GMod - What are you working on? October 2015 (#50)
345 replies, posted
If it works then it isn't stupid.
[DEL]This is more of a joke than anything since it apparently needs to be said[/DEL]
I love Fallout too much. Serverside checks are all done, all thats left is to actually take the money + give money to player. Hard part's out of the way.
[video=youtube_share;GELbdKbguPw]http://youtu.be/GELbdKbguPw[/video]
i changed the max physics speed to 25,000 hu/s on my server and reduced look ahead time to near 0 and now i have weapons that can fire bullet projectiles that go faster than sound now (around 470m/s)
[video=youtube;ogzqe-6yTg8]http://www.youtube.com/watch?v=ogzqe-6yTg8&feature=youtu.be[/video]
[QUOTE=Robotboy655;48987249]So there's a sv_allowcslua bypass that has to do with the HTML tabs in spawnmenu, so I am working on a Lua replacement for those, but I can't figure out how to do this properly. Currently I am going for consistency with other spawnmenu tabs, but there are a few problems like I don't know how to better do the pagination stuff, and where to put the Save Dupe button. ( Same for Saves tab )
[img]http://i.imgur.com/zG7S7q0.png[/img]
The current implementation has the added benefit of being able to save dupes ( local and maybe even from the workshop ) in your spawnlists, although I do not know whether I should keep this or not, for the workshop file or local dupe being deleted reasons.
[img]http://i.imgur.com/kRYsore.png[/img][/QUOTE]
I'd keep the feature.
For workshop items that no longer exist, I'd popup asking the user if they would like the icon to be removed since it no longer exists.
I made a bunch of animations in my spare time, just need to figure out how to make the IK-rigged hands work in Gmod.
[video=youtube;Cg1YA2HgP88]http://www.youtube.com/watch?v=Cg1YA2HgP88[/video]
Making a dedicated Surf gamemode for Garry's Mod.
I'm trying to base it off CS:GO's physics, which is obviously impossible but I'm trying to replicate it as much as possible. I have the current console commands set to a default CS:GO surf server's sv_airaccelerate, sv_accelerate and sv_sticktoground or whatever but I need to find the same jump power and stuff within CS:GO (for bunnyhopping purposes).
[video=youtube;1zBqu0eqgu8]https://www.youtube.com/watch?v=1zBqu0eqgu8[/video]
Bugs/problems shown in video:
* Creating a zone is not instant on the client (easy fix)
* Stages don't do anything
* Admin panel can be seen by normal users (but the actual features cannot be changed by users)
* Practise mode sometimes shows the off message
* Accidentally overwrote the font in the placer menu (easy fix)
* Validator will try and validate someone who just ended (easy fix)
* Paint DListView in placer menu and add options
* Teleport to start zone doesn't do anything
* !smenu/Surfy Menu needs to actually have stuff in it
* !smenu/Surfy Menu needs another close button
* !smenu/Surfy Menu needs a wider vertical tabs list
* ReadString returns garble because I forgot to WriteString it on some occasions
* The "D" you see in the bottom right hasn't been coded yet
(and others)
Other stuff you didn't see that needs changing/didn't see in the video:
* Only one server record
* Using JSON (ew and slow, definitely need to convert to the sql library)
* Two serverside errors with the net library when resetting PB (easy fix)
* When resetting PB the server record shows the steamid as "ERR" (easy fix)
(and others)
More features to come. Any suggestions?
I am not making a custom pointshop, but I'll be making a custom jukebox.
I've also made a swig-swag derma "API" thing. surfy.vgui.Create("SurfyTabs") etc. Some of it is using DHTML (such as the close button) but it is mostly derma.
Other screenies:
[t]http://i.imgur.com/5sCgLb2.png[/t]
[t]http://i.imgur.com/A2jB76l.png[/t]
[t]http://i.imgur.com/5LjHr4A.png[/t]
Notable features:
* Thirdperson/firstperson toggles
* CAMI support (if CAMI isn't working, it will detect ULX or FAdmin or default to custom permissions script)
* On Windows, if you're tabbed out and someone chats:
[t]http://i.imgur.com/8l4DUsP.png[/t]
* Advanced zone placer tool
* Inherits a CS:GO surfing "gamemode" 's zone and map tier list/SQL file
* Modules!
