• GMod - What are you working on? May 2016 (#57)
    548 replies, posted
[QUOTE=a1steaksa;50423903]I'm making a networked marker system similar to Portal 2's so you can easily send a countdown to people on your friends list. Does anything stand out visually as being off or needing fixing? I considered using 2D3D but that's going to destroy framerates and only give a moderately better sense of distance. [video=youtube;iZSHPRkWR-w]http://www.youtube.com/watch?v=iZSHPRkWR-w[/video] Also the color of the marker is your physgun color so each player could, theoretically, have their own unique color. The text color is just the marker color inverted so it can always be easily read.[/QUOTE] You could try increasing / decreasing the size based on distance, and clamp if it's too big or too small
Finished adding support for custom surface types for Matt's phenomenal Safe Space addon! [video=youtube;8WcwnJIf0l0]https://www.youtube.com/watch?v=8WcwnJIf0l0[/video]
[QUOTE=Coffeee;50420946] The gamemode is a remake of Gangwars so that's probably why :) I said that in my last post about it but it was a long time ago[/QUOTE] Is GangWarsRP dead? I always thought that was the most fun gamemode, and I kind of find it sad to see that it isn't up anymore.
[QUOTE=VeXan;50426860]Is GangWarsRP dead? I always thought that was the most fun gamemode, and I kind of find it sad to see that it isn't up anymore.[/QUOTE] its kind of dead rn, the 'gwrp 1.0' is currently work in progress and should be up Soon™
[img]http://i.imgur.com/w6LyuOS.png[/img] I have been writing a LuaJIT bytecode interpreter inside of LuaJIT itself. It takes its bytecode and turns it into a runnable function. It's roughly 100x slower in it's current state because of me not optimizing anything since I have been working out kinks and stuff, but it's finally in a state where it will load most basic (and some complex) scripts.
[QUOTE=ZeBull;50426742]Finished adding support for custom surface types for Matt's phenomenal Safe Space addon! [video=youtube;8WcwnJIf0l0]https://www.youtube.com/watch?v=8WcwnJIf0l0[/video][/QUOTE] Very cool, it has been interesting to see the development and the contribution from other people such as this. However, I NEED to know where I can get that skin! :excited:
Just an admin menu for an experience system of mine [t]http://images.akamai.steamusercontent.com/ugc/270593590802461732/D949FBD0BD71651B101790E328F0E46641E527E9/[/t]
[QUOTE=Metamist;50428834]Very cool, it has been interesting to see the development and the contribution from other people such as this. However, I NEED to know where I can get that skin! :excited:[/QUOTE] My addons are written with extensibility in mind so anyone can add to them - so it's cool to see people add to them like this.
I'm making a Time Travel Deathmatch gamemode called Clock Blockers. [video]https://youtu.be/yurC6NLvWpM[/video] [url]https://facepunch.com/showthread.php?t=1520634[/url]
[QUOTE=raubana;50431636]I'm making a Time Travel Deathmatch gamemode called Clock Blockers. [video]https://youtu.be/yurC6NLvWpM[/video] [url]https://facepunch.com/showthread.php?t=1520634[/url][/QUOTE] This is a genius idea. It even replicates players joining! :v: Edit: Or are those their past selves?
[QUOTE=Bubbie;50431856]This is a genius idea. It even replicates players joining! :v: Edit: Or are those their past selves?[/QUOTE] They're kind of like ghosts in racing games but you can still interact with them.
[QUOTE=raubana;50431636]I'm making a Time Travel Deathmatch gamemode called Clock Blockers. [video]https://youtu.be/yurC6NLvWpM[/video] [url]https://facepunch.com/showthread.php?t=1520634[/url][/QUOTE] So awesome. In your gamemode, what causes a bot to become unlinked?
[QUOTE=NeatNit;50432060]So awesome. In your gamemode, what causes a bot to become unlinked?[/QUOTE] That was a tricky subject - I could have gone all out and made every little thing cause the bots to become unlinked, but I didn't do that. Instead I focused on a couple of key variables and allowed the bots to [I]ease[/I] into becoming unlinked instead of going fully unlinked when something was off. A few questions are asked every half-second: 1. Can I see everyone I'm meant to see right now? 1.1. ...and are they located where they're meant to be? 2. Do I see no person I'm not meant to see right now? 3. Am I standing where I'm meant to be currently? 4. Is my health at the level it's meant to be? 5. Do I have the right weapon in hand? 6. Is my timeline not finished executing? If any one of these questions is "no" or "false", then the bot may become unlinked.
That's smart. But what do you mean they "may" become unlinked? Is there random chance involved? Personally, I prefer tactical games like your gamemode to be free of randomness like that. Also, a small nitpick about point 4 - if the bot somehow [i]picked up[/i] health, or [i]didn't[/i] get shot when it should have been, should it really get unlinked? One last question... I'm guessing that the biggest challenge is giving the bots AI that is satisfactory, not too overpowered and not completely dumb. How's that going? (in the video they barely seem to react to the world around them when they're unlinked) Sorry for the interrogation I just really love this.
