• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
[QUOTE=comet1337;37096423]so you aim them both seperately or the autoaim does it for you?[/QUOTE] My guess is you aim one pistol yourself, while autoaim aims the other. damnit page king. I got nothin', sorry.
[QUOTE=comet1337;37096423]so you aim them both seperately or the autoaim does it for you?[/QUOTE] Both.
[QUOTE=Sakarias88;37096607]Both.[/QUOTE] but i dont have two mouses or three arms for that matter
[QUOTE=Sakarias88;37095949]Keep your panties on! I'm working on it. Currently working on a swep that will add a special feature. Dual pistols. You could use it as any ordinary swep but together with the HUD you will be able to aim at two different targets at the same time. Will upload a video of it tomorrow.[/QUOTE] Wha? WHAT!?!?! THATS AWESOME MAN!
[video=youtube;T2Ir9UeMpPc]http://www.youtube.com/watch?v=T2Ir9UeMpPc[/video] Okay.
Seems my little coding high is starting to deteriorate. Sort of got sucked into playing Minecraft and converting a village into Auschwitz. It's fun keeping those Squidwards locked in a village where nothing comes in or out, and they're locked in whenever it's dark. Aside from that tangent, I'm continuing on with the recode of the LoZ addon, and also added two things to my API whatever-the-Hell-it's-called base script-ness. One of them is a check to see if an instance has already been loaded. Right now, it utilizes a simple ( if TABLE && TABLE.Version >= CUR_VERSION then return end ) sort of deal. Here's the snippet: [lua] local UFORZYX_VERSION = 1 if (Uforyzx) then if (Uforzyx.Variables.Version > UFORZYX_VERSION) then Uforzyx.Functions.Print( "A newer version of the UforzyxDOS base script has been detected (VERSION: "..Uforzyx.Variables.Version.."). Contact a developer to update the addon to the latest version! Halting loading of UforzyxDOS, Version "..(UFORZYX_VERSION).."...", "Version"); return false; elseif (Uforzyx.Variables.Version == UFORZYX_VERSION) Uforzyx.Functions.Print( "A version of the UforzyxDOS base script has been detected (VERSION: "..Uforzyx.Variables.Version.."). Versions are equivalent. Halting loading of this instance...", "Version"); return false; else Uforzyx.Functions.Print( "An obsolete version of the UforzyxDOS base script has been detected (VERSION: "..Uforzyx.Variables.Version.."). Contact a developer to update the addon utilizing the obsolete version! Continuing loading of this instance...", "Version"); end end [/lua] Still looking to use some sort of 'http' magic to check version differences, but this will do for the meanwhile. The next addition is, instead of calling a function to load a certain folder of Lua scripts, it'll iterate through everything in a folder, and add it. Perfect for having some sort of 'addon pack' and share one base script, rather than having multiple copies of the script. Not much of a good use, since it's only being used in two of my addons, but it'll be something useful in the future. A little snippet: [lua] Uforzyx.Functions.IterateModules = function( Directory ) for _, FILE in pairs( Uforzyx.Functions.FileFindInLua( Directory ) ) do if !(string.GetExtensionFromFilename(FILE)) then Uforzyx.Functions.IncludeModule( FILE ); end end end [/lua] Where argument 'Directory' is the folder where the modules are in (which is "plugins/"). Code snippets are the only content I do have, since it's nothing to visually see. [offtopic] [QUOTE=Spencer Sharkey;37099177]Okay.[/QUOTE] No words can describe what went through my mind during the viewing of that video.
