[video=youtube;G2WbWlORph8]http://www.youtube.com/watch?v=G2WbWlORph8[/video]
in progress addon
release soon!
[t]http://rp.braxnet.org/scr/1440938444558.jpg[/t]
i've really gotten into the render target groove :excited:
gang shirts hopefully working now
[QUOTE=Giraffen93;48574372][t]http://rp.braxnet.org/scr/1440938444558.jpg[/t]
i've really gotten into the render target groove :excited:
gang shirts hopefully working now[/QUOTE]
Can you explain how render targets work? I want to use them but I haven't been able to find any resources on how to use them :v:
[QUOTE=Melted Bu11et;48575238]Can you explain how render targets work? I want to use them but I haven't been able to find any resources on how to use them :v:[/QUOTE]
[url]http://pastebin.com/BkPBEK0S[/url]
copypaste from the code
it's really not that hard once you have the base code
Don't do this the legacy way.. There is render.Push/PopRenderTarget for a reason.
Enlighten me... been looking around at examples and other projects and used that..
They are helper functions for managing rendertargets. There is really not much to it, they are just a clearer way of managing the target.
Essentially, there is a stack of render targets, and the engine always draws to the last render target (on top of the stack, the one pushed last)
When you PushRenderTarget, you put a new one on top of the stack, and further operations will use that render target. When you are finished with rendering, you pop/remove the target you pushed earlier, effectively restoring the previous one.
(This is pretty much what your code does using 'OldRT')
I just find it a lot easier to read, really useful if you have to deal with more than one target in a piece of code
Since I need an ATM and the Aritz Cracker Bank is...well...to put it nicely, hard to modify (especially if it's not DarkRP), I'm trying to create an own one.
The only thing which is missing is buttons and basic stuff like deposit/withdraw/transfer.
(Please ignore/mute the music, forgot it's also recording sounds :v:)
[QUOTE][vid]http://webm.host/a915a/vid.webm[/vid][/QUOTE]
What will come: Buttons, Money Dispenser, different card-levels (like Blue, Platinum etc.) and maybe Group-Accounts (prop. in a later version)
[QUOTE=johnnyaka;48578072]Since I need an ATM and the Aritz Cracker Bank is...well...to put it nicely, hard to modify (especially if it's not DarkRP), I'm trying to create an own one.
The only thing which is missing is buttons and basic stuff like deposit/withdraw/transfer.
(Please ignore/mute the music, forgot it's also recording sounds :v:)
What will come: Buttons, Money Dispenser, different card-levels (like Blue, Platinum etc.) and maybe Group-Accounts (prop. in a later version)[/QUOTE]
dat credit card sliding in
oddly satisfying. Good job.
[QUOTE=johnnyaka;48578072]Since I need an ATM and the Aritz Cracker Bank is...well...to put it nicely, hard to modify (especially if it's not DarkRP), I'm trying to create an own one.
The only thing which is missing is buttons and basic stuff like deposit/withdraw/transfer.
(Please ignore/mute the music, forgot it's also recording sounds :v:)
What will come: Buttons, Money Dispenser, different card-levels (like Blue, Platinum etc.) and maybe Group-Accounts (prop. in a later version)[/QUOTE]
What parts of this add on have been re-written? The model, sounds etc are all from Aritz? The UI looks different though.
[QUOTE=johnnyaka;48578072]Since I need an ATM and the Aritz Cracker Bank is...well...to put it nicely, hard to modify (especially if it's not DarkRP), I'm trying to create an own one.
The only thing which is missing is buttons and basic stuff like deposit/withdraw/transfer.
(Please ignore/mute the music, forgot it's also recording sounds :v:)
What will come: Buttons, Money Dispenser, different card-levels (like Blue, Platinum etc.) and maybe Group-Accounts (prop. in a later version)[/QUOTE]
Ooh! This is exiting! (But I do document the API in a document included with the download, you can overwrite 2 functions to add your own money system to my addon. Also, "arcbank create_atm default" in console)
That said, looks pretty sweet! Can't wait to see it when it's done!
[editline]30th August 2015[/editline]
[QUOTE=Semajnad;48578614]What parts of this add on have been re-written? The model, sounds etc are all from Aritz? The UI looks different though.[/QUOTE]
I grabbed most of the sounds so freesound.org (although they were edited to suit my needs), so it's alright if he uses them. The model is custom, though.
[QUOTE=LegoGuy;48578797]
I grabbed most of the sounds so freesound.org (although they were edited to suit my needs), so it's alright if he uses them. The model is custom, though.[/QUOTE]
Ahh ye I think I remember reading that somewhere. Do you know of any other devs that have utilized your API to make some interesting additions?
