• What Are You Working On? -- October 2012
    585 replies, posted
the latest tmysql from the svn works
as far as I can tell there's no linux version
oh right.. probably the only good thing about windows is that it usually gets seen to first
It was on blackawp's svn, thanks. That was surprisingly easy to get my gamemode working after 4 weeks of not touching it :)
reposting (again) [vid]https://dl.dropbox.com/u/60525588/skygas.webm[/vid] god rays made with lua it's using my aim direction instead of the sun direction and it's a bit exaggerated so it shows up better in the video
working on a "wrapper" called [b]dyndb[/b] which lets me use prepared statements and mysql stuff without making the code dependent on a specific mysql module (ie. I'm using tmysql and no one has made a linux compile yet)
[QUOTE=highvoltage;38154925]This is what I'm trying to make, for those that haven't played Unreal Tournament 2004 [vid]http://puu.sh/1i14N[/vid][/QUOTE] Part of the problem is that you’re not getting the white blowout at the center of the beams/explosions, which might be due to your using a fully saturated purple color (all red/blue, no green); if you tint your colors slightly towards white you’ll get a much better-looking additive effect (you are using $additive, right?). You also seem to be placing the explosion sprite at the exact hit location, which is making most of it clip into the ground; add a bit of the hit normal to that position and it’ll look better. From the look of it, a lot of the Unreal effect is made with concentric mesh spheres—a couple with a generic cloudy white-purple texture on them, a few with a ring around their middle (for the purple shockwave ring thing), and a few with a cloudy black texture (which you’ll have to use a translucent shader rather than an additive one for) for the expanding smoke at the end. Find a sphere model or use the mesh library to create one, render that a bunch of times with different materials in combination with your current effect, and you should be pretty close to the look of the original.
[t]http://puu.sh/1iFYZ[/t] also got emotional about tmysql3_boost so uh yeah works with tmysql3 and mysqloo, all depends on what dyndb.module is set to
[QUOTE=highvoltage;38154925]This is what I'm trying to make, for those that haven't played Unreal Tournament 2004 [vid]http://puu.sh/1i14N[/vid][/QUOTE] You should try using Particle effects.
[QUOTE=Banana Lord.;38182583][t]http://puu.sh/1iFYZ[/t] also got emotional about tmysql3_boost so uh yeah works with tmysql3 and mysqloo, all depends on what dyndb.module is set to[/QUOTE] No offense but what point is that, considering you should only be using one SQL module?
[QUOTE=highvoltage;38154925]This is what I'm trying to make, for those that haven't played Unreal Tournament 2004 [vid]http://puu.sh/1i14N[/vid][/QUOTE] Not to be too nit-picky but why is there recoil after the laser leaves the gun? You could say the shock wave does that, but why would it move the gun upwards like that, similar to recoil?
I can see it as useful for if modules break or if the server owner finds one faster or whatnot - generally front-end stuff.
[QUOTE=Map in a box;38184735]No offense but what point is that, considering you should only be using one SQL module?[/QUOTE] because you can use prepared statements and if one of the modules breaks (and never gets updated, such as tmysql which hasn't been updated since July for Linux) I can just change a single line and none of my code will break [editline]25th October 2012[/editline] [QUOTE=Disseminate;38185143]I can see it as useful for if modules break or if the server owner finds one faster or whatnot - generally front-end stuff.[/QUOTE] this and ~~ prepared statements ~~
Making a slapping weapon from the watch weapon I made for Elevator: Source, then this happened.. :v: [vid]http://img.samuelmaddock.com/gm_flatgrass%202012-10-25%2020-38-15.webm[/vid]
[QUOTE=Banana Lord.;38185195]because you can use prepared statements and if one of the modules breaks (and never gets updated, such as tmysql which hasn't been updated since July for Linux) I can just change a single line and none of my code will break [editline]25th October 2012[/editline] this and ~~ prepared statements ~~[/QUOTE] They aren't true prepared statements though
Seven Swords stuffs [video=youtube;cOS-aE1FZt4]http://www.youtube.com/watch?v=cOS-aE1FZt4[/video]
that is some fucking sexy stuff
[QUOTE=Drakehawke;38186030]They aren't true prepared statements though[/QUOTE] it serves its purpose though
Finally, a realistic kick that does not explode the enemy. :v:
[T]http://puu.sh/1iWqd[/T] GM13 MySQL TTT Pointshop with weapons and roles.
