• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
[QUOTE=Banana Lord.;37154680]anyone have a copy of the module list rabbish posted so I can copy it to glua? [/QUOTE] [URL]http://modules.gmodwiki.com[/URL] :v: [editline]penis[/editline] Okay i am editing it up a bit. Added an "All Modules" button since 61 isn't really a lot anyways. Adding timestamps now.
[QUOTE=Wizard of Ass;37155812]if(debug.getinfo(debug.getupvalue).what ~= "C") then... I know you can go even further with all that shit but just saying, easy as fuck to detect.[/QUOTE] I already have that in my hack, but I won't paste the full thing here. I was just pointing out that it's easy to bypass anti-cheats. It's also easy to write anti-cheats. That person who spent more time writing his hack/anti-cheat will win the fight.
[QUOTE=Wizard of Ass;37155812]if(debug.getinfo(debug.getupvalue).what ~= "C") then... I know you can go even further with all that shit but just saying, easy as fuck to detect.[/QUOTE] [lua] local functions = {} function detour(tbl, key, new) local old = rawget(tbl, key) local new = function(...) return new(old, ...) end rawset(tbl, key, new) functions[old] = new end detour(debug, "getinfo", function(old, level, what) return old(functions[level] or level, what) end) [/lua]
[QUOTE=Spencer Sharkey;37155866][URL]http://modules.gmodwiki.com[/URL] :v: [editline]penis[/editline] Okay i am editing it up a bit. Added an "All Modules" button since 61 isn't really a lot anyways. Adding timestamps now.[/QUOTE] you slut I will just send the glua link to your site slut
[QUOTE=marvincmarvin;37156041][lua] local functions = {} function detour(tbl, key, new) local old = rawget(tbl, key) local new = function(...) return new(old, ...) end rawset(tbl, key, new) functions[old] = new end detour(debug, "getinfo", function(old, level, what) return old(functions[level] or level, what) end) [/lua][/QUOTE] debug.getinfo(1) to detect that :v: (it would return info of your anonymous function) I think 0 (info of itself) would work too, since it would return the new debug.getinfo's info. [lua]detour.func( debug, "getinfo", function( old, func, what ) local info if type( func ) == "number" then if func == 0 then info = infoHack elseif func < 0 then info = tailCall end --# This should work func = func + 3 end if not info then info = old( detour.functions[func] or func, what ) end if info and type( func ) == "function" then info.func = func end return info end ) detour.func( debug, "getupvalue", function( old, func, i ) return old( detour.functions[func] or func, i ) end )[/lua] :eng101: One of the best ways of creating an anti-cheat is(/was) making a _G and _R whitelist. Turn SE on (2 preferably), join the server yourself, generate a _G/_R dump and upload that to server. All clients would create a similar dump and upload it to server, where it's compared to the 'clean' one you generated. Mismatching or nonexistent dump would result in a kick. I have no idea how well that would work now, last time I wrote one was when enum folder was still included with a wildcard.
i just found out that #"test blah" will return the length of the string i feel stupid and late been using string.len() :(
[IMG]http://puu.sh/Qd1u[/IMG]
i only have one word HOT
IMHO it isn't that impressive, just the manperson font character rendered of players and a 3D cam hud(which needs improving, it's too generic, not saying I don't like generic just give it more flavor)
So I've decided I may as well post what I've been working on and off for a little while here and there. [t]http://puu.sh/GuZK[/t] [t]http://puu.sh/GuZO[/t] [t]http://puu.sh/Gv4M[/t] 3D Hud... thing [img]http://puu.sh/LPb3[/img] [img]http://puu.sh/MBGG[/img] My attempt at a chatbox with word and letter wrapping, I still need to pre-calculate which lines I don't need to draw otherwise it get's a bit fps hungry after a few lines. [img]http://puu.sh/q3Hw[/img] [img]http://puu.sh/q3Ag[/img] [img]http://puu.sh/qFia[/img] [img]http://puu.sh/oiq1[/img] [img]http://puu.sh/oipc[/img] Not a whole lot to show of it, but it's an admin mod that parses (or tries to for the most part) sentences, and also turns unicode names into plain letters when you're targeting someone.
[QUOTE=Delremos;37159270][t]http://puu.sh/GuZK[/t][/QUOTE] I love the HUD but having the options at the top right on it's side is very hard to read. The health text on it's side works but "nightvision" doesn't for me. What about flipping it the other way around so that the end of the text is by the box and you read down to up?
