• What Are You Working On? V10 -- April 2012 Edition
    313 replies, posted
[QUOTE=Knoxed;35827190]Started doing lua. First hud :P [/QUOTE] Lua King. [editline]4th May 2012[/editline] Anyways... [URL="http://4stor.com/Delo"][IMG]http://4stor.com/images/Delo.png[/IMG][/URL] catties.
[QUOTE=Instant Mix;35822820]Critique: Your moving sound pitches up and down way too fast- decrease the pitch multiplier maybe? Add a visual heartline , toolgun and physgun only , like the model effect sprite thing - basically the average position of the player's head above the track. Makes it easier to visualise how smooth the ride will be Something is weird about those banks , they seem incredibly sharp , with no reference to the previous bit of track. I'd suggest downloading the NoLimits demo for a really stupidly simple idea of what it does.[/QUOTE] Yeah I kinda just threw in values for the sound/speed up. Banks are lerped from the previous node's bank to the next node's bank, and it's all user done banks so it isn't auto generated or anything. I do like the idea of a visual heartline though, I may dabble around with it. Though for now I need to fix some performance issues with it.
Working on some third person, then I found out that GM:ShouldDrawLocalPlayer( pl ) causes NPC's to be fully opaque when I want them to be translucent :( [editline]4th May 2012[/editline] experimenting with third person in my gamemode. loud music @ 60 seconds [media]http://www.youtube.com/watch?v=ykedS1wYFq0&feature=youtu.be[/media] [editline]4th May 2012[/editline] Screenshot of the custom tasty tracer if the video quality is too bad: [img]http://puu.sh/t01t[/img] Crammed all the new updates into the server right now. Fixed the medigun, nerfed the shotgun, added the jukebox and thirdperson. helpzombies.game.nfoservers.com:27015
[QUOTE=Hentie;35827740]Huh, seems like that went over my head. I'll still be keeping my method since I feel like it fits Source's syntax more.[/QUOTE] The data tables method actually uses Source's networking stuff.. so they get predicted and networked properly.
Hello. Im back and maybe to stay. May begin work on my gamemode again.
[QUOTE=FoohyAB;35817302][video=youtube;NcWHNlEvUg0]http://www.youtube.com/watch?v=NcWHNlEvUg0[/video] Basically where coaster is at right now (Banking and upside downing!!)[/QUOTE] This is kewl, generating a mesh for the coaster would be a neat project.
A clientside prop boost bouncer. [media][URL]http://www.youtube.com/watch?v=f4_Mh7sC8ws[/URL][/media] With the help of a friend in university, I found a way to very accurately predict my landing spot. Here's a picture of the parabola it calculates during my fall: [img_thumb]http://img684.imageshack.us/img684/2637/gmbigcity0001c.jpg[/img_thumb] The parabola is updated each frame, and its calculations are efficient enough not to affect the FPS. It knows where I'm going to land as soon as I'm over the top of the parabola (hence the drawing only starts after the parabola's top). This can be up to ten seconds (if you fall from really high).
I don't think I could see prop-surfing a roleplay addition. But it's really cool nonetheless.
If anything it should be a gamemode on its own. EDIT: Programmers' gamemode. Whoever makes the best prop surfing script wins the race.
[QUOTE=Divran;35837131]If anything it should be a gamemode on its own. EDIT: Programmers' gamemode. Whoever makes the best prop surfing script wins the race.[/QUOTE] That would be sexy. ... But no one but us lot can do the luas :I (and I can't even do it that well)
output connections are being connected to the origin of the graph itself for some reason, not much to show but this. It says untitled DFrame because it's being derived from DFrame and i didn't bother removing the title, it's being changed to EditablePanel soon anyway. [IMG]http://filesmelt.com/dl/flowgraph.png[/IMG] gridding: [url]http://steamcommunity.com/id/LauScript/screenshot/559814960808936329[/url]
wtf am i doing [img]http://puu.sh/t9fw[/img]
I do not know, but it looks cool so I am going to rate it artistic.
[QUOTE=Hentie;35841543]wtf am i doing [img]http://puu.sh/t9fw[/img][/QUOTE] that thing is fucking up my view depth
[media]http://www.youtube.com/watch?v=O1pUSjiI9bw&feature=related[/media] Currently working on fixing up the outlines so it looks more like that^. But I'm going to make it a bit hacky so that it can be optimized enough for lua. Since it's rendered in the 2D camera, I needed to make my own ToScreen and GetAimVec functions, and I just got that done. [editline]5th May 2012[/editline] Just finished fixing up the outlines. Before: [img]http://puu.sh/t9yE[/img] After: [img]http://puu.sh/t9yN[/img] Going to work on getting ray -> plane intersection detection done.
[QUOTE=werewolf0020;35841808]that thing is fucking up my view depth[/QUOTE] Here you go friend, I think I've figured it out: [img]http://i.imgur.com/OgtS7.jpg[/img] Edit: So you are reverse engineering the Portal 2 editor to create simple maps in Gmod? fascinating
I'm remaking the portal 2 editor in Gmod.
[QUOTE=Hentie;35841952]I'm remaking the portal 2 editor in Gmod.[/QUOTE] I Love you for this !! I want to test it :D
[video=youtube;X2FE4QI8Cqw]http://www.youtube.com/watch?v=X2FE4QI8Cqw&feature=youtu.be [/video] Hud,first to third person scrolling and vendors. Tho they are kinda buggy.
One day I'll make all my stuff readable. One day. [img]http://puu.sh/tae1[/img]
[QUOTE=Hentie;35842568]One day I'll make all my stuff readable. One day. [img]http://puu.sh/tae1[/img][/QUOTE] Christ, my eyes!! [Img]http://puu.sh/tbaH[/Img] Ah... much better.
[QUOTE=vexx21322;35843511]Christ, my eyes!! [Img]http://puu.sh/tbaH[/Img] Ah... much better.[/QUOTE] I like consolas so much better.
[media]http://www.youtube.com/watch?v=onXEPK60Ebs&feature=youtu.be[/media] Still needs a TON of optimization. To any noobis who think, "oh he's just spawning a bunch of props." This is all a giant mesh. No props, no physics, and everything is client-sided to keep things clean.
[QUOTE=Hentie;35843710] Still needs a TON of optimization. To any noobis who think, "oh he's just spawning a bunch of props." This is all a giant mesh. No props, no physics, and everything is client-sided to keep things clean.[/QUOTE] You should add an option to export to vmf.
[QUOTE=vexx21322;35843843]You should add an option to export to vmf.[/QUOTE] I'm actually planning on having it export to VMF and then run command lines to export directly to BSP and then have garry's mod run the map.
That'd be interesting to have a map building colab. server.
OPTIMIIZZZZZZZZZZEEEEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD [img]http://puu.sh/tbF7[/img] ----------------------------------------------------------------------------------------------------------------------------------------^^^^ LOOK AT THAT SEXY FPS
[QUOTE=Hentie;35843849]I'm actually planning on having it export to VMF and then run command lines to export directly to BSP and then have garry's mod run the map.[/QUOTE] What about prefabs? That would be pretty cool to make prefabs in hammer and then use them in this editor.
[QUOTE=vexx21322;35844132]What about prefabs? That would be pretty cool to make prefabs in hammer and then use them in this editor.[/QUOTE] But that would involve parsing vmf files and building a mesh from them :(
[QUOTE=Hentie;35844331]But that would involve parsing vmf files and building a mesh from them :([/QUOTE] Oh yeah. You could have the prefab owner include a sprite and just render that?
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