Also it'd be cool if you could use your mouse to move the melon across the track too.
[QUOTE=Spencer Sharkey;37550473]Also it'd be cool if you could use your mouse to move the melon across the track too.[/QUOTE]
Yeah I will, that's how I usually play Audiosurf, my mouse is broke though hence I missed loads on that video
[QUOTE=my_hat_stinks;37547790]I tried that, but without working ENT:Touch and StartTouch hooks, it's not possible
The current system involves the notes and missiles constantly checking their surroundings to see if there's anything they should collide with, if they're moving too fast the missiles seem to pass through notes and power-ups
Basically, until [url="http://www.facepunch.com/showthread.php?t=1209654"]This[/url] is fixed, it can't go faster
Once I've got the lua midi reader done, it should be completely dynamic ;)
Still struggling with timings, though, and it seems to be skipping a lot of notes from my doom midis :P[/QUOTE]
If you want, a useful project for myself and maybe you, I could export a soundfonts instruments from 0-127 at a base pitch
[QUOTE=Drakehawke;37544889]Oh and sorry for using the same song, I'll use a different one next time.[/QUOTE]
What's the name of that song? I actually like it :v:
[QUOTE=DrogenViech;37555279]What's the name of that song? I actually like it :v:[/QUOTE]
[url]http://soundcloud.com/dubstep/body-pump-by-document-one[/url]
[IMG]http://puu.sh/12sfl.png[/IMG]
[editline]5th September 2012[/editline]
*snip*
Nothing ? :zoid:
edit: here is nothing dumb niggas
[highlight](User was banned for this post ("Being a dumb idiot" - Autumn))[/highlight]
[QUOTE=DonLukas;37576868]Nothing ? :zoid:
edit: here is nothing dumb niggas[/QUOTE]
what if you stop being a dumb idiot and next time think what you write
Just made a little modification to the spawnmenu. I separeted the NPCs, Weapons, Entities etc.. categories in tabs, like the old spawnmenu.
( I got enought of the drama what was made in the "The UI is horrible" thread. )
I had to do some nasty stuff on the way tough:
[lua]
local cTree = g_SpawnMenu.CreateMenu.Items[1].Panel.ContentNavBar.Tree
local subNodes = cTree.RootNode.ChildNodes:GetChildren()
[/lua]
[sp]Totally going to broke in every update I think[/sp] :v:
If someone is interested, there is the workshop file: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=94580872"]http://steamcommunity.com/sharedfile...s/?id=94580872[/URL]
That probably won't break, atleast for awhile.
It will break as all addons do but I do not think it will every update, But hey, What do I know?
Why are you all so superior.
Working on a gamemode called AirWar, A kind of base-attack dogfighting gamemode with bits and peices of PVE (Turrets on enemy base firing at you)
Had a nostalgic moment when playing ratchet and clank: UYA and thought that the seige mode would do good to fit in my currently meaningless gamemode.
-updated videos to use youtube. Still no sound.
This is one of the turret models in the gamemode. i'm working on missile launcher variants, as well as flak cannon variants and laser/egon variants. I may include the ability for players to upgrade/repair their bases turrets for better protection.
[video=youtube;cxWkBRE0SDU]http://www.youtube.com/watch?v=cxWkBRE0SDU&feature=youtu.be[/video]
As you can see in the video, the turret is coded to follow closely behind players when shooting, and take them down if they go too slow. It's a good defense, but flawed enough so that it doesn't mince players to pieces.
Another twist is that it aims for the closest object, and can not be harmed unless it's currently locked onto a target. This makes tactics to take it down either a hit and run strategy, or a distraction strategy. I think it will make for some interesting gameplay.
Below is the video of the PropellerEngine. I added a thirdperson mode (Q to switch shoulders) that you can edit to suit your style of gameplay. you can edit distance from player, the directional offset, and it's current on/off status. I wanted to do this because people playing in FPS may find it hard to control and cloistered. (good move? Yes no?)
only problem with thirdperson atm is that it's direction is decided by the eyepos of the player, so you get some strange jerking when you look at different placed faces on walls. I havent fixed this yet, but plan to.
(Thanks to capsadmin for showing me the fix for the strange pelvis positioning)
[video=youtube;ZkSvN1Hm_m8]http://www.youtube.com/watch?v=ZkSvN1Hm_m8&feature=plcp[/video]
Please let me know what you think about my ideas!
You should disable IK on players using it because I made it in gmod 12 assuming IK was off. That's why the pelvis bends weirdly. It's supposed to move the lower legs as well.
ply:SetIK(false)
*snip*
understood what you said.. although, that call doesn't do anything but give me an error.
EDIT: (that func was clientside, of course. Hurr on me)
Yeah, That fixed the weird pelvis issue.
Jeez, the new airborne animations are great.
[QUOTE=Drakehawke;37544889][video=youtube;exycoYcq3kM]http://www.youtube.com/watch?v=exycoYcq3kM[/video]
I fixed the view being dodgy, it's now at the correct angle/position to the track & melon regardless of whether it's on a sharp slope or not. I also made the melon spin slower/faster depending on how `fast` the songs going at that point.
I also ditched Audiosurfs complicated scoring system and just went for a simple score/multiplier for each correct hit, every time you hit a grey your score is halved and multiplier reset, should make multiplayer interesting.
In terms of where I'd like to go with this, I want to get colours sorted out, (the overall colour of the track/non-grey blocks should change with the music - warm colours for fast bits and cold colours for slow bits), and then I'd like to do some sort of powerup system to make it a bit more interesting. I also need to put some proper structure into it, currently it's all just one clientside file and incredibly messy, and I need to sort out a multiplayer aspect.