So I'm working on a method of 'speaking' to NPCs such as an item trader. I haven't got much done on the client but this merely shows my success with Entity:EmitSound and my own SoundGroup method which I think it quite interesting and I'll explain; when a NPC is spawned I setup a few vars for him one being his 'actor'. The actor really just sorts which "vo/npc/actor/*.mp3" path I use and is just an idea really. My answers are stored in a global table and is indexed by Type and then Action. The Type represents, atm, how I'm activating the NPC(currently I'm activating him by E or through the ENT:Input func) so my Type is currently 'Use'. The action is a simple word or phrase that delivers an action(calls a function stored in an array). tl;dr You press use on the NPC it ques a menu which shows you valid things to type in, if you type the right thing in: something happens. Content Incoming: Activating the NPC [ [url]http://cloud-2.steampowered.com/ugc/936999552161084415/FC82BB807A9DD9DC745F987B04F558CB3F2A7163/[/url] ] Type in command(I typed in trade and that's the response I got) [ [URL]http://cloud-2.steampowered.com/ugc/936999552160747185/52F5584A3F1C34B494E455A2381C221D6824D496/[/URL] ] (Yes I'm using tiramasu, no it isn't an RP Mod for anyone. This is just lone development, with no purpose but education.)
[QUOTE=Spencer Sharkey;37099177][video=youtube;T2Ir9UeMpPc]http://www.youtube.com/watch?v=T2Ir9UeMpPc[/video] Okay.[/QUOTE] Umm, What? Also there is nothing Sakarias88 can't make.
[QUOTE=Spencer Sharkey;37099177][video=youtube;T2Ir9UeMpPc]http://www.youtube.com/watch?v=T2Ir9UeMpPc[/video] Okay.[/QUOTE] Call it a feature.
So here is the dual pistols swep I was talking about yesterday. Can aim at two different targets simultaneously. Added some new filtering options for each filtering group for the HUD (as seen in the video 1:06). You can filter out the size of objects so if an object is too large or too small it won't be discovered. Could be handy if you only want to see smaller objects. Could fix so you discover beer bottles but not the table they are standing on. [media]http://www.youtube.com/watch?v=S8ezXMgB6xQ[/media] I gotta fix that muzzle flash.
[QUOTE=Sakarias88;37111116]So here is the dual pistols swep I was talking about yesterday. Can aim at two different targets simultaneously. Added some new filtering options for each filtering group for the HUD (as seen in the video 1:06). You can filter out the size of objects so if an object is too large or too small it won't be discovered. Could be handy if you only want to see smaller objects. Could fix so you discover beer bottles but not the table they are standing on. [media]http://www.youtube.com/watch?v=S8ezXMgB6xQ[/media] I gotta fix that muzzle flash.[/QUOTE] That is amazing.
That Kinda reminds me of DMC gunslinger style with Ebony and Ivory
[QUOTE=Sakarias88;37111116]video[/QUOTE] Does the weapons still shoots if the target is out of the player screen? and, how do you tag something? would be interesting to have left click shooting left gun and right click shooting right gun to make simultaneous shots
Sakarias88's awesome aimbot thingy inspired me to try to make an "intelligent" aimbot, which will choose the most effective target for you. Here's a few examples. The HUD thingy is just for debugging. They show the target's "priority" value. The target with the highest priority value will be targeted first. Here's three combine near a barrel. As you can see, the explosive barrel has the combined value of all nearby enemies, since killing the barrel damages (and often outright kills) all nearby enemies. [img]https://dl.dropbox.com/u/15312597/Screenshots/2012-08-07_0245.png[/img] A barrel with no enemies in its explosion radius has a value of 0. [img]https://dl.dropbox.com/u/15312597/Screenshots/2012-08-07_0247.png[/img] More examples: [img]https://dl.dropbox.com/u/15312597/Screenshots/2012-08-07_0248.png[/img] [img]https://dl.dropbox.com/u/15312597/Screenshots/2012-08-07_0248_001.png[/img] EDIT: About that last image, you could it around and say the weakest targets should have the highest priority value, since they die the fastest. I could change it to that... ah well, enough work for today. EDIT 2: The headcrab value of 0 is a bug.
[QUOTE=Divran;37113758]EDIT: About that last image, you could it around and say the weakest targets should have the highest priority value, since they die the fastest. I could change it to that... ah well, enough work for today.[/QUOTE] Well, yes, but if you have a combine shooting you with a AR2 and a headcrab that is too far to jump at you, I'd go for the combine. Maybe let the person customize the priority to change the style he wants? maybe he wants to get rid of ranged attackers first, or the fastest ones...
