GMod - What are you working on? October 2015 (#50)
345 replies, posted
[QUOTE=mitterdoo;48934612]i discovered how to rip assets from unity games and now there's music!
[/QUOTE]
I managed to rip the bomb frame model if that's any help.
[t]http://i.imgur.com/7GO4ZZH.png?1[/t]
DL:[url]https://www.dropbox.com/sh/kjbniddbie7rws4/AAD9ofZk_e0RoIUcciVt86Pda?dl=0[/url]
[QUOTE=MDave;48934842]Once it is actually completed, yes.
Yeah that was one of the initial goals. I am especially tired of lua not having an increment operator[/QUOTE]
Here are a couple of pitfalls in Lua, you should check your parser for mistakes in regards to these things (when you're done):
- labels/gotos should work
- local goto = goto is valid Lua (not valid in Lua >= 5.2)
- --[==[ nested multiline --[[comments]] ]==]
- ambiguity between lexing a '.' token and numbers that start with a '.', like '.123'
- shebangs :v:
- Comma after the last entry of a table
- Function calls like 'callFunc"string here"' or 'callFunc{tableHere}'
- semicolon rules
- The precedence of subexpressions, [I]ughhhhhh[/I].
It's particularly easy to have your parser error or parse the wrong thing in these cases.
I hope that helps. You can ask me for help if you need anything.
[QUOTE=FPtje;48938621]Here are a couple of pitfalls in Lua, you should check your parser for mistakes in regards to these things (when you're done):
- labels/gotos should work
- local goto = goto is valid Lua (not valid in Lua >= 5.2)
- --[==[ nested multiline --[[comments]] ]==]
- ambiguity between lexing a '.' token and numbers that start with a '.', like '.123'
- shebangs :v:
- Comma after the last entry of a table
- Function calls like 'callFunc"string here"' or 'callFunc{tableHere}'
- semicolon rules
- The precedence of subexpressions, [I]ughhhhhh[/I].
It's particularly easy to have your parser error or parse the wrong thing in these cases.
I hope that helps. You can ask me for help if you need anything.[/QUOTE]
All of these work except the shebang, I did not toght about that!
I based my parsing logic on the luajit compiler, so it should be almost completely
compatible.
My problem now is that I wanted to make it as efficient as possible, so I did not create a lex state,
or parser state object, I made a method to spawn a closure that acts like the lexer/parser when called,
so it is becoming a giant mess already. (Multiple closures sharing a lot of values trough upvalues)
I also want to make it as modular as possible, so I might have to just stop straight
copying luajit, and think about a better approach.
[QUOTE=glarkon;48938348]I managed to rip the bomb frame model if that's any help.
[t]http://i.imgur.com/7GO4ZZH.png?1[/t]
DL:[url]https://www.dropbox.com/sh/kjbniddbie7rws4/AAD9ofZk_e0RoIUcciVt86Pda?dl=0[/url][/QUOTE]
but how do you use a .obj file as a model in the source engine? i have zero experience in modelling (which is why i use phx props most of the time), but isn't there supposed to be a .mdl and like several different files?
[QUOTE=mitterdoo;48939383]but how do you use a .obj file as a model in the source engine? i have zero experience in modelling (which is why i use phx props most of the time), but isn't there supposed to be a .mdl and like several different files?[/QUOTE]
Compiling physics props is super easy, you can either learn how to do it on YouTube or ask somebody to do it for you.
[QUOTE=mitterdoo;48939383]but how do you use a .obj file as a model in the source engine? i have zero experience in modelling (which is why i use phx props most of the time), but isn't there supposed to be a .mdl and like several different files?[/QUOTE]
I found this tutorial very useful
[video=youtube;thr-Pc-uBf8]https://www.youtube.com/watch?v=thr-Pc-uBf8[/video]
[QUOTE=mitterdoo;48934612]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]
That was ass clenchingly stressful to sit through. Fantastic job! I love the idea of these types of minigames, like the jump game on Metastruct, I just can't think of anything that sounds fun to play and code.
