• GMod - What are you working on? August 2015 (#48)
    457 replies, posted
[QUOTE=Ott;48491169]Here's what I'm working on: I just spent around 5 hours doing tech support for bugs that I hadn't encountered in Maestro.[/QUOTE] Bound to happen in big projects.
[QUOTE=FPtje;48491962]Bound to happen in big projects.[/QUOTE] It was actually Maestro causing the bugs and not my server, actually. Took us both about an hour to figure that out. [editline]hrrgh[/editline] fuck me I'm tired
[QUOTE=DaWhale;48491681]It was for debug, like I said it's not done there's still much to do.[/QUOTE] SHADUP This is a fokin WAYWO thread, not facebook or your blog. You are supposed to post your code. Thank you.
[QUOTE=zeaga;48492005]It was actually Maestro causing the bugs and not my server, actually. Took us both about an hour to figure that out.[/QUOTE] That's what I meant. If you spend a lot of time making a big project, testing only by yourself by going in game to see if it works, you're bound to get unexpected bugs when you release it. That's why so much attention goes to unit testing, integration testing, acceptance testing, system testing and all that kind of stuff.
[t]https://dl.dropboxusercontent.com/u/17839069/C_333.png[/t] [t]https://dl.dropboxusercontent.com/u/17839069/C_334.png[/t] Got some map progress done.
[QUOTE=ExtReMLapin;48492050]SHADUP This is a fokin WAYWO thread, not facebook or your blog. You are supposed to post your code. Thank you.[/QUOTE] He asked a question, but ok. [IMG]http://i.imgur.com/Ee3f09X.png[/IMG] Since ULX doesn't use the PlayerNoClip hook and just sets your movetype improv was required
[QUOTE=EthanTheGreat;48492622] [t]https://dl.dropboxusercontent.com/u/17839069/C_334.png[/t] Got some map progress done.[/QUOTE] I'm bad, I thought the second picture was a drawing on a napkin at first, and then I zoomed in and saw what it was. The GUI is also quite lovely!
[QUOTE=ExtReMLapin;48492050]SHADUP This is a fokin WAYWO thread, not facebook or your blog. You are supposed to post your code. Thank you.[/QUOTE] I don't see any code in this post, young man. Stop blogging and get back to work.
[QUOTE=Kevlon;48491026]Did you steal that from your lua cache too?[/QUOTE] :nope:
[video=youtube;35XIdc_PmWo]http://www.youtube.com/watch?v=35XIdc_PmWo[/video] It is kind of sluggish because it has to send the text to peniscorp's text to speech api and then open the sound on the user. All we need now is John Madden
[QUOTE=DaWhale;48494716]He asked a question, but ok. [IMG]http://i.imgur.com/Ee3f09X.png[/IMG] Since ULX doesn't use the PlayerNoClip hook and just sets your movetype improv was required[/QUOTE] why don't you just detour the Player's SetMoveType instead of Entity if you're only checking on players lol
[QUOTE=zerf;48496263]why don't you just detour the Player's SetMoveType instead of Entity if you're only checking on players lol[/QUOTE] Nah, gotta know whenever NPCs noclip/clip and control if they can. It's really useful to only let donator NPCs toggle noclip. :speechless:
[QUOTE=YourStalker;48496120][video=youtube;35XIdc_PmWo]http://www.youtube.com/watch?v=35XIdc_PmWo[/video] It is kind of sluggish because it has to send the text to peniscorp's text to speech api and then open the sound on the user. All we need now is John Madden[/QUOTE] If possible, caching the sound and just re-using it every other time it's played seems like a much better idea than spamming peniscorp
[QUOTE=Melted Bu11et;48497499]If possible, caching the sound and just re-using it every other time it's played seems like a much better idea than spamming peniscorp[/QUOTE] That's what Peniscorp does too :v:
[QUOTE=Melted Bu11et;48497499]If possible, caching the sound and just re-using it every other time it's played seems like a much better idea than spamming peniscorp[/QUOTE] Idk how possible that would be but I guess if I had premade Yes, No, Help, and Anyone still alive? It could make those a bit faster, good point.
