• GMod - What are you working on? May 2016 (#57)
    548 replies, posted
More like better FPS. How does more models and textures equal more FPS?
[QUOTE=RonanZer0;50348797]More like better FPS. How does more models and textures equal more FPS?[/QUOTE] It's expensive requesting resources from the disk that doesn't exist.
[QUOTE=wauterboi;50330493]I think when you have all of the accents as the same bold color, you lose emphasis on what's really important. Do the textboxes really need to be red? Do the names all have to be red? Are they as important as the "Start event" button? I think the interactive elements of the window itself, i.e. titlebar, and the declarative actions, i.e. buttons, should have a bold accent while everything else backs off with a nice white or different shade of red. Emphasize a hierarchy in your window - what's immediately important? What's not so important? What isn't important at all? Even if all text-boxes are all required, it makes them all equally not as important as the button, which people are going to want to locate when they finish the form.[/QUOTE] Guess this solves some of those problems? [t]http://images.akamai.steamusercontent.com/ugc/276221870381696437/57DA53C63BA10D288A31EDC0D63A9F0935297B5E/[/t]
[QUOTE=wauterboi;50345461]I don't get why people are caught up on the fact that it's notebook paper when I've seen just-as-weird HUD concepts on this thread. I'll take a stab at critiquing your work: 1. Color choice - deep green and blue aren't very pleasing together. Research color theory. 2. Font choice - Those fonts aren't very reminiscent of handwriting, which further makes the deep colors look odd. Had they looked handwritten in a highlighter or sharpie, perhaps you could have gotten away with it. Perhaps you could also use a stamp font. Typewriter fonts on a piece of notebook paper looks too out of place. 3. I don't think that your text necessarily has to fit within the lines, but it should still look logical. It doesn't look like it was just scribbled down nor does it look like it was attempted to put within the lines, leading to kind of an incomprehensible layout. Tied together with font and color choice, perhaps you can experiment with making it look realistic, or at least realistic within reason. 4. Try rotating the whole thing if you can. It looks unrealistically neatly attached to the screen at a perfect 90 degree angle.[/QUOTE] Thanks for the (actual) constructive feedback. I switched the font (which worked out great) and made it so only the health indicator is colored, to avoid complications. I tried to rotate it, but couldn't find any way to rotate the text. I did find [URL="https://facepunch.com/showthread.php?t=1089200&p=32614030&viewfull=1#post32614030"]this[/URL] which didn't work. Would anyone know of any other way to rotate text? [IMG]http://img.prntscr.com/img?url=http://i.imgur.com/DNRb8Rz.png[/IMG]
[QUOTE=YourStalker;50348570]Let us know the folder size when you're done[/QUOTE] [url=http://workshop.braxnet.org/browse.php][img]http://rp.braxnet.org/scr/1463658058340.png[/img][/url] it's not every item due to me starting this too late, but it's an approximation
[QUOTE=gonzalolog;50340459]i got a gtx 970 last month, i don't know why sharex records at that speed, anyway, you can check fps in up corner[/QUOTE] Just use NVidia's Built In Recorder, Shadow Play, which wastes little to no FPS on games. (If you click my channel, you can see I only have a 960 and a 4690k and I can record videos that smoothy, mainly the KPHL-KMIA which can be an FPS killer)
[QUOTE=Unknown Gamer;50350182]Just use NVidia's Built In Recorder, Shadow Play, which wastes little to no FPS on games. (If you click my channel, you can see I only have a 960 and a 4690k and I can record videos that smoothy, mainly the KPHL-KMIA which can be an FPS killer)[/QUOTE] MSI Afterburner - used it on both Radeon HD 7970 GHz Edition and my new GTX 980Ti STRIX OC without a single FPS drop when compiling in 60 FPS, AVI output, full frame.
[QUOTE=Netheous;50350251]MSI Afterburner - used it on both Radeon HD 7970 GHz Edition and my new GTX 980Ti STRIX OC without a single FPS drop when compiling in 60 FPS, AVI output, full frame.[/QUOTE] How much space does it take up though per minute? It also most likely doesn't have my favorite feature for gameplay with gmod, cs:go, etc. The feature to save the last 5-20 minutes of gameplay without actually recording an actual video during that time. Anyway, this has gotten a bit off topic. [QUOTE=Unknown Gamer;50307198]Decided to work on an old project and fix it up a bit (Still in very early stage of fixing) [t]http://i.imgur.com/bPPaGwf.jpg[/t] [t]http://i.imgur.com/oAi7KuR.jpg[/t] [t]http://i.imgur.com/SFvAJEX.jpg[/t][/QUOTE] I'm fixing the padding for my custom pointshop tabs.
