• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
[QUOTE=LEETNOOB;37389556][media]http://www.youtube.com/watch?v=xr7FGPGN-dw[/media][/QUOTE] If you're going for third person, make sure there's a way to switch shoulders It's annoying if you can only look around corners to one side of you :P
[QUOTE=LEETNOOB;37391152] Fluid how? Right now the position of the camera is on the player's head. I just now slightly changed the camera movement and it's much smoother.[/QUOTE] That is what I was getting at - having the camera affixed to the head was too rigid.
[QUOTE=my_hat_stinks;37396422]If you're going for third person, make sure there's a way to switch shoulders It's annoying if you can only look around corners to one side of you :P[/QUOTE] Yeah, I was thinking about that too. [editline]25th August 2012[/editline] [QUOTE=JustSoFaded;37395158]You should totally add custom sneak up knife animations.[/QUOTE] I wish I could, but, I can't animate. :(
Made the crashdumper work again: [url]http://dumps.metastruct.uk.to/[/url] Not working on it though so it'll remain as ugly as it is right now :v:
[QUOTE=Python1320;37401673]Made the crashdumper work again: [url]http://dumps.metastruct.uk.to/[/url] Not working on it though so it'll remain as ugly as it is right now :v:[/QUOTE] [b]thank you[/b] now I can figure out why gate keeper crashes instantly on my server!
Why did Garry drop the support in the first place?
[quote][img]http://filesmelt.com/dl/gungenprogress.PNG[/img][img]http://filesmelt.com/dl/gungen2.PNG[/img][/quote] Making progress. It took me forever to get the angular offsets to work because I was using my own shitty math. Eventually I learned that I could just use one built in function and save myself the trouble. Scaling the parts took a few minutes after I got that mess sorted out. The whole part system works, soon I'll be able to work on the generation.
Thinking of porting this to glua for the fun of it: [QUOTE=Map in a box;37412699]Done for the day: [code] # of High-Scores: 2 Congrats on your new score(152600)! Enter a name to submit it(or use the name 'list' to list high scores)! >banana smoothie # of High-Scores: 3 Congrats on your new score(90220)! Enter a name to submit it(or use the name 'list' to list high scores)! >hikers # of High-Scores: 4 Congrats on your new score(101263)! Enter a name to submit it(or use the name 'list' to list high scores)! >killer monkey # of High-Scores: 5 Congrats on your new score(173927)! Enter a name to submit it(or use the name 'list' to list high scores)! >list Name: sam, score: 137839, data: null Name: cheese pizza, score: 39907, data: null Name: banana smoothie, score: 152600, data: null Name: hikers, score: 90220, data: null Name: killer monkey, score: 101263, data: null # of High-Scores: 5 Congrats on your new score(26171)! Enter a name to submit it(or use the name 'list' to list high scores)! >rape # of High-Scores: 6 Congrats on your new score(195298)! Enter a name to submit it(or use the name 'list' to list high scores)! >list Name: sam, score: 137839, data: null Name: cheese pizza, score: 39907, data: null Name: banana smoothie, score: 152600, data: null Name: hikers, score: 90220, data: null Name: killer monkey, score: 101263, data: null Name: rape, score: 26171, data: null # of High-Scores: 6 Congrats on your new score(39482)! Enter a name to submit it(or use the name 'list' to list high scores)! [/code] Code that results this: [code] public static void main(String[] args) throws IOException{ init("892BA7C0A53D729B6DF0BAFEF7DF7D28"); while(true){ System.out.println("# of High-Scores: "+getHighScoreCount()); BufferedReader in = new BufferedReader(new InputStreamReader(System.in)); long score = (long)(Math.random()*200000); System.out.println("Congrats on your new score("+score+")! Enter a name to submit it(or use the name 'list' to list high scores)!"); String name=in.readLine(); if(name.trim().isEmpty()) continue; if(name.equalsIgnoreCase("list")){ HighScoreEntry[] entries=getHighScores(0, 30); for(int I=0;I<entries.length;I++){ System.out.println(entries[I]); } }else{ addHighScore(name, score); } } } [/code][/QUOTE] Dunno if I'd release it due to the possible abuse since I haven't got the email authentication working yet, but the backend uses my Lua webserver.
