[QUOTE=Drakehawke;38074719]I think quite the opposite, most current admin mods seem way overcomplicated to me.[/QUOTE]
By "complicated to understand", I meant complicated to understand for the users.
Well, I'll see what comes out of mine.
[QUOTE=JustSoFaded;38074692]What's all this talk about 'cores'? It sounds more like you just made your little Moonscript [s]parser[/s] lexer have 4 main processing functions to handle the moonscript code itself, which I wouldn't exactly call a 'core' in this case.[/QUOTE]
CPU cores.
Parallel programming.
I get e-mails about Parallel every day from Sourceforge... Don't you?
[editline]asd[/editline]
Well, there's a simple Regex run over the Moonscript code.
What I'm tokenizing is the output Lua code.
[QUOTE=Drakehawke;38074719]I think quite the opposite, most current admin mods seem way overcomplicated to me.[/QUOTE]
I don't know, some (Exsto) seem way too overcomplicated, but others such as Evolve seem lightweight and simple.
[editline]17th October 2012[/editline]
[QUOTE=vercas;38074753]
CPU cores.
Parallel programming.
I get e-mails about Parallel every day from Sourceforge... Don't you?
[editline]asd[/editline]
Well, there's a simple Regex run over the Moonscript code.
What I'm tokenizing is the output Lua code.[/QUOTE]
Ah, right. Also, what the fuck could you be writing in moonscript that is 100kb of code?
[QUOTE=JustSoFaded;38074769]I don't know, some (Exsto) seem way too overcomplicated, but others such as Evolve seem lightweight and simple.
[editline]17th October 2012[/editline]
Ah, right. Also, what the fuck could you be writing in moonscript that is 100kb of code?[/QUOTE]
Not in Moonscript...
Moonscript's purpose is to write the same stuff in less code.
So a typical Moonscript file (as in using most features) will have it's output (Lua) 3 to 4 times as large.
The main thing that admin mods lack, it a proper complex usergroup support. They always implement inheritance, but not immunity.
More progress on the model icons:
[img_thumb]https://dl.dropbox.com/u/7659139/Facepunch/gunz.png[/img_thumb]
Heavy WIP, at least the code part, they are rendered in realtime for now. I plan to make them render to PNGs, with special transparent areas, so I could change the color of the model outline, and the sripes
by just placing a differently colored quad behind them.
I know the stripe texture is streched, I will need to find a properly tileable one.
Also tought about making a new spawnmenu model browser, or at least a reskin of the current one with these icons, but I am not sure if I am the only person who like stripes so mutch.
Would you use a dark themed spawmmenu, with these kind of icons?
[QUOTE=MDave;38075213]The main thing that admin mods lack, it a proper complex usergroup support. They always implement inheritance, but not immunity.[/QUOTE]
Immunity as in protecting the members from being targeted by certain commands/functions?
[QUOTE=vercas;38075577]Immunity as in protecting the members from being targeted by certain commands/functions?[/QUOTE]
Yes. The owner, and all admins, or moderators have access to the kick command, yet they can kick each other, or someone in a "higher" group. ( A mod could kick the owner, or admins )
Evolve had something like this implemented, but it was added after the group system was done, and it was only an "immunity/priority" number. Admin mods need a more intuitive way to do this.
[QUOTE=MDave;38075637]Yes. The owner, and all admins, or moderators have access to the kick command, yet they can kick each other, or someone in a "higher" group. ( A mod could kick the owner, or admins )
Evolve had something like this implemented, but it was added after the group system was done, and it was only an "immunity/priority" number. Admin mods need a more intuitive way to do this.[/QUOTE]
I'll implement this in the permission system, not the group system.
I'm making a group creating/editing interface for now...
I'll move to permissions after that.
You should make a thread for your admin mod. Looks fcking epic.
[QUOTE=Knoxed;38076510]You should make a thread for your admin mod. Looks fcking epic.[/QUOTE]
It's nothing worth making a thread for yet.
It's still on it's baby steps.
I need to get the skeleton going - users, groups and permissions
[QUOTE=JustSoFaded;38074692]What's all this talk about 'cores'? It sounds more like you just made your little Moonscript [s]parser[/s] lexer have 4 main processing functions to handle the moonscript code itself, which I wouldn't exactly call a 'core' in this case.[/QUOTE]
I don't think he's talking about CPU cores but the major functions in his own modifications to moonscript.
IMO his modifications are pretty unnecessary because they're all built in anyways and he basically just bloated moonscript with the same things it already has.
"moonc -w {files}" will watch the directories the files are in and compiles them when it detects a change.
[QUOTE=Hentie;38078099]I don't think he's talking about CPU cores but the major functions in his own modifications to moonscript.
IMO his modifications are pretty unnecessary because they're all built in anyways and he basically just bloated moonscript with the same things it already has.
"moonc -w {files}" will watch the directories the files are in and compiles them when it detects a change.[/QUOTE]
My build script has macros and it minifies the output Lua...
And I answered him, cores are damn CPU cores.
My watcher not only compiles code, but it renames/deletes Lua/Moonscript files when their respective Moonscript/Lua file is renamed/deleted.
[editline]asd[/editline]
You guys are displaying either a hate for Moonscript or unwillingness to read.
A developer oriented admin mod would be aowl(on the metastruct server)
I don't think a developer oriented admin mod should focus on the GUI.
[editline]17th October 2012[/editline]
Also just because some people don't like moonscript and you do doesn't mean you're right. [b]opinions[/b]
[QUOTE=vercas;38074489]Yes, I'm making a new admin mod.
I find the current admin mods flawed because [B]they are too simple.[/B]
They leave out useful features because they are either complicated to implement or complicated to understand.
