a demo for those, however.
Woah, another one?
[QUOTE=Ott;47797127]Woah, another one?[/QUOTE] 4 minutes? And this one shows it well, I feel.
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