• GMod - What are you working on? October 2015 (#50)
    345 replies, posted
[QUOTE=vexx21322;48890132].. in haskell :wideeye:[/QUOTE] Are you mocking me?
How to summon FPtje: Say something about Haskell. [editline]13th October 2015[/editline] Shit, pageking. I have nothing guys, sorry.
i havent posted this script in a while, but i added aim assist to my not a wallhack script [video=youtube;KrlMuyXk-Mw]http://www.youtube.com/watch?v=KrlMuyXk-Mw&feature=youtu.be[/video] the angles are lerped so it never snaps, so it makes it very hard to tell that im using it
not even a week into the [url=http://store.steampowered.com/app/341800/]game's[/url] release and already there's a remake in gmod. [video=youtube;_RfIMVhFA08]http://www.youtube.com/watch?v=_RfIMVhFA08[/video] it took me a bit to get everything set up for a module loading system that loads a module as an individual .lua file. also i think it was mentioned in the previous thread but couldn't find it, but is there a way to remove that ugly halo stencil thing covering the whole screen? [editline]10/13/2015 7:54 PM[/editline] side modules are looking good so far [t]http://i.imgur.com/MS2Aofr.png[/t] [editline]10/13/2015 9:57 PM[/editline] now with buttons!!!! [video=youtube;-O1SK4eFf4E]http://www.youtube.com/watch?v=-O1SK4eFf4E[/video] the correct way to solve all the modules are the same way you do it in the real manual as well, so i don't have to write my own.
[QUOTE=mitterdoo;48896451]not even a week into the [url=http://store.steampowered.com/app/341800/]game's[/url] release and already there's a remake in gmod. [video=youtube;_RfIMVhFA08]http://www.youtube.com/watch?v=_RfIMVhFA08[/video] it took me a bit to get everything set up for a module loading system that loads a module as an individual .lua file. also i think it was mentioned in the previous thread but couldn't find it, but is there a way to remove that ugly halo stencil thing covering the whole screen?[/QUOTE] It should be a gamemode instead!
[QUOTE=AJ10017;48894414]i havent posted this script in a while, but i added aim assist to my not a wallhack script [video=youtube;KrlMuyXk-Mw]http://www.youtube.com/watch?v=KrlMuyXk-Mw&feature=youtu.be[/video] the angles are lerped so it never snaps, so it makes it very hard to tell that im using it[/QUOTE] Its obvious enough that its not player controlled movement. I'd ban you if I was spectating you
[QUOTE=Exho;48897713]Its obvious enough that its not player controlled movement. I'd ban you if I was spectating you[/QUOTE] Obvious as fuck when he's staring at the wall all the time too. Noticeable throughout the video, but especially at [URL="https://www.youtube.com/watch?v=KrlMuyXk-Mw&t=36s"]0:37[/URL] when he's staring straight through a wall and his crosshair follows the other guy.
[QUOTE=AJ10017;48894414]i havent posted this script in a while, but i added aim assist to my not a wallhack script -snip- the angles are lerped so it never snaps, so it makes it very hard to tell that im using it[/QUOTE] That HUD and footstep sounds are really obnoxious, especially for TTT
[QUOTE=mitterdoo;48896451] side modules are looking good so far [/QUOTE] Damn I am late again! I started working on a Keep-Talking-And-Nobody-Explodes clone yesterday, but I wanted to make it as fancy as possible, so I started replicating the modules in blender. [img]http://dl.dropboxusercontent.com/u/7659139/modules.png[/img]
[QUOTE=AJ10017;48894414]i havent posted this script in a while, but i added aim assist to my not a wallhack script [video=youtube;KrlMuyXk-Mw]http://www.youtube.com/watch?v=KrlMuyXk-Mw&feature=youtu.be[/video] the angles are lerped so it never snaps, so it makes it very hard to tell that im using it[/QUOTE] Hitscan the player with traces to find the most visible part of his body to aim to.
[QUOTE=MDave;48899743]Damn I am late again! I started working on a Keep-Talking-And-Nobody-Explodes clone yesterday, but I wanted to make it as fancy as possible, so I started replicating the modules in blender.[/QUOTE] What engine does the game run on? Would it be possible to rip the bomb model?
[QUOTE=glarkon;48901698]What engine does the game run on? Would it be possible to rip the bomb model?[/QUOTE] Unity
[vid]https://dl.dropboxusercontent.com/s/u7f0r77gqmmf4os/2015-10-14_15-59-38.mp4?dl=0[/vid] I find rigging really hard to do...But overall i want to imagine the possibilities :)
[QUOTE=gonzalolog;48902198][vid]https://dl.dropboxusercontent.com/s/u7f0r77gqmmf4os/2015-10-14_15-59-38.mp4?dl=0[/vid] I find rigging really hard to do...But overall i want to imagine the possibilities :)[/QUOTE] I adore the screaming and the "booloowooloo" sound.
[QUOTE=FPtje;48902289]I adore the screaming and the "booloowooloo" sound.[/QUOTE] TF2 has the best wacky content.
Are there any stats on how many people have TF2 mounted? I kinda wanna use a lot of the content, but it's a fuckhuge game to install.
[QUOTE=Giraffen93;48902737]Are there any stats on how many people have TF2 mounted? I kinda wanna use a lot of the content, but it's a fuckhuge game to install.[/QUOTE] Just extract the stuff you want out?
