• GMod - What are you working on? October 2015 (#50)
    345 replies, posted
This had too many versions, in my opinion this weren't my favourite [t]http://i.imgur.com/M8jlPZ2.jpg[/t] But this had a negative feedback according the right hud, also it wouldn't be able to color the hud, so i've decided to invert the right hud so this looks similar
[t]https://dl.dropboxusercontent.com/u/17839069/C_377.png[/t] Roughly I've added 150 buildings... About 10 are enter-able. Small progress each day.
[QUOTE=EthanTheGreat;48838271][t]https://dl.dropboxusercontent.com/u/17839069/C_377.png[/t] [/QUOTE] There are shadows, right (you did just disable them for the preview) ?
[QUOTE=MPan1;48838571]There are shadows, right (you did just disable them for the preview) ?[/QUOTE] Hammer doesn't show lighting.
[QUOTE=StonedPenguin;48838585]Hammer doesn't show lighting.[/QUOTE] Oh, I didn't know it was Hammer. There weren't any tools or anything- I thought the clipping was just cause of the size-shrinking or something. [editline]6th October 2015[/editline] [QUOTE=gonzalolog;48836418]I did a website [url]http://undisclosed-gaming.com/hardline/[/url][/QUOTE] "Without a drill, you are fucked" - Seems legit
I am working on my first ever big project. It's a World War II gamemode with DoD:S weapons and playermodels and custom maps for me and my friends. [QUOTE=gonzalolog;48836418]I did a webpage about the gamemode that i've been developing and i'm currently developing [url]http://undisclosed-gaming.com/hardline/[/url][/QUOTE] Wow, looks interesting!
[QUOTE=gonzalolog;48836418]I did a webpage about the gamemode that i've been developing and i'm currently developing [url]http://undisclosed-gaming.com/hardline/[/url][/QUOTE] [QUOTE=gonzalolog;48836634]This had too many versions, in my opinion this weren't my favourite [t]http://i.imgur.com/M8jlPZ2.jpg[/t] But this had a negative feedback according the right hud, also it wouldn't be able to color the hud, so i've decided to invert the right hud so this looks similar[/QUOTE] Is there any way you could scale down the hud to about 1/4 of the size it is currently? It seems like at any lower of a resolution it would consume your entire screen.
[img]http://i.imgur.com/1VASSR8.png[/img] Now to work on the other tabs, data saving, program actions and NPCs
[QUOTE=LUModder;48846747][img]http://i.imgur.com/1VASSR8.png[/img][/QUOTE] 'Softwares' should be 'Software' though
[thumb]http://vixen.nxserv.eu/owncloud/index.php/s/VEFWedyXLqKziie/download[/thumb] Derma background blur support
[QUOTE=grinchfox;48847403][thumb]http://vixen.nxserv.eu/owncloud/index.php/s/VEFWedyXLqKziie/download[/thumb] Derma background blur support[/QUOTE] imo it's best not to fuck with the spawn menu. it's like custom escape menus, it's cool at first but gets old fast.
"It's best to not do things I dislike."
[QUOTE=StonedPenguin;48847425]imo it's best not to fuck with the spawn menu. it's like custom escape menus, it's cool at first but gets old fast.[/QUOTE] QMenu isn't custom, I just replaced default derma skin with custom one, so everything looks this way. I'm only afraid of these dumbies who cannot use default text/background colors and make something look unreadable on dark themes.
[QUOTE=StonedPenguin;48847425]imo it's best not to fuck with the spawn menu. it's like custom escape menus, it's cool at first but gets old fast.[/QUOTE] No. It has to be blurrier.
I'm working on an open source parkour gamemode, video and image come soon as it is early in progress.
Today I realized making a file that worked in a c compiler and in lua is possible. It even works on gmod! [code] #if 0 print"LUA IS GOOD"--[[ #endif #include <stdio.h> int main(int,char*){return printf("C IS GOOD");}//]] [/code]
About 1 week of reverse engineering activity/sequence sorting is looking promising: [video=youtube;O4mu6e7CKTU]https://www.youtube.com/watch?v=O4mu6e7CKTU[/video] No more prone immitations/hacks!
Changing the hull size so you can climb under small gaps would be ace.
[QUOTE=code_gs;48847652]About 1 week of reverse engineering activity/sequence sorting is looking promising: [video=youtube;O4mu6e7CKTU]https://www.youtube.com/watch?v=O4mu6e7CKTU[/video] No more prone immitations/hacks![/QUOTE] If you could do this for CS:S and TF2, and especially making it easy to switch from one another, I'd be so happy and get back to work on my Too Many Guns gamemode. I hate the Garry's Mod animations with a burning passion.
