• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
Created my first class with gear today (well 2, since List inherits Structure). I'd have done more but Guild Wars 2. [code]using( System.Collection ) local list1 = new( List ) list1:Add( 1 ) list1:Add( 3 ) list1:Add( 5 ) list1:Add( 7 ) list1:Add( 9 ) print( list1:ToString() ) local list2 = new( List ) list2:Add( 2 ) list2:Add( 4 ) list2:Add( 6 ) list2:Add( 8 ) list2:Add( 10 ) print( list2:ToString() ) local list3 = list1 + list2 print( list3:ToString() ) list3:Sort() print( list3:ToString() ) local list4 = list3 - list1 print( list4:ToString() )[/code] [code]List {1, 3, 5, 7, 9} List {2, 4, 6, 8, 10} List {1, 3, 5, 7, 9, 2, 4, 6, 8, 10} List {1, 2, 3, 4, 5, 6, 7, 8, 9, 10} List {2, 4, 6, 8, 10}[/code] Lists accept any type and you can have multiple types within the same list. I'm thinking of making some kind of TypedList whereby all items are restricted to the type specified in the constructor.
[QUOTE=FPtje;37485905]Drawing players' view frustrums: [img_thumb]http://i.imm.io/CK9B.png[/img_thumb] Determining who can see you based on the view frustrum: [img_thumb]http://i.imm.io/CKq7.png[/img_thumb] This is quite accurate. As soon as you step out of their FOV, the script will know they don't see you anymore. And it only starts messing with traces AFTER the view frustrum check. The view frustrum check is a bunch of vector maths, which should be loads faster than a trace. :D [b]Why I made this[/b] Obviously you can't prop surf when the admin is looking. The solution is simple: if there's a red name in the top left of the screen, don't prop surf. If there isn't, [u]do[/u] prop surf.[/QUOTE] Any chance I can get this? I need it because reasons.
Isn't the default FOV 70?
Making a gamemode base I decided to call it Apricots for some reason The challange: Metafuckery and syntax weirdness [lua]Apricots.Hook "PlayerSpawn" (function() ply:Kill() end)[/lua] [editline]1st September 2012[/editline] it also overwrites the entire hook system because the default one was horseshit [editline]1st September 2012[/editline] Ended up with it looking like this lua_run Apricots.Hook "Think" ("Add", function() frametime = FrameTime() end) I'm gonna go to bed now though
I don't like that. Too.. uhh.. how do I explain it? Ugly?
[QUOTE=Map in a box;37487021]Isn't the default FOV 70?[/QUOTE] 75
[QUOTE=Tobba;37487151]Making a gamemode base I decided to call it Apricots for some reason The challange: Metafuckery and syntax weirdness [lua]Apricots.Hook "PlayerSpawn" (function() ply:Kill() end)[/lua] [editline]1st September 2012[/editline] it also overwrites the entire hook system because the default one was horseshit [editline]1st September 2012[/editline] Ended up with it looking like this lua_run Apricots.Hook "Think" ("Add", function() frametime = FrameTime() end) I'm gonna go to bed now though[/QUOTE] Not that i'm trying to depreciate your work or anything, but bro that's fucking nasty.
[QUOTE=Map in a box;37487021]Isn't the default FOV 70?[/QUOTE] I assume the highest FOV
Looks like its time for a new thread :/
I changed it up a bit Apricots.Hook.Add("Think", function() print"stuff" end) and Apricots.Hook "Think" () calls a hook Better? [editline]1st September 2012[/editline] Oh god all this loads so fast, it'd probably be near instant if all the sandbox shit thats gotten embedded everywhere and the base gamemode didnt load because I use neither
[media]http://www.youtube.com/watch?v=5wsJrDTHS1Q[/media] Been slowly working on and off on it, and made some progress. Still have to do a ton of more shit. Shit I added: Camera side switching (didn't show in the video) Night vision goggles on/off animations First and third person support A menu for weapons, upgrades and shit like that (posted pics before) Notifications when the player performs something and gets points (didn't show in the video) Also added all 5 pistols from CS:S.
About a year ago, I tried to render rotated VGUI panels. [QUOTE=Spencer Sharkey;37350673]Do you guys just paint onto 2D3D's in front of the player? I never made one of those 3D huds. I imagine it'd be easier doing it with a model matrix and just painting 2D[/QUOTE] Inspired by this post, I gave it an other shot [video=youtube;ZcEO_0JEWfM]http://www.youtube.com/watch?v=ZcEO_0JEWfM[/video] [editline]1st September 2012[/editline] Oh, and no rendertargets used. [editline]1st September 2012[/editline] Sorry for changing the post and the video, I could not resist the videoception joke.. :v:
I just spent like half an hour staring at my CRC16 implementation guess what i was looking at C implementations array indexes my fucking ass
We need a new thread.
snip
It's in the works.
[QUOTE=Spencer Sharkey;37498885]It's in the works.[/QUOTE] you can't do it 2 months in a row!
I've been doing them since June ;) [URL="http://facepunch.com/showthread.php?t=1209423&p=37499262"][IMG]http://4stor.com/storage/new.png[/IMG][/URL]
I've added a proxy part for PAC3 a couple of days ago. It works similar to material proxies in the source engine. In this video I'm using it to animate wheels, animation and some bones. PAC3 also has an event part which I'm using to mostly to set animations based on player sequence and check if the player is on ground or not. [media]http://www.youtube.com/watch?v=ng7QQmIvBR0[/media]
[QUOTE=CapsAdmin;37499335]I've added a proxy part for PAC3 a couple of days ago. It works similar to material proxies in the source engine. In this video I'm using it to animate wheels, animation and some bones. PAC3 also has an event part which I'm using to mostly to set animations based on player sequence and check if the player is on ground or not. [media]http://www.youtube.com/watch?v=ng7QQmIvBR0[/media][/QUOTE] have my kittens. :3
damn rebels, going past the boundary. regardless, that's amazing.
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