[QUOTE=meazum;37996905]Cry some more, it looks amazing![/QUOTE]
you do not know what sarcasm is
why did you dislike it
nvm i found out
That's the worst attempt at sarcasm I've ever seen.
[QUOTE=vercas;37996070]I have no clue what's going on, but the behavior I have described there is consistent.
I have reported it at least a couple of times. Ignored every time.
Others have reported it and you closed their threads.
I've also suggested a way to eliminate this problem entirely.
I am not going to fight you (again) about this, but please think of what others will think about your game when everything looks like the image below to them.
[editline]asd[/editline]
[img]http://puu.sh/1dDU5[/img] < His (32-bit) ... ... ... ... ... ... ... (64-bit) Mine > [img]http://puu.sh/1dDXT[/img]
[HR] [/HR]
Look mom, I'm in a video!
Anyway, any chance you're going to release that?
It's gorgeous.[/QUOTE]
GUI works fine on my 32-bit machine - it's got nothing to do because GMod always runs 32-bit.
[QUOTE=Gran PC;37997552]GUI works fine on my 32-bit machine - it's got nothing to do because GMod always runs 32-bit.[/QUOTE]
Even if the process is 32-bit, a 64-bit processor still addresses 64 bits of memory.
But if this isn't the cause, then what is it?
I have 4 friends running 32-bit machines (processors, not OSes) and they all have the issue.
[QUOTE=vercas;37998602]Explain.[/QUOTE]
People do dumb shit all the time.
Also, the byte size of variables is determined by the compiler, not the system the code runs on. If something is compiled as a 32-bit binary, the floats are going to be however big 32-bit floats are, even if you run it on a 64-bit system.
[QUOTE=Lexic;37998710]People do dumb shit all the time.
Also, the byte size of variables is determined by the compiler, not the system the code runs on. If something is compiled as a 32-bit binary, the floats are going to be however big 32-bit floats are, even if you run it on a 64-bit system.[/QUOTE]
Lua's rational numbers are declared as doubles.
Doubles are always 64 bits long.
How can this be their fault?
All they're doing is pressing a key to see that window.
I've debugged GWEN and found out the problem being with U/V calculations.
[QUOTE=RonanZer0;37997079]you do not know what sarcasm is
why did you dislike it
nvm i found out[/QUOTE]
This is a waywo thread, to post and intelligently discuss what people are working on. Not to make stupid posts that don't make sense.
Back to lurking because I'm not working on anything
[QUOTE=MDave;37995016]
Having functions for simulating clicks on HTML panels would be really good tough, but I think I could only dream about stuff like that...[/QUOTE]
Are you using the javascript function for simulating mouse clicks? That's what I had done before for my 3d2d browser but unfortunately flash doesn't pick it up. Garry will probably eventually give us more access to webviews too so keep hopes high
[editline]11th October 2012[/editline]
[QUOTE=vercas;37998837]Lua's rational numbers are declared as doubles.
Doubles are always 64 bits long.
[/QUOTE]
Regardless it's still computed the same on the 32 bit systems otherwise that would be a major flaw. It's most likely a GPU issue
[QUOTE=Chessnut;37991001][video=youtube;kSoafNm7tOc]http://www.youtube.com/watch?v=kSoafNm7tOc[/video]
Anyone have any suggestions? The goal is to keep all of the "barrels" above the bottom in order to pick the lock.
[editline]10th October 2012[/editline]
Forgot to mention, each of the barrels fall at a different speed each time, so you would have to find the correct order.[/QUOTE]
wouldnt people just rapid-tap mouse 1 while waving it left and right?
Everything in here look's amazing, And I am very excited [I]to see[/I] what will be laid upon us in the release of Garrys Mod 13. You all make me so proud. :) <3
[QUOTE=MDave;37995016]Having functions for simulating clicks on HTML panels would be really good tough, but I think I could only dream about stuff like that...[/QUOTE]
You can't simulate it but you can do it for real. I make the player click the skip bar for videos to synch if there's no API for the provider.
gui.InternalMousePressed(MOUSE_LEFT)
gui.InternalMouseReleased(MOUSE_LEFT)
There's also functions for keys I think as well.
Why don't you document the functions if you know that kind of stuff?
[QUOTE=JetBoom;38006185]
gui.InternalMousePressed(MOUSE_LEFT)
gui.InternalMouseReleased(MOUSE_LEFT)
[/QUOTE]
This means that making a vgui element visible for a half frame, and with careful cursor positioning clicks can be simulated on panels?