Working on a weapon base and weapon pack for Metastruct. We're replacing an older, broken version of MCW with it. I don't really have anything to show for it (yet) because they're just basic Counter-Strike weapons.
[QUOTE=Semajnad;48578952]Ahh ye I think I remember reading that somewhere. Do you know of any other devs that have utilized your API to make some interesting additions?[/QUOTE]
Most of the ones I've seen just gave people bonuses (Like VIP, daily bonuses, etc.)
I should really document everything on my website so it's more accessible to people. I don't really document my things enough, and that's something I'll really have to do if I expect people to use my upcoming ARCPhone App API. (Which I will gladly show off later)
Although, there were some really cool people that made a Web-interface for ARCBank, that was neat.
Woooo, finally close to finishing my second [I]real[/I] addon.
Universal ammo modifiers!
[B]What it does:[/B]
In the video, you see me spawning ammo boxes of each special kind of ammo. Each ammo type is like a little extra pool of ammo you can use in a gun, and it works in every gun.
Amount of each ammo type you have is tracked separately from the default ammo of the gun. Picking up the gun's standard ammo will defer it to the weapon's default ammo pool, and will not affect your special ammo
Each bullet you fire from [B]any[/B] gun will drain one bullet from the special bullets pool.
Example, I pick up 100 incendiary bullet mods, equip incendiary in my pistol, fire 10 shots, equip my smg, load in incendiary ammo, and I will only have 90 incendiary shots left.
Like shared ammo, I guess.
ENOUGH BLABBING, MORE SHOOTING.
[video=youtube_share;wmbcflfmUuc]http://youtu.be/wmbcflfmUuc[/video]
In order of appearance, consequently it also cycles your ammo alphabetically.
[B]Armor Piercing:[/B] Unable to demonstrate this fully, but with any gun, even HL2 guns, your bullets have a small penetration factor and will go through thin walls and objects. These bullets also [B]ignore all armor[/B] if the target's armor is below 50, otherwise it has a small chance to not penetrate armor. Slughtly reduced damage as a negative side effect
[B]Concussion:[/B] Also unable to demonstrate the fun effects, as my testing helpers went to bed. These rounds are the quite strong. High damage bonus, and if you shoot a player in the arm, it has a high chance to make them drop their weapon. Shot in the leg will cripple and force them to fall over for a few seconds before getting back up.
[B]Dirty Rounds:[/B] Less powerful than concussion, but still pretty powerful. Cheaply made, causing them to sometimes explode in the chamber and backfire on the user, causing slight damage. (In the video, it only takes like 2 health away because the HL2 smg only does like 8 damage, and backfire does 1/3 bullet damage to user)
[B]High-Explosive Rounds:[/B] Boom.
[B]Hollow Point:[/B] More powerful than concussion rounds, these rounds shred unarmored opponents, but deal next to no damage to armored foes.
[B]Incendiary:[/B] The burning lets you know it's working. Weaker bullet, but burn damage makes up for that, and then some. (also notice the little fires inside the bullet holes in the video :D)
[B]Plasma:[/B] Slightly stronger than your average bullet, with the added bonus of having a chance to instantly turn any opponent under a specified health percentage to ash. (inside the building in construct, the soldiers turn white and go 'puff'). Also changes the bullet tracer to the AR2 tracer.
[B]Tracking Darts:[/B] No damage, no force, just for tagging your prey before you swoop in for the kill. Configurable light duration and color. Bullet also slightly glows while in flight.
I couldn't demonstrate some of this because, as I said before, the people who usually test with me were unavailable. Maybe I'll post another video of that stuff later.
Extra notes: If you run out of special ammo while firing, your ammo type is automatically set back to default and restores your default ammo pool. Like I said, all ammo is stored, so there is no room for ammo disappearing into thin air or being conjured from nothing.
Sorry for the long post but I'm happy and thought you guys would like it!
[QUOTE=LegoGuy;48578797]Ooh! This is exiting! (But I do document the API in a document included with the download, you can overwrite 2 functions to add your own money system to my addon. Also, "arcbank create_atm default" in console)
That said, looks pretty sweet! Can't wait to see it when it's done!
[editline]30th August 2015[/editline]
I grabbed most of the sounds so freesound.org (although they were edited to suit my needs), so it's alright if he uses them. The model is custom, though.[/QUOTE]
It was most likely the fact that it contains a lot of features which I didn't need in the first place (And I wanted to do create an own one badly :P)
I will change the model later, sadly me and 3DSMax/WallwormTools are no good friends at all :/
Thanks for you encouraging words!
