GMod - What are you working on? November 2015 (#51)
264 replies, posted
[QUOTE=roastchicken;49080414]I don't know, maybe the portals might benefit from a bit of depth but that seems like a bit much. Also the clear seams between the textures kill the effect. I think it looks much better flat.[/QUOTE]
Well I did say I was looking for a different material, due to that seam.
I'm not sure what else to do in terms of "depth" other than what I have already.
Maybe you could put fog inside?
Preventing players spamming crouch while in mid air causing their hitbox and player animation to jitter up and down.
[CODE]
--Prevent players from spamming crouch in the air after crouch jumping they will be able to crouch again after they hit the ground.
--StartCommand allows you to change the players inputs before they are processed by the server.
hook.Add("StartCommand", "StartCommand-anti-duck-crouch-spam", function(ply, cmd)
--If allowduck is 0 then do not allow the player to crouch.
if ply:GetNWInt('allowduck') == 0 then
--Remove the ability to crouch.
--cmd:RemoveKey(IN_DUCK)
--Force the player to stay crouched until the hit the ground.
if !ply:IsOnGround() then
--Force player to crouch.
cmd:SetButtons(IN_DUCK)
ply:SendLua("RunConsoleCommand('+duck')")
end
end
--If the player just came out of the crouch animation prevent them being able to crouch again.
if ply:KeyReleased(IN_DUCK) then
--Prevent player ducking again.
ply:SetNWInt('allowduck', 0)
end
end)
--OnPlayerHitGround is called when a player makes contact with the ground.
hook.Add("OnPlayerHitGround", "OnPlayerHitGround-anti-duck-crouch-spam", function(player)
--If the player is on the ground.
if player:IsOnGround() then
--Allow the player to duck again.
if player:GetNWInt('allowduck') == 0 then
player:SendLua("RunConsoleCommand('-duck')")
end
player:SetNWInt('allowduck', 1)
end
end)
--When player joins the server create the network var to allow them to duck or not.
hook.Add("PlayerInitialSpawn", "PlayerInitialSpawn-anti-duck-crouch-spam", function(player)
player:SetNWInt('allowduck', 1)
end)
[/CODE]
[QUOTE=Ott;49083464]Maybe you could put fog inside?[/QUOTE]
Mmm, much better.
[t]http://puu.sh/lfkut.jpg[/t]
[QUOTE=Z0mb1n3;49084086]Mmm, much better.[/QUOTE]
What methods are you using to create this effect of a hole in the wall?
[QUOTE=infinitywrai;49085346]What methods are you using to create this effect of a hole in the wall?[/QUOTE]
[url=https://facepunch.com/showthread.php?t=878986]Stencils![/url]
What graveyard did you find that ancient thread in?:v:
[QUOTE=ralle105;49087728]What graveyard did you find that ancient thread in?:v:[/QUOTE]
Pretty sure it's the go-to thread for stencils (I have it bookmarked :v:)
There aren't really any other resources for learning them, which is unfortunate...
[QUOTE=Revenge282;49087911]Pretty sure it's the go-to thread for stencils (I have it bookmarked :v:)
There aren't really any other resources for learning them, which is unfortunate...[/QUOTE]
Well that is the thread I learned stencils from. Granted it's kind of confusing, but coupled with some code from LinkTwilight's amazing stencil stuff I managed to learn how they work.
I think what would help is if more complex stencil projects were put on github
[QUOTE=Exho;49088463]I think what would help is if more complex stencil projects were put on github[/QUOTE]
Well, I already have [URL="https://facepunch.com/showthread.php?t=1408855"]this thread about stencils[/URL], might just aswell post the code for it too.