Also, will panels that has CaptureMouse( true ) receive these clicks?
( This stuff seems to be incredibly useful, why it isn't documented at all?! )
[QUOTE=vercas;37998837]Lua's rational numbers are declared as doubles.
Doubles are always 64 bits long.
How can this be their fault?
All they're doing is pressing a key to see that window.
I've debugged GWEN and found out the problem being with U/V calculations.[/QUOTE]
I don't think you need the accuracy of a double to represent 1 / 512. It's a problem with his graphics card or drivers. It has nothing to do with 64bit/double/float accuracy.
The functions simulate a complete input.
Also, these should be moved to input imo.
[editline]12th October 2012[/editline]
Also I documented all: [url]http://wiki.garrysmod.com/page/Libraries/gui[/url]
[QUOTE=vercas;37998837]I've debugged GWEN and found out the problem being with U/V calculations.[/QUOTE]
You know what would actually help your case rather than making people dismiss it out of hand?
If you explicitly stated which UV calculation fails on 32-bit machines and produced sample code that clearly produces different output depending on what processor it operates on.
Like "(35 / 37 + 9 * 53 - 7) / 100 = 4 on my machine (AMD a43989) and 5 these processors: Intel i32523/i592/whatever"
[QUOTE=Wizard of Ass;38006426]Why don't you document the functions if you know that kind of stuff?[/QUOTE]
Because that takes time I'd rather spend doing something else. If I sat and documented everything I know that isn't already in the wiki I'd be sitting there for days.
[QUOTE=MDave;38006474]This means that making a vgui element visible for a half frame, and with careful cursor positioning clicks can be simulated on panels?
Also, will panels that has CaptureMouse( true ) receive these clicks?
( This stuff seems to be incredibly useful, why it isn't documented at all?! )[/QUOTE]
I don't do it that way. I assume most people paint their panels manually in a 3D2D camera. What I do is I set the panel's alpha to 0 [ Panel:SetAlpha(0) ] and disable keyboard/mouse input. If I need to force the player to click something then I use Panel:MakePopup, gui.SetMousePos, Internal input functions, disable keyboard/mouse input again. You have to run those through a queue, doing one action per frame. Then I draw a quad using the panel's render material. At least for HTML.
Wow, this is cool. I am going to combine this with my hover simulation system, and try to create virtual vgui states.
I have only one more question, how do you undo a MakePopup? I tried removing the focus, but it did not worked.
[QUOTE=MDave;38006764]Wow, this is cool. I am going to combine this with my hover simulation system, and try to create virtual vgui states.
I have only one more question, how do you undo a MakePopup? I tried removing the focus, but it did not worked.[/QUOTE]
Disable mouse and keyboard input too.
[editline]12th October 2012[/editline]
[lua]
gui.EnableScreenClicker( false )
self:KillFocus()
self:SetKeyboardInputEnabled( false )
self:SetMouseInputEnabled( false )[/lua]
That's what I use.
[QUOTE=garry;38006533]I don't think you need the accuracy of a double to represent 1 / 512. It's a problem with his graphics card or drivers. It has nothing to do with 64bit/double/float accuracy.[/QUOTE]
I never blamed the software.
I think the problem is in the lack of ability to address the whole 64 bits at the same time.
As the cause is not ours to control, I didn't press on the matter.
I suggested extracting portions of the GWEN skin as plain different materials and drawing them with [i]surface.DrawTexturedRect[/i], so any future floating point precision issue (with, for example, bigger skin texture size) is eliminated.
You'll have to go into detail with what exactly you suspect the problem is. I don't understand what you mean by 'the lack of ability to address the whole 64 bits at the same time'.
[QUOTE=garry;38007080]You'll have to go into detail with what exactly you suspect the problem is. I don't understand what you mean by 'the lack of ability to address the whole 64 bits at the same time'.[/QUOTE]
Well, 32-bit processors address 32 bits of memory at once.
That means, the processors only "know" 32 bits at the same time.
I think this is solved by most processors, but not all.
I'll get more information about this from my friends. (Like what processors do they have)
I'll also do some tests.
I might be wrong, but I suspect that "Can we perform IEEE 754 floating point maths without getting things wrong by entire integers?" is one of the normal tests they perform on processors before going into mass production.
Standardised double precision floating point numbers have existed since the 1980s, I'm pretty sure people know how to implement them by now.
