• GMod - What are you working on? October 2015 (#50)
    345 replies, posted
[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 your radar based on an image or is it fully generated using Lua?
[QUOTE=Noi;48918018]It's secret technic, but yea, it's just a big texture that scrolls.[/QUOTE] Aww! That's a bit upsetting. But still - it's very nice.
Made for scorpions for this gamemode: [url]https://facepunch.com/showthread.php?t=1483161[/url] A lot of the features are shown in the video, some listed in the description [media]http://www.youtube.com/watch?v=APGSJK15Uuk[/media]
3 days of progress so far. Just finished the building mechanic so that's neat. [vid]http://webm.host/860ec/vid.webm[/vid]
Update on MWG featuring a working loadout with attachments system + notification feed [video=youtube;0BZaoZr5XtE]https://www.youtube.com/watch?v=0BZaoZr5XtE[/video] let me know what you think :p
[QUOTE=timmybo5;48925397]Update on MWG featuring a working loadout with attachments system + notification feed [video=youtube;0BZaoZr5XtE]https://www.youtube.com/watch?v=0BZaoZr5XtE[/video] let me know what you think :p[/QUOTE] You still REALLY need to fix the hud. It looks very bad, especially with the faded backgrounds of each panel layering over eachother
simon says and that who's on first module are finished [video=youtube;jfpf7vdxMa4]http://www.youtube.com/watch?v=jfpf7vdxMa4[/video] no more debug text as ports either [t]http://i.imgur.com/XqZC23W.png[/t]
Posting again about my CS:GO/PointShop thingy to get some opinions; What's changed? - I've added descriptions and tooltips to tell more information about the gun and the skin. - Added support for more than just the AK-47 - USP listed under AK for testing purposes. - Added different conditions Everytime I look at it I feel as though the AK is too big (right now scaled 2x normal) and possibly not positioned right compared to how it is in CS:GO. So I was wondering, how do you feel about it? [video=youtube;rLr3NUqR_Os]http://www.youtube.com/watch?v=rLr3NUqR_Os[/video]
[QUOTE=timmybo5;48925397]Update on MWG featuring a working loadout with attachments system + notification feed [video=youtube;0BZaoZr5XtE]https://www.youtube.com/watch?v=0BZaoZr5XtE[/video] let me know what you think :p[/QUOTE] Maybe set the background panels invisible when you open a new one?
[t]https://dl.dropboxusercontent.com/u/17839069/C_378.jpg[/t] Small updates on some enter-able buildings, and the layout. [t]https://dl.dropboxusercontent.com/u/17839069/C_379.jpg[/t] This is the exterior of that interior snapshot: [t]https://dl.dropboxusercontent.com/u/17839069/C_380.jpg[/t] The roads are barely visible, but they're there. The distance makes the polygons render weird. I was thinking of calling the city: Flatwood (like in gm_flatgrass). Dunno yet.
[QUOTE=EthanTheGreat;48926430] Small updates on some enter-able buildings, and the layout. [t]https://dl.dropboxusercontent.com/u/17839069/C_379.jpg[/t][/QUOTE] I feel like the texture scales here are way too small.
Guys, I just released the first stable version of the Actors Addon ! With it you can use NPC's with the NextBot system as Actors for your video creations. Some Examples of "mini" scenes created with the addon: [video=youtube_share;26A6VduyWS0]http://youtu.be/26A6VduyWS0[/video] [video=youtube_share;KDJsp_v9K2A]http://youtu.be/KDJsp_v9K2A[/video] Thread: [URL]https://facepunch.com/showthread.php?t=1490242[/URL] Workshop: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=536994198[/URL] Official Guide: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=534590259[/URL] Hope you enjoy it !
[QUOTE=nicolasx21;48931107]Guys, I just released the first stable version of the Actors Addon ! With it you can use NPC's with the NextBot system as Actors for your video creations.[/QUOTE] We did not need an image that big just to tell us the name. Use [t] tags if you want to show it off.
[QUOTE=zeaga;48931428]We did not need an image that big just to tell us the name. Use [t] tags if you want to show it off.[/QUOTE] I did use [t], for some reason it got full sized.
[t] tags are temporarily FUCKED.