[QUOTE=Stillnex;37113862]Well, yes, but if you have a combine shooting you with a AR2 and a headcrab that is too far to jump at you, I'd go for the combine. Maybe let the person customize the priority to change the style he wants? maybe he wants to get rid of ranged attackers first, or the fastest ones...[/QUOTE] I don't think I can be arsed to make a massive customization menu for this :V THE LAZINESS AGHHGHHG EDIT: I'm probably going to make the NPC values more advanced later. Instead of fixed values, I'll probably make it based upon distance, and more.
[QUOTE=Divran;37113901]I don't think I can be arsed to make a massive customization menu for this :V THE LAZINESS AGHHGHHG[/QUOTE] I know what you mean, just to think that I have to make something with derma I'm like, maybe next year. but you can just make concommands, like "aimbotsetpriority npc_headcrab 2" first argument being the NPC, second being the priority?
[QUOTE=Katazuro;37093184]That's where i've coded it to downscale 25% on resolutions lower than a certain one. Can only go down to 1024x7somethingish before it starts to overlay. I plan on a super simplified version later on for the unfortunate people who need that catered. [t]http://cloud-2.steampowered.com/ugc/577837481876202668/B8EBED25852FD755E2278D37C5D2CAECCFCBB2F6/[/t] Minus the small placement errors. The person I did it for liked the concept of it so he went and told me to follow the same style. [editline]5th August 2012[/editline] also huds are much easier to do than derma menus.[/QUOTE] You really shouldn't change the experience for users just because they are different than others. I'm not a huge fan of the font as it's far too tall and thin, to me it's hard to read. [img]https://dl.dropbox.com/u/5601782/B8EBED25852FD755E2278D37C5D2CAECCFCBB2F6.jpg[/img] The blue space at the top is mostly wasted since the bars are far too long and there's already text within the bar making the bar needing much less accuracy. The top status bar is also mostly wasted space. When I look at your HUD I see the usable screenspace for playing and seeing the actual map being the red area. The blue area is your usable space with a 4:3 monitor as well as the space where most players are going to be paying attention to. Ideally you want to take up as little of this center view space and if you do then it should be minimalistic, free floating or quite transparent to not interfere with the player's view. Things like your Economy bar could easily be chalked down to something very small as nobody but yourself is going to give a flying fuck about whether they can tell if 1/10th of the bar is full or 3/20th's is filled. Personally, you've already failed at the main objectives of a HUD. You can reuse quite a bit of the code but I think you really need to start over from scratch with a completely new design. Jackool's HUD is better to me because it's quite a bit more appealing to the eye(I really like the right side, left needs work) and doesn't take up space on your screen which you want to be able to see when playing.
I just ported my ugly chatbox to gm13. [img]https://dl.dropbox.com/u/16737046/chatbox.png[/img] The scrollbars messed up though, I need to override the default richtext one.
whats with that corner
[video=youtube;9SoAZ9_4S6I]http://www.youtube.com/watch?v=9SoAZ9_4S6I&feature=youtu.be[/video] Stencils are pretty fun, never really had a chance to mess around with them. This will be something neat soon.
If you don't like stencils, you're insane. /thread
Finished recoding the LoZ addon, while some bits of it were copy-pasta'd and renamed to the according new variables names. Alas, client side is broken still on the beta. For some reason, the World Handler addon runs fine, while the LoZ addon prints an error about the 'GetSubModule' function printing a nil value. Launched Garry's Mod (not the beta) for the first time in weeks. I was playing around with 'file.FindDir()', since I just added that for convenience sake. Tried it with "/*" and... [quote][img]https://dl.dropbox.com/u/51054514/Garry%27s%20Mod/Screenshots/file.FindDir%28%29%20GMod%20Base.png[/img][/quote] [b]file.FindDir("*", true) )[/b] [quote][img]https://dl.dropbox.com/u/51054514/Garry%27s%20Mod/Screenshots/file.FindDir%28%29%20Windows%20Base.png[/img][/quote] [b]file.FindDir("/Windows/*", true) )[/b] So... Ya. There's access to outside of the garrysmod folder, including access to System32. I'm pretty sure this wasn't possible in the past. This does not occur in the beta, however. I'm not sure what evil may come out of this, besides writing a bunch of text files spamming the desktop or finding out people's usernames with something like [code] file.FindDir( "/Users/*", true ) -- and file.FindDir( "/Program Files (x86)/Steam/SteamApps/*", true ) [/code] I do know that not everyone is running a 64-bit version of Windows. It's just a demonstration. But on the plus side, could be a good way to find what the client's OS is running.