[QUOTE=Klaes4Zaugen;50349759]Guess this solves some of those problems? [t]http://images.akamai.steamusercontent.com/ugc/276221870381696437/57DA53C63BA10D288A31EDC0D63A9F0935297B5E/[/t][/QUOTE] I feel like there shouldn't be any transparency and be only solid, and I think the close button would be better with just the "X" and remove the box behind it. Just my imagination, give it a try.
[QUOTE=Mikey Howell;50350784]I feel like there shouldn't be any transparency and be only solid, and I think the close button would be better with just the "X" and remove the box behind it. Just my imagination, give it a try.[/QUOTE] I tried without transparency, and it looks worse imo even when I edit the colors slightly. The idea with the X is good imo, I like that
[QUOTE=Mikey Howell;50350784]I feel like there shouldn't be any transparency and be only solid, and I think the close button would be better with just the "X" and remove the box behind it. Just my imagination, give it a try.[/QUOTE] I always loved transparency (Hate me if you like) but I do agree with the "X" button, remove the border around it.
[QUOTE=Giraffen93;50349996][URL="http://workshop.braxnet.org/browse.php"][IMG]http://rp.braxnet.org/scr/1463658058340.png[/IMG][/URL] it's not every item due to me starting this too late, but it's an approximation[/QUOTE] I have similar estimates. Not saving all the files because I don't have the disk space, but I am keeping all the lua and indexing everything else. Current stats: 41% complete, 19353 items remaining, 294 MB of Lua, which seems to be taking up a little over twice that on the disk because fuck file systems I guess, 142 MB of very poorly designed database.
Made a simple live weapon mod builder/editor tool for my gamemode, having a bit too much fun with it now. [t]http://puu.sh/oXUFW/93211af240.jpg[/t] :weeb: [B][EDIT] [/B]Made some changes and uploaded a quick video preview: [video=youtube;jeul3gxrrqw]http://www.youtube.com/watch?v=jeul3gxrrqw[/video]
[QUOTE=101kl;50352281] Mass Effect Gamemode[/QUOTE] Very nice feature. Although have you considered adding different stats to the attached items? So when the player attaches the specific item to the weapon, then the stats of the item are added to the player or weapon while equipped?
[QUOTE=Fillipuster;50349989]Thanks for the (actual) constructive feedback. I switched the font (which worked out great) and made it so only the health indicator is colored, to avoid complications. I tried to rotate it, but couldn't find any way to rotate the text. I did find [URL="https://facepunch.com/showthread.php?t=1089200&p=32614030&viewfull=1#post32614030"]this[/URL] which didn't work. Would anyone know of any other way to rotate text? [IMG]http://img.prntscr.com/img?url=http://i.imgur.com/DNRb8Rz.png[/IMG][/QUOTE] That looks much better, but still not very appealing. Like someone said earlier, try to rotate the hud so it's at an angle, and I think the perfect square paper is off-putting. Maybe try and add some more realistic paper with tears and smudge marks and such.
[QUOTE=Fillipuster;50349989]Thanks for the (actual) constructive feedback. I switched the font (which worked out great) and made it so only the health indicator is colored, to avoid complications. I tried to rotate it, but couldn't find any way to rotate the text. I did find [URL="https://facepunch.com/showthread.php?t=1089200&p=32614030&viewfull=1#post32614030"]this[/URL] which didn't work. Would anyone know of any other way to rotate text? [IMG]http://img.prntscr.com/img?url=http://i.imgur.com/DNRb8Rz.png[/IMG][/QUOTE] I've seen your posts regarding this HUD. This looks nicer than the others. I have an idea for rotating text, maybe... but it's probably a more resource intensive option. I think you could place the entire thing on a rendertarget, place that appropriately and transform as you can. Rotation will be helpful, but I also agree with danker pepers [QUOTE=danker pepers;50359332]Maybe try and add some more realistic paper with tears and smudge marks and such.[/QUOTE] Also, personal opinion, the outline around the health number looks weird to me. I'd experiment with that, removing the outline and/or changing the color even. ALSO... WHY is your $ after the number? I've always learned to write it as $1100, not the other way around. I think it's only written after if for pounds, yen, etc. [editline]20th May 2016[/editline] OH... I think a shadow would also look nice. As in a transparent black no-text duplicate a few pixels to the right and down.