Running out of names for my NPCs so I'll just start using facepunch ones. [t]http://images.akamai.steamusercontent.com/ugc/388790936746636489/01D3ECA45F4798C6C1F361CF36DB4B14011909C5/[/t]
[QUOTE=The Commander;48848493]Running out of names for my NPCs so I'll just start using facepunch ones. [t]http://images.akamai.steamusercontent.com/ugc/388790936746636489/01D3ECA45F4798C6C1F361CF36DB4B14011909C5/[/t][/QUOTE] [url]https://facepunch.com/showthread.php?t=1473468[/url]
[video=youtube;uTTdMTZFj-k]http://www.youtube.com/watch?v=uTTdMTZFj-k[/video] Holographic Sight attachment for my weapon base. It shows damage drop off depending on how far away you are from the target. My friend did the majority of the coding, I simply ported the attachment and compiled it as a bodygroup for my weapon model. [QUOTE=wauterboi;48848255]If you could do this for CS:S and TF2, and especially making it easy to switch from one another, I'd be so happy and get back to work on my Too Many Guns gamemode. I hate the Garry's Mod animations with a burning passion.[/QUOTE] I too would love this, if just so I could use the first person Call of Duty prone animations.
[QUOTE=wauterboi;48848255]If you could do this for CS:S and TF2, and especially making it easy to switch from one another, I'd be so happy and get back to work on my Too Many Guns gamemode. I hate the Garry's Mod animations with a burning passion.[/QUOTE] It would require you sending your own animation file and playermodels that use that file, unfortunately, since you can't send a custom copy of m_anm.
[QUOTE=StonedPenguin;48847425]imo it's best not to fuck with the spawn menu. it's like custom escape menus, it's cool at first but gets old fast.[/QUOTE] I dunno, at least that spawn menu looks like it has all the default functionality whereas custom escape menus usually need a button to show the plain one because they're missing important features
[QUOTE=wauterboi;48848255]I hate the Garry's Mod animations with a burning passion.[/QUOTE] I know, I feel you. This is why I translated all the default anims into the HL2 NPC ones and then use NPC models as my player models.
Speaking about animations, does anyone know where I would be able to create a VCD sequence? I know the latest update added [url=http://wiki.garrysmod.com/page/Entity/PlayScene]PlayScene[/url] except, I wanted to create my own sequence... I've tried google, and only a little information was found. I love that prone animation, we need to have a more flexable connection between player-models and creating new animations without having to recompile the entire model. The last resort is using ManipulateBonePosition/Angle which is un-optimized in my opinion. But that's just me.
[url]https://spit.mixtape.moe/view/ef358950[/url] reads all models & materials from a map and spits it out in files, it's pretty foolproof at this point
For future reference so no one else tries: So everyone knows FPS is bad for measuring time taken? Frame time feels arbitrary too: milliseconds don't really mean anything. I tried to make a new scale called SFT (Scaled Frame Time). The features of it would be such that: [code] - At 44 FPS SFT would be 44. - At 10 FPS, SFT would be 10. scaled frame time = frametime * -k + a with above requirements, k = 54 a = 440[/code] To make the scale readable to human at reasonable FPS numbers. Basically, it would be like FPS, but act like frame time. Now SFT should be human readable, right? [IMG]http://i.imgur.com/tL5x8OB.png[/IMG] [IMG]http://i.imgur.com/8Oafyc3.png[/IMG] [IMG]http://i.imgur.com/DT8dSQt.png[/IMG] Decide for yourself, but that's butt readable in my opinion. At least it was tested and can be put to rest now. Additionally, people getting huge FPS would rage at seeing so low SFT. Code: [lua]local a=440 local k=54 local fts = 0.01 local q=0.03 hook.Add("HUDPaint","a",function() local ft = FrameTime() fts = fts*(1-q)+ft*q local sw,sh = ScrW(),ScrH() local swc= sh*0.1 local f = gui.MouseX()/sw f=f>1 and 1 or f<0 and 0 or f local fps = f*200 local ft = f*0.3+0.003 if not vgui.CursorVisible() then ft =fts fps=1/ft end local sft = (ft * -a + k) local txt= ("%-2.0f"):format(sft) local x,y = 32,swc surface.SetFont"Default" surface.SetTextColor(255,255,255,255) local tw,th = surface.GetTextSize(txt) surface.SetTextPos(x,y) surface.DrawText(txt) surface.DrawText' SFT' surface.SetTextPos(x,y+th) surface.DrawText(("%-2.0f"):format((1/ft))) surface.DrawText' FPS' surface.SetTextPos(x,y+th*2) surface.DrawText(("%-2.0f"):format((ft*10000)*0.1)) surface.DrawText' ms' surface.SetDrawColor(255,255,255,155) local h=3 surface.DrawRect(x,swc+th,(1/ft)*5,h) surface.DrawRect(x,swc+th+th,ft*5000,h) if sft<0 then surface.SetDrawColor(255,55,55,155) surface.DrawRect(x,swc,-sft*10,h) else surface.DrawRect(x,swc,sft*10,h) end --surface.DrawRect(x,swc+th+th+th,1/44-sft,h) end)[/lua]
[vid]http://rp.braxnet.org/scr/1444256567170.webm[/vid] beyond terrible quality with gm_video, but i had stuff playing in the background too bad driving in source is one of the worst experiences ever, with the ~1 second turning delay
[QUOTE=Giraffen93;48853631][vid]http://rp.braxnet.org/scr/1444256567170.webm[/vid] beyond terrible quality with gm_video, but i had stuff playing in the background too bad driving in source is one of the worst experiences ever, with the ~1 second turning delay[/QUOTE] No checkpoints? :P
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