[QUOTE=MadParakeet;37410895]Making progress. It took me forever to get the angular offsets to work because I was using my own shitty math. Eventually I learned that I could just use one built in function and save myself the trouble. Scaling the parts took a few minutes after I got that mess sorted out. The whole part system works, soon I'll be able to work on the generation.[/QUOTE] Would be cool with a borderlands like weapon system
Prepared SQL Statements. I don't know why, but I prefer it over a huge concatenation of strings or a string.format() [img]http://4stor.com/images/JJAO.png[/img]
[video=youtube;tM58-YENecw]http://www.youtube.com/watch?v=tM58-YENecw[/video] I know I said I'd miss out this GCC but I couldn't resist the opportunity to finally jump on the mesh bandwagon. Track generates from the song using gm_bass, I have no idea when it comes to the technical side of sound so I just threw some numbers out of gm_bass together in the simplest way and hoped for the best, for a rough job I don't think it turned out too bad. Besides I didn't want to waste a lot of time getting the track generation perfect incase I couldn't manage the meshes. Now I just have to figure out a way to generate notes :suicide:
[quote][img]http://filesmelt.com/dl/gungen3.PNG[/img][/quote] There are currently 5 styles, including the normal one. The four extra ones can all change based on a style intensity variable. The random one looks different but equally fucking stupid every time.
School started once again, and I managed to reinstall Windows 7 off a partition. Aside from that, I wrote a little useless function for calculating X and Y values for a slope-intercept function. [lua] SolveX = function( Rise, Over, X, Intercept ) return ( (Rise/Over) * X + Intercept ) -- y = mx+b end SolveY = function( Y, Rise, Over, Intercept ) return ( Y / (Rise/Over) - Intercept ) -- x = y-b/m end [/lua] I don't know why, but it may serve some sort of use later on. Perhaps for something with that Minecraft project? Just wanted to post some content, even if it's useless and insignificant. [editline]Just now[/editline] [QUOTE=Drakehawke;37426372]I know I said I'd miss out this GCC but I couldn't resist the opportunity to finally jump on the mesh bandwagon.[/QUOTE] Wait... GCC started, and it's about rhythm? That's fantastic. In a sarcastic way, school starts again and I'm busy reviving my previous setup of Windows. In a good way, it's rhythm, so I could just convert my LoZ addon to a gamemode with an actual purpose other than spamming the Song of Unhealing to kill everyone. Having it as some sort of puzzle where you need to play notes to solve it seems to be a great idea!
I made some physical bullets a while ago (16/06/2012)), finally got around to making a video of them. [video=youtube;MDTmG5V3CQo]http://www.youtube.com/watch?v=MDTmG5V3CQo[/video]
I've been learning lua and for my first project I decided to remake the SWEP in [URL="https://www.youtube.com/watch?v=jrdx9WElU0o"]this[/URL] video because I couldn't find a download link for the original. [video=youtube;01mB9tlpMOY]http://www.youtube.com/watch?v=01mB9tlpMOY[/video]
[QUOTE=MadParakeet;37430796]There are currently 5 styles, including the normal one. The four extra ones can all change based on a style intensity variable. The random one looks different but equally fucking stupid every time.[/QUOTE] I do not think you want to know what was going through my head when I saw that.
[QUOTE=COBRAa;37433275]I made some physical bullets a while ago (16/06/2012)), finally got around to making a video of them. [video=youtube;MDTmG5V3CQo]http://www.youtube.com/watch?v=MDTmG5V3CQo[/video][/QUOTE] It's cool and all, but there is a reason why bullets aren't actual-physical entities. Imagine if five players where in a full-on shoot out with AK47s, that would mean 150 entities are flying about on the map that collide with basically everything. This be awful and would generate a considerable amount of lag in networking and collisions.
[QUOTE=EthanTheGreat;37434991]It's cool and all, but there is a reason why bullets aren't actual-physical entities. Imagine if five players where in a full-on shoot out with AK47s, that would mean 150 entities are flying about on the map that collide with basically everything. This be awful and would generate a considerable amount of lag in networking and collisions.[/QUOTE] blocking enemy bullets with your bullets? someone make a gamemode based around this idea!