[QUOTE=comet1337;38005378]wouldnt people just rapid-tap mouse 1 while waving it left and right?[/QUOTE]
You can only do one click like once every half a second.
I made a dynamic weather system. Rain, thunder, lightning and wind are all independent parts of it. Each is controlled by a number between 1 and 0 where 1 is maximum and 0 is nonexistant. By default the script randomizes the weather slowly over random lengths of time.
[lua]
function GM:ShiftWeather()
for k,v in pairs( GAMEMODE.Weather.New ) do
if v < 0.2 and math.random(1,2) == 1 then
GAMEMODE.Weather.New[k] = 0
else
GAMEMODE.Weather.New[k] = math.Clamp( v + math.Rand( -0.2, math.Rand( 0.2, 0.3 ) ), 0, 1 )
end
end
GAMEMODE:SynchWeather()
end[/lua]
So usually the weather is pretty tame. I also have manual control of the weather too.
With rain, there's dynamic background looping sound which gets louder/quieter dependingon how much rain there is. When you're indoors, the sound becomes very quiet but still audible. The rain itself performs like rain should and doesn't spawn indoors etc. I draw the shadertest3 material on the player's screen (with the refract amount set between 0 and 0.02 depending on how much rain) when they are outdoors too. It looks like ass though, i need a better refraction material that looks more rainy and less refract-y. The actual rain is particles with collision, about 300 spawn per second when rain is set to 1 and there's no visible performance hit from what i can see. There are random splashes that sometimes appear when the rain hits the ground.
Thunder and wind are basically just noises that play at intervals. If wind or thunder is set to 1 then it's basically constantly noisy. If you're indoors they are muffled as well.
With lightning i set the skybox to a bright daytime sky texture at random intervals, this works really well on nighttime skies. Not sure how it'd work on day skies.
Less talk, more pics.
Lightning, before and after:
[img_thumb]http://i.imgur.com/KoGht.jpg[/img_thumb][img_thumb]http://i.imgur.com/4uon0.jpg[/img_thumb]
Maximum rain:
[img_thumb]http://i.imgur.com/jBkQu.jpg[/img_thumb]
Indoors with rain:
[img_thumb]http://i.imgur.com/KxZWE.jpg[/img_thumb]
I'm thinking i need to use some color mod shit with lightning to make the player's screen a little brighter when they're outdoors during lightning. I also need a proper rain shader to draw on the player's screen. I wonder if i can jack the one from L4D2... I also wanna add clouds and fog to the weather but i'm not sure how i'd go about making that look good. I don't want to interfere with the default fog settings on maps.
[media]http://www.youtube.com/watch?v=u5nEVtRik-0[/media]
[img]http://cloud.steampowered.com/ugc/1135164277637221013/9E5561C9E3624E592D69C325964FA3F0AC5B8BAB/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277636666140/778856FD7CD782A4DFB7CDF5F00EE560ACED81FE/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277635320296/72640F45EF641A06CFEF90EA704B80BC6B0CB746/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277635314793/EB8EA2D178252CAE5EF951C9D245216721D55A80/[/img]
Perhaps not much new lua code involved. I'm using pac3 to do this but it can be achieved in a similar way with vanilla sandbox tools.
It's been giving me some ideas on music visualizing though, so maybe it will involved into something like that in the future.
[QUOTE=CapsAdmin;38011078][media]http://www.youtube.com/watch?v=u5nEVtRik-0[/media]
[img]http://cloud.steampowered.com/ugc/1135164277637221013/9E5561C9E3624E592D69C325964FA3F0AC5B8BAB/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277636666140/778856FD7CD782A4DFB7CDF5F00EE560ACED81FE/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277635320296/72640F45EF641A06CFEF90EA704B80BC6B0CB746/[/img]
[img]http://cloud-2.steampowered.com/ugc/1135164277635314793/EB8EA2D178252CAE5EF951C9D245216721D55A80/[/img]
Perhaps not much new lua code involved. I'm using pac3 to do this but it can be achieved in a similar way with vanilla sandbox tools.
It's been giving me some ideas on music visualizing though, so maybe it will involved into something like that in the future.[/QUOTE]
That COULD if only the sphere showed up, for a Spacebuild type gamemode that uses some kind of moving map that generates planets for a Planet view.
Edit: Damn you illusions, YOU HAVE TRICKED ME AGAIN THERE IS NO SPHERE!!!!!!!!!!!
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