• GMod - What are you working on? May 2015 (#45)
    560 replies, posted
[QUOTE=TylerB;47807735]using an autogenerated thumbnail would be fucktons better than the gradient thing you used[/QUOTE] K won't post videos here. Most people here dislike me for a previous reason, so doesn't really matter. I just post here time to time for people who are interested.
Adding mortars to Garry's Fireworks 2 :dance: [IMG]http://images.akamai.steamusercontent.com/ugc/46505953695229502/466A4967188E3D0F0E4D4DBCEFBC8EAB1D2ADF70/[/IMG] the insides of it these looks like burned toast
I need Garry's Firework because reasons
Working on a custom store for my base gamemode. [IMG]http://i.gyazo.com/23a460a2d3d16934bb0da8be387c33cc.jpg[/IMG] [IMG]http://i.gyazo.com/6bb7f08c701173a6c226e4f39a24d638.jpg[/IMG] Still has a lot of work to be done, I say that's a pretty good start for only a day's worth of work. Only really have the vgui parts done as of right now, but now it will be importing items.
padding on the right in the squares part
And then deal with the scrollbar...Right?
Gonzalolog, if you're referring to Richtofen's post, he can eliminate the right padding and still be able to sport a scrollbar. Scrollbars can be much more elegant than derma's built-in ones. See: [URL="https://vimeo.com/20523493"]Overlay Scrollbars[/URL] And inspired by it (TBT to WAYWO#40): [URL]http://i.gyazo.com/7565c5aa2e42b7890ea312dc24c221c0.mp4[/URL]
I made a selfie camera, resulting from a combination of the Camera and a camera. [DEL]You control camera roll with ALT+M2, the arm with ALT and the camera angle with M2.[/DEL] Now with incredibly complicated crane-like controls. [T]http://images.akamai.steamusercontent.com/ugc/539650112892923769/499BE11F32D9B7211C772DA8357702E775AB954D/[/T] There's still a couple issues like bone rotation being basically hell, as seen in the fourth screenshot, and PAC hating bone manipulation, but there's that. [editline]a[/editline] [IMG]http://i.imgur.com/W3JhMtS.png[/IMG] Jesus. [I]Fucking.[/I] [B][I][U]CHRIST.[/U][/I][/B]
For them mortar lovers: [IMG]http://puu.sh/i2wQr/7893f90862.jpg[/IMG]
[QUOTE=Sgt. Lulz;47814838]I made a selfie camera, resulting from a combination of the Camera and a camera. [DEL]You control camera roll with ALT+M2, the arm with ALT and the camera angle with M2.[/DEL] Now with incredibly complicated crane-like controls. [T]http://images.akamai.steamusercontent.com/ugc/539650112892923769/499BE11F32D9B7211C772DA8357702E775AB954D/[/T] There's still a couple issues like bone rotation being basically hell, as seen in the fourth screenshot, and PAC hating bone manipulation, but there's that. [editline]a[/editline] [IMG]http://i.imgur.com/W3JhMtS.png[/IMG] Jesus. [I]Fucking.[/I] [B][I][U]CHRIST.[/U][/I][/B][/QUOTE] Could definitely see a Gmod-version of Instagram going up where people take the screenshots in-game and can upload them.
I've been asked to make an Instagram app for my gPhone. It seems like it would require a lot of actual web work though
[url]http://rp.braxnet.org/?p=social[/url] i've got kinda that v:v:v
[QUOTE=Giraffen93;47817636][url]http://rp.braxnet.org/?p=social[/url] i've got kinda that v:v:v[/QUOTE] What don't you have... [editline]27th May 2015[/editline] [QUOTE=Richtofen;47813482]Working on a custom store for my base gamemode. [IMG]http://i.gyazo.com/23a460a2d3d16934bb0da8be387c33cc.jpg[/IMG] [IMG]http://i.gyazo.com/6bb7f08c701173a6c226e4f39a24d638.jpg[/IMG] Still has a lot of work to be done, I say that's a pretty good start for only a day's worth of work. Only really have the vgui parts done as of right now, but now it will be importing items.[/QUOTE] I really like that design.
[QUOTE=Pigsy;47800828]Improved on my NPC Dialogue System. Made multiple text possible. It now fetches text from a table says it in order making it easier. Heres an example of a convo. Hope to finish the Framework soon. [video=youtube;pzGx6HIVda0]http://www.youtube.com/watch?v=pzGx6HIVda0[/video] [U]EDG Group for updates: [URL]http://steamcommunity.com/groups/extra_dark[/URL][/U][/QUOTE] How did you get the google translate/speech bot to say the phrases? I understand how you can use tables to create the conversation between the player and NPC, but I have no idea how to go about doing speech to text.
[QUOTE=nikorev;47821058]How did you get the google translate/speech bot to say the phrases? I understand how you can use tables to create the conversation between the player and NPC, but I have no idea how to go about doing speech to text.[/QUOTE] [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/sound/PlayURL]sound.PlayURL[/url] Use a text to speech API that allows you to specify text in the URL.
