• What Are You Working On? -- October 2012
    585 replies, posted
[QUOTE=Banana Lord.;38213730]Working on updating Luabin[/QUOTE] A little update on this... I'm adding more files to the "view in browser" function, as well as a "download file" function for those files! That functionality isn't there yet but once I finish the import script I will add them! (the import script is actually proving to be very annoying but I'm not quitting!)
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-10/Screenshot-2012-10-28_03.47.52.png[/img] Fuck yeah After a bit of googling, I found some old Jinto stencil post that made me realize what ClearBuffersObeyStencil did
[url]http://glua.me/bin/[/url] woohoo, got directory listing working, now I've just got to figure out why it cries when you go into a directory [editline]27th October 2012[/editline] haha, success, she works!
VCD's are a wonderful thing. [video=youtube;fHUSl363G3Y]http://www.youtube.com/watch?v=fHUSl363G3Y[/video]
His motions look extremely stiff for some reason
[QUOTE=Magenta;38215828]VCD's are a wonderful thing. [video=youtube;fHUSl363G3Y]http://www.youtube.com/watch?v=fHUSl363G3Y[/video][/QUOTE] looks good, but you should also include a text "translation" for people without sound
[QUOTE=Tobba;38215373][img]http://dl.dropbox.com/u/4838268/ZScreen/2012-10/Screenshot-2012-10-28_03.47.52.png[/img] Fuck yeah After a bit of googling, I found some old Jinto stencil post that made me realize what ClearBuffersObeyStencil did[/QUOTE] if that's what I think it is, please have my babies
[QUOTE=Tobba;38216037]His motions look extremely stiff for some reason[/QUOTE] Yeah, looks like the mouth movement isn't interpolated or something.
[QUOTE=Tobba;38216037]His motions look extremely stiff for some reason[/QUOTE] Half life 2 2006 citizen gestures, Yaaaaaaaay
[QUOTE=Magenta;38215828]VCD's are a wonderful thing. [video=youtube;fHUSl363G3Y]http://www.youtube.com/watch?v=fHUSl363G3Y[/video][/QUOTE] The diction of the voice actor is really sloppy and I can't really understand a lot of the words in each sentence.
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-10/Screenshot-2012-10-28_06.28.34.png[/img] I'm on a roll today
The new shotgun animation kind of looks like hot garbage in my opinion so I did some shit to make a new one. [vid]https://dl.dropbox.com/u/33514264/gm_construct%202012-10-27%2021-25-54.webm[/vid]
[QUOTE=Tobba;38216890]black magic[/img] I'm on a roll today[/QUOTE] Can you walk into it or is it just for display?
[QUOTE=Chessnut;38216923]Can you walk into it or is it just for display?[/QUOTE] Display for now, I'm still ironing out some issues with rotating the portals You'll be able to walk into it eventually though
[QUOTE=revan740;38216720]The dictation of the voice actor is really sloppy and I can't really understand a lot of the words in each sentence.[/QUOTE] I'm not going for an A++ performance, I'm going with what i have on hand. [QUOTE=Reason134;38216895]The new shotgun animation kind of looks like hot garbage in my opinion so I did some shit to make a new one. [vid]https://dl.dropbox.com/u/33514264/gm_construct%202012-10-27%2021-25-54.webm[/vid][/QUOTE] Darksoulseliteknightarmorshrug.gesture
[QUOTE=Tobba;38216966]Display for now, I'm still ironing out some issues with rotating the portals You'll be able to walk into it eventually though[/QUOTE] Soon you'll see the issue that garry has yet to fix that stopped all portal makers
[QUOTE=Map in a box;38217487]Soon you'll see the issue that garry has yet to fix that stopped all portal makers[/QUOTE] What is that? The only things I've heard about is A. Black sky, and B. Portal collisions. Is there any other limitation?
