• GMod - What are you working on? June 2015 (#46)
    458 replies, posted
so ive been working with Spastik2D on a vending machine entity, heres what i have so far for the clientside: [video=youtube;iY6GVUfy-rk]http://www.youtube.com/watch?v=iY6GVUfy-rk[/video]
[QUOTE=find me;47857671]Flood Arena :v [video=youtube;BOEhvSL7AKA]https://www.youtube.com/watch?v=BOEhvSL7AKA[/video][/QUOTE] parts that are touching should be welded together, and if you break the link then it should split that part of the boat off.
I made a SWEP base with crosshairs that change size depending on if you're moving or not, and I also made a HL2 pistol off of the base that has a pistol whip melee attack for its secondary fire, complete with third person animations for the pistol whip. Pics will be uploaded ASAP(I'm on my mobile phone right now)
So someone gave me the idea of making translucent roofs... [video=youtube_share;nJusP7Sigjk]http://youtu.be/nJusP7Sigjk[/video] It works pretty well in single story buildings though [t]http://images.akamai.steamusercontent.com/ugc/540776539670690658/82FE488C3939418301658B93086471F49D20F76D/[/t] The problem with this is that you cannot get separate entities from a compiled map (like roofs etc) so the only way is to trace from camera position to player, then edit the texture it hits - I'm doing two traces (one from player to camera other from camera to player) however multistory buildings fuck this up obviously and I cannot "ignore" already translucent textures sadly... And I still have no idea what to do with this point and click movement..
[QUOTE=arcaneex;47863525]So someone gave me the idea of making translucent roofs... It works pretty well in single story buildings though The problem with this is that you cannot get separate entities from a compiled map (like roofs etc) so the only way is to trace from camera position to player, then edit the texture it hits - I'm doing two traces (one from player to camera other from camera to player) however multistory buildings fuck this up obviously and I cannot "ignore" already translucent textures sadly... And I still have no idea what to do with this point and click movement..[/QUOTE] Or you use the magical power of clip rendering the world. [code] game.ConsoleCommand("r_novis 1\n") hook.Add("PreDrawSkyBox","test",function() render.EnableClipping( false ) end) hook.Add("PostDrawSkyBox","test",function() render.EnableClipping( true ) end) hook.Add("PreRender","teston2",function() local tr = util.TraceLine( { start = LocalPlayer():GetPos()+Vector(0,0,32), endpos = LocalPlayer():GetPos() + Vector(0,0,1000), filter = function( ent ) if ( ent ) then return false end end } ) render.PushCustomClipPlane(Vector(0,0,-1), tr.HitPos:Dot(Vector(0,0,-1))) render.EnableClipping( true ) end) hook.Add("PreDrawEffects","testoff2",function() render.PopCustomClipPlane() render.EnableClipping( false ) end) [/code] This will clip everything above your player away. Though physics still exist which is why you need to implement your own raytrace. You should use gm_navigation to get a list of navpoints, then calculate which point is closest to the ray and around the height of the player and not above the clipplane (use a maximum radius to lower the amount of possible points) . That point is most likely the point the player wanted to navigate to. EDIT: In a perfect world, we would have a raytrace that only collides with navmeshs. In an even more perfect world we could ignore certain navmeshs.
Well while that works way better than my approach it kills other stuff like trees and shows other buildings (you will be able to see other players in other buildings) and won't some PCs struggle with novis on bigger maps? Also it fails on buildings with triangle like roof :v [video]https://youtu.be/-8iO8xB4AfE[/video] I like your way though, atleast it doesn't fail on multistory buildings haha. I still have zero idea what to do with all of this though, I just wanted to recreate MMORPG like point and click movement/targeting but I doubt a MMORPG would really work in GMod.
[QUOTE=Exploderguy;47859023]Very similar to flood? What's different about it?[/QUOTE] Flood Mod was my first gamemode, this is a rewrite with concepts I've gathered over time. Very early development right now but I'm getting the basic framework written before adding any more fancy ideas.
Working on fixing up [url=http://facepunch.com/showthread.php?t=1463483]Fortune11709's The Hidden Gamemode[/url] to host a few servers. I fixed up the Hidden's Taunt menu and made it look fancy. Here's a video, if webm will embed: [vid]http://xav.pw/i/3IetOD.webm[/vid] It barely has any impact on FPS/Draw time, considering I was recording with ShareX and sharing my screen on Skype at the time. [editline]penis[/editline] Is there any way to make the embedded video smaller? I don't want to kill people's scrolling times [editline]penis[/editline] pomf.se died, I re-uploaded it to my own host which apparently supports webm but not mp4 streams, cool
[QUOTE=xaviergmail;47865696] [editline]penis[/editline] Is there any way to make the embedded video smaller? I don't want to kill people's scrolling times[/QUOTE] [t]
[QUOTE=Exploderguy;47865765][t][/QUOTE] [t] doesn't seem to work for videos
[QUOTE=xaviergmail;47865696]Working on fixing up [url=http://facepunch.com/showthread.php?t=1463483]Fortune11709's The Hidden Gamemode[/url] to host a few servers. I fixed up the Hidden's Taunt menu and made it look fancy. Here's a video, if webm will embed: It barely has any impact on FPS/Draw time, considering I was recording with ShareX and sharing my screen on Skype at the time. [editline]penis[/editline] Is there any way to make the embedded video smaller? I don't want to kill people's scrolling times[/QUOTE] What was that cool little menu you opened up at the end? Can I have one? (:
[img]http://rp.braxnet.org/scr/2015-06-03_06-38-09_76.png[/img] finally fixed some stupid bugs, and prettied it up a little now no more disappearing items v:v:v
[QUOTE=find me;47866570]What was that cool little menu you opened up at the end? Can I have one? (:[/QUOTE] +showbudget in console. It doesn't tell you much about your addons themselves, but I use it to see what my frame time is.
