I made a video. It's 30 minutes, as Im pretty much just trying to show several situations when the shield would be useful. Unfortunately, the HUD disappeared, so make sure annotations is on to get more info I guess. When it comes to water, look in the upper left corner and you'll read how many fathoms under the waterlevel you are. It automatically updates if you somehow enter another body of water with a different surface height. Windows Movie Maker was a bitch to me and deleted most of my captions on the video.
[video=youtube;09x0BIKPDKk]http://www.youtube.com/watch?v=09x0BIKPDKk[/video]
The youtube description:
[quote=YouTube]This is Advanced Rechargeable Shielding Equipment, or "ARSE". When acquired, it transforms your suit armor into a more effective powered shielding system. The shield protects your health 100%, rather than leaking approximately 33%. If you take more than enough damage to deplete your shields, the effective difference will damage your health. This shielding system has its strengths and weaknesses.
Electricity: 80% weakness, shields take 180% damage.
Falling: 92% resistance, shields take 8% damage.
Burning: 80% resistance, shields take 20% damage.
Explosions: 48% resistance, shields take 52% damage.
Sound / Sonic: 32% weakness, shields take 132% damage.
"Energy Beam": 128% weakness, shields take 228% damage.
Drowning? Yet to be determined.
Paralysis: 100% resistance, shields take 0% damage, but health can still be harmed if shields are down.
Acid: 48% resistance, shields take 52% damage.
Airboat: 56% resistance, shields take 44% damage.
Dissolving: 176% weakness, shields take 276% damage.
Plasma: 340% weakness, shields take 440% damage.
Radiation: 94% resistance, shields take 6% damage.
"Slow Burn": 71% resistance, shields take 29% damage.
These weaknesses cause some things to be extremely good at depleting your shields, but not as great for harming you directly. They only effect damage to the shield. Damage taken to the body is still 100%.
When I recorded this video, I expected the HUD health / suit charge to be visible. My actions in the video were built around that idea, but unfortunately they were cut out of the frame.[/quote]
I recommend you watch the video with closed captions on. English.
A 29 minute video... Sorry but that's way too long to "showcase" something.
Yeah, Nookyava, I don't want it showcased at this point yet anyway. I'd rather complete it first.
So why post the video then?
[editline][/editline]
My point being - You edit the clips to show off the certain parts you want us to see, not a whole 30 minute "clip".
[QUOTE=Nookyava;47707146]So why post the video then?[/QUOTE]
Just ignore him man, He clearly won't learn, and it kind of sucks to come back to WAYWO with like 6+ posts and half of them are WalkingZombie being, well, WalkingZombie.
[QUOTE=Nookyava;47707146]So why post the video then?
My point being - You edit the clips to show off the certain parts you want us to see, not a whole 30 minute "clip".[/QUOTE]
Well unfortunately I was too urgent to post the work. I'll do that next time when it's complete.
[QUOTE=WalkingZombie;47707166]No. I didn't do any editing but add in some captions.[/QUOTE]
Thank you. The 30 minute video clearly shows that. It's actually the only thing I can gather from the video. I was stating you should have done some editing.
Some actual content:
[video=youtube;D-XKZOc-LKA]http://www.youtube.com/watch?v=D-XKZOc-LKA[/video]
So far I just have SHOUTcast and YouTube working.
Can search the entire public database of SHOUTcast stations using their "private" api and I wrote some shit to convert YouTube videos on the fly (hosted on my webserver, videos are cached also)
overall i'm pretty happy with it for now
Meant to show this off in my earlier video, but it was crashing. I've fucked around with it until it stopped crashing, although there may be yet another memory leak.
Voxels can optionally have mesh physics. Optional because the server also has to re-generate chunks when they're on, and this can't possibly be a good idea.
Still runs pretty smoothly though, praise C++ modules.
[t]http://i.imgur.com/jqJtOr6.png[/t]
[editline]11th May 2015[/editline]
There's still quite a lot of issues with networking though, it keeps overflowing reliable channels when sending chunks to the client. Currently it's dipping into the lua state to do all the networking. I'm not sure if I should keep trying to use source's networking, or just open my own sockets to handle everything.
Working on some more warships for Micronaval, but this time I'm making rigged models of them aswell. Basically i make 2 versions of each ship: a 1:16 scale model with the hull divided in 4 sections (for modular damage stuff) and separate turrets for Micronaval, and 2 ragdolls with rigged turrets for posing and whatnot, one in 1:1 scale to keep proportions with other props and ragdolls and another one in 1:4 scale so you can fit more than 3 ships in the same map.