It is an outlined icon renderer, that bakes the outline into the alpha channel of the image like so:
[quote]
[img]http://dl.dropboxusercontent.com/u/7659139/Facepunch/stencil_tutorial.png[/img]
[/quote]
Here is the code for the full renderer:
[url]https://github.com/mentlerd/GM13-Ramblings/blob/master/icon_renderer.lua[/url]
[img]http://i.imgur.com/xNABiz8.png[/img]
I mounted Fistful of Frags
[editline]11th November 2015[/editline]
And blamo! A module for mounting things, targeted at mounting other games:
[url]https://github.com/zerfgog/gm_mount[/url]
Documentation:
[url]https://github.com/zerfgog/gm_mount/wiki[/url]
Release:
[url]https://github.com/zerfgog/gm_mount/releases/tag/1.0.0[/url]
[QUOTE=zerf;49098496][img]http://i.imgur.com/xNABiz8.png[/img]
I mounted Fistful of Frags
[editline]11th November 2015[/editline]
And blamo! A module for mounting things, targeted at mounting other games:
[url]https://github.com/zerfgog/gm_mount[/url]
Documentation:
[url]https://github.com/zerfgog/gm_mount/wiki[/url]
Release:
[url]https://github.com/zerfgog/gm_mount/releases/tag/1.0.0[/url][/QUOTE]
Deja vu :v:
Edit: yeah, [url]https://www.facepunch.com/showthread.php?t=896910[/url]
Revived my taunt-framework .. thingy.
Not sure if I should turn it into a pointshop addon or how people should chose their taunt.
You press H to play/toggle a taunt.
[video=youtube;T51FtYkEoOg]http://www.youtube.com/watch?v=T51FtYkEoOg[/video]
(The buttons are an edited gmod_button that run lua: ply.SelectedTaunt = '<tauntname>')
[QUOTE=Leystryku;49100361]Deja vu :v:
Edit: yeah, [url]https://www.facepunch.com/showthread.php?t=896910[/url][/QUOTE]
RIP; looks like that one's outdated and broken though.
[QUOTE=Nak;49101648]Revived my taunt-framework .. thingy.
Not sure if I should turn it into a pointshop addon or how people should chose their taunt.
You press H to play/toggle a taunt.
[video=youtube;T51FtYkEoOg]http://www.youtube.com/watch?v=T51FtYkEoOg[/video]
(The buttons are an edited gmod_button that run lua: ply.SelectedTaunt = '<tauntname>')[/QUOTE]
At 13 seconds, what's that Taunt/Animation? I've never seen that one ._.
[QUOTE=Captain Spark;49101862]At 13 seconds, what's that Taunt/Animation? I've never seen that one ._.[/QUOTE]
The animation is "sit_zen".
[QUOTE=Nak;49102091]The animation is "sit_zen".[/QUOTE]
I'm actually wondering, how'd you set his animation/sequence? I can't seem to set my player's animation.
[QUOTE=Captain Spark;49103685]I'm actually wondering, how'd you set his animation/sequence? I can't seem to set my player's animation.[/QUOTE]
It hook into the "CalcMainActivity" hook and returns the sequend. This overrides the animation.
However it looks like the [url=https://facepunch.com/showthread.php?p=49041815#post49041815]new update[/url] will add functions to do this.
[Edit]
God damn page king .. Here's more stuff (You might want HQ, since its hard to read the console):
[media]https://www.youtube.com/watch?v=WsEQIQHY3sM[/media]
Onion's 5th rewrite. Video doesn't show much of the work behind. (The chatsend function somehow got bugged).
It now supports:
- Console AutoComplete.
- Hosting or running single-player automatically gives you the owner rank.
- An argument-system for commands, so you don't need to run any check-functions. (However all players get returned as a table) <This is needed> [This is optional]
[code]onion.AddCommand("kick","admin.kick",{"user:player","[reason:string]"},function(caller,args)
-- Snip --
end)[/code]
- Rewrote the tag-function for commands.
- A bit more complicated permission-branch-system.
[code]Example:
-- Anyone who got access to "teleport", get access to "teleport.goto" and "teleport.bring". You can also just give access to "teleport.goto".
root -> root.admin -> root.admin.kick
-> root.admin.ban
root.teleport -> root.teleport.goto
-> root.teleport.bring[/code]
(The owner get access to "root", for obv-reasons)
Stole a bow model from Workshop and wrote a little thingy that lets me apply custom skins on the fly to any weapon using our base. I made some fun arrows too
[media]https://www.youtube.com/watch?v=oO0BK_wr0vc[/media]
Kudos to whoever stole the model from BF3 to begin with.