[QUOTE=Giraffen93;48902737]Are there any stats on how many people have TF2 mounted? I kinda wanna use a lot of the content, but it's a fuckhuge game to install.[/QUOTE] but...tf2 is good, i've asked to 20 guys on my steam list (Randomly chose) and at least 15 had the game and enjoy it Anyway, extracting the content it's a good idea too, but not when you need particles, it's the best thing that you can extract from the game imo Also [vid]https://dl.dropboxusercontent.com/s/69i606cn3a3euiv/2015-10-14_20-00-08.mp4?dl=0[/vid] Works on any prop/model, how? Creating the material again and then adding the proxies
[QUOTE=Giraffen93;48902737]Are there any stats on how many people have TF2 mounted? I kinda wanna use a lot of the content, but it's a fuckhuge game to install.[/QUOTE] I've probably had it installed for 2 years and have only played 29 hours
[QUOTE=gonzalolog;48903402] [vid]https://dl.dropboxusercontent.com/s/69i606cn3a3euiv/2015-10-14_20-00-08.mp4?dl=0[/vid] Works on any prop/model, how? Creating the material again and then adding the proxies[/QUOTE] SORCEREY! WITCH! That's super neat, though!
i'm really liking this pace of pretty much one module a day [video=youtube;ZPlZNOo2-0k]http://www.youtube.com/watch?v=ZPlZNOo2-0k[/video] i've also put this as my first project on github. if you wanna take a look, [url=https://github.com/mitterdoo/keeptalkingnobodyexplodes]here you go[/url].
[QUOTE=gonzalolog;48903402]but...tf2 is good, i've asked to 20 guys on my steam list (Randomly chose) and at least 15 had the game and enjoy it[/QUOTE] The problem is the disk space it requires. Compare to CS:S, which uses less disk space. 80% of the people I know have never actually played CS:S but they bought and installed it for the content. Not everyone will sacrifice all that disk space, even for a free game that's awesomely fun. So yeah, extracting the content is the best plan.
[vid]https://dl.dropboxusercontent.com/s/civ1glqk6esewtp/2015-10-15_14-58-21.mp4?dl=0[/vid] After few proxies and wacky hacks This is the last one thing that i did
I made a simple scroll thing during my lunch - thought it'd be really complex to make but it was super simple [vid]https://empyreangaming.co.uk/misc/scroll.mp4[/vid]
Something simple I created last night. First time I've worked with sprites in gmod. It uses a different sprite for each state. [vid]http://s1.webmshare.com/qob89.webm[/vid]
Unfortunately the sound broke, the quality sucks, and a menu didn't pop up but: [vid]http://my.mixtape.moe/pnnyui.webm[/vid]
[QUOTE=kpjVideo;48911324]Unfortunately the sound broke, the quality sucks, and a menu didn't pop up but: [vid]http://my.mixtape.moe/pnnyui.webm[/vid][/QUOTE] Wow that looks amazing!
Not too complex, but a idea I think i'll play around with... [video=youtube;Z9H13AD43z8]https://www.youtube.com/watch?v=Z9H13AD43z8&feature=youtu.be[/video]
Continued work on my deobfuscator/general purphose lua source cleaner, and the library I used for parsing the AST just uses too much memory for a few usecases, so I decided to roll my own. While doing that you have to declare a LOT of numeric enums if you want to make sure the memory footprint is acceptable, but since I am working on the lexer in an iterative way, I have to add tokens to the enum on the fly, and that can be painful. So I used one of the underdocumented features of lua, 'setfenv' to declare and assign values to my enums automagically: [lua]-- Enable auto enumification tokens = setAutoEnum( "TK_" ) -- Define single symbol tokens symbols = { [C '+'] = TK_ADD, [C '-'] = TK_SUB, [C '*'] = TK_MUL, [C '/'] = TK_DIV, [C '^'] = TK_POW, [C '%'] = TK_MOD, [C '#'] = TK_LEN, [C '.'] = TK_DOT, [C ','] = TK_COLON, [C ';'] = TK_SEMICOLON, [C '('] = TK_BRACKET_L, [C ')'] = TK_BRACKET_R, [C '{'] = TK_CURLY_L, [C '}'] = TK_CURLY_R, [C '['] = TK_SQUARE_L, [C ']'] = TK_SQUARE_R, } -- Declare special tokens TK_EOF = -1 -- Restore indexing to normal setAutoEnum( nil ) print( TK_EOF, tokens[TK_EOF] ) -- This will print '17 TK_EOF' woo![/lua] The function environment is changed, so every global prefixed with 'TK_' will be considered an enum, and the next avalible number in the enum will be assigned to it automatically. Also it will be put intp the 'tokens' table, for name lookup, so error messages can be descriptive
[QUOTE=Noi;48917798]Drugs like I felt. [media]https://www.youtube.com/watch?v=A81gvxoI3rg[/media] (better qa [URL="https://dl.dropboxusercontent.com/u/7313569/screenshots/2015-10-16%2023-22-43.mkv"]https://dl.dropboxusercontent.com/u/7313569/screenshots/2015-10-16%2023-22-43.mkv[/URL])[/QUOTE] is... have we reached the 4th dimension... it makes me sick to look at, good job
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