[t]http://i.imgur.com/7a8D0mz.png[/t]
* "Practise mode" turns you into a ghost which lets you fly around and explore the map. You can finish the map but it doesn't go towards points or anything else. The +use command is blocked while in practise mode to prevent people pressing easter egg buttons (and etcetera).
* The vanilla noclip command inherits ULX permissions and allows those in practise mode and zone placing mode to noclip regardless of their rank
* Spectating with key showings and who's spectating who etc.
* Vanilla chat tags
[t]http://i.imgur.com/64aU3Wb.png[/t]
* Smexy VGUI animations
* Smexy VGUI design and custom elements
* Admin and personal control panel and menu
* Suicide confirmation
* Modular/easily configurable [URL="http://hastebin.com/ometitixaf.lua"]commands table[/URL] (with [URL="http://i.imgur.com/DfcONyy.png"]console commands[/URL])
Future features:
* Macros
* Jukebox
* Map voting
* Leaderboard
* Points system
* Custom chatbox
* Deathmatch map support
* AFK
and more
[QUOTE=BillyOnWiiU;48993282]displaying gamemode.[/QUOTE]Did you make that map?
[QUOTE=CoreWaffle;48993311]Did you make that map?[/QUOTE]
No, it's surf_kitsune.
[QUOTE=BillyOnWiiU;48993282]beauty[/QUOTE]
that menu in the beginning of the video is absolutely gorgeous, i love the sliding transitions and the buttons!
[QUOTE=Z0mb1n3;48994969]that menu in the beginning of the video is absolutely gorgeous, i love the sliding transitions and the buttons![/QUOTE]
Thanks very much :D
-----
Added the keys, also, the HUD now completely mimics whoever you're spectating.
[t]http://i.imgur.com/5LjHr4A.png[/t]
Also, the letters on the keys copy what you've binded whatever it is to.
If I binded +jump to mwheeldown, it would say MWHEELDOWN :D
[editline]27th October 2015[/editline]
and... stages are here
[img]http://rp.braxnet.org/scr/1445979898460.png[/img]
People on the servers requested it, so here it is v:v:v
[QUOTE=BillyOnWiiU;48993282]-good god-[/QUOTE]
That looks fantastic. A suggestion I have for the confirm suicide menu is to instead just not lock keyboard or mouse, and make it so that you have to press and hold your suicide button again to confirm. This way, when you accidently press it, you're not absolutely fucked and you have to scramble to the close button to regain control.
[QUOTE=Giraffen93;48995569][img]http://rp.braxnet.org/scr/1445979898460.png[/img]
People on the servers requested it, so here it is v:v:v[/QUOTE]
I really hate how everything you make is really good looking and neat, and I'm jealous. I really should focus on learning more GLua
[QUOTE=Melted Bu11et;48996356]-snip-[/QUOTE]
Gonna add this soon. Thanks for the suggestion.
Made vgui panels explicitly for displaying FontAwesome icons. One element for single icons, another element if you're stacking them.
Only issue now is scrollbars appearing in the panel (DHTML), preventing me from having exact sizing.
[video=youtube_share;Ig7tSJq_zuY]http://youtu.be/Ig7tSJq_zuY[/video]
[QUOTE=Z0mb1n3;48996800]Made vgui panels explicitly for displaying FontAwesome icons. One element for single icons, another element if you're stacking them.
Only issue now is scrollbars appearing in the panel (DHTML), preventing me from having exact sizing.
[video=youtube_share;Ig7tSJq_zuY]http://youtu.be/Ig7tSJq_zuY[/video][/QUOTE]
if you're using html to display it, add "overflow:hidden;" to your css
[QUOTE=ChewGum;48998992]if you're using html to display it, add "overflow:hidden;" to your css[/QUOTE]
I did, I added it inside the HTML using
[code]
<head>
<style>
overflow:hidden;
</style>
</head>
[/code]
and also tried wrapping it in quotes, but the scrollbars still appear. Am I doing something wrong?
[editline]yep[/editline]
Oooh nevermind, found it after some googling.
