• What Are You Working On? -- October 2012
    585 replies, posted
[QUOTE=highvoltage;37867934]It looks like you getting chased by someone with a epileptic seizure causing weapon or something. How is your light show MIDI stuff coming along? I was looking forward to seeing more of that[/QUOTE] It's coming along nicely. I've scrapped the old codebase and I'm currently re-writing it. I'm working on ADSR envelopes now so the midi events can be represented with Attack Decay Sustain and Release characteristics. I plan to have a sTool you can use in-game to set up visuals for a given midi track.
[QUOTE=CapsAdmin;37897798]I'm guessing the hell is to setup the world positions on the weapon itself. I don't know anything about those models if they have bones of some sort you could use those? local pos, ang = wep:GetBonePosition(wep:LookupBone("scope_bone"))[/QUOTE] He already has the attachment positions, I don't see the problem here.
[QUOTE=Wizard of Ass;37898616]He already has the attachment positions, I don't see the problem here.[/QUOTE] if that's true then i don't either (???)
[QUOTE=LEETNOOB;37894445]A lot of people are confused as what do some attachments do, so I decided to add these description boxes: [img_thumb]http://cloud-2.steampowered.com/ugc/938131162076557639/4A1EF29EE6148421FA7AB41331035529EC11E386/[/img_thumb] And while they look like they're positioned in a convenient manner, I can't help but feel like they're missing something. Thoughts?[/QUOTE] If you take off the grenade launcher, does the hand appear to float? [img]http://www.facepunch.com/fp/ratings/funny2.png[/img]
The label tool was actually quite useful. I remember using it a lot when explaining shit to my friends.
[QUOTE=Wizard of Ass;37897118]ToScreen?[/QUOTE] I do use ToScreen so it follows the weapon around, yes, but in order to make each attachment category float in a different position would require me to manually set up offsets for the ToScreen part and that is absolute HELL, because I'd have to set up the position offsets for a total of 63 weapons. [editline]4th October 2012[/editline] [QUOTE=DaneSomdahl;37902699]If you take off the grenade launcher, does the hand appear to float? [img]http://www.facepunch.com/fp/ratings/funny2.png[/img][/QUOTE] No. [img]http://i.imgur.com/eY4Yt.gif[/img]
[QUOTE=LEETNOOB;37908207]I do use ToScreen so it follows the weapon around, yes, but in order to make each attachment category float in a different position would require me to manually set up offsets for the ToScreen part and that is absolute HELL, because I'd have to set up the position offsets for a total of 63 weapons. [editline]4th October 2012[/editline] No. [img]http://i.imgur.com/eY4Yt.gif[/img][/QUOTE] No you wouldn't. I'm assuming you're placing the attachments with bones or something? Just use the position of the attachment entities themselves? Or where they would go?
[QUOTE=Feihc;37908278]No you wouldn't. I'm assuming you're placing the attachments with bones or something? Just use the position of the attachment entities themselves? Or where they would go?[/QUOTE] I'm getting the muzzle weapon attachment, since it has the same name on every weapon model. As for using bones - what bones? There are no 'scope bones' (except for 1 weapon - the M4A1 in the 'Extra' pack). You say I should use the weapon attachment positions - that's a good idea, but there are still people running on toasters (no offense, guys) with resolutions of 1024x768, which would cut the icons off horizontally, from what I remember. Not to mention, it gets some attachments' positions not from the position you'd expect, which results in the ToScreen X being -124215465 and Y being 2337457567 or vice versa, which, of course, fucks up the positioning of the HUD elements.