:snip: I'm too tired for this shit
[QUOTE=Z0mb1n3;48579634]Woooo, finally close to finishing my second [I]real[/I] addon.
Universal ammo modifiers!
[B]What it does:[/B]
In the video, you see me spawning ammo boxes of each special kind of ammo. Each ammo type is like a little extra pool of ammo you can use in a gun, and it works in every gun.
Amount of each ammo type you have is tracked separately from the default ammo of the gun. Picking up the gun's standard ammo will defer it to the weapon's default ammo pool, and will not affect your special ammo
Each bullet you fire from [B]any[/B] gun will drain one bullet from the special bullets pool.
Example, I pick up 100 incendiary bullet mods, equip incendiary in my pistol, fire 10 shots, equip my smg, load in incendiary ammo, and I will only have 90 incendiary shots left.
Like shared ammo, I guess.
ENOUGH BLABBING, MORE SHOOTING.
[video=youtube_share;wmbcflfmUuc]http://youtu.be/wmbcflfmUuc[/video]
In order of appearance, consequently it also cycles your ammo alphabetically.
[B]Armor Piercing:[/B] Unable to demonstrate this fully, but with any gun, even HL2 guns, your bullets have a small penetration factor and will go through thin walls and objects. These bullets also [B]ignore all armor[/B] if the target's armor is below 50, otherwise it has a small chance to not penetrate armor. Slughtly reduced damage as a negative side effect
[B]Concussion:[/B] Also unable to demonstrate the fun effects, as my testing helpers went to bed. These rounds are the quite strong. High damage bonus, and if you shoot a player in the arm, it has a high chance to make them drop their weapon. Shot in the leg will cripple and force them to fall over for a few seconds before getting back up.
[B]Dirty Rounds:[/B] Less powerful than concussion, but still pretty powerful. Cheaply made, causing them to sometimes explode in the chamber and backfire on the user, causing slight damage. (In the video, it only takes like 2 health away because the HL2 smg only does like 8 damage, and backfire does 1/3 bullet damage to user)
[B]High-Explosive Rounds:[/B] Boom.
[B]Hollow Point:[/B] More powerful than concussion rounds, these rounds shred unarmored opponents, but deal next to no damage to armored foes.
[B]Incendiary:[/B] The burning lets you know it's working. Weaker bullet, but burn damage makes up for that, and then some. (also notice the little fires inside the bullet holes in the video :D)
[B]Plasma:[/B] Slightly stronger than your average bullet, with the added bonus of having a chance to instantly turn any opponent under a specified health percentage to ash. (inside the building in construct, the soldiers turn white and go 'puff'). Also changes the bullet tracer to the AR2 tracer.
[B]Tracking Darts:[/B] No damage, no force, just for tagging your prey before you swoop in for the kill. Configurable light duration and color. Bullet also slightly glows while in flight.
I couldn't demonstrate some of this because, as I said before, the people who usually test with me were unavailable. Maybe I'll post another video of that stuff later.
Extra notes: If you run out of special ammo while firing, your ammo type is automatically set back to default and restores your default ammo pool. Like I said, all ammo is stored, so there is no room for ammo disappearing into thin air or being conjured from nothing.
Sorry for the long post but I'm happy and thought you guys would like it![/QUOTE]
When are you going to release it?
[QUOTE=.Vel;48582561]When are you going to release it?[/QUOTE]
setting aside the fact that waywo is not a shopping cart,
I'm contemplating whether or not it's worth releasing. It has several bugs that, while you may not notice them at first, can be rather irritating if you're someone who carefully watches your ammo reserves.
This being that if you pick up ammo for another weapon, while said weapon is not equipped, and that weapon is not using default ammo, you will gain, essentially, fake ammo.
Meaning it will be in your chamber, but my detection system will swap you back to default ammo if it notices those bullets are not my special ones. (so like you're firing 100 bullets, half are fake, once you get to 50, you'll keep firing, but ammo will swap)
Another exploit is that if you're careful, you can end up sending a net message to potentially give yourself shitloads of ammo.
I have absolutely NO idea how to check this, because there's only one hook I can find that is called when a player picks up ammo, and it just so happens it's on the client's end.
Solutions:
1. An engine function to set the ammo type a weapon is currently using.
2. A function to set the ammo count of an individual weapon, rather than altering the base pool of ammo.
3. A serverside hook that is called when a player's ammo pool changes.
But, putting that aside, once I fix a few other minor issues, and then add nicer otification system for ammo types and when your weapon is shot out of your hand, I'll maybe release it in a week?