[QUOTE=Map in a box;38217487]Soon you'll see the issue that garry has yet to fix that stopped all portal makers[/QUOTE] to be fair, the Gravity Hull addon is effectively a portal its full of bugs, but it looks nice and functions well enough [editline]28th October 2012[/editline] also you're being really vague
When can I expect this update to be out? I'm having weird timer issues and I can't figure out how to debug it: [URL]http://www.facepunch.com/showthread.php?t=1221514[/URL] [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]
[QUOTE=garry;38212421]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[/QUOTE] Can't even launch srcds on linux since all the stuff has changed. I renamed server.so to server_srv.so and got this far: [code]> ./srcds_linux -game garrysmod +map gm_flatgrass -nobreakpad Console initialized. ConVarRef mat_dxlevel doesn't point to an existing ConVar Game_srv.so loaded for "&#9618;&#9618;&#9618;&#9618;`&#9618;)&#9618;<l#&#9618;" Setting breakpad minidump AppID = 4000 Segmentation fault [/code]
[QUOTE=kp3;38217601]What is that? The only things I've heard about is A. Black sky, and B. Portal collisions. Is there any other limitation?[/QUOTE] Black sky doesnt actually happen to me, but for some reason the clip plane is applied flipped to the 3D skybox [editline]28th October 2012[/editline] [vid]https://dl.dropbox.com/u/4838268/gm_construct%202012-10-28%2014-16-30.webm[/vid] With my method, you can also have any amount of portals, but you cant easily recurse portals Also I do actually have the black sky issue, its because the camera ends up having a position inside the void which causes the sky to not render, I'm not exactly sure how to fix that
While playing around with the env_skypaint entity, the weather was -literally- <3-ly. [img]http://cloud-2.steampowered.com/ugc/559830844508843996/9D79A062CE4A9739FD313A0AF30735E9C925B30D/[/img]
I am rewriting garryware 2 from scratch. Nothing mutch to show, I focused on the internal systems. ( Having the base of a gamemode removed is a pain .. ) ( Done some improvements on map entity handling, reduced point entity usage a lot. From 800 all time, it changed to 80 - 100 during initialization, and none while game. ) [img_thumb]https://dl.dropbox.com/u/7659139/Facepunch/garryware_13.png[/img_thumb] Hopefully I will finish the serverside soon, and start focusing on the clientside derma stuff. When it is stable ( and actually plays minigames without feeding it with 10 lua_run :v: ) I would like to make the minigames a community effort, like it was back when garryware was released, but I wanted to ask it before: Anyone interested?
That Thing Tobba Is Making Looks Like A Bunch Of DumbAss Skiddie Noob Shit I Made That Like Three Years Ago Over At SubAtomic Gaming And No You Cant Have The Code [highlight](User was permabanned for this post ("" - Gran PC))[/highlight]
[thumb]http://i.imgur.com/g9gqM.jpg[/thumb] Jumping aboard this skypaint train with some ~creepy~ and ~realistic~ halloweeny fog. It was a bit of a kerfuffle to get it working on downtown, but this seems to do the trick [lua]hook.Add("Initialize", "skypaaaint", function() env_skypaint = ents.Create('env_skypaint') env_skypaint:Spawn(); env_skypaint:Activate(); game.ConsoleCommand("sv_skyname painted\n"); fog = ents.Create('env_fog_controller'); fog:Spawn(); fog:Activate(); end) [/lua]
This isn't anything that amazing but i'm fixing TacoScript for gmod13. [t]http://i.imgur.com/mJvr9.jpg[/t]
Trying to get gibs working, they don't want to cooperate though. No matter what i try, it refuses to initiate a physicsobject in an effect!
Cant you use the new clientside prop functions?
[QUOTE=Tobba;38225079]Cant you use the new clientside prop functions?[/QUOTE] I tried, it wasn't very happy.
[QUOTE=Lexic;38223223][lua]hook.Add("Initialize", "skypaaaint", function() env_skypaint = ents.Create('env_skypaint') env_skypaint:Spawn(); env_skypaint:Activate(); game.ConsoleCommand("sv_skyname painted\n"); fog = ents.Create('env_fog_controller'); fog:Spawn(); fog:Activate(); end) [/lua][/QUOTE] I just added skybox overriding to my Skypaint addon on workshop, thanks for the heads up. I also mentioned you in the comments. :smile:
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