• What Are You Working On? -- October 2012
    585 replies, posted
Maybe Garry fixing the particles and scale for the swep construction kit would help alot for coding. :'(
[QUOTE=Halokiller38;38208589]Maybe Garry fixing the particles and scale for the swep construction kit would help alot for coding. :'([/QUOTE] But Garry didn't make that addon.
[QUOTE=garry;38207352]Here's the functions for the texture filtering. [url]http://garry.tv/post/34414478795/texture-filtering[/url][/QUOTE] I prefer the enum style, would you just make it TEXFILTER_NAME instead of TEXFILTER.NAME? It messes with consistency of the code. Talking about enums btw., there are a few that need adjustment in order to be sorted properly. That would be the usetype enums which have no consistent prefix which is confusing + annoying. CONTINUOUS_USE => USETYPE_CONTINUOUS ONOFF_USE => USETYPE_ONOFF DIRECTIONAL_USE => USETYPE_DIRECTIONAL SIMPLE_USE => USETYPE_SIMPLE Also please rename the DOCK enums too: NODOCK => DOCK_NONE FILL => DOCK_FILL LEFT => DOCK_LEFT RIGHT => DOCK_RIGHT TOP => DOCK_TOP BOTTOM => DOCK_BOTTOM Not hard to change and not hard to fix either.
Currently just started a new gamemode called BankRaid, will hopefully have some info to give on the gamemode as i progress. ------Edit/response This is dumb why?.... this is about what people are working on, i am working on a gamemode.....
[QUOTE=gemmono2;38208821]Currently just started a new gamemode called BankRaid, will hopefully have some info to give on the gamemode as i progress. ------Edit/response This is dumb why?.... this is about what people are working on, i am working on a gamemode.....[/QUOTE] No media, no good ratings.
[vid]http://puu.sh/1jkPK[/vid] Went back to coding Onslaught for awhile and finished the propspawner.
[QUOTE=Wizard of Ass;38208761]I prefer the enum style, would you just make it TEXFILTER_NAME instead of TEXFILTER.NAME? It messes with consistency of the code. Talking about enums btw., there are a few that need adjustment in order to be sorted properly. That would be the usetype enums which have no consistent prefix which is confusing + annoying. CONTINUOUS_USE => USETYPE_CONTINUOUS ONOFF_USE => USETYPE_ONOFF DIRECTIONAL_USE => USETYPE_DIRECTIONAL SIMPLE_USE => USETYPE_SIMPLE Also please rename the DOCK enums too: NODOCK => DOCK_NONE FILL => DOCK_FILL LEFT => DOCK_LEFT RIGHT => DOCK_RIGHT TOP => DOCK_TOP BOTTOM => DOCK_BOTTOM Not hard to change and not hard to fix either.[/QUOTE] No I won't
[QUOTE=garry;38209060]No I won't[/QUOTE] So with gm13 you brought more consistency just to add more inconsistent stuff after? :v: Just please use the old enum style for TEXTFILTER, so it does not become even messier.
[QUOTE=CapsAdmin;38207249]That's true. I'm talking more about data that doesn't leave glua. BUt when you do want it to leave lua it's dead easy to do (tojson(loadstring(data)())) I'd rather use "lson" or json rather than keyvalues or anything else though.[/QUOTE] So are you saying that you want a table, say, [lua]local test = { rawr = "blah\b"; test = [=[a\bsd\afsdf()\ntest()]==]]]] test ""'']=]; zombie = { test = "hi"; hello = "brah"; bloo = {}; ack = 'aaasdasd' }; [1] = "test"; ["hello there!"] = "zz"; }[/lua] to be serialized into this? [lua]{ [1] = "test", ["hello there!"] = "zz", test = [=[a\bsd\afsdf()\ntest()]==]]]] test ""'']=], rawr = "blah\b", zombie = { test = "hi", hello = "brah", ack = "aaasdasd", bloo = { } } }[/lua]
[QUOTE=Wizard of Ass;38209257]So with gm13 you brought more consistency just to add more inconsistent stuff after? :v: Just please use the old enum style for TEXTFILTER, so it does not become even messier.[/QUOTE] Instead of enums he does it like this, because he's trying to clean _G I think.
but it's inconsistant, does this mean for GMod 14 we will go through the "make stuff consistant" phase GMod 13 did?