[editline]31st August 2015[/editline]
*praying to automerge gods*
AWWW YEAH, I totally forgot that I could just fuck with other scripted weapons' Primary.Ammo and tell them to use my special base pools of ammo. Today is a good day.
For anyone who likes bigger-on-the-inside things, I've just released my new generic library addon for it, used by my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=307175678"]TARDIS Rewrite[/URL] addon. You can find it [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=499280258"]here[/URL].
Happy to help if anyone wants to use it, it's not documented at the moment.
[media]https://youtu.be/IEvsP4X4oIQ[/media]
now it's even more annoying to make drugs :v:
[QUOTE=MattJeanes;48583527]For anyone who likes bigger-on-the-inside things, I've just released my new generic library addon for it, used by my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=307175678"]TARDIS Rewrite[/URL] addon. You can find it [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=499280258"]here[/URL].
Happy to help if anyone wants to use it, it's not documented at the moment.[/QUOTE]
Do the render targets still turn black at certain angles?
I used the worldportals library you were using once before, and if the portals were rotated a certain way, they would just turn black.
[QUOTE=Giraffen93;48583650][media]https://youtu.be/IEvsP4X4oIQ[/media]
now it's even more annoying to make drugs :v:[/QUOTE]
Breaking Brax is coming along nicely
[t]http://puu.sh/jVrwy/7439e4c7a8.jpg[/t]
Dreaming of achieving this without having to overwrite AddDeathNotice which in hook.Add format is astoundingly useless
[QUOTE=Hoffa1337;48583793]Breaking Brax is coming along nicely
[t]http://puu.sh/jVrwy/7439e4c7a8.jpg[/t]
Dreaming of achieving this without having to overwrite AddDeathNotice which in hook.Add format is astoundingly useless[/QUOTE]
I am considering rewriting default death notice, there are a few things wrong with it.
[QUOTE=Robotboy655;48583843]I am considering rewriting default death notice, there are a few things wrong with it.[/QUOTE]
Everything is wrong with it please save us from me doing bad things with it
[QUOTE=Z0mb1n3;48583774]Do the render targets still turn black at certain angles?
I used the worldportals library you were using once before, and if the portals were rotated a certain way, they would just turn black.[/QUOTE]
Doors still uses world-portals underneath so yeah, that'll happen. I think it might actually be an issue with render.RenderView but I can't be sure.
[QUOTE=Z0mb1n3;48582932]Solutions:
1. An engine function to set the ammo type a weapon is currently using.[/QUOTE]
Although you're restricted to the weapon table for #2,
[code]Weapon:SetSaveValue( "m_iPrimaryAmmoType", game.GetAmmoID( "MyFireBullets" ) )[/code]
Would set the weapon's ammo type of the fire bullets and works on engine weapons. Reloading takes it from the specified ammo pool, etc
The downfall:
Doesn't work on the client at all - it still shows the weapon's initial ammo type. Savetables are really only useful on the server in most cases.
[QUOTE=Kogitsune;48584031]Although you're restricted to the weapon table for #2,
[code]Weapon:SetSaveValue( "m_iPrimaryAmmoType", game.GetAmmoID( "MyFireBullets" ) )[/code]
Would set the weapon's ammo type of the fire bullets and works on engine weapons. Reloading takes it from the specified ammo pool, etc
The downfall:
Doesn't work on the client at all - it still shows the weapon's initial ammo type. Savetables are really only useful on the server in most cases.[/QUOTE]
[del]Would that work on default HL2 weapons?[/del]
of course it would, silly me
Either way, my intentions are that people will use this with scripted weapons anyhow, as it makes my life easier, and because of this, I've just assumed that every swep uses 'SWEP.Primary.Ammo' to define its ammo type, and am overriding it there, which works fine.
But thank you, I'll look into toying around with that later.
[editline]31st August 2015[/editline]
[QUOTE=MattJeanes;48583942]Doors still uses world-portals underneath so yeah, that'll happen. I think it might actually be an issue with render.RenderView but I can't be sure.[/QUOTE]
From my experimentations, it was caused by render.EnableClipping. Turning that off makes it work fine, but having a portal on a wall causes all sorts of unpleasantries.
Allahu akbar particle, needs thicker smoke at the bottom though.
I'm also open to suggestions how to improve this, can't make a video because no hard disk space :v:
[t]https://dl.dropboxusercontent.com/u/86869523/Gbombs%20Photos/cb1.jpg[/t]
Sorry, you need to Log In to post a reply to this thread.