Enough words, have some pics:
[T]http://puu.sh/hA4F8/61ed4aaf7c.jpg[/T][T]http://puu.sh/hDHba/92a790a4d3.jpg[/T]
[T]http://puu.sh/hEPUN/41af9559db.jpg[/T][T]http://puu.sh/hHlmV/2f3f67e5b6.jpg[/T]
I'm planning on release the rigged models, and at first i wanted to do it by packs, one for each type of ship (i.e United States Navy cruisers, Imperial Japanese Navy battleships, Royal Navy carriers, etc...).
But because i want to release them on the Workshop aswell i will have to stick with the 200MB limit, and seeing how 3 of those ships above already take up more than 50MB for the Cruisers pack while i still have 9 more to port i will defininitely need to split the packs in 2 parts, maybe more, and I'm not too comfortable with that.
So i have these options:
[IMG]http://puu.sh/hKmV9/ced87c66c4.png[/IMG]Release each model as a separate addon.
[IMG]http://puu.sh/hKmUn/99b9bdd0eb.png[/IMG]Divide each pack into N parts to fit the Workshop limit (and upload the full packs somewhere else)
[QUOTE=Handsome Matt;47708198]This pull request wasn't actually merged though, Nayruden just links to his own branch lacking any improvements from that pull request.[/QUOTE]
Yeah I didn't reread the pull discussion, I had just linked the first related discussion I could find on it. Divran gave a better link last page.
[QUOTE=Divran;47701039]this is what you should be linking to [url]https://github.com/Nayruden/Ulysses/commit/8062be9cd20291be21498294c6ebda81fd7f7969#commitcomment-10858614[/url][/QUOTE]
Took your suggestions into account;
[t]http://ph129.net/i/VnesjG.png[/t]
[url]http://ph129.net/i/VnesjG.png[/url]
still unfinished though, serverside/clientside work, just vguI to go.
[QUOTE=Phoenixf129;47710348]
[t]http://ph129.net/i/VnesjG.png[/t][/QUOTE]
[t]http://puu.sh/hKN6S/1922ca9c89.jpg[/t]
Everytime I click on the picture to make it bigger it seems to get stuck in the right corner, anyone knows why?
[QUOTE=TylerB;47707314]Some actual content:
So far I just have SHOUTcast and YouTube working.
Can search the entire public database of SHOUTcast stations using their "private" api and I wrote some shit to convert YouTube videos on the fly (hosted on my webserver, videos are cached also)
overall i'm pretty happy with it for now[/QUOTE]
So Im guessing you haven't found an easier way around the api update?
[t]https://dl.dropboxusercontent.com/u/40443211/Share/2015-05/2015-05-12_13-47-32.jpg[/t]
[URL="http://www.facepunch.com/members/480816-Mythikos"]Mythikos[/URL], [URL="http://steamcommunity.com/id/ai6/"]Squirrel [/URL] and I are working on a gamemode based off of Town of Salem
[QUOTE=Yashirmare;47710395]So Im guessing you haven't found an easier way around the api update?[/QUOTE]
Huh?
[QUOTE=Invule;47710375]
Everytime I click on the picture to make it bigger it seems to get stuck in the right corner, anyone knows why?[/QUOTE]
Because Facepunch is shit with image handling.
[QUOTE=Invule;47710375][t]http://puu.sh/hKN6S/1922ca9c89.jpg[/t]
Everytime I click on the picture to make it bigger it seems to get stuck in the right corner, anyone knows why?[/QUOTE]
Is your browser up to date?
It works for me even in Internet Explorer.
[QUOTE=Robotboy655;47710606]Is your browser up to date?
It works for me even in Internet Explorer.[/QUOTE]
My chrome is up to date.
Oh damn it worked in Internet Explorer for me aswell, this is weird.
I love how the image sparked discussion, but not how I could make it better haha
[QUOTE=Phoenixf129;47710816]I love how the image sparked discussion, but not how I could make it better haha[/QUOTE]
I once, too, thought that transparent black boxes on transparent black boxes on transparent blurred black box is a good idea, but the thing is, it's not. You lose any sort of contrast between different eemtns of the GUI, especially when you are in a dark area on the map.
If you absolutely must stick to dark blurry background, I suggest you make the first layer of elements transparent white or something, then black again, then white again, so that your GUI is not just random icons in a mess of black boxes, which all end up just being one black box.
[QUOTE=szymski;47710862][video=youtube;j00EwXsOytU]https://www.youtube.com/watch?v=j00EwXsOytU[/video][/QUOTE]
Use [url]http://wiki.garrysmod.com/page/Entity/SetRenderBounds[/url] on your portal entity so it doesn't disappear when you are not looking at its center. ( I am talking about 0:25 )
[editline]12th May 2015[/editline]
[QUOTE=Invule;47710786]My chrome is up to date.
Oh damn it worked in Internet Explorer for me aswell, this is weird.[/QUOTE]
Try CTRL+F5 or something.