More progress on my parser/lua simplifier. If you roughly know how compilers work this will sound awesome to you, otherwise it is just plain boring. My code can now do this: [code] ] lua parser.quick( [[ self.what = usr.expert and 'lua parser + AST visitor' or 'lua parser' -- Woop woop yay for the visitor pattern ]] ) EXPR_VAR self EXPR_INDEX EXPR_VAR usr EXPR_INDEX EXPR_CONST 'lua parser + AST visitor' EXPR_BIN_OP TK_AND expr A expr B EXPR_CONST 'lua parser' EXPR_BIN_OP TK_OR expr A expr B STAT_ASSIGN [/code] This is the part processing the signals from the parser: [lua] -- Visitor pattern local function visitExpr( expr ) local typ = expr[1] local name = expressions[typ] if typ == EXPR_VAR then print( name, expr[2].name ) elseif typ == EXPR_CONST then print( name, expr[2] ) elseif typ == EXPR_BIN_OP then print( name, tokens[ expr[2] ], "expr A", "expr B" ) else print( name ) end end local function visitStat( stat ) local typ = stat[1] print( stats[typ] ) end [/lua] So basically I have fully reimplemented the lexer of luajit, and quite near finishing the actual compiler logic itself, but my code does not emit bytecode. It calls these 'visit*' methods, that allow you to do whatever with statements/expressions. This does not sound impressive at first, but once I write a visitor that can output valid lua could, I can: - Start patching in my own language features, such as an increment operator, lazy table indexing, maybe built in bit operations that delegate to the bit library. - Obfuscate every local variable name - Fold statements to simplify lua code - Minimize table indexing by using extra local variables as registers - Add support for method inlining - Provide more descriptive parsing errors - Cross compile lua to other languages .. the possibilities of manipulating lua code are pretty much endless.
[QUOTE=MDave;48932513]:words:[/QUOTE] Very impressive. Do you plan on releasing this?
[t]http://i.imgur.com/bolF5bH.jpg[/t] mmm yeah that's the good stuff :ok::ok::ok:
[QUOTE=Giraffen93;48932882][t]http://i.imgur.com/bolF5bH.jpg[/t] mmm yeah that's the good stuff :ok::ok::ok:[/QUOTE] I have just one question. [B]why[/B] [editline]18th October 2015[/editline] pls, we don't need waifu pillows in gmod
[QUOTE=Giraffen93;48932882][t]http://i.imgur.com/bolF5bH.jpg[/t] mmm yeah that's the good stuff :ok::ok::ok:[/QUOTE] Wow... so even if the anime girls don't even like you, you can resort to having a digital... pillow? That's some next-level beta stuff, man. You can be lonely while being lonely. What a time to be alive.
[QUOTE=Giraffen93;48932882][t]http://i.imgur.com/bolF5bH.jpg[/t] mmm yeah that's the good stuff :ok::ok::ok:[/QUOTE] [img]http://i.imgur.com/BSX8bmV.png[/img] my god you regenerate [url=http://rp.braxnet.org/photo/peWgfekf706vhMfQMCbL1IYfHERyvbT2X_full.jpg]cum[/url] while sleeping on it
i discovered how to rip assets from unity games and now there's music! [video=youtube;HbHHZlgrJLM]http://www.youtube.com/watch?v=HbHHZlgrJLM[/video] [sp]for those who didn't catch on i was the one instructing the defuser[/sp]
[QUOTE=MDave;48932513]More progress on my parser/lua simplifier. If you roughly know how compilers work this will sound awesome to you, otherwise it is just plain boring. My code can now do this: [code] ] lua parser.quick( [[ self.what = usr.expert and 'lua parser + AST visitor' or 'lua parser' -- Woop woop yay for the visitor pattern ]] ) EXPR_VAR self EXPR_INDEX EXPR_VAR usr EXPR_INDEX EXPR_CONST 'lua parser + AST visitor' EXPR_BIN_OP TK_AND expr A expr B EXPR_CONST 'lua parser' EXPR_BIN_OP TK_OR expr A expr B STAT_ASSIGN [/code] This is the part processing the signals from the parser: [lua] -- Visitor pattern local function visitExpr( expr ) local typ = expr[1] local name = expressions[typ] if typ == EXPR_VAR then print( name, expr[2].name ) elseif typ == EXPR_CONST then print( name, expr[2] ) elseif typ == EXPR_BIN_OP then print( name, tokens[ expr[2] ], "expr A", "expr B" ) else print( name ) end end local function visitStat( stat ) local typ = stat[1] print( stats[typ] ) end [/lua] So basically I have fully reimplemented the lexer of luajit, and quite near finishing the actual compiler logic itself, but my code does not emit bytecode. It calls these 'visit*' methods, that allow you to do whatever with statements/expressions. This does not sound impressive at first, but once I write a visitor that can output valid lua could, I can: - Start patching in my own language features, such as an increment operator, lazy table indexing, maybe built in bit operations that delegate to the bit library. - Obfuscate every local variable name - Fold statements to simplify lua code - Minimize table indexing by using extra local variables as registers - Add support for method inlining - Provide more descriptive parsing errors - Cross compile lua to other languages .. the possibilities of manipulating lua code are pretty much endless.[/QUOTE] Nice work, do you want to make an extended version of lua that compiles to normal lua?