[QUOTE=Leystryku;38209479]Instead of enums he does it like this, because he's trying to clean _G I think.[/QUOTE] Then he should change ALL enums, not add inconsistency. I also doubt he's gonna do that because the main breakage just happed and changing the enum style would break even more. Also, if he truely wanted to clean it, he'd move all enums into 1 table and then make subtables. So like Enums.DMG.SHOCK
Does anyone have any idea how to disable depth test but not depth write? I made this thing but this is giving me issues [img]http://dl.dropbox.com/u/4838268/ZScreen/2012-10/Screenshot-2012-10-27_20.40.02.png[/img] [editline]27th October 2012[/editline] render.OverrideDepthEnable only appears to be able to disable depth writes cam.IgnoreZ disables both depth test and write but IgnoreZ + OverrideDepthEnable doesnt seem to enable depth writes and disable depth tests
[QUOTE=Hentie;38209275]So are you saying that you want a table, say, [lua]local test = { rawr = "blah\b"; test = [=[a\bsd\afsdf()\ntest()]==]]]] test ""'']=]; zombie = { test = "hi"; hello = "brah"; bloo = {}; ack = 'aaasdasd' }; [1] = "test"; ["hello there!"] = "zz"; }[/lua] to be serialized into this? [lua]{ [1] = "test", ["hello there!"] = "zz", test = [=[a\bsd\afsdf()\ntest()]==]]]] test ""'']=], rawr = "blah\b", zombie = { test = "hi", hello = "brah", ack = "aaasdasd", bloo = { } } }[/lua][/QUOTE] Yeah pretty much. I made something myself to do it already though and it kinda isn't any harder than a PrintTable function what's with the ; instead of , ? was this in 5.1 too?
[QUOTE=CapsAdmin;38210510]Yeah pretty much. I made something myself to do it already though and it kinda isn't any harder than a PrintTable function what's with the ; instead of , ? was this in 5.1 too?[/QUOTE] ; has always been able to be used to seperate values in a table
This is fucking stupid If you do render.SetBlend(0) it also disables all depth writes [editline]27th October 2012[/editline] Additionally IgnoreZ seems to force some weird value onto the depth buffer that forces it above anything else
More screens of my gamemode i'm working on: [IMG]http://cloud-2.steampowered.com/ugc/921244189780870956/D886C768187F33672EBBA076C7AC455065314558/[/IMG] [B]Php Control Panel for the gamemode[/B] [IMG]http://i45.tinypic.com/15661hz.jpg[/IMG]
[QUOTE=CapsAdmin;38210510]Yeah pretty much. I made something myself to do it already though and it kinda isn't any harder than a PrintTable function what's with the ; instead of , ? was this in 5.1 too?[/QUOTE] [url=http://facepunch.com/showthread.php?t=1202487]I made one too.[/url]
Heres An Old Screenshot Of Hera I Just Want To Notify My Many Customers Here At FacePunch That A New Version Of Hera Will Be Released Very Soon And I Will Be Making The Old Version Public But Under A Very Strict License To Prevent Skidding [img]http://cloud-2.steampowered.com/ugc/577834936883446418/87C6DBF10A071113DD65B5C3424CD49BD125E2F4/[/img]
Isnt Hera poly's hack? (Well its obvious the above guy didnt make it, I cant remember who actually made Hera though)
Re-wrote the way the entity objects/tables are handled in the engine. Gained 5fps on my timedemo! It's now up to 146fps, from 126fps last patch :) I was wondering if some server owners could use the SVN version and tell me if they see any problems? [url]http://svn.facepunchstudios.com/svn/gm/[/url] It should all be compatible at the moment
Holy shit Garry, when ever you make Gmod faster i think it cant get any better. And then it does, you rock. Don't ever stop making my fps go up! :v:
A very tiny object system for Lua, I've been working on this lately maybe you guys will find it interesting: [lua] Object={}Object.__index=Object setmetatable(Object,Object)function Object:__call(...)return self:new(...)end function Object:init()end function Object:parent()return getmetatable(self)end function Object:new(...)local e={}setmetatable(e,self)self.__index=self self.__call=Object.__call e:init(...)return e end [/lua] Examples + unminified source code here + a version with metatable inheritence and nice syntax sugar (only .7kb larger!) here: [url]https://github.com/MatthewBlanchard/Object[/url]
I think this is the best acting i'm going to find without needing a recording studio. [video=youtube;aB2a0CP-vsk]http://www.youtube.com/watch?v=aB2a0CP-vsk[/video]
[QUOTE=Magenta;38213405]I think this is the best acting i'm going to find without needing a recording studio. [video=youtube;aB2a0CP-vsk]http://www.youtube.com/watch?v=aB2a0CP-vsk[/video][/QUOTE] Just get some thick carpet, a decent mic, and a closet. You can get some really good sound from that.
[QUOTE=Magenta;38213405]I think this is the best acting i'm going to find without needing a recording studio. [video=youtube;aB2a0CP-vsk]http://www.youtube.com/watch?v=aB2a0CP-vsk[/video][/QUOTE] The emotions remind me of Fallout, very nice.
Working on updating Luabin
[QUOTE=Magenta;38213405]I think this is the best acting i'm going to find without needing a recording studio. [video=youtube;aB2a0CP-vsk]http://www.youtube.com/watch?v=aB2a0CP-vsk[/video][/QUOTE] That accent.
[media]http://www.youtube.com/watch?v=PA0pNSrO3mk&hd=1[/media] Day/night using garry's skypaint entity.
To get env_skypaint to work, you need to set sv_skyname to painted I believe. As for the white brush thing, I just removed those.
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