It's been some months i didn't do anything in gmod :excited:
[video=youtube;7KWNLHM5KeA]http://www.youtube.com/watch?v=7KWNLHM5KeA[/video]
(The sound from the laptop ent is ingame, not recorded from my mic)
It's for a schoolRP
Models by yaya.
I'm still looking for a String.diff lib so i don't need to re-send the entire text over the network each time i write a character.
(I can't just send each chars 1 by 1 everytime the text changes, because if a player copy/paste a word it's not 1 char but more than 1)
If you got any idea to improve one of the entities, tell me.
What's up with everyone changing the look of their consoles? Did someone release some smart module I missed?
[QUOTE=Author.;48953805]What's up with everyone changing the look of their consoles? Did someone release some smart module I missed?[/QUOTE]
[url]https://facepunch.com/showthread.php?t=1488719[/url]
[QUOTE=ExtReMLapin;48951037]It's been some months i didn't do anything in gmod :excited:
[video=youtube;7KWNLHM5KeA]http://www.youtube.com/watch?v=7KWNLHM5KeA[/video]
(The sound from the laptop ent is ingame, not recorded from my mic)
It's for a schoolRP
Models by yaya.
I'm still looking for a String.diff lib so i don't need to re-send the entire text over the network each time i write a character.
(I can't just send each chars 1 by 1 everytime the text changes, because if a player copy/paste a word it's not 1 char but more than 1)
If you got any idea to improve one of the entities, tell me.[/QUOTE]
I'll school some noobs on GLUA IN GMOD now!
:science101:
[B]Edit:[/B]
[t]https://dl.dropboxusercontent.com/u/17839069/C_381.jpg[/t]
Tickrate is [B][U]15[/U][/B] in the above photograph. The maximum compacity on a server is 128. I might be able to push a 70 slot server, with the proper hosting.
(These cars don't take up networking yet, they're completely clientside.)
I expect to be making a video when college stops throwing me curve balls.
What do you guys think of the Speedometer, I need a better scheme I think..
[QUOTE=EthanTheGreat;48955219]I'll school some noobs on GLUA IN GMOD now!
:science101:
[B]Edit:[/B]
[t]https://dl.dropboxusercontent.com/u/17839069/C_381.jpg[/t]
Tickrate is [B][U]15[/U][/B] in the above photograph. The maximum compacity on a server is 128. I might be able to push a 70 slot server, with the proper hosting.
(These cars don't take up networking yet, they're completely clientside.)
I expect to be making a video when college stops throwing me curve balls.
What do you guys think of the Speedometer, I need a better scheme I think..[/QUOTE]
I think it looks great!
Instant weapon activity swapping based on model:
[video=youtube;hwJwmMizcI4]https://www.youtube.com/watch?v=hwJwmMizcI4[/video]
Warning, the code is [URL="https://github.com/Kefta/Garrys-Mod-Source/blob/master/gamemodes/source_base/gamemode/sh_activitylist.lua#L72"]horrendously hacky[/URL] and probably [URL="https://github.com/Kefta/Garrys-Mod-Source/blob/master/gamemodes/source_base/gamemode/sh_activitylist.lua#L62"]the worst thing I've ever made[/URL].
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
The layout is nice, but what is with the colours?
It looks like a rainbow vomited on it.
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
It's like you've got a couple of different ideas for designs, that when separately will all work really nice but look a bit confusing when brought into one
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
Take what you did with the title bar (tiled colors) and apply that to the category/tab colors.
So, for example, the purple category will get 1 row of purple hued tiles going left to right, dark to lighter. Keep the tiles the same size as the title bar tiles, and keep the title bar at 2 rows of tiles.
Try that out and see how it looks. The solid colors are what is breaking up the theme. Next we can deal with the silk icons on your left menu...