[QUOTE=Delremos;37159270] [img]http://puu.sh/LPb3[/img][/QUOTE] well hi there
I've been in Mac OS X all day, installing Parallels and updating to ML and other shit that I'll never use, with the only intention of being there for convenience sake when I do sell this. Overclocked my outdated GPU and a bit of my CPU. Aside from that jazz, I've corrected a big error in my LoZ addon. [quote][img_thumb]https://dl.dropbox.com/u/51054514/Garry%27s%20Mod/Screenshots/OF.png[/img_thumb][/quote] 221 occurrences of "Legend [b]Of[/b] Zelda". How could I have been so naive (right term? or is it oblivious?) to not see such a [b]simple[/b] mistake. Fucking case sensitivity, go to the unknown 10th ring of Hell you bastard. Backing away from that tangent, now I have: [quote][img]https://dl.dropbox.com/u/51054514/Garry%27s%20Mod/Screenshots/Satanic%20Vomit.png[/img][/quote] [del]I thought that kicking for errors was bad, but crashing...[/del] Nevermind, another instance of case sensitivity needing some serious sodomization from a super slimy shit-beater. Everything is fine, except for client side still broken. Including the client files on the server, and having 'if SERVER then return end' doesn't do anything. Back to Garry's Mod 12, where the ~ key somehow makes me commit suicide. On a side note, I added a little check to see if a folder is ending with ".disabled" when including the folder. Just makes it easier for me to debug stuff. [editline] 3:35 AM [/editline] I found a neat thing. When using "file.FindDir('FOLDER/*', LUA_PATH)", you get folders. Using "file.Find('FOLDER/*', LUA_PATH)" returns files, [b]BUT[/b] it also returns folders with something like an extension (for example, '/.minecraft' would show, 'WorldHandler.disabled' would show). I think I spent an hour wondering why two methods of finding folders shows all folders in there, while file.Find w/ LUA_PATH shows anything that has a '.', followed by anything. [b]tl;dr[/b] Calling 'file.FindInLua()' or the 'file.Find()' equivalent will show folders with a period since it's thinks it's a file due to it appearing to have an extension. Still trying to get client side working. That's the only issue is that. I did fix UforzyxDOS to be stand alone now. Just took something to stop creating an infinite include loop, added some checks to see if a file has been 'include()'ed or 'AddCSLuaFile()'ed, as well as module folders (Added two checks, one is if the folder happens to not be named whatever the module will be. ie: 'lua/plugins/Legend Of Zelda/' adds module 'Legend of Zelda'. I feel like I should release that to the Workshop, just to be an override for any addons of mine that hasn't been updated, thus guaranteeing a latest copy of it. Either that, or be a total dick and require everyone to download it just to use my addons, which isn't practical.
[video=youtube;rLqGhFaXfGQ]http://www.youtube.com/watch?v=rLqGhFaXfGQ[/video]
[QUOTE=CGNick;37164054][video=youtube;rLqGhFaXfGQ]http://www.youtube.com/watch?v=rLqGhFaXfGQ[/video][/QUOTE] as cool as that is: why does it "eject" whole bullets when firing?
65% more bullet per bullet etc.