A chips challenge 'gamemode' :P Top down view: [url="http://cloud.steampowered.com/ugc/594731030892889571/3D1C83A84FBF0A636EB719D01FAFDC2D483E2297/"][img]http://cloud.steampowered.com/ugc/594731030892889571/3D1C83A84FBF0A636EB719D01FAFDC2D483E2297/1024x576.resizedimage[/img][/url] First person view: [url="http://cloud.steampowered.com/ugc/596982494191215941/5ADDE62E07EAE59A5B28A733275E953A4BEDEF94/"][img]http://cloud.steampowered.com/ugc/596982494191215941/5ADDE62E07EAE59A5B28A733275E953A4BEDEF94/1024x576.resizedimage[/img][/url] Scalable level browsing: [url="http://cloud.steampowered.com/ugc/596983562778079305/DF88D4656B0E483AC1CEDCBABCD56E0AAB94FA8C/"][img]http://cloud.steampowered.com/ugc/596983562778079305/DF88D4656B0E483AC1CEDCBABCD56E0AAB94FA8C/1024x576.resizedimage[/img][/url] Full level viewing: [url="http://cloud.steampowered.com/ugc/596983562777965438/7DAB3DB8BAAC0FD0A6868FAD31D640732A4593DA/"][img]http://cloud.steampowered.com/ugc/596983562777965438/7DAB3DB8BAAC0FD0A6868FAD31D640732A4593DA/1024x576.resizedimage[/img][/url] Loads native .dat files, and supports as many as you can stick into the data folder: [img]http://cloud-2.steampowered.com/ugc/594731030893132793/7F97A8A7861B83A443827F19683FBECDC944F7EE/[/img] I have most of the tiles in, and fully working, it's fully networked, and has some protection against griefing, although a I tried to maintain as many of the original CC rules as possible, some where just impossible, or very stupid to implement, so it may render some levels impossible. I'm currently working on getting the remaining blocks working (facing collision detection problems mostly), then I'm gonna finish my in game level editor, so people can actively add levels to the server's map collection. I plan to have it some what like gmod theater, the maps will cycle through in order, people can vote to restart a map, skip a map, stop a noob from screwing with blocks ETC, and they can also queue up to two or so maps which will jump to the back of the player queue, which will be played before the normal queue. What do you guys think so far? Edit: No idea how people are gonna respond, but if anyone is interested in making a tileset that isn't 8 bits of color, I'll use it :D
[QUOTE=ash47;37908808]A chips challenge 'gamemode' :P[/QUOTE] This is very cool, I played this quite a bit early in my childhood. Where did you find documentation for the game data? Is this something you just reverse engineered?
[QUOTE=samm5506;37909139]This is very cool, I played this quite a bit early in my childhood. Where did you find documentation for the game data? Is this something you just reverse engineered?[/QUOTE]Childhood well spent :P I actually wrote the chips challenge level loading code when I was younger, and without internet. I coped and pasted the code in garrysmod because as luck would have it, I wrote the original loader in lua , and I was able to add in the missing functions to make it work with garrysmod :P To answer your question, I reverse engineered it, It really wasn't that hard, there is no encryption on it, and it only uses very basic (yet very effective) compression.
[QUOTE=ash47;37908808]A chips challenge 'gamemode' :P *awesome pics* [/QUOTE] Great! I hope this gets release, altrough i never played that game before, it looks like a neat gamemode!
Awesome. I play with a bunch of manchildren. Hope you do well with any obstacles you overcome, SS13 is mah favorite past..waste..time..thang.
[QUOTE=Matsilagi;37916792]Great! I hope this gets release, altrough i never played that game before, it looks like a neat gamemode![/QUOTE] I'm too cheap and lazy to put it on one of my personal servers, since I'll almost certainly lose money out of it, once I clean the gamemode up, and make it 'server admin friendly', I'll probably release it, personally, It's probably best played alone, since the levels were designed with only one player in mind, once people start making lots of levels, that may shift though. It's also really easy to make custom blocks :D
[QUOTE=ash47;37917718]I'm too cheap and lazy to put it on one of my personal servers, since I'll almost certainly lose money out of it, once I clean the gamemode up, and make it 'server admin friendly', I'll probably release it, personally, It's probably best played alone, since the levels were designed with only one player in mind, once people start making lots of levels, that may shift though. It's also really easy to make custom blocks :D[/QUOTE] Nice to hear that! Once i see a release of this, i will make lots, LOTS of maps. Also, theres the PointSample VTF flag, it makes the things look less smooth, it may help to achieve a old texture look.
[video=youtube;mtk9NFHjCLs]http://www.youtube.com/watch?v=mtk9NFHjCLs[/video]
[QUOTE=Robotboy655;37926002][video=youtube;mtk9NFHjCLs]http://www.youtube.com/watch?v=mtk9NFHjCLs[/video][/QUOTE] wow that's awesome, do you plan on releasing it?
[QUOTE=Banana Lord.;37926077]wow that's awesome, do you plan on releasing it?[/QUOTE] Of course. Once I get it working properly.
