[QUOTE=Ott;47874486]I don't know what I did wrong.
[t]http://i.imgur.com/izESizV.jpg[/t][/QUOTE]
Usually its something to do with cam functions or render hooks.
[t]http://images.akamai.steamusercontent.com/ugc/52106236329911371/579FC051C561BEAEA69FC35FFCB52EBD7389CCF9/[/t][t]http://images.akamai.steamusercontent.com/ugc/40863953939612865/5305DDD3850C0C7F82E301841C2611179876F14D/[/t]
[vid]https://d.maxfile.ro/mdbmgnpfes.mp4[/vid]
The FPS hit is.. unmeasurable. It's using less than 0.1ms/frame on my machine with 500 messages.
It's got full unicode support and I shouldn't run in to any incompatibilities with other addons.
Oh thank god someone is making a decent chatbox and richtext element, mine is pretty bad
i'd buy it, all the ones i've tried are just bork v:v:v
[QUOTE=Giraffen93;47876452]i'd buy it, all the ones i've tried are just bork v:v:v[/QUOTE]
[url]https://scriptfodder.com/scripts/view/14[/url]
I made mine like 5 years ago and it still works
:suicide:
[url]https://d.maxfile.ro/kpvjwfwitq.mp4[/url]
Big picture support (video is so large I decided not to embed it).
[QUOTE=Willox;47877398][url]https://d.maxfile.ro/kpvjwfwitq.mp4[/url]
Big picture support (video is so large I decided not to embed it).[/QUOTE]
Will you be releasing the source soon?
[QUOTE=James xX;47877432]Will you be releasing the source soon?[/QUOTE]
Sadly, it's got to stay private. I can give out code for the RichText element alone but it's catered towards being a chatbox with things such as each entry creating a new line, after x lines the top half of lines are removed, maybe some other things.
[QUOTE=Willox;47877441]Sadly, it's got to stay private. I can give out code for the RichText element alone but it's catered towards being a chatbox with things such as each entry creating a new line, after x lines the top half of lines are removed, maybe some other things.[/QUOTE]
Yeah, I meant the RichText element.
[QUOTE=baldursgate3;47873107]
This will be the 3rd last addon of mine so RIP.[/QUOTE]
What why?
[vid]https://dl.dropboxusercontent.com/u/16654098/gmod/Bass/gm_bass3_linux_fft.mp4[/vid]
I have been working on gm_bass3. It is a complete recode and you see it running on a Linux server.
It will be able to read different kinds of tag information. The video shows some FFT data before I switched the server to the show sound levels.
It's sound will always be muted on servers when my testing is done.
What you can not see is:
- Loading of and seeking in sound files is threaded.
- You can get the [URL="http://www.un4seen.com/doc/#bass/BASS_ChannelGetData.html"]FFT spectrum[/URL] as complex numbers which gives you additional information.
- You can change the balance of non 3D channels. So you could make them play only on the right or left side for instance. Maybe it useful for emulating 3D sound for yourself.
- Lot's of other (fixed) stuff you may know from [URL="http://facepunch.com/showthread.php?t=1159184"]gm_bass2[/URL].
The only issue I have got left is that the valve filesystem interface doesn't seem to find files in addons or other mounted stuff on the dedicated server, while it is fine on listen server and client. It would be nice if you could let me know how to fix this.
When everything is fine, I will release it in the next few weeks.
[QUOTE=Exho;47877652]What why?[/QUOTE]
One has to finish coding for gmod one day plus I'll take up a challenge of re-creating half life 2 once valve releases source engine 2.
[editline]4th June 2015[/editline]
[QUOTE=Grocel;47878341][vid]https://dl.dropboxusercontent.com/u/16654098/gmod/Bass/gm_bass3_linux_fft.mp4[/vid]
I have been working on gm_bass3. It is a complete recode and you see it running on a Linux server.
It will be able to read different kinds of tag information. The video shows some FFT data before I switched the server to the show sound levels.
It's sound will always be muted on servers when my testing is done.
What you can not see is:
- Loading of and seeking in sound files is threaded.
- You can get the [URL="http://www.un4seen.com/doc/#bass/BASS_ChannelGetData.html"]FFT spectrum[/URL] as complex numbers which gives you additional information.
- You can change the balance of non 3D channels. So you could make them play only on the right or left side for instance. Maybe it useful for emulating 3D sound for yourself.
- Lot's of other (fixed) stuff you may know from [URL="http://facepunch.com/showthread.php?t=1159184"]gm_bass2[/URL].
The only issue I have got left is that the valve filesystem interface doesn't seem to find files in addons or other mounted stuff on the dedicated server, while it is fine on listen server and client. It would be nice if you could let me know how to fix this.
When everything is fine, I will release it in the next few weeks.[/QUOTE]
if there was "funky" rating, I would rate you.
[vid]https://dl.dropboxusercontent.com/u/22958662/ShareX/2015/06/2015-06-04_00-20-23.mp4[/vid]
Been trying to add some sort of visual effects for when a gate hits quota. It is good to finally use for stencils. Though I need to change the lighting on the second model draw.
This was my first attempt at doing anything in clientside with custom textures. (Thanks to zerf)
(Note: I don't own the server in the video, It was an sf job)
(I know I suck) (The buttons work)
[video=youtube;JdzZtyMQjPQ]http://www.youtube.com/watch?v=JdzZtyMQjPQ&feature=youtu.be[/video]
Finally decided on a scrollbar design to go with. The scrollbar bg has a cute fade-in animation. The font looks terrible due to the video compression.