That can all wait for now though, I can't work properly when I'm not under pressure so I'll leave it alone until a few days before the deadline.
Oh and sorry for using the same song, I'll use a different one next time.[/QUOTE]
May i ask how are you actually drawing the surf track and the notes in the world?
Some sort of umm.. meshes?
Semi Lua related:
Made it possible in my dumper to download dumps with [URL="http://dumps.metastruct.uk.to/dumper.py?dump=crash_hl2.exe_20120902102507_2.dmp&key=cD8kVbRVPTRlEJNwra_JxeVLIUKMXU1CJL_-MRbWvoIVyq4kT9iq0a2W96xggXIRtebXStNLZi9NvvXfwTXcIko7Ir4bI1Gtba7klJp8digKResbMp3xetZvG_Bz2KwxYzElSUi5xYc5b3byAQUOE5rTa6T4sym-nln59yEj5Sw="]private key when uploading the file[/URL].
[QUOTE=ollie;37586673]May i ask how are you actually drawing the surf track and the notes in the world?
Some sort of umm.. meshes?[/QUOTE]
Track is an IMesh, the notes are CSEnts.
[editline]8th September 2012[/editline]
The lines along the side and in the lane markers are done with render.DrawBeam
[QUOTE=Drakehawke;37588350]Track is an IMesh, the notes are CSEnts.
[editline]8th September 2012[/editline]
The lines along the side and in the lane markers are done with render.DrawBeam[/QUOTE]
Any simple examples how to use IMeshes?
[QUOTE=ollie;37589261]Any simple examples how to use IMeshes?[/QUOTE]
[lua]
function TestMesh()
local mesh = Mesh()
local vertexes = {}
vertexes[ 1 ] = { pos = Vector( 0, 0, 0 ), normal = Vector( 0, 0, 1 ), u = 0, v = 0, color = color_white }
vertexes[ 2 ] = { pos = Vector( 0, 50, 0 ), normal = Vector( 0, 0, 1 ), u = 0, v = 0, color = color_white }
vertexes[ 3 ] = { pos = Vector( 50, 0, 0 ), normal = Vector( 0, 0, 1 ), u = 0, v = 0, color = color_white }
mesh:BuildFromTriangles( vertexes )
local matrix = Matrix()
matrix:SetTranslation(LocalPlayer():GetPos())
matrix:SetAngles(LocalPlayer():GetAngles())
hook.Add( "PostDrawTranslucentRenderables", "DrawTestMesh", function()
cam.PushModelMatrix( matrix )
render.SetMaterial( some_material )
mesh:Draw()
cam.PopModelMatrix()
end )
end[/lua]
Draws a simple triangle at your feet. You don't have to use a model matrix but it makes it dead easy to position/rotate the mesh.
Unlike the mesh library, you can only use triangles with an IMesh, the table you pass to BuildFromTriangles isn't how you'd guess it is, when the mesh is built it loops through that table, every 3 points it joins up to form a triangle.
So for example, to draw two triangles it'd be structured like this:
[lua]
vertexes = {}
vertexes[1] = --triangle 1 point 1
vertexes[2] = --triangle 1 point 2
vertexes[3] = --triangle 1 point 3
vertexes[4] = --triangle 2 point 1
vertexes[5] = --triangle 2 point 2
vertexes[6] = --triangle 2 point 3
[/lua]
I think I'll document this properly on the wiki later, I had to find most of this out by just guessing.
[editline]8th September 2012[/editline]
Oh and you have to do the points in clockwise order.
[QUOTE=Drakehawke;37549073]Use gm_video if you just want a quick recording, if you want a proper video use gm_demo and then render it as a video, takes ages though.[/QUOTE]
When i use gm_video, all i get is an annoying effect over my screen. Is it supposed to record?
[QUOTE=Archemyde;37591997]When i use gm_video, all i get is an annoying effect over my screen. Is it supposed to record?[/QUOTE]
Yes.
Also, please upload the video on YouTube.
Don't embed it directly.
Alright, Figured out how to use it. I'll update with vids in a minute.
--post edited--
I'd be ok with embedding directly if it didn't autoplay and suck all the bandwidth from the hoster.
[QUOTE=Map in a box;37593507]hoster.[/QUOTE]
for some reason i thought you said toaster
i re-read it 5 times before i read it as hoster
whats wrong with me
i host all those WebM files on my own website.
someone should go through all of the changes in GLua (for GM13) and make a converter that you can input a script into and then takes all old deprecated functions and replaces them with the new ones, or tells you what you need to change to make it work again
this way i can be lazy yet again
[QUOTE=skar;37594634]someone should go through all of the changes in GLua (for GM13) and make a converter that you can input a script into and then takes all old deprecated functions and replaces them with the new ones, or tells you what you need to change to make it work again
this way i can be lazy yet again[/QUOTE]
It's super easy to edit things for gmod 13. Really.
[QUOTE=Archemyde;37595413]It's super easy to edit things for gmod 13. Really.[/QUOTE]
i've got like 3k lines of code and it seems like every 10 lines there's something that needs fixing
[QUOTE=skar;37595464]i've got like 3k lines of code and it seems like every 10 lines there's something that needs fixing[/QUOTE]
Use notepad++, Ctrl + f, find all, replace all.
Find In Files / Find All (and replace!) is really useful, but there are still things that require some manual fixing
That being said, a converter would be more work than it's worth.
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