[QUOTE=Robotboy655;37926002][video=youtube;mtk9NFHjCLs]http://www.youtube.com/watch?v=mtk9NFHjCLs[/video][/QUOTE] Reminds me of the Tron disc made by Mahalis. Oh, how i wished it were a swep...
Been awake 36 hours straight now.. [vid]http://puu.sh/1bNLO[/vid] I started making a model viewer thing but started laughing hysterically at g-mans face at the end. I think I should go to sleep.. :v:
I think I see a booger under his nose
[QUOTE=Robotboy655;37926002][video=youtube;mtk9NFHjCLs]http://www.youtube.com/watch?v=mtk9NFHjCLs[/video][/QUOTE] Waiting to see you activate it where it goes into your face, or at least see what happens when two of them collide. Regardless, nice work!
[QUOTE=BlackAwps;37928721]Been awake 36 hours straight now.. [vid]http://puu.sh/1bNLO[/vid] I started making a model viewer thing but started laughing hysterically at g-mans face at the end. I think I should go to sleep.. :v:[/QUOTE] It's like, the more you look at him, the more he seems to be smiling. It's fucking creepy...
Still working on my MIDI script: [media]http://www.youtube.com/watch?v=X37QODV06yE[/media] I added a new layer on top of the event playback that processes the midi events ahead of time to form NoteBlocks. These NoteBlocks allow the midi system to get a note's current value for any given time via GetNoteValue(note,t,envelope). Combining this with ADSR Envelopes enables me to build up to the note and release from it without needing to predict when the next event will occur. This is done using some trivial interpolation inside the NoteBlock system. I ran into some performance issues with this, part way through the song the script would start to slow down and my fps went from 60 to 28. I found out that this was because the loop for finding the proper note block was getting to be very long. To fix this, I partitioned the NoteBlocks into 3 second time segments in a table and performing lookups by using the current time as a key, thus reducing lookup times even in worst case scenarios. The turrets in the video are using 2 envelopes: one for the turret rotation and firing (long attack, long release), the other for the laser beam (no attack, short decay, mid sustain, short release).
Reminds me to animusic [video=youtube;3ahoqR6OGdM]http://www.youtube.com/watch?v=3ahoqR6OGdM&feature=player_detailpage#t=36s[/video]
[QUOTE=MDave;37933005]Reminds me to animusic[/QUOTE] I love Animusic! As a musician and a programmer, how could I not. :P
So I released version 1.26 of Customizable Weaponry and while I was still working on it I decided to make a video, because this is the 33rd update so far, and because I wanted to make one of these types of videos for a long time. [media]http://www.youtube.com/watch?v=hcSmla1Vmjw[/media]
[QUOTE=LEETNOOB;37934885]So I released version 1.26 of Customizable Weaponry and while I was still working on it I decided to make a video, because this is the 33rd update so far, and because I wanted to make one of these types of videos for a long time. [media]http://www.youtube.com/watch?v=hcSmla1Vmjw[/media][/QUOTE] Until you add a knife with a scope and laser sight I ain't downloading [sp]Just kidding, looks great![/sp]
[QUOTE=LEETNOOB;37934885]So I released version 1.26 of Customizable Weaponry and while I was still working on it I decided to make a video, because this is the 33rd update so far, and because I wanted to make one of these types of videos for a long time. *vid*[/QUOTE] This makes me want to give up on my SWEP base.. Anyway, is this released on Steam Workshop yet? And you should make the customization screen Crysis-ish. You know place silencers selection near the barrel and scope selection at upper rail. Stuff like that.
[QUOTE=The freeman;37935324]Until you add a knife with a scope and laser sight I ain't downloading [sp]Just kidding, looks great![/sp][/QUOTE] There are laser sights. And you can also melee stuff with weapons if you bind a key to cstm_melee. [sp]Back on topic, thanks! :D[/sp] [editline]6th October 2012[/editline] [QUOTE=Robotboy655;37935691]This makes me want to give up on my SWEP base.. Anyway, is this released on Steam Workshop yet?[/QUOTE] It's GMod-12 exclusive (I'm using a bad word to describe this, but whatever) right now, but I will release it on the workshop once GMod 13 comes out. (or nears release)
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