That looks fantastic. I assume you've made it easy for yourself to put it on either side of the screen? (My visual opinion is that it would look better on the left.)
Optimised the internals of the userdata system, FPS in a timedemo went from 127 to 140, which isn't that significant but the demo wasn't very heavy Lua-wise - so I'm guessing it will scale a lot. I moved the timer function to engine code. Nothing changed - still completely compatible. This should please everyone that was moaning about timers taking down their whole gamemode. They act like they did with pcall now - and get removed when they error (and when they error they tell you the timer name and where it was created/adjusted). Hook next - I expect to see a hefty performance boost from that.
[QUOTE=garry;38194512]Optimised the internals of the userdata system, FPS in a timedemo went from 127 to 140, which isn't that significant but the demo wasn't very heavy Lua-wise - so I'm guessing it will scale a lot. I moved the timer function to engine code. Nothing changed - still completely compatible. This should please everyone that was moaning about timers taking down their whole gamemode. They act like they did with pcall now - and get removed when they error (and when they error they tell you the timer name and where it was created/adjusted). Hook next - I expect to see a hefty performance boost from that.[/QUOTE] Haha, great job, thanks. I knew you'd fix it eventually! You're right, this seems to be the better option.
[QUOTE=Bletotum;38194468]That looks fantastic. I assume you've made it easy for yourself to put it on either side of the screen? (My visual opinion is that it would look better on the left.)[/QUOTE] Thanks. :) It was actually a lua job, i made it for Q4-Bi's TTT server. I just tried it on the right side of the screen and I think it fitted nicely.
[QUOTE=garry;38194512]Optimised the internals of the userdata system, FPS in a timedemo went from 127 to 140, which isn't that significant but the demo wasn't very heavy Lua-wise - so I'm guessing it will scale a lot. I moved the timer function to engine code. Nothing changed - still completely compatible. This should please everyone that was moaning about timers taking down their whole gamemode. They act like they did with pcall now - and get removed when they error (and when they error they tell you the timer name and where it was created/adjusted). Hook next - I expect to see a hefty performance boost from that.[/QUOTE] Might aswell introduce them in a OO way? Like, use the current system, add the oo system, and after a while, remove the old system. [editline]26th October 2012[/editline] Also nice to see that you pay attention to performance after all!
Oh dear If hook gets moved to C++ I'm gonna have to do something rediclously hacky, oh well [editline]26th October 2012[/editline] But yes, it should be a lot faster, so go for it
Because i'm such a motherfucking boss i went and remade the default flashlight in Lua. [t]http://i.imgur.com/gErGv.jpg[/t] [t]http://i.imgur.com/TOb0V.jpg[/t] [t]http://i.imgur.com/QDmSA.jpg[/t] Pros: - All done in Lua, using an env_projectedtexture. - Customizable color, length, radius, flashlight texture, shadow settings. Cons: - It's all fucking serverside because ents.Create doesn't exist on the client anymore. - IT'S ALL FUCKING SERVERSIDE. I dunno what the performance hit of 20 projected textures all being used at once would be but i'd hazard a guess that it will shit all over your FPS. If possible it would be nice to be able to create these on the client. Why did ents.Create get removed from clientside anyhow?
Was annoying me, so I added the ability to force texture filtering. I enabled it by default between 3d2d camera calls, but will add a binding so it can be done at will (including when rendering html). [img]http://puu.sh/1iZnd[/img] [img]http://puu.sh/1iZny[/img] [img]http://puu.sh/1iZnX[/img] [img]http://puu.sh/1iZoG[/img] [img]http://puu.sh/1iZp8[/img]
If you set the owner of the projected texture to the player it will use cheap shadows unless LocalPlayer() == owner (cheap shadows means no shadows).
[QUOTE=Gran PC;38195450]If you set the owner of the projected texture to the player it will use cheap shadows unless LocalPlayer() == owner (cheap shadows means no shadows).[/QUOTE] I've disabled dynamic shadows on this flashlight using keyvalues because they make my gamemode unfair. Dynamic shadows are the reason i've had to go and replace the default flashlight altogether. I made a request thread for a function that lets us disable these shadows on a per-entity basis but no dice. [t]http://i.imgur.com/CwpSh.jpg[/t] You can see here that it's really easy to spot something invisible that casts shadows if you use the default flashlight. So far this custom flashlight is the only way i've managed to make those shadows disappear.
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