[img]http://i.imgur.com/GWj2Ng3.png[/img]
[QUOTE=Ott;48498226][img]http://i.imgur.com/GWj2Ng3.png[/img][/QUOTE] That happened to me when I tried to make the player's hull scale based on how far away he was from the origin. rip vphysics everytime
:snip: Screw you, you don't understand art
[QUOTE=Netheous;48499776]:snip: Screw you, you don't understand art[/QUOTE] True art... is an explosion
[QUOTE=Netheous;48499776]:snip: Screw you, you don't understand art[/QUOTE] True art is the ability to watch YouTube videos whilst being given a seizure. :suicide: You truly are the greatest scripter of all time.
Not sure why sound didn't record but it has the whole popping and air leaving the tire sound. [vid]https://dl.dropboxusercontent.com/u/24983881/ShareX/2015/08/gm_construct%202015-8-20%2014-11-41.webm[/vid]
Decided kicking down doors and/or blowing them off their hinges wasn't dramatic enough. CHARGE THROUGH THEM LIKE A MAN, ASSHOLE. (commas are important!) [vid]http://puu.sh/jIJ7h.webm[/vid] [vid]http://puu.sh/jIJbz.webm[/vid]
[QUOTE=Jcw87;48379265]So I did a thing (Volume Warning) [video=youtube;BrgslpJhhlQ]http://www.youtube.com/watch?v=BrgslpJhhlQ[/video][/QUOTE] I did more thing [video=youtube;t_FPfL-ViT0]http://www.youtube.com/watch?v=t_FPfL-ViT0[/video] This time, you can paint the whole map (no displacements or brush entities, yet), lightmaps work correctly (more or less), and you can paint more than 1 texel at a time.
[QUOTE=Z0mb1n3;48504957]Decided kicking down doors and/or blowing them off their hinges wasn't dramatic enough. CHARGE THROUGH THEM LIKE A MAN, ASSHOLE. (commas are important!) [vid]http://puu.sh/jIJ7h.webm[/vid] [vid]http://puu.sh/jIJbz.webm[/vid][/QUOTE] Due to how slow you're going when you're ramming the door really kinda makes it feel ehhh
[QUOTE=BigBadWilly;48506779]Due to how slow you're going when you're ramming the door really kinda makes it feel ehhh[/QUOTE] Well it's on my dev server and I have my run speeds set to my own liking, but it is certainly a good point.
[QUOTE=EthanTheGreat;48492622][t]https://dl.dropboxusercontent.com/u/17839069/C_333.png[/t] [t]https://dl.dropboxusercontent.com/u/17839069/C_334.png[/t] Got some map progress done.[/QUOTE] Looks nice, check your menus though.. "Lamborghini Gallarado" should be "Lamborghini Gallardo"
[QUOTE=Jcw87;48506298] Paint! [/QUOTE] Very interesting, I was thinking about making something like that too. Are you using custom shaders, and the lightmap UVs to paint on an RT, or you extract the geometry from the mapfile and overlay a mesh where neccesary?
[QUOTE=Z0mb1n3;48507402]Well it's on my dev server and I have my run speeds set to my own liking, but it is certainly a good point.[/QUOTE] Some feedback when you actually breach the door would be nice like a view punch or similar also a slight reduction of the player velocity unless you're playing as a very very very heavy man?
[QUOTE=MDave;48508218]Very interesting, I was thinking about making something like that too. Are you using custom shaders, and the lightmap UVs to paint on an RT, or you extract the geometry from the mapfile and overlay a mesh where neccesary?[/QUOTE] Initially, I was going to try just slapping a custom shader on and doing everything in that. But once I learned that Portal 2 just rendered the map a second time for the gels, I opted for reading the bsp and building meshes from that. I tried just using the existing lightmap coordinates, but I had difficulties with getting the correct lightmap to render with it. So I'm also creating my own lightmap textures. The paintmaps are currently using the same texture coordinates as my custom lightmaps, but since many maps decrease the lightmap resolution as an optimization, I'm probably going to end up generating those completely separately. Also, I'm not using render targets. I'm currently using my own binary module to create procedural textures and write pixel data directly to them. Once I've worked out all the kinks with it, I'm gonna ask Robotboy to add it to gmod. Right now, I need to find out why the created texture uses BGRA8888 even though I asked for RGBA8888, and if it will behave differently on different video cards and operating systems.
I hope that people still like explosions... [IMG]https://dl.dropboxusercontent.com/u/86869523/Gbombs Photos/gm_flatgrass0027.jpg[/IMG] Also video [video=youtube;BJrp9wyJ864]https://www.youtube.com/watch?v=BJrp9wyJ864[/video]
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