[code]
<HEAD>
<STYLE type="text/css">
body {overflow: hidden}
</STYLE>
</HEAD>
[/code]
[QUOTE=Z0mb1n3;48999117]-HTML Stuff-[/QUOTE]
If you want a HTML panel with an image on it to act like a DImage:
[CODE]local fullImage = vgui.Create("DHTML")
fullImage:SetSize(64,64)
fullImage:Center()
local URL = "http://www.example.com/image.png"
fullImage:SetHTML([[<!DOCTYPE html>
<html>
<head>
<style>
body {
overflow: hidden;
width: 100%;
height: 100%;
background-color: transparent; /* Awesomium sometimes renders HTML shitty-ly when the background-color isn't set */
margin: 0px;
}
#image {
position: fixed;
width: 100%;
height: 100%;
background-image: url(]] .. URL .. [[);
background-size: 100% 100%;
}
</style>
</head>
<body>
<div id="image"></div>
</body>
</html>]])[/CODE]
This will make the HTML panel's contents "fullscreen", fitting the element.
[QUOTE=BillyOnWiiU;48993282]Making a dedicated Surf gamemode for Garry's Mod.
I'm trying to base it off CS:GO's physics, which is obviously impossible but I'm trying to replicate it as much as possible. I have the current console commands set to a default CS:GO surf server's sv_airaccelerate, sv_accelerate and sv_sticktoground or whatever but I need to find the same jump power and stuff within CS:GO (for bunnyhopping purposes).
:godzing: Words :godzing:
[/QUOTE]
Do you plan to make your own server for this? I'd love to come play/check it out when it's done.
[QUOTE=kpjVideo;49001781]Do you plan to make your own server for this? I'd love to come play/check it out when it's done.[/QUOTE]
Definitely. I've been thinking of starting a community for a long time so now would be the best time.
[QUOTE=BillyOnWiiU;48993282]Making a dedicated Surf gamemode for Garry's Mod.
[B]I'm trying to base it off CS:GO's physics[/B], which is obviously impossible but I'm trying to replicate it as much as possible. I have the current console commands set to a default CS:GO surf server's sv_airaccelerate, sv_accelerate and sv_sticktoground or whatever but I need to find the same jump power and stuff within CS:GO (for bunnyhopping purposes).[/QUOTE]
Why CS:GO over CS:S? CS:GO desperately tries to replicate CS:S.
Not to mention, you're going to have one hell of a fun time fixing crouch-jumping after setting proper player hull sizes. You'll get a lot of prediction errors when hitting your head on something while crouching.
[editline]penis[/editline]
Aka time for this bug report to finally be looked at if we can get enough people whining about it? That'd be pretty swell.
[QUOTE=xaviergmail;49002731]Why CS:GO over CS:S? CS:GO desperately tries to replicate CS:S.
Not to mention, you're going to have one hell of a fun time fixing crouch-jumping after setting proper player hull sizes. You'll get a lot of prediction errors when hitting your head on something while crouching.[/QUOTE]
Already fixed and handled this. It was horrible, but I did it.
Most players seem to enjoy CS:GO surfing the most, and also my friends requested me to make it mostly like CS:GO :P
[QUOTE=BillyOnWiiU;49002771]Already fixed and handled this. It was horrible, but I did it.
Most players seem to enjoy CS:GO surfing the most, and also my friends requested me to make it mostly like CS:GO :P[/QUOTE]
How'd you go about fixing it without setting it every tick on every client?
[QUOTE=xaviergmail;49002791]How'd you go about fixing it without setting it every tick on every client?[/QUOTE]
[CODE]hook.Remove("PlayerInitialSpawn","surfy_setupply")
hook.Add("PlayerInitialSpawn","surfy_setupply",function(ply)
ply:SetWalkSpeed(300)
ply:SetRunSpeed(300)
ply:SetJumpPower(250)
ply:SetHull(Vector(-16,-16,0),Vector(16,16,60))
ply:SetViewOffset(Vector(0,0,60))
ply:SetHullDuck(Vector(-16,-16,0),Vector(16,16,40))
ply:SetViewOffsetDucked(Vector(0,0,40))
end)[/CODE]
Makes sure the server knows all the player's hull info.