[QUOTE=Mr. Quiggles;37116513]Finished recoding the LoZ addon, while some bits of it were copy-pasta'd and renamed to the according new variables names. Alas, client side is broken still on the beta. For some reason, the World Handler addon runs fine, while the LoZ addon prints an error about the 'GetSubModule' function printing a nil value. Launched Garry's Mod (not the beta) for the first time in weeks. I was playing around with 'file.FindDir()', since I just added that for convenience sake. Tried it with "/*" and... [b]file.FindDir("*", true) )[/b] [b]file.FindDir("/Windows/*", true) )[/b] So... Ya. There's access to outside of the garrysmod folder, including access to System32. I'm pretty sure this wasn't possible in the past. This does not occur in the beta, however. I'm not sure what evil may come out of this, besides writing a bunch of text files spamming the desktop or finding out people's usernames with something like [code] file.FindDir( "/Users/*", true ) -- and file.FindDir( "/Program Files (x86)/Steam/SteamApps/*", true ) [/code] I do know that not everyone is running a 64-bit version of Windows. It's just a demonstration. But on the plus side, could be a good way to find what the client's OS is running.[/QUOTE] Search for hax. [editline]7th August 2012[/editline] and porn
I can't get entity driving to be predicted right. Do I have to define drive modes at a specific time/place?
[QUOTE=Stillnex;37113260]Does the weapons still shoots if the target is out of the player screen? and, how do you tag something? would be interesting to have left click shooting left gun and right click shooting right gun to make simultaneous shots[/QUOTE] Yes, it shoots even if the target isn't on your screen. Sort of did a little miss in the video. Even if you don't look directly at the targets you will always aim at them. Primary fire to shoot, the guns will shoot in turns (left, right, left, right...). Secondary fire to select target (tag), also selects targets in turns. [QUOTE=Divran;37113758]Sakarias88's awesome aimbot thingy inspired me to try to make an "intelligent" aimbot, which will choose the most effective target for you. [/QUOTE] Nice! I'm also going to add a heuristic function for targeting. At the moment it just picks the next target in line (which isn't very good). Just haven't felt very motivated to make one since it's quite hard prioritize NPCs in a good way. There are just so many variables to cramp into one single variable. I mean you could calculate the DPS the NPC can make (combines) but how would you do that on NPCs like zombies or antlions? The DPS they make is depending on the AI behavior itself which makes it hard to calculate the threat level because there are no real values to calculate. The weapon you currently have equipped also matters for example. Heuristic functions are made for making educated guesses and may not make the best guess every time. Either way it can't get any worse than just picking the next target in line.
Oh, fixed my driving issue. Damn this is nice.
[QUOTE=Spencer Sharkey;37115327][video=youtube;9SoAZ9_4S6I]http://www.youtube.com/watch?v=9SoAZ9_4S6I&feature=youtu.be[/video] Stencils are pretty fun, never really had a chance to mess around with them. This will be something neat soon.[/QUOTE] i smell a 2D worms gamemode
[QUOTE=comet1337;37118598]i smell a 2D worms gamemode[/QUOTE] That would be so slow using stencils, and how would you ever do collisions like that?
[QUOTE=Legend286;37124811]That would be so slow using stencils, and how would you ever do collisions like that?[/QUOTE] Magic?
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