I'm making an admin mod for the more technical administrators (like Lua programmers).
There's just so much to do... So much to take care of...[/QUOTE]
what....
Have you looked at ULX's code?
Ulx is pretty powerful on the developer side 'specially with ulib.
[QUOTE=Map in a box;38080209]Ulx is pretty powerful on the developer side 'specially with ulib.[/QUOTE]
It also makes me want to chop off my dick whenever i try to do something with it, it's over complicated.
Isn't this what are you working on, not what are you talking about?
[highlight](User was banned for this post ("Why reply? Do you see nothing ironic in complaining about nobody posting what they’re working on and then not posting anything yourself" - mahalis))[/highlight]
Mahalis, you silent mod you.
[vid]http://puu.sh/1fHLH[/vid]
Managed to predict the bullet on the client. It's hard to tell in the video, but I draw two lines of blue/yellow for each state and they practically overlap each other.
Been working on this foliage placement script for caves.
There's a ray caster bouncing on surfaces and storing info in realtime (it gets cached) and then I draw models based on hit angles.
In these screenshots it's drawing on empty displacement.
[img]http://cloud.steampowered.com/ugc/1135164915844146355/A681CEE21FA2761A78D733238994585271E4F5F5/[/img]
[img]http://cloud.steampowered.com/ugc/1135164915844147772/D1618B4F774DD002890952B5F604C583C5E63CB8/[/img]
(the fairies are unrelated)
[img]http://cloud-2.steampowered.com/ugc/1135164915844384752/7E1470995636AF2E23980D811E1DB3A097735607/[/img]
The grass is also moving slightly (should probably record later).
It's kinda slow but I've been optimizing it as much as I can. I get roughly 30 fps while I usually get above 100. I'll probably make it so you can turn it on and off with some tweak settings on our server.
[QUOTE=CapsAdmin;38083936]Been working on this foliage placement script for caves.
There's a ray caster bouncing on surfaces and storing info in realtime (it gets cached) and then I draw models based on hit angles.
In these screenshots it's drawing on empty displacement.
[img]http://cloud.steampowered.com/ugc/1135164915844146355/A681CEE21FA2761A78D733238994585271E4F5F5/[/img]
[img]http://cloud.steampowered.com/ugc/1135164915844147772/D1618B4F774DD002890952B5F604C583C5E63CB8/[/img]
(the fairies are unrelated)
[img]http://cloud-2.steampowered.com/ugc/1135164915844384752/7E1470995636AF2E23980D811E1DB3A097735607/[/img]
The grass is also moving slightly (should probably record later).
It's kinda slow but I've been optimizing it as much as I can. I get roughly 30 fps while I usually get above 100. I'll probably make it so you can turn it on and off with some tweak settings on our server.[/QUOTE]
What A Bunch Of Skiddie Noob Shit
Im Sorry That Was Uncalled For You Know Your Shit At Coding And I Dont Need To State Obvious Facts
Even CapsAdmins ass could write better code than you could, wearing11 :>
[highlight](User was banned for this post ("Feeding the troll" - mahalis))[/highlight]
[QUOTE=Persious;38084242]Even CapsAdmins ass could write better code than you could, wearing11 :>[/QUOTE]
HaHa Thats Funny I Could Code A Replacement For CapsAdmin That Would Still Be A Better Coder Than He Is
Oh and a before and after shot:
[img]https://dl.dropbox.com/u/244444/ShareX/2012-10/2012-10-18_06-01-49.jpg[/img]
[img]https://dl.dropbox.com/u/244444/ShareX/2012-10/2012-10-18_06-01-53.jpg[/img]
[QUOTE=CapsAdmin;38084285]Oh and a before and after shot:
[img]https://dl.dropbox.com/u/244444/ShareX/2012-10/2012-10-18_06-01-49.jpg[/img]
[img]https://dl.dropbox.com/u/244444/ShareX/2012-10/2012-10-18_06-01-53.jpg[/img][/QUOTE]
Holy fuck.
[QUOTE=wearing11;38084265]HaHa Thats Funny I Could Code A Replacement For CapsAdmin That Would Still Be A Better Coder Than He Is[/QUOTE]
If you are going to troll for the love of God Don't Type Like This.
[highlight](User was banned for this post ("Feeding the troll" - mahalis))[/highlight]
[QUOTE=Persious;38084242]Even CapsAdmins ass could write better code than you could, wearing11 :>[/QUOTE]
CapsAdmin's right nut being slapped against the keyboard would produce more quality lua then anything Tyler Wearing could write.
[img]https://dl.dropbox.com/u/7659139/Facepunch/kewl_icons.png[/img]
Today I learnt how to use stencils. [sp]properly[/sp]
Are you moving the object closer to the camera to get the different outlines? It looks really cool.
Nope. I tried to find a reliable way to find the center of the object, so I could scale it accordingly. I failed every time.
Unfortunately, my technique is not really usable in realtime rendering. I am sort of "bruteforcing" the outline, by moving the object in circles, and rendering it multiple times.
The idea is not mine, someone said this about a year ago here, but I dont remember who was it.
[QUOTE=MDave;38089483]Nope. I tried to find a reliable way to find the center of the object, so I could scale it accordingly. I failed every time.
Unfortunately, my technique is not really usable in realtime rendering. I am sort of "bruteforcing" the outline, by moving the object in circles, and rendering it multiple times.
The idea is not mine, someone said this about a year ago here, but I dont remember who was it.[/QUOTE]
I believe it was Hentie with his halo replacement for gmod 13.
Aha. Scaling from the center will only work for convex models anyways:wink:
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