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
As the author of the FAdmin scoreboard I fucking love these colours. :excited:
I'll readily admit that I'm not a reliable source on anything design related.
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
I am not sure if that's "better".
The immediate problem I see is usually players in scoreboards are color coded or grouped by their [b]team[/b], not their position on the "admin ladder". I guess it would be acceptable as a Sandbox scoreboard, but not for a cross-gamemode scoreboard.
[QUOTE=NiandraLades;48960446]It's like you've got a couple of different ideas for designs, that when separately will all work really nice but look a bit confusing when brought into one[/QUOTE]
And I totally agree with that, the buttons or the right sort of look out of place compared to the rest of the scoreboard, mainly the inconsistency of "what appears to be a shadow or some sort of lighting imitation" and the rounded corners between the two.
[QUOTE=LUModder;48956577]Better scoreboard design
[t]http://i.imgur.com/lFX5BTZ.png[/t][/QUOTE]
why are you using a grey background and eye rape rainbow title, they don't go good together
[QUOTE=PaX_;48961634]why are you using a grey background and eye rape rainbow title, they don't go good together[/QUOTE]
He should try white. White seems to go well with everything i think hes still stuck on "his previous design was already good so don't change it too much" mode.
Edit: Since everyone is just critiquing without offering any feedback besides "I feel this is bad" Heres some different color options for now...
White background and different header
[t]http://puu.sh/kU6fb/54426ac8f9.png[/t]
Hues of Purple
[t]http://puu.sh/kU6MS/07d2e609b3.png[/t]
[QUOTE=Revenge282]Take what you did with the title bar (tiled colors) and apply that to the category/tab colors.
So, for example, the purple category will get 1 row of purple hued tiles going left to right, dark to lighter. Keep the tiles the same size as the title bar tiles, and keep the title bar at 2 rows of tiles.[/QUOTE]
Much harder to do with solid colors than it is with HSVToColor and RealTime
[QUOTE=Revenge282]Try that out and see how it looks. The solid colors are what is breaking up the theme. Next we can deal with the silk icons on your left menu...[/QUOTE]
I wouldn't use silk icons but I don't want to turn Font Awesome icons into images (for download reasons) nor use HTML panels
[QUOTE=Robotboy655;48961127]I am not sure if that's "better".
The immediate problem I see is usually players in scoreboards are color coded or grouped by their [b]team[/b], not their position on the "admin ladder". I guess it would be acceptable as a Sandbox scoreboard, but not for a cross-gamemode scoreboard.
[/QUOTE]
It is grouped by team. I'm just not creative and find it unnecessary to have a bunch of teams for simple ranks.
[QUOTE=Deathbypwnage;48959112]The layout is nice, but what is with the colours?
It looks like a rainbow vomited on it.[/QUOTE]
Colors for the teams are from an older server I hosted that I haven't changed yet. The top bar I was thinking of doing something different and will change it later probably.
----
Overall, yes it is pretty bad and mostly a concept right now and I was just trying out new things and mainly want to get the base done first before going nit-picky on details, because docking issues like [url=http://i.imgur.com/9DRtXTH.png]this[/url] are bugging me.
[vid]http://tenrys.montoyo.net/ShareX/2015-10-23-0332-23.mp4[/vid]
I've recoded the Metastruct nametags from scratch, now supporting font customization, multicoloring and real markup (Lua expressions) support, been working on it since the start of summer break!
And since a few days ago, I've also been remaking Metastruct's chatbubbles with a friend's help, which now actually look like chatbubbles and are also customizable.
Check out the video to see how it looks, hopefully the quality isn't too bad, I'm on a bad laptop right now. (I'm also showing off my AFK camera I made at the end of summer break that works with Metastruct's AFK system at the very start at the video)
[thumb]http://i.imgur.com/vlBtPAI.png[/thumb]
These are the first steps toward basic text recognition using the pixels on the screen. Basically what it does, is loop through the screen pixels and check if the color of the current pixel is within a range of the color of its neighbors ( top, bottom, left, and right ). It groups pixels that are near each other and relatively of the same color. These can be later referenced when the text recognition is written.