[QUOTE=EthanTheGreat;37434991]It's cool and all, but there is a reason why bullets aren't actual-physical entities. Imagine if five players where in a full-on shoot out with AK47s, that would mean 150 entities are flying about on the map that collide with basically everything. This be awful and would generate a considerable amount of lag in networking and collisions.[/QUOTE] you don't need to make the physical bullets actual CBaseAnimatings... you could literally just write simulated bullets that are calculated on tick, and those aren't much worse than the CGameTraces used already it's an age old gmod concept if done right, you could have dozens of simulated bullets and experience no lag, and it's been done before
So I decided to jump into this bullet thing [img]https://dl.dropbox.com/u/4838268/gm_construct0010%20%282%29.jpg[/img] Turns out, 1000 units per second is NOT the speed bullets go at They're just traces, not actual entities, when I'm done though bullets will move a fixed distance per tick (which will be rediclously high anyways) for those rare 1km shots
[vid]https://dl.dropbox.com/u/3766002/gm_construct%202012-8-28%2016-09-00.webm[/vid] Duke Nukem 3D weapons! I need to add hand swinging, pistol reload, add other weapons.
[QUOTE=amcfaggot;37438301]you don't need to make the physical bullets actual CBaseAnimatings... you could literally just write simulated bullets that are calculated on tick, and those aren't much worse than the CGameTraces used already it's an age old gmod concept if done right, you could have dozens of simulated bullets and experience no lag, and it's been done before[/QUOTE] This is exactly what I do.
Sorry if I am late or something, but I am very interested about Wizard Of Ass 2D3D Vgui wrapper. [CODE] Since I saw someone desperately trying to get Overv's weird 3d2d vgui wrapper to work I decided me make my own. It currently supports all Panel events except for OnKeyCodePressed which I'm looking into. Text input is working for TextEntries though. [URL="http://cloud-2.steampowered.com/ugc/594720461509348668/C8CB08CC8CD4E8D5606B2DEC3763EFB4D50E89FF/"][IMG]http://cloud-2.steampowered.com/ugc/594720461509348668/C8CB08CC8CD4E8D5606B2DEC3763EFB4D50E89FF/[/IMG][/URL] [/CODE] What happened to this project? I would love to see how did he solved the "Fake Clicks On Panels" issue :smile:
Can someone help me out with making a gun that I can place fire but doesn't do any damage? I wanna try it for effect purposes I did find a gas can weapon on garrysmod.org which is simular to what I want (to be able to place fire on command) but can't seem to get it to do no damage
[QUOTE=MDave;37443122]Sorry if I am late or something, but I am very interested about Wizard Of Ass 2D3D Vgui wrapper. [CODE] Since I saw someone desperately trying to get Overv's weird 3d2d vgui wrapper to work I decided me make my own. It currently supports all Panel events except for OnKeyCodePressed which I'm looking into. Text input is working for TextEntries though. [URL="http://cloud-2.steampowered.com/ugc/594720461509348668/C8CB08CC8CD4E8D5606B2DEC3763EFB4D50E89FF/"][IMG]http://cloud-2.steampowered.com/ugc/594720461509348668/C8CB08CC8CD4E8D5606B2DEC3763EFB4D50E89FF/[/IMG][/URL] [/CODE] What happened to this project? I would love to see how did he solved the "Fake Clicks On Panels" issue :smile:[/QUOTE] I just call OnMousePress OnMouseReleased manually, it does not work on engine based panels though, but these are rarely used anyways.
[QUOTE=Wizard of Ass;37443520]I just call OnMousePress OnMouseReleased manually, it does not work on engine based panels though, but these are rarely used anyways.[/QUOTE] I see, thanks for sharing your magic tricks tough :downs: But that still bug me the most: How do you trace for the panel to fire the input on? It would be really awesome if we had some kind of trace function for vgui
It's a simple ray plane intersection.
[QUOTE=Wizard of Ass;37443867]It's a simple ray plane intersection.[/QUOTE] Ah! So I could do this with Panel:GetChildren() and panel position, size! ( I just noticed that GetChildren got added in GM13 :v: ) Thank you!
I heard :ActivateContext/DeactivateContext allowed you to simulate mouse input, but iuno
What do you think of my tracers? [video=youtube;u6rY3UDLaGc]http://www.youtube.com/watch?v=u6rY3UDLaGc[/video] You might need to fullscreen it so you can see them clearly.
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