[CODE]timer.Remove("surfy_waitforlocalplayer_hull")
timer.Create("surfy_waitforlocalplayer_hull",0.01,0,function()
if (IsValid(LocalPlayer())) then
LocalPlayer():SetHull(Vector(-16,-16,0),Vector(16,16,60))
LocalPlayer():SetViewOffset(Vector(0,0,60))
LocalPlayer():SetHullDuck(Vector(-16,-16,0),Vector(16,16,40))
LocalPlayer():SetViewOffsetDucked(Vector(0,0,40))
end
end)[/CODE]
And this sets the player's hull on the client.
Everything seemed to work fine. A minor problem here and there, but it works okay.
So, what you said is pretty much what I did. bhopping + crouching and then standing up again also works with this. Gravity is set to 800.
[QUOTE=BillyOnWiiU;49002826][CODE]hook.Remove("PlayerInitialSpawn","surfy_setupply")
hook.Add("PlayerInitialSpawn","surfy_setupply",function(ply)
ply:SetWalkSpeed(300)
ply:SetRunSpeed(300)
ply:SetJumpPower(250)
ply:SetHull(Vector(-16,-16,0),Vector(16,16,60))
ply:SetViewOffset(Vector(0,0,60))
ply:SetHullDuck(Vector(-16,-16,0),Vector(16,16,40))
ply:SetViewOffsetDucked(Vector(0,0,40))
end)[/CODE]
Makes sure the server knows all the player's hull info.
[CODE]timer.Remove("surfy_waitforlocalplayer_hull")
timer.Create("surfy_waitforlocalplayer_hull",0.01,0,function()
if (IsValid(LocalPlayer())) then
LocalPlayer():SetHull(Vector(-16,-16,0),Vector(16,16,60))
LocalPlayer():SetViewOffset(Vector(0,0,60))
LocalPlayer():SetHullDuck(Vector(-16,-16,0),Vector(16,16,40))
LocalPlayer():SetViewOffsetDucked(Vector(0,0,40))
end
end)[/CODE]
And this sets the player's hull on the client.
Everything seemed to work fine. A minor problem here and there, but it works okay.
So, what you said is pretty much what I did. bhopping + crouching and then standing up again also works with this. Gravity is set to 800.[/QUOTE]
Doing exactly this + more a little over a year ago still didn't work. I'll go try it out. Also, might I suggest to use timer.Simple(0, ... or InitPostEntity for the client, and you don't have to remove a hook before re-adding it. The old one will simply be overwritten.
[QUOTE=xaviergmail;49002845]Doing exactly this + more a little over a year ago still didn't work. I'll go try it out. Also, might I suggest to use timer.Simple(0, ... or InitPostEntity for the client, and you don't have to remove a hook before re-adding it. The old one will simply be overwritten.[/QUOTE]
Thanks. I've had some strange experiences in the past of an included file being included again and a separate hook being created for some strange reason... which is why I am cursed to add those every time. I need to stop doing this :excited:
The only reason why I added it in a timer is because some maps have a problem where the camera shakes on a 40* angle when standing in the spawns (such as in surf_mesa) or smashing against the ground quite hard. The constant setting of the hull fixes the shaking and also I use ViewPunch(Vector(0,0,0.1)) to update it using the server to fix this, too.
Wait, so yo do constantly set the player's hull? That's what we're trying to avoid here :(
[vid]https://dl.dropboxusercontent.com/s/6qartuz7k2a8hba/2015-10-28_18-27-00.mp4[/vid]
Right answer it's NOT send to client (AKA Trivia crack)
Answers are shuffled so players don't memorize the questions, also, should i show the right answer?
[QUOTE=xaviergmail;49002931]Wait, so yo do constantly set the player's hull? That's what we're trying to avoid here :([/QUOTE]
Only on the client. It doesn't cause any problems.
[QUOTE=gonzalolog;49002979]
Right answer is* NOT send to client (AKA Trivia crack)
Answers are shuffled so players don't memorize the questions, also, should i show the right answer?[/QUOTE]
You should hide the question after they've answered if you stick with the overlapping CORRECT. It looks weird that you can see a partial question underneath it.
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