• Itemforge - An items system for Garry's Mod
    335 replies, posted
Here, take my babies.
[QUOTE=Vexont;14491466]Here, take my babies.[/QUOTE] No thanks, I don't want your babies.
This is just AWESOME!
My god, I've give my left leg for a beta.
Cool addon, bro. But seriously, this looks good. I like the idea.
[QUOTE=impatient;14536580]My god, I've give my left leg for a beta.[/QUOTE] His server is open to the public. You just have to spot it while he's working on it. He is not currently, due to calculus and such.
Yeah, I'm still working on it, but it's frozen right now because of college. Noobcake is pretty much right, calculus is the subject giving me the most trouble, but I also have three major projects due by the end of the semester; a presentation in speech, a final english paper on censorship, and a project involving linked lists in computer science. Then I'll have all summer to pursue some interesting stuff. The last thing I was working on with Itemforge was ranged weapons; I have a working gun item that can be loaded with ammunition items (you don't have to use HL2 ammo; you can create your own). In addition, your gun can be rigged up to check the ammunition it's loaded with for modifiers. So what this means is, you can have a gun that can be loaded with several different kinds of ammo (sort of like in Bioshock), and give each ammo a different type of attack. Maybe one kind of ammo lights the targets on fire. Maybe another does extra damage. Maybe another breaks off into pieces and turns a pistol into a shotgun, effectively. Does anybody have any other ideas for things they'd want to see?
[QUOTE=theJ89;14542770]The last thing I was working on with Itemforge was ranged weapons; I have a working gun item that can be loaded with ammunition items (you don't have to use HL2 ammo; you can create your own). In addition, your gun can be rigged up to check the ammunition it's loaded with for modifiers. So what this means is, you can have a gun that can be loaded with several different kinds of ammo (sort of like in Bioshock), and give each ammo a different type of attack. Maybe one kind of ammo lights the targets on fire. Maybe another does extra damage. Maybe another breaks off into pieces and turns a pistol into a shotgun, effectively. [/QUOTE] That sounds a lot like something I'm working on right now. I should probably pick up the pace!
[QUOTE=theJ89;14542770]Yeah, I'm still working on it, but it's frozen right now because of college. Noobcake is pretty much right, calculus is the subject giving me the most trouble, but I also have three major projects due by the end of the semester; a presentation in speech, a final english paper on censorship, and a project involving linked lists in computer science. Then I'll have all summer to pursue some interesting stuff. The last thing I was working on with Itemforge was ranged weapons; I have a working gun item that can be loaded with ammunition items (you don't have to use HL2 ammo; you can create your own). In addition, your gun can be rigged up to check the ammunition it's loaded with for modifiers. So what this means is, you can have a gun that can be loaded with several different kinds of ammo (sort of like in Bioshock), and give each ammo a different type of attack. Maybe one kind of ammo lights the targets on fire. Maybe another does extra damage. Maybe another breaks off into pieces and turns a pistol into a shotgun, effectively. Does anybody have any other ideas for things they'd want to see?[/QUOTE] Car. Modifications. Like I said that one day on the server. SUPACHARGA :excited: EDIT: Come on garry, you didn't bring Excited back? :mad:
Oh my god. :v: EPIC.
This is really cool. I was going to make my own inventory system and I stumbled upon this. I'm going to :eng101: myself with this when it comes out. You are awesome and a huge help to my Lua learning progress yet again, J89.
[QUOTE=theJ89;13306520]The best way for this to be done is for somebody to script items that do this outside of the game (a gameboy item and a cellphone item). But if I'm understanding you correctly, you're talking about wiring together a contraption and putting it in an inventory or something. I hadn't planned for contraptions to be in inventories as a single item, but that's an interesting idea; I bet you how that could be done is by doing something similar to what the Stargate's Mod's wraith harvester does, except creating an item to represent it, and then putting it back when it enters the world. [/QUOTE] That or just make it so when you wire certain combinations together, if there's a scripted item version of that, you can just use that instead. i.e Wire a pistol to a laser, it just turns into the Laser pistol item. Great work, though, it's nice to see that you're making this from a developer perspective for people to use in their gamemodes, this ought to help raise the bar for developement plus Fretta too.