[QUOTE=man with hat;48932570]Very impressive. Do you plan on releasing this?[/QUOTE] Once it is actually completed, yes. [QUOTE=FPtje;48934686]Nice work, do you want to make an extended version of lua that compiles to normal lua?[/QUOTE] Yeah that was one of the initial goals. I am especially tired of lua not having an increment operator
Created a crime-database system thing for a DarkRP scriptfodder job. It stores players past crimes and general criminal activities, while also allowing cops and other whitelisted jobs to add custom crime entries. [t]http://puu.sh/kOm3k/ddf7782d15.png[/t] [t]http://puu.sh/kPGQG/e38d5c615e.png[/t]
[QUOTE=MDave;48932513] - Start patching in my own language features, such as an increment operator, lazy table indexing, maybe built in bit operations that delegate to the bit library.[/QUOTE] I started working on something like that a while ago. At the moment it's very basic but it supports lambda expressions. For example [code]val square = (a) -> a*a print(square(2))[/code] works fine and translates to proper Lua. Here's the link if you're interested in how I did it with LPEG: [url]https://github.com/LuneScript/lunescript[/url] . My personal opinion is that PEG is nicer for parsers than stream based lexer/parser combination. Lexers can output way better error messages, but parsing a bit more complicated language constructs (like the lambda) is hard.
Working on a new gamemode called Battle Royale. Its gonna be a CQB Style FFA Game, with lots of tools and perks that you can pickup in a massive mazelike map ( and parts get blocked off depending on how many/few people are on to ensure people actually can find each other ) Main problem im having at the moment is nextbot player simulation and renderview not showing anything but the skybox for one of the tools called sticky camera.. Anyways, its all good but if you can help me with either of those issues please do! :-) Map is gonna take ages and my friend is working on it, and im doing all the scripting. Anyways heres som screenshots of it so far. [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569323134/CE9F02D02865FEEF7DDB61325EA4D6F70ADA1636/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569323451/1A3DC6EBC7796881FCF76309CB06CD1646829A9D/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569322951/7CE997D19242A9FE17D688D7D854DDC4AE8C6C60/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569325893/4FD333454D489E9068A06702E621DD5CE0901B3C/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569326030/A2F1054602AC67992FC8D3FE3A87ECC56E342C79/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569326175/CEA3B107D6F23894837002A5A7BCCFFB9B4A496D/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569323718/2D5EA5F28FC3736FD8AB8FF66C26A4F19E010E00/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/639867885569323822/40EC6D6A0EDFC054BC0ADE9657E6B6EF7862ABEA/[/IMG]
[QUOTE=Giraffen93;48932882][t]http://i.imgur.com/bolF5bH.jpg[/t] mmm yeah that's the good stuff :ok::ok::ok:[/QUOTE] Just when I though I've seen it all. Mind once again blown by you.
[QUOTE=Giraffen93;48932882][t]http://i.imgur.com/bolF5bH.jpg[/t][/QUOTE] Is that a teenage robot dakimakura?
yes that is xj-9 it's a bed basically, restores your sleep and health and that
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