I'm not sure why I'm continuing to code at 6:26 AM (must resist urge to point out the 626, as in Stitch). The wonders of my psyche at such an early time and little rest. Seeing as my little module system will load anything that's under a set folder (ie. "plugins/"), why not have addons have additional modules to the system (ie. Modify a certain module to better suit the addon.)? I forgot that 'net.(Read/Write)Byte()' existed, and would help a plenty for sending out block data. So, I whipped up a small script to take care of it. Full script right [URL="http://pastebin.com/gYKLTe7x"]here[/URL] ([URL="http://pastebin.com/gYKLTe7x"]http://pastebin.com/gYKLTe7x[/URL]). A snippet: -snip [u]because of how broken [noparse][lua][/lua][/noparse] is. Just open the PasteBin you lazy candy-assgots.[/u] snip- I haven't tested it yet, since the entire client side is obliterated. Theoretically, the `Data` argument would look be a table that looks like: [lua] Data = { Clients = "all", Bytes = { [1] = { [1] = { [1] = 1, ... }, ... }, ... }, } [/lua] , where the clients can either be a table, a specific player, or "all" to trigger 'net.Broadcast'. The `Bytes` is an array of integers that are corresponding to the block's index. After 'net.Start()' is called, it'll create a three dimensional (that's not the right terminology, but you get the point.) for loop to go through each index, and calls 'net.WriteByte()'. Theoretically, the total chunk size would have to be roughly 40^3 to reach 64 kilobytes. [del]In the future, I may just replace the 'Bytes' element to a chunk name to be a reference to the chunk's blocks, rather than duplicating it. But for now, this can be use for any other 'thing' that may need to stream bytes.[/del] In the works of having that, since it's going to be needed. Still making it a common practice to localize, especially when having something that's ran multiple times. Also I'm using a small little 'OnTick' function, to keep the local variables in sync if there's ever a mismatch. I actually can't wait to test this out! I guess I'll adapt my code to use this. [del]Won't take long.[/del] [editline]7 AM, waking up in the morning. Gotta get dressed. Gotta go downstairs.[/editline] It's going to take quite a bit. [del]I forgot that 'net' sends and receives in the order they are called, which means that, IIRC, they are sent as they are called, instead of being bundled up for one big stream, correct?[/del] I need to consult the wiki first. I think I have it to work, if `for` loops won't let me down. Anyways, it's the implementation that'll take a bit, plus I need sleep. It's 7AM, a Friday, and everybody's Russian.
[video=youtube;6dRCixp3lgk]http://www.youtube.com/watch?v=6dRCixp3lgk[/video]
Thats probably the coolest Ammo counter i have ever seen in any game
[QUOTE=CGNick;37165116][video=youtube;6dRCixp3lgk]http://www.youtube.com/watch?v=6dRCixp3lgk[/video][/QUOTE] [video=youtube;jidQQDQHDU4]http://www.youtube.com/watch?v=jidQQDQHDU4[/video] 'Your idea' is like 2 threads old Aren't you that guy who asked me for the sourcecode? ---Edit Nope, just checked.
I wonder how far done Sakarias is with Intelligent HUD.
[QUOTE=krassell;37166176] 'Your idea' is like 2 threads old Aren't you that guy who asked me for the sourcecode? [/QUOTE] hostile, much?
[QUOTE=krassell;37166176] 'Your idea' is like 2 threads old Aren't you that guy who asked me for the sourcecode? ---Edit Nope, just checked.[/QUOTE] What's your problem? I haven't copied anyone nor have I stolen the idea. I just decided to make bullets fly off the screen first and then I decided to add physics to them.
[QUOTE=Bletotum;37166924]hostile, much?[/QUOTE] Really, they don't have to be mean about it. Also: That marble game is Marble Blast Ultra
[QUOTE=krassell;37166176][video=youtube;jidQQDQHDU4]http://www.youtube.com/watch?v=jidQQDQHDU4[/video] 'Your idea' is like 2 threads old Aren't you that guy who asked me for the sourcecode? ---Edit Nope, just checked.[/QUOTE] I MADE THAT FIRST Expect my lawyers
A couple of people made those 2D Physics ammo things, but I never see them in gamemodes :( Although maybe they're a bit too distracting to be a hud element in a real game.
[QUOTE=CGNick;37167383]What's your problem? I haven't copied anyone nor have I stolen the idea. I just decided to make bullets fly off the screen first and then I decided to add physics to them.[/QUOTE] No problem. Did I say that you're a thief? I only pointed out that this was already done before. And about the last statement: your YouTube videos tell me otherwise, but who cares? Also, continuing the HUD topic: [img]http://3.bp.blogspot.com/-3UNoWon2KoU/UCVcoerySYI/AAAAAAAAAH0/tXw9fwMYyGA/s1600/gm_construct0000.jpg[/img] Should I continue this? Radial bars eat FPS like no tomorrow.
Why would it eat your FPS? You must be doing something wrong :P
They shouldn't. You're probably doing it wrong. Make sure you're not creating tables everytime and create the table of vertices only once or, at least, not often (if you're using surface.DrawPoly, even though I don't see any other way to do it off the top of my head). Those two are real killers.
[QUOTE=danielga;37170119]They shouldn't. You're probably doing it wrong. Make sure you're not creating tables everytime and create the table of vertices only once or, at least, not often (if you're using surface.DrawPoly, even though I don't see any other way to do it off the top of my head). Those two are real killers.[/QUOTE] Sounds useful, gonna add additional tables for every element that will keep their last parameters.
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