[QUOTE=Robotboy655;47710856]I once, too, thought that transparent black boxes on transparent black boxes on transparent blurred black box is a good idea, but the thing is, it's not. You lose any sort of contrast between different eemtns of the GUI, especially when you are in a dark area on the map.
If you absolutely must stick to dark blurry background, I suggest you make the first layer of elements transparent white or something, then black again, then white again, so that your GUI is not just random icons in a mess of black boxes, which all end up just being one black box.[/QUOTE]
I see your point, I'm going to convert it to skinhooks (if that's the best way, tbd) when I get a chance so people can switch between themes and choose what they prefer instead of being locked to one scheme
Been working on a gamemode, kind of like a capture the map kind of thing (think like apb cross planetside only not as fancy). So far I only have server stuff setup using a module system so not much to show there other than my server console loading them.
[t] http://i.imgur.com/afYPGSc.png [/t]
The module system works by first finding all the modules within a folder, registering them and then loading them based on a priority given to them (defaults to 3, where 1 is highest). Not really modular but I feel that's the best way to describe it as each module is not truly independent from each other due to dependencies. Not much else special just the usual money, round system etc.
For the gamemode I also recently started work on a holographic map kind of thing (think thats the best way to describe it). Basically it draws the outline of the map, tried a few different methods to get the map outline.
First method I tried involved automatically generating the map based on the mesh
[t] http://i.imgur.com/zsmyxhb.jpg [/t]
Resulted in this mess, ignore the colours no idea what was going on there. Turns out it draws the skybox and stuff too, decided to give up on this as I couldnt think up a reliable way to cull the mesh down to everything I need.. Was also very very laggy.
Second method was just manually doing it with a custom stool, bit slower but allowed me to only get the things I need resulting in a cleaner looking map and a better fps.
[t] http://images.akamai.steamusercontent.com/ugc/532893089802707984/7211113EFF569545210B99FEC386A56218D5D8C4/ [/t]
(Ignore the random flying lines mistakes were made and I havent made a way to remove lines yet :suicide:)
This took around 20-30 minutes to map out, but I'm alot happier with it, should turn out much better when I spend more time on it. You guys got any suggestions I could do to improve it visually.
Anyways when this is done and happy with it, I was thinking of implementing one into each teams base within my gamemode. Then using radars that they position around the server to map player positions (and maybe props?) relative to the minimap.
If you guys turn out to be interested Ill post more stuff I do. Sorry if this is a wall of text, Ill try and reduce it next time.
P.S
Snaggle AKA Atomsk wants a shoutout because apparently he helped me at some point
[QUOTE=Snappy29;47711137]The module system works by first finding all the modules within a folder, registering them and then [B]loading them based on a priority given to them (defaults to 3, where 1 is highest)[/B]. Not really modular but I feel that's the best way to describe it as each module is not truly independent from each other due to dependencies. Not much else special just the usual money, round system etc.[/QUOTE]
You could add a table that specifies, what other modules this module requires and load them in proper order (using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/table/sort]table.sort[/url]). Works pretty well, as long as two modules are not depending on each other (which should never be the case).
[QUOTE=pennerlord;47711451]You could add a table that specifies, what other modules this module requires and load them in proper order (using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/table/sort]table.sort[/url]). Works pretty well, as long as two modules are not depending on each other (which should never be the case).[/QUOTE]
I was considering that, thought it would get too complicated as more modules are created. I feel working out module dependencies based on other module dependencies could get quite complicated when multiple modules have the same dependencies. Which is why I went with the current one so each integer is almost like a different layer(?). So for example Money, Factions and Rounds are all pretty core for the gamemode and are 1 so are loaded before everything else.
Not sure if thats the best way if anyone wants to tell me otherwise I'll be happy to hear.
I have been working on a user specific stat system kind of like the cs:go one found [URL="http://csgo-stats.com/"]here [/URL] . Where you can login and see users kills, deaths, time, accuracy, and a few other things from my gmod server's. But it is still in beta however the actual generation of the required profile variables works. Will post more pictures later if anyone want's to see and maybe even put it on github.
[QUOTE=SuperiorGamer;47711715]I have been working on a user specific stat system kind of like the cs:go one found [URL="http://csgo-stats.com/"]here [/URL] . Where you can login and see users kills, deaths, time, accuracy, and a few other things from my gmod server's. But it is still in beta however the actual generation of the required profile variables works. Will post more pictures later if anyone want's to see and maybe even put it on github.[/QUOTE]
Would be nice of you to show some screenshots, interested to see how it looks, nice idea too!
[QUOTE=AIX-Who;47711726]Would be nice of you to show some screenshots, interested to see how it looks, nice idea too![/QUOTE]
Once I get the html template set up for the generation system I will be happy to post some
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