[QUOTE=man with hat;47821083][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/sound/PlayURL]sound.PlayURL[/url] Use a text to speech API that allows you to specify text in the URL.[/QUOTE] Google translate seems to work. [code] sound.PlayURL("http://translate.google.com/translate_tts?tl=en&q=jet%20fuel%20can%27t%20melt%20steel%20beams") [/code]
There's also tts.peniscorp.com
[QUOTE=SirSavary;47821360]Google translate seems to work. [code] sound.PlayURL("http://translate.google.com/translate_tts?tl=en&q=jet%20fuel%20can%27t%20melt%20steel%20beams") [/code][/QUOTE] Google Translate makes you do a captcha when you use it too much, though, if I recall correctly. peniscorp is better for this.
[QUOTE=man with hat;47821929]Google Translate makes you do a captcha when you use it too much, though, if I recall correctly. peniscorp is better for this.[/QUOTE] Just purchase an API subscription /s (:::::::::
And people wouldn't steal your api data?
[QUOTE=gonzalolog;47822224]And people wouldn't steal your api data?[/QUOTE] That's why I threw the /s on the end. Sound is client side so you'd just leak your API credentials. Unless, the server made the API call and tossed up a publicly available link. Then it could just send that to the client.
[IMG]http://puu.sh/i3Kte/0f7a4234f7.jpg[/IMG] They started out in the shape of a triangle and then got scattered around using wind script.
[video=youtube;nAqKcoi5-GI]https://www.youtube.com/watch?v=nAqKcoi5-GI[/video] Barrel with simulated fluid. It sloshes around in response to acceleration and conserves volume with a reasonable degree of accuracy. I wasted like 2 days fucking around with matlab code just to get the math right. note that the fps drop seen in the video is from recording software The particle stream from leaks needs work. I wrote my own code for the effect in the entity's draw hook, since I can't really control engine particle systems with lua after they're spawned. Does anybody know if it's possible to control particles created from a CLuaEmitter after they're spawned? I'd like to improve it by using a water drop sprite, but they need to rotate in 3D to be tangent to their trajectory.
there's no airhole in it though, it would just slosh-slosh-slosh :rolleyes:
[QUOTE=Mossman1223;47825382][video=youtube;nAqKcoi5-GI]https://www.youtube.com/watch?v=nAqKcoi5-GI[/video] Barrel with simulated fluid. It sloshes around in response to acceleration and conserves volume with a reasonable degree of accuracy. I wasted like 2 days fucking around with matlab code just to get the math right. note that the fps drop seen in the video is from recording software The particle stream from leaks needs work. I wrote my own code for the effect in the entity's draw hook, since I can't really control engine particle systems with lua after they're spawned. Does anybody know if it's possible to control particles created from a CLuaEmitter after they're spawned? I'd like to improve it by using a water drop sprite, but they need to rotate in 3D to be tangent to their trajectory.[/QUOTE] You should have it so that the barrel weight is proportional to empty barrel weight + total liquid weight. That way barrels are heavy when they're full.
[QUOTE=Giraffen93;47825419]there's no airhole in it though, it would just slosh-slosh-slosh :rolleyes:[/QUOTE] yeah but I don't really care to spend another week messing around trying to simulate gas physics, compromises are needed [QUOTE=baldursgate3;47825429]You should have it so that the barrel weight is proportional to empty barrel weight + total liquid weight. That way barrels are heavy when they're full.[/QUOTE] already does that
[QUOTE=Mossman1223;47825382] Barrel with simulated fluid. It sloshes around in response to acceleration and conserves volume with a reasonable degree of accuracy. I wasted like 2 days fucking around with matlab code just to get the math right. note that the fps drop seen in the video is from recording software The particle stream from leaks needs work. I wrote my own code for the effect in the entity's draw hook, since I can't really control engine particle systems with lua after they're spawned. Does anybody know if it's possible to control particles created from a CLuaEmitter after they're spawned? I'd like to improve it by using a water drop sprite, but they need to rotate in 3D to be tangent to their trajectory.[/QUOTE] [code] CLuaParticle:SetNextThink(CurTime()+0.01) CLuaParticle:SetThinkFunction(function(particle) particle:SetNextThink(CurTime()+0.01) end) [/code] i think that works, try it out
[QUOTE=skullorz;47825569][code] CLuaParticle:SetNextThink(CurTime()+0.01) CLuaParticle:SetThinkFunction(function(particle) particle:SetNextThink(CurTime()+0.01) end) [/code] i think that works, try it out[/QUOTE] thank you, exactly what I needed [editline]28th May 2015[/editline] [QUOTE=man with hat;47821929]Google Translate makes you do a captcha when you use it too much, though, if I recall correctly. peniscorp is better for this.[/QUOTE] first steps towards a moonbase alpha gamemode [video=youtube;YbVHSKGvDbY]https://www.youtube.com/watch?v=YbVHSKGvDbY[/video]
[QUOTE=Mossman1223;47825382]Barrel with simulated fluid. It sloshes around in response to acceleration and conserves volume with a reasonable degree of accuracy. I wasted like 2 days fucking around with matlab code just to get the math right. note that the fps drop seen in the video is from recording software The particle stream from leaks needs work. I wrote my own code for the effect in the entity's draw hook, since I can't really control engine particle systems with lua after they're spawned. Does anybody know if it's possible to control particles created from a CLuaEmitter after they're spawned? I'd like to improve it by using a water drop sprite, but they need to rotate in 3D to be tangent to their trajectory.[/QUOTE] impressive
[video=youtube;BbPjqtgbJZo]http://www.youtube.com/watch?v=BbPjqtgbJZo[/video] M80 firecracker and its effects on people edit sony vegas broke my video half way
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