Yes, add a resource transfer system into it. For example, the stove will only work if linked to a gas cylinder. If the gas cylinder runs out of gas, the stove will stop working. The powered light will only work if linked to a battery, or generator. And so on and so fourth.
There are a thousand and one ways to do combinations. So far, ideas that I know of (or have heard of): 1. Combination Mode (like Stranded 2 - but not like Garry's Mod Stranded): Players have inventories where multiple things can be selected; there's a combination button that can be clicked when multiple items are selected. Clicking that takes you to a list of things you can create with the selected items. Usually, players will have to experiment with different combinations of items to discover what they can make, or be told by other players what combinations work. The big difference between this and recipe mode below is that players can create any combination at any time, regardless of whether they have the recipe for something or not. Stranded 2 takes this system a step further by letting you perform actions with combinations (for example, being nearby an unlit campfire and combining a branch and piece of bark will let you light the fire). I intend to implement support for this, but it comes down to the developer as to whether or not he wants to take advantage of this or not. 2. Recipe Mode (like World of Warcraft): Players have inventories and a list of recipes/schematics/plans for things they can make. In order to create an item, the players must have the recipe and have all of the required ingredients in their inventory (additionally, sometimes other conditions must be met, for example a player having enough skill to create that item, player has to be close to a campfire or forge, etc). 3. Workbench/Horadric Cube Mode (like GM Stranded, Diablo 2, Fallout 3, or Neverwinter Nights 2): As with the other modes, players typically have inventories they're carrying items around inside of. This mode of item creation involves having some kind of container or object that enables you to combine other objects; it's very popular, and there are many variations on it. I'll explain how each game does this: * GM Stranded requires you to build workbenches to construct items. This is similar to the recipe mode listed above, except that the workbench creates the items, not the player so much. In a way, it's like you're talking to the workbench, asking it to create an item for you. The workbench will present you with a list of things you can make. You need to have all the ingredients to create it. * Fallout 3 basically does things the same was as GM Stranded, but you need to have "schematics" in order for the combination to show up on the workbench list. * Diablo 2 has the Horadric Cube, a container that players carry around that can combine it's contents into new items. For instance, you might put blue potions and red potions inside of the cube, then tell it to combine the cotents. If it works, you'll get purple potions that heal both health and mana. This is a general purpose item used for all sorts of combinations. * Neverwinter Night's system is fairly interesting. The workbench is a container that items are placed into. To create items, it involves performing an action of some type on the workbench while the items are inside of it; for instance, casting "Resist Fire" on a workbench while a suit of armor was inside of it would enchant the armor with fire protection. 4. Interactive (Wurm Online, Runescape): Interactive systems are complicated. Typically, all of these systems involve using one item on another item (or using items on things around you). In Runescape, for instance, using a steel bar on an anvil gives you a list of things you can create from that bar (at least, I think that's how it went; it's been a while since I played Runescape). Likewise, using an unbaked pie on an oven would cook the pie. Often times, systems like this involve creating items in steps; For instance, picking wheat, then grinding it into flour, combining it with water to create dough, then using the dough on a pie plate to create an empty pie, then filling it with whatever you like (meat, fruit, etc), then baking it in an oven. Wurm Online takes this system a step further, however, attempting to emulate the real world. Campfires, for instance, are containers you put items inside instead of being objects that you use items on. While items are in a lit campfire, they slowly start to heat up. Whenever they get hot enough, they transform into a different type of item (iron ore in a campfire may take around 1 real hour to get hot enough to produce iron lumps, for example). And of course Wurm Online also has the "use item on anything" feature that Runescape has, including for things like the ground, other people, etc. This could be applied in different ways in Garry's Mod, such as putting dirty/bloody items into a washing machine to wash them. 5. Touch Mode (some Oblivion mod does this; Itemforge auto-merges stacks of items on touch but you can override this) When two or more items touch while in the world, they combine into a different item (ex sword handle and sword blade touch, they transform into a sword). 6. Wire mode, suggested above When objects are wired together they transform into a different item. Similiar to touch mode, except the items need to be explictly "wired" together. See, I can't do every possible combination system or this thing will never get done. I'll leave this up to the developers themselves to figure out how they want to do combinations (personally modes 1,3, and 4 are my favorites). But I'll try not to leave you hanging. When making the example items, I'll have to show some of the different ways the system can be used to create these type of crafting/combination systems.