[vid]https://d.maxfile.ro/ouokdrazmx.mp4[/vid]
[img]http://i.imgur.com/UtJsB6j.png[/img]
[video=youtube;T4r5f0jdFm8]https://www.youtube.com/watch?v=T4r5f0jdFm8[/video]
I've been messing around with the draw functions and making a few random things with them. Its fun, I normally don't like clientside code.
[QUOTE=Freezebug;47886883][video=youtube;T4r5f0jdFm8]https://www.youtube.com/watch?v=T4r5f0jdFm8[/video]
I've been messing around with the draw functions and making a few random things with them. Its fun, I normally don't like clientside code.[/QUOTE]
now make the snow pile up
Been working on a tool which helps to find out what's lagging on the server :V
[IMG]http://i.imgur.com/eZTRb1c.png[/IMG]
[QUOTE=szymski;47887294]Been working on a tool which helps to find out what's lagging on the server :V
[IMG]http://i.imgur.com/eZTRb1c.png[/IMG][/QUOTE]
I hate to be one of those guys that asks this, but are you planning on releasing it? It would be mighty useful.
[QUOTE=Fortune11709;47887557]I hate to be one of those guys that asks this, but are you planning on releasing it? It would be mighty useful.[/QUOTE]
Yes, of course :D. As soon as I finish entity tick measurement system.
[QUOTE=Fortune11709;47887557]I hate to be one of those guys that asks this, but are you planning on releasing it? It would be mighty useful.[/QUOTE]
There's a really good alternative already available called "DBugR".
[QUOTE=Freezebug;47886883]-fancy snow-[/QUOTE]
Slightly off-topic, but what music is that?
[video=youtube;eZ3msvEV3ng]http://youtu.be/eZ3msvEV3ng[/video]
This demonstrates the basics of building a circulatory system for a 'boomer' class zambee. A heart is placed, as is a brain stem and the boomer ability tile. A lung is also placed to clean up toxins, despite the short expected lifespan of this kind of zambee, not placing one will probably cause heart death before you can use any abilities.
When the player presses the slot the ability is assigned to, the brainstem releases the hormones required for it to function. Once the hormones reach the ability tile, the ability activates. In this case causing the player to explode.
This gives us a really nice self balancing system, the ability tiles cause pressure drops, preventing too many abilities in the system. If the heart doesn't have enough pressure to pump, it won't. The ability has to be placed within the flow path otherwise it won't receive hormones. One can get around this by making multiple hearts within the same body, but this increases the chance of a bullet hitting a target rather that 'flesh'. This circulatory system isn't very space efficient, however it does have a lot of path redundancy in case it gets riddled with bullets. All the abilities produce toxins in addition to their hormones, an over-abundance of toxins causes cell damage. Abilities can't be triggered if there are too many toxins near it.
Adrenaline is a cool little ability, it produces the hormone itself, once it reaches the heart, it doubles the heart rate for a certain amount of beats. Coupling this with other abilities means they can be triggered really quickly.
Shooting the head off a zambee causes the brain-brainstem link to sever, preventing ability hormones from being released, however, if a zambee were shot in the head after the release of the boomer hormones, the damage would already be done and the zambee would soon explode. Conversely, if the hormones were in the bloodstream and the vein were severed by a bullet, the hormones would not reach the tile and the ability would not trigger. A balance has to be found between redundant veins, pressure loss and the risk of bullets hitting non-flesh.
[IMG]http://i.imgur.com/03MsvJD.png[/IMG]
So I've abandoned all of my so-called standards and have re-designed my texture atlas with Minecraft textures. I mainly did this because mipmaps were causing huge artifacts, but you don't really need mipmaps for the 8-bit/point filtered style that Minecraft has.
In order to support mipmapped, higher res textures, I'm making my own texture packer that packs atlases and filters them on a texture-by-texture basis.
[QUOTE=MadParakeet;47889152][IMG]http://i.imgur.com/03MsvJD.png[/IMG]
So I've abandoned all of my so-called standards and have re-designed my texture atlas with Minecraft textures. I mainly did this because mipmaps were causing huge artifacts, but you don't really need mipmaps for the 8-bit/point filtered style that Minecraft has.
In order to support mipmapped, higher res textures, I'm making my own texture packer that packs atlases and filters them on a texture-by-texture basis.[/QUOTE]
Looks really awesome so far. I assume it requires a clientside module?
Yeah, installing the module is the biggest drawback. I could write a lua fallback, but maintaining both would be too much of a pain in the ass and performance would be dogshit awful.
For once I kind of with Gmod did support Javascript, then at least I could emscripten the module to JS and then- [URL="http://www.awesomium.com/"]OH SHIT I JUST HAD A REALLY TERRIBLE IDEA[/URL].
[QUOTE=MadParakeet;47889316]Yeah, installing the module is the biggest drawback. I could write a lua fallback, but maintaining both would be too much of a pain in the ass and performance would be dogshit awful.
For once I kind of with Gmod did support Javascript, then at least I could emscripten the module to JS and then- [URL="http://www.awesomium.com/"]OH SHIT I JUST HAD A REALLY TERRIBLE IDEA[/URL].[/QUOTE]
I hear JS is pretty fast, just render the blocks with html5 and css3 and jquery then overlay a panel over the screen.
[QUOTE=Kill coDer;47889418]I hear JS is pretty fast, just render the blocks with html5 and css3 and jquery then overlay a panel over the screen.[/QUOTE]
Have each side of a block an html panel and render your shadows and textures through html, css and js.
[QUOTE=marvincmarvin;47889730]Have each side of a block an html panel and render your shadows and textures through html, css and js.[/QUOTE]
Recreate all entities that are to be drawn over the blocks in HTML. Also recreate all particle effects etc.
Good luck.