• GMod - What are you working on? May 2016 (#57)
    548 replies, posted
[QUOTE=Tupac;50410998]There's nothing wrong with using derma for a hud. I've done it on multiple occasions and they turned out normal.[/QUOTE] I believe they meant why the HUD was a window (DFrame) instead of just a panel.
[QUOTE=MattJeanes;50411134]Released! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=210294043[/url] [url]https://github.com/MattJeanes/Safe-Space[/url][/QUOTE] [img]http://images.akamai.steamusercontent.com/ugc/278474310951615282/C0B4BC92CD2B66BB4BA8E01F66846C172CA9ECDF/[/img] Could use a more telling image.
[QUOTE=MattJeanes;50411134]Released! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=210294043[/url] [url]https://github.com/MattJeanes/Safe-Space[/url][/QUOTE] I love how this addon requires another addon to work, where as that addon requires another addon to work.
Going to change the font eventually [thumb]http://puu.sh/p8IIJ/108a379950.jpg[/thumb] Ignore the big transparent box that's just an uneven canvas.
[QUOTE=Good;50411927]Going to change the font eventually [thumb]http://puu.sh/p8IIJ/108a379950.jpg[/thumb] Ignore the big transparent box that's just an uneven canvas.[/QUOTE] The spacing is a bit uneven, try making the gap between the red and the orange box the same size as the gap from those boxes to the sides.
After seeing the Safe Space addon and it's cool collision meshes, it inspired me to take another shot at custom collision meshes: [IMG]http://i.imgur.com/LjoIWH7.gif[/IMG] I might screw around with crappy procedural generation or somethin
[QUOTE=RonanZer0;50410656]Why would you use a derma window for a HUD?[/QUOTE] The HUD isn't a Derma window. The phone is a completely superate addon I'm working on. The phone is a DFrame as DTextEntry requires one of the panels to be patented to a frame to work correctly I believe.
[QUOTE=Pigsy;50412846]The HUD isn't a Derma window. The phone is a completely superate addon I'm working on. The phone is a DFrame as DTextEntry requires one of the panels to be patented to a frame to work correctly I believe.[/QUOTE] Just needs to have one of it's parents be an editable panel, doesn't have to be a DFrame. I use 'EditablePanel' as a base panel
[QUOTE=MPan1;50411177]This is a bit late, but why does it look so drunk?[/QUOTE] I'm still working on realistic head-bob
Lost the files to the car dealer I was working on about a month ago, so I decided to completely remake it, and add more features. Here's a small demo (Doesn't display all features): [video=youtube;d0m7htyJjEw]https://www.youtube.com/watch?v=d0m7htyJjEw[/video] Feel free to leave and constructive criticism on it, I'll be more than happy to take it into consideration.
[QUOTE=Tupac;50413787]Lost the files to the car dealer I was working on about a month ago, so I decided to completely remake it, and add more features. Here's a small demo (Doesn't display all features): [video=youtube;d0m7htyJjEw]https://www.youtube.com/watch?v=d0m7htyJjEw[/video] Feel free to leave and constructive criticism on it, I'll be more than happy to take it into consideration.[/QUOTE] If you are using blur, refrain from using non-transparent lines/rectangles et cetera. If you set that white to Color( 255, 255, 255, 15 ) it'll look like a layer on a glass. Same with other rectangles, try playing around with transparency.
*nevermind*
Another GUI, this time an inventory, i'll do the scrollbar redesign as soon as i get free time: [t]http://images.akamai.steamusercontent.com/ugc/263837612164579733/DA35DDEBA4660686C15C2A0AB72692DAB98E2FB7/[/t] Now comes the best part: Networking :suicide:
[QUOTE=HunterFP;50414391]Another GUI, this time an inventory, i'll do the scrollbar redesign as soon as i get free time: [t]http://images.akamai.steamusercontent.com/ugc/263837612164579733/DA35DDEBA4660686C15C2A0AB72692DAB98E2FB7/[/t] Now comes the best part: Networking :suicide:[/QUOTE] Too be honest... You should redesign the inventory & hud.
[QUOTE=Good;50414581]Too be honest... You should redesign the inventory & hud.[/QUOTE] I Think the inventory looks okay, But the HUD does need some work imo. Also networking is fun I dont know what your talking about.
I could either use sharp textures where you can literally count pixels or smooth ones. But I decided to use sharp ones, they somewhat look neater: [img]http://puu.sh/p9jaT/67f4373f17.png[/img]
[QUOTE=0V3RR1D3;50414671]I Think the inventory looks okay, But the HUD does need some work imo. Also networking is fun I dont know what your talking about.[/QUOTE] [QUOTE=Good;50414581]Too be honest... You should redesign the inventory & hud.[/QUOTE] The hud is just a place holder, what should i change in the inventory?
[QUOTE=HunterFP;50414867]The hud is just a place holder, what should i change in the inventory?[/QUOTE] First of all - why use blur if you are gonna hide everything what's behind it with non-transparent rectangles? Plus the whole corner marking looks bad imo.
[QUOTE=Netheous;50409085]No update for now - I've been chilling for past 2 days. Except for wall-making, because it's almost done: [t]http://puu.sh/p8dXZ/9884e8e70e.jpg[/t][/QUOTE] How do your clients handle all of the entities?
[QUOTE=jrj996;50414898]How do your clients handle all of the entities?[/QUOTE] What's up with these unspecific questions? Handle in what way, are you talking about knowing what is what, efficiency or builiding them?
[QUOTE=Netheous;50414943]What's up with these unspecific questions? Handle in what way, are you talking about knowing what is what, efficiency or builiding them?[/QUOTE] Efficiency, I'm talking about it from an optimization point.
[QUOTE=jrj996;50414959]Efficiency, I'm talking about it from an optimization point.[/QUOTE] It's as efficient as having props on map.
[QUOTE=Netheous;50414987]It's as efficient as having props on map.[/QUOTE] You're a real joy to speak to you know that? Just wanted to know if you came up with an efficient way to spawn a large amount of entities, because lord knows source loves destroying client and server performance when doing what you're doing lol
[QUOTE=jrj996;50415018]You're a real joy to speak to you know that? Just wanted to know if you came up with an efficient way to spawn a large amount of entities, because lord knows source loves destroying client and server performance when doing what you're doing lol[/QUOTE] Finally a specific question lol. I have 1 entity that is called pw_construction, it holds data about all the pieces of construction, it's whole health, models of pieces, angles, positions et cetera. Pieces only act as a channel, they forward all +USE and damage to that entity. Players only get data from one entity and only when it changes so it's not really hard on net.
If I understand correctly he's not spawning a lot of entities at once at all. The players build one wall at a time. Am I right Neth?
:snip: Just noticed you are talking about wall specifically. Yes, it places dummy models and then you build one wall at the time.
[QUOTE=Netheous;50414826]I could either use sharp textures where you can literally count pixels or smooth ones. But I decided to use sharp ones, they somewhat look neater: [img]http://puu.sh/p9jaT/67f4373f17.png[/img][/QUOTE] You're practically the king of blur, why don't you just apply a tiny Gaussian blur to them? (in an image editor, not in game of course)
Why would I blur the icons lol.
[QUOTE=Netheous;50415931]Why would I blur the icons lol.[/QUOTE] How would you even blur icons?
[QUOTE=Tupac;50416218]How would you even blur icons?[/QUOTE] Put blur on top of it.
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