I'd say number 1 or number 3. 3 would probably be the easiest one to code though.
When I suggested wiring stuff, I actually meant not as a method of combination. Basically a system like Resource Distribution was what I meant.
Go with Number One. Release. . Beta. Naow?
That "One mod for oblivion" would be Craftybits. Look it up.
Oh and don't forget to make those wearable armors. [url=http://www.facepunch.com/showthread.php?p=14858100#post14858100]Linky as you requested[/url]
4 is my favourite. Inventory system like runescape would be awesome.
Number 1 it seems has the most potential as it can be adapted to most if not all the other systems. In Example: [u][b]Number 2[/b][/u] could use the same item checking methods as number one, but in addition perform a simple check that the player has the recipe associated with the combination. [u][b]Number 3[/b][/u] could be quite similar to 1 only instead of using a menu. Use a container (and judging by your images, you already have a container system working) [u][b]Number 4[/b][/u] seems that it could also be based around number 1, you just list all the possible combinations between the two items, and if desired, filter out all the items that require an additional item that the player does not posses. (or create "Unfinished" items, perhaps even dynamically created) In conclusion, I suggest creating a number 1 'base' that people can build around.
Just a quick update, this project is still active. I'm working on it a little bit every day. Today I added color to items, which colorizes the model and icon of an item. This is not entirely complete as world models for held items are not colorized at the moment. Here are some screenshots: Holding an item. Note the colorized icon on the weapon selection menu and the colorized model in the upper-left hand corner. [img]http://img200.imageshack.us/img200/7923/color1.png[/img] Colorized items in a box (also I was messing around with the icons): [img]http://img39.imageshack.us/img39/4136/color2a.png[/img] I have also been making changes to the structure of inventories (which is long overdue). Currently, Item IDs can be reused if the item that was using it at that time no longer exists. However, this is not the case for inventories. I took the first step to rewriting that today by changing the structure of inventory references to more closely resemble item references. Eventually, a rewrite of the code that creates new inventories and the weak "template" stuff there for declaring common types of inventories will be coming. I update my TODO list every time I mark an item off of it (or add one on), so you can check that occasionally to see how the progress is coming. Oh! And I forgot to mention, I fixed a pretty bad bug that would let you put items inside of themselves (you could drag a bag into it's own inventory and have no way to access it!) So that's progress. Next thing up will likely be inventory rewrites.
Looking cool. Just a quick question; is that gui done using a standard derma skin, or is there another way we can skin it? Not saying I don't like it or anything, but it would be nice to know we can change the looks easily if we wanted to ;)
Nice to see this is still alive.
i mean, this is very nice but the design portion of it is not that great, like i love the idea and how it works and its features but like the item backgrounds kinda bland and the colors make it look like its made for some old game like doom or something of that sort, keep up the good work man...
Huzzah! It lives! Ya gotta get this done man, it's looked too good for too long. Mod shows great promise hmm
That's pretty nifty I must say. Although the VGUI looks like it's made in '99. :v: Really nice work.
Any Updates...?
The less time he spends updating us, the more time he spends working on it. :D
[QUOTE=robowurmz;15178044]The less time he spends updating us, the more time he spends working on it. :D[/QUOTE] This.
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