[IMG]http://i.imgur.com/AHZch8P.png[/IMG] Stencils!
you can see handles on the water on the lower levels :v:
[t]http://i.imgur.com/0jfqY1W.png[/t] Been debugging voxelate's hull trace code for days. Staring at heavily nested for loops and colored boxes is fun. On the bright side, I dealt away with a lot of the fuckery earlier and I'm pretty sure I know where the rest of it is coming from. You see that fucking punk ass blue normal line that's pointing in the wrong direction? Fuck that line.
What are hull traces useful for besides checking if something is in the way of a player spawn? Out of curiosity.
[QUOTE=find me;47868036]What are hull traces useful for besides checking if something is in the way of a player spawn? Out of curiosity.[/QUOTE] You'll understand one day. [del]When you grow up[/del] The entire player movement system is built on tracers and hull tracers. They are very useful in melee sweps. ( So you don't have to look directly at the enemy to hit it, with pixel accuracy ).
It's been almost a decade since I actively wrote GMod addons, and just wanted to say what you folks have been working on lately is a breath of fresh air from the GMod community. I haven't seen some great stuff like this since probably 2009ish. Very cool stuff going on in here now.
[QUOTE=Robotboy655;47868191]You'll understand one day. [del]When you grow up[/del][/QUOTE] He just asked a question lol
[QUOTE=freakyy;47869218]He just asked a question lol[/QUOTE] I think he was just trying to be playful and it came off wrong.
-snip-
[QUOTE=Robotboy655;47868191]You'll understand one day. [del]When you grow up[/del] The entire player movement system is built on tracers and hull tracers. They are very useful in melee sweps. ( So you don't have to look directly at the enemy to hit it, with pixel accuracy ).[/QUOTE] Lol [b]find me[/b] is the creator of Flood mod and is probably like 24 by now. You could continually expand the mins and maxs of a hull trace until it hits the dimensions of a room. Thus mapping out the size of a room. You can know whether an entity should spawn with a hull trace. You can use a hull trace to detect if an entity is inside the hull. You could also use it when change the scale of an entity's size and use a hull trace with the scaled parameters to make sure the entity is not too big for the room.
Uhh, timing fireworks is hard but here you go. Enjoy :) [video=youtube;mYrkBeBhu2M]http://www.youtube.com/watch?v=mYrkBeBhu2M[/video] This will be the 3rd last addon of mine so RIP.
[QUOTE=Robotboy655;47868191]You'll understand one day. [del]When you grow up[/del] The entire player movement system is built on tracers and hull tracers. They are very useful in melee sweps. ( So you don't have to look directly at the enemy to hit it, with pixel accuracy ).[/QUOTE] I wish util.TraceHull had the ability to alter it's angle. It can be very useful for Havok's player physics engine. The players never afford to alter their angles. It's like a box that never alters it's pitch or roll. (yaw only) I'm looking to create clientside physics predictions for my vehicles: [t]https://dl.dropboxusercontent.com/u/17839069/C_295.png[/t] The clients however calculates numbers a little more uncontrollable. [code] lua_run print( 1 / engine.TickInterval( )) Output: 66.123123123123 lua_run_cl print( 1 / engine.TickInterval( )) Output: 66.123123123123 [/code] I use both hooks: `Think` and `PhysicsSimulate`. [U]Both[/U] client and server. The server has this one major thing, the client lacks.. The server has this constant tick... Never alters, never changes. The client has a varying tick... Alters when you alt-tab, run into lag the tick somehow is affected. The client's `Think`&& `PhysicsSimulate` hooks DO NOT run as fast, or not as nearly constant as the server's `Think` && `PhysicsSimulate` hooks. This means I cannot do the clientside calcuations as easily as I expected. I'm looking for an alternative, but it might be impossible since we're dealing with [B][U]LUA[/U][/B] here. That's what I'm working on :D
[QUOTE=xaviergmail;47865696]Working on fixing up [url=http://facepunch.com/showthread.php?t=1463483]Fortune11709's The Hidden Gamemode[/url] to host a few servers. I fixed up the Hidden's Taunt menu and made it look fancy. Here's a video, if webm will embed: It barely has any impact on FPS/Draw time, considering I was recording with ShareX and sharing my screen on Skype at the time. [editline]penis[/editline] Is there any way to make the embedded video smaller? I don't want to kill people's scrolling times [editline]penis[/editline] pomf.se died, I re-uploaded it to my own host which apparently supports webm but not mp4 streams, cool[/QUOTE] That looks awesome, nice work :D
[t]http://images.akamai.steamusercontent.com/ugc/538524844998758063/45DFC34171ADB81FEBFEF9560398B4462D9B697B/[/t] What's the best way to prevent nextbots from getting stuck?
[t]http://rp.braxnet.org/scr/2015-06-04_03-48-45_80.jpg[/t] fishing is back!
I don't know what I did wrong. [t]http://i.imgur.com/izESizV.jpg[/t]
[QUOTE=Ott;47874486]I don't know what I did wrong. [t]http://i.imgur.com/izESizV.jpg[/t][/QUOTE] It's the core and tesla gun from Meta all over again
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