I think your notepad idea would look a lot nicer if you made it wider and made it a sort of sketched table on the paper, so you can have HP and Armor in the sketched out table which would still show the important hud elements, and done right would look good too, not sure how you'd fit money in, maybe like a "date" in the top? not sure but i think the table idea would make it look neater and be more fitting if you can play around and get a good design for it
[QUOTE=danker pepers;50359332]That looks much better, but still not very appealing. Like someone said earlier, try to rotate the hud so it's at an angle, and I think the perfect square paper is off-putting. Maybe try and add some more realistic paper with tears and smudge marks and such.[/QUOTE] It's only a perfect square because of my current resolution (720p). Most people these days would run higher resolutions - making the paper stretch upwards. How would I create a paper-like finish? [QUOTE=WalkingZombie;50359489]I've seen your posts regarding this HUD. This looks nicer than the others. I have an idea for rotating text, maybe... but it's probably a more resource intensive option. I think you could place the entire thing on a rendertarget, place that appropriately and transform as you can. Rotation will be helpful, but I also agree with danker pepers Also, personal opinion, the outline around the health number looks weird to me. I'd experiment with that, removing the outline and/or changing the color even. ALSO... WHY is your $ after the number? I've always learned to write it as $1100, not the other way around. I think it's only written after if for pounds, yen, etc. [editline]20th May 2016[/editline] OH... I think a shadow would also look nice. As in a transparent black no-text duplicate a few pixels to the right and down.[/QUOTE] Oh boy... time to learn how to work with rendertargets. Any tips/tutorials/examples/suggestions/bananas? I'm Danish. Here in Denmark the currency is "kr." which is put after the number. I will be sure to correct this. I can see what you mean with the outline, I might make it a darker color of the health itself + slightly transparent. Shadow? Awesome! [QUOTE=Smt;50359577]I think your notepad idea would look a lot nicer if you made it wider and made it a sort of sketched table on the paper, so you can have HP and Armor in the sketched out table which would still show the important hud elements, and done right would look good too, not sure how you'd fit money in, maybe like a "date" in the top? not sure but i think the table idea would make it look neater and be more fitting if you can play around and get a good design for it[/QUOTE] The table idea sounds great actually, but I haven't get any good idea for making it look scetched. Maybe if I figure out how to make the paper look like actual paper, I can also add the scetch table.
I'm working on a storytelling gamemode called [B]thermotic[/B] that uses the multiplayer co-op concept while still maintaining a linear driven story mechanic. I really don't have anything to show at the moment except for the audio clip below, mainly because I've only been working on the story for the past 2 weeks. However I might have something eyeopening for in the next WAYWO. [url]https://a.pomf.cat/julxcq.mp3[/url]
[QUOTE=victi;50359265]Very nice feature. Although have you considered adding different stats to the attached items? So when the player attaches the specific item to the weapon, then the stats of the item are added to the player or weapon while equipped?[/QUOTE] Yes this is already how it works in the script, the video was simply showcasing the live model designer.
Made some kind of shadow realm SWEP. Left click transports you to an ethereal plane of existence, where you can't be hurt or seen, and have faster run speed and higher jump power, at the cost of your ability to see well. Right click lets you blink right behind an enemy. [quote] [vid]http://dlbeta.codefi.re/v/zombine/file/2016-05-20_21-22-16.mp4[/vid] [/quote]
[QUOTE=Z0mb1n3;50362513]Left click transports you to an ethereal plane of existence, where you can't be hurt or seen, and have faster run speed and higher jump power, at the cost of your ability to see well[/QUOTE] Is the seeing bit exploitable? Can clients modify code on their side to make them able to see?
[QUOTE=Z0mb1n3;50362513]Made some kind of shadow realm SWEP. Left click transports you to an ethereal plane of existence, where you can't be hurt or seen, and have faster run speed and higher jump power, at the cost of your ability to see well. Right click lets you blink right behind an enemy.[/QUOTE] I feel like the negatives don't balance the positives.