[url=http://puu.sh/ljLuT/12cebc8fce.png]And here's every skin so far[/url]
Just a fancy way to reload your guns quickly :quotes:
[vid]http://bbqfiles.com/u/sog_greed_v2_2015-11-14_15-44-17_3b7c.webm[/vid]
Hey I'm thinking of making a "[I]globals analysis tool[/I]" feature in glualint. It would work like this:
[code]
-- <Windows command prompt/Terminal >
C:\Users\falco> glualint --scan-for-globals garrysmod/gamemodes/darkrp
SCANNING FOR GLOBALS IN garrysmod/gamemodes/darkrp
....
DONE
Global variables:
- DarkRP (gamemode\libraries\interfaceloader.lua: line 1)
- CPPI (gamemode\modules\cppi\sh_cppi.lua: line 2)
- FPP (gamemode\modules\fpp\pp\client\ownability.lua: line 3)
- fp (gamemode\libraries\fn.lua: line 4)
- fn (gamemode\libraries\fn.lua: line 5)
- <etc. Basically, if you see things that SHOULDN'T be global, but ARE, then you have something to fix>
Uses of undefined variables:
- RP (entities/weapons/keys/shared.lua, line 92)
- ...
[/code]
It would help you do two things:
- Find out whether your script creates global variables unnecessarily (e.g. when you forget the "local" keyword)
- Find snippets of code that use variables that aren't even defined (e.g. like the thing I fixed in [url=entities/weapons/keys/shared.lua]this commit[/url])
Basically it scans your code for potential bugs, specifically ones related to global variables. The question is, though:
[B]Do you people want this feature?[/B]
It has some down sides:
- Quite a bit of effort to implement, especially because I have to make it "know" about standard GMod globals.
- The tool will be run from the command line, no fancy gui. An option in sublime/atom at best.
- You basically run it once on a whole project. Once a project is analysed and dealt with, the tool has done its work and will be useless.
[B]Rate:[/B]
- Useful -> "I would want this feature to scan my/other people's projects"
- Optimistic -> "I can see the use, but I wouldn't use it"
- Dumb -> "Not only would I not use it, this shite is useless"
- Artistic -> "Stop talking about your Haskell crap, you massive cunt"
[t]http://i.imgur.com/PhWwaQv.jpg[/t]
3d models are overrated
[QUOTE=Giraffen93;49118800][t]http://i.imgur.com/PhWwaQv.jpg[/t]
3d models are overrated[/QUOTE]
I really like that.
[QUOTE=FPtje;49117212]Hey I'm thinking of making a "[I]globals analysis tool[/I]" feature in glualint. It would work like this:[/quote]
Willox already has one like this that works per directory: [url]https://github.com/willox/gmod-global-finder[/url]
Although, his doesn't scan for undefineds.
[QUOTE=Giraffen93;49118800][t]http://i.imgur.com/PhWwaQv.jpg[/t]
3d models are overrated[/QUOTE]
Do they face towards you, or are they parallel to the glass?
[QUOTE=find me;49118916]I really like that.[/QUOTE]
yeah it really adds to the clutter factor
[t]http://i.imgur.com/MSSfaAt.jpg[/t]
[editline]15th November 2015[/editline]
[QUOTE=LegoGuy;49119183]Do they face towards you, or are they parallel to the glass?[/QUOTE]
they face you, but i want them to be the y-restricted ones
[QUOTE=Giraffen93;49119248]yeah it really adds to the clutter factor
[t]http://i.imgur.com/MSSfaAt.jpg[/t]
[editline]15th November 2015[/editline]
they face you, but i want them to be the y-restricted ones[/QUOTE]
I think you should use my best friend. 3D2D. (But please 1 per shelf)
[QUOTE=LegoGuy;49119262]I think you should use my best friend. 3D2D. (But please 1 per shelf)[/QUOTE]
nah then they'll be one dimensional
[t]http://i.imgur.com/FaBs4Nh.jpg[/t]
no more distortion
[t]http://i.imgur.com/TRigfzX.jpg[/t]
higher res and automatic quantity + some color differences
pretty convincing considering they're sprites
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