Currently making a gamemode based on the old sassilization deathrun gamemode but with some extra stuff
[img]http://puu.sh/kUcd3/691ebf69fe.jpg[/img]
What do you guys think should happen with the XP bar? I'm not sure if it entirely fits there and I'm not sure where to put it. Off to making a shop system now and gotta work on some textures like the scoreboard background.
[QUOTE=EthanTheGreat;48955219]I'll school some noobs on GLUA IN GMOD now!
:science101:
[B]Edit:[/B]
[t]https://dl.dropboxusercontent.com/u/17839069/C_381.jpg[/t]
Tickrate is [B][U]15[/U][/B] in the above photograph. The maximum compacity on a server is 128. I might be able to push a 70 slot server, with the proper hosting.
(These cars don't take up networking yet, they're completely clientside.)
I expect to be making a video when college stops throwing me curve balls.
What do you guys think of the Speedometer, I need a better scheme I think..[/QUOTE]
with 15 tick you could easily push 100+ people
[QUOTE=EthanTheGreat;48955219]I'll school some noobs on GLUA IN GMOD now!
:science101:
[B]Edit:[/B]
[t]https://dl.dropboxusercontent.com/u/17839069/C_381.jpg[/t]
Tickrate is [B][U]15[/U][/B] in the above photograph. The maximum compacity on a server is 128. I might be able to push a 70 slot server, with the proper hosting.
(These cars don't take up networking yet, they're completely clientside.)
I expect to be making a video when college stops throwing me curve balls.
What do you guys think of the Speedometer, I need a better scheme I think..[/QUOTE]
Just messing around... Ill figure something out!:boxhide:
[t]http://puu.sh/kUm74/e6483f9396.jpg[/t]
Edit :
Ended up working some more....
[t]http://puu.sh/kUnqO/1d6c2b8950.jpg[/t]
The "[I]The Garry's Mod VPhysics Replacement Project[/I]" is abandonned.
So i tried to see how others source game's vphysic works in gmod...
(Go to 00:13)
[video=youtube;VCfdznf9LNE]http://www.youtube.com/watch?v=VCfdznf9LNE[/video]
Gmod's dll is like 800kb and CSGO's one is like 1.1mb, i'm wondering if the addition they did can actualy improve gmod performance (If they did some optimization/fixes...)
This bug is actualy possible to reproduce with gmod default vphysic dll but easier to make with CSGO's one. (Or maybe just placebo effect)
[QUOTE=ExtReMLapin;48964994]The "[I]The Garry's Mod VPhysics Replacement Project[/I]" is abandonned.
So i tried to see how others source game's vphysic works in gmod...
(Go to 00:13)
[video=youtube;VCfdznf9LNE]http://www.youtube.com/watch?v=VCfdznf9LNE[/video]
Gmod's dll is like 800kb and CSGO's one is like 1.1mb, i'm wondering if the addition they did can actualy improve gmod performance (If they did some optimization/fixes...)
This bug is actualy possible to reproduce with gmod default vphysic dll but easier to make with CSGO's one. (Or maybe just placebo effect)[/QUOTE]
So is the vphysics.dll from other games literally just swappable? That's kinda neat...
I wish someone would take over that replacement project though, next to Awesomium that would be the greatest update/upgrade to GMod.
[QUOTE=Revenge282;48966212]So is the vphysics.dll from other games literally just swappable? That's kinda neat...
I wish someone would take over that replacement project though, next to Awesomium that would be the greatest update/upgrade to GMod.[/QUOTE]
Yeah but we don't know if garry did do some special fixes in gmod's vphysic, and what kind of optimizations (if present) have the csgo's physic.
Someone should benchmark it.
(On srcds, so we don't care about the draw calls)
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