[QUOTE=MPan1;50362561]Is the seeing bit exploitable? Can clients modify code on their side to make them able to see?[/QUOTE] I mean, probably? Everything is exploitable if you have to perform the checks clientside, or how else am I supposed to draw fog and color modifications. [QUOTE=YourStalker;50362716]I feel like the negatives don't balance the positives.[/QUOTE] Well it's not like you can shoot while in the alternate dimension, it's basically just a getaway/travelling tool. Everything also has a long cooldown, so I'm not sure what else you could do to "balance" this.
[QUOTE=YourStalker;50348570]Let us know the folder size when you're done[/QUOTE] Alright boys, the downloading has ceased! Have some fairly useless stats: - About 33 thousand addons downloaded. - 648 MB of Lua right here, taking up about 1.5 GB on the disk. I may need to clean up the folder, as the shitty script creates duplicates whenever it fails... - Shitty database is now 268 MB. Next priority is redesigning it. - Script got fucked up many ways, including corrupted addons, and people finding ways to upload saves and dupes as addons. - The addon with the most favorites is Rubat's Lightsaber Mod. - The addon with the most lua (by filesize) is "WarMelons: Singulariy". It actually dwarfs the runner up. Almost the entire addon seems to consist of several very large json encoded tables used for navigation, stored in lua files for some reason. - The addon with the most lua files is called "ByteRP Content pack 1", so congratulations to ByteRP for doing several things wrong I guess. - The addon with the most files is SProps. - The addon with the most maps is some pack of HL2 Beta maps. If anyone else wants some other useless piece of information about the workshop I may be able to provide it. Maybe not. After I fix the database I'll be able to run some more interesting queries. If you'd like the ultimate lua experience I guess I can provide a zip/tar as well, but I'm not sure my server can handle many downloads. By the way, does anyone know a better way to query steam for a list of workshop addons? Something along the lines of steamworks.GetList? Currently scraping the workshop to get an initial list of IDs.
[QUOTE=MadParakeet;50363592]By the way, does anyone know a better way to query steam for a list of workshop addons? Something along the lines of steamworks.GetList? Currently scraping the workshop to get an initial list of IDs.[/QUOTE] [url=http://workshop.braxnet.org/api.php?list]here's the non-shit items i've scraped so far[/url]
[QUOTE=MadParakeet;50363592]By the way, does anyone know a better way to query steam for a list of workshop addons? Something along the lines of steamworks.GetList? Currently scraping the workshop to get an initial list of IDs.[/QUOTE] You could try ISteamUGC::CreateQueryAllUGCRequest from the Steamworks API.
-snip-
I've been doing this big messaging project for quite a while now (although it's still not done). It's called gMessage, and it's going to be a functioning replica of iMessage, supporting group chats, multiple conversations and (hopefully soon) image-sharing. I've already finished the screenshot browser for the image-sharing part, and I've been working all day separating the GUI stuff into separate vgui.Register'd panels for the sake of neatness. I also set up a [URL="https://github.com/Mysterypancake1/gMessage"]basic repository[/URL] for the project (although currently it only has one thing in it, the base for the messaging). Once it's complete, I'll upload the rest of the stuff and release it on the workshop for millions of 11-year olds to break. [B]IMAGES:[/B] [t]http://images.akamai.steamusercontent.com/ugc/264962871321456348/02B77E7BF7D83BEAE646D59CDE0F8229A0E995DD/[/t] Blank chat. The 'edit' button will be replaced with a less awful image soon-ish [t]http://images.akamai.steamusercontent.com/ugc/264962871321456632/95AF39D4839B4AC1DDD81627E9E8D5EC3F1D37F3/[/t] The color of the text saying the name of the person you're searching for changes based on your [url=http://wiki.garrysmod.com/page/Player/GetFriendStatus]friend status[/url] with them (it also adds extra text saying if you're friends with them, or if they're blocked or whatever [t]http://images.akamai.steamusercontent.com/ugc/264962871321457044/6A4B323205024225480F0F1DB1F3617FCF9B5194/[/t] (Ignore the uneven lines around the search box, I'll fix them later)
[QUOTE=MPan1;50363780]-messaging addon-[/QUOTE] Is the menu style just a placeholder for now? The default derma look is pretty terrible imo.
Sorry, you need to Log In to post a reply to this thread.