[QUOTE=NeatNit;50432247]That's smart. But what do you mean they "may" become unlinked? Is there random chance involved? Personally, I prefer tactical games like your gamemode to be free of randomness like that. Also, a small nitpick about point 4 - if the bot somehow [i]picked up[/i] health, or [i]didn't[/i] get shot when it should have been, should it really get unlinked? One last question... I'm guessing that the biggest challenge is giving the bots AI that is satisfactory, not too overpowered and not completely dumb. How's that going? (in the video they barely seem to react to the world around them when they're unlinked) Sorry for the interrogation I just really love this.[/QUOTE] Ok, so the system has a "link strength" variable which weakens whenever there's something that can cause the bot to become unlinked, and heals when there's not. Once that variable reaches 0, the bot becomes unlinked. However, how quickly it gets to that point depends on what exactly is happening... For example, if the bot sees an enemy they didn't see in their previous timeline, the bot will take longer to become unlinked the further away that enemy is. If that enemy is over 2000 units away, it might take 4 seconds for them to become unlinked, but if that enemy is less than 250 units away then the bot will become unlinked immediately. Also, each question that is regarding something quantifiable - such as distance from the intended position and health - usually has some looseness about how it's tested to prevent accidental unlinking. For instance, the bot would need to be more than 5 units of health away from their expected level of health before they'd become unlinked. [editline]31st May 2016[/editline] Oh, sorry, I missed parts of your question. Yeah if a bot doesn't get shot when they did get shot in their last timeline, then they'll become unlinked. It kind of has to be that way :/ As far as the AI goes, you're right - I don't want a bot that's too good. In fact, [URL="https://youtu.be/s3w_KZKzoOE"]I've gone out of my way to make them shittier[/URL]. It seems the more human I make them the happier people seem to be with them.
[QUOTE=MattJeanes;50430842]My addons are written with extensibility in mind so anyone can add to them - so it's cool to see people add to them like this.[/QUOTE] Not that cool when no signs are being given towards possibly releasing the additions to the public.
[QUOTE=Author.;50432697]Not that cool when no signs are being given towards possibly releasing the additions to the public.[/QUOTE] They're on [url=https://github.com/MattJeanes/Safe-Space/tree/custom-mats]GitHub[/url]! Cleaning up before I release properly. Anyway, today I've been working with Bull and I've decided to turn it into a stool rather than have a custom derma menu for configuration. WIP and won't be ready for a couple of days but here's a nice video of what I got so far. [media]https://www.youtube.com/watch?v=tg7EzubPmrY[/media]
[img]http://i.imgur.com/AGYswzy.png[/img] It's so close. I can feel it. It loads lujlu inside of lujlu now. There's an off-by-one bug in one of the opcode handlers. All I have to do is fix that and it will be done. Too bad I have a headache and need to sleep :(
[QUOTE=MattJeanes;50432759]They're on [url=https://github.com/MattJeanes/Safe-Space/tree/custom-mats]GitHub[/url]! Cleaning up before I release properly. Anyway, today I've been working with Bull and I've decided to turn it into a stool rather than have a custom derma menu for configuration. WIP and won't be ready for a couple of days but here's a nice video of what I got so far. [media]https://www.youtube.com/watch?v=tg7EzubPmrY[/media][/QUOTE] [video=youtube;emUTaOwAs5Y]http://www.youtube.com/watch?v=emUTaOwAs5Y[/video]
I'm redoing my metro hand car mod(for the third time) I posted the vid like 2 pages ago.
I'm working on a deathmatch gamemode, the temporary name being "Pew Pew DM" [video]https://youtu.be/afFLPt-FNLE[/video] Players will have a glow that'll allow other players to see them through walls, so all players can see each other. My idea is that players will always have to keep a watch out because they can't just hide in the corner of the map and not be found. Players will have to react quickly to get that kill, as both players will be aware of each other. I also have a levelling system that I'm working on built in with the gamemode, which will increase the player's stats (such as health, speed or damage) as they level up. [video]https://youtu.be/VtS94RK8WKw[/video] Low level players should be able to find it easy to level up, but higher level players have to work hard to level up. Players may also unlock new things such as weapons or playermodels when they level up.
[QUOTE=Bubbie;50436015] snip[/QUOTE] is snip the right word? Anyways that sounds great! Good way to keep the match moving without dead moments or nothing but ruckus, as well as a way for everyone to have a good amount of fun. But... can our hero bob help us?
[QUOTE=Tangyboxhead;50436083]is snip the right word? Anyways that sounds great! Good way to keep the match moving without dead moments or nothing but ruckus, as well as a way for everyone to have a good amount of fun. But... can our hero bob help us?[/QUOTE] Bob doesn't like fighting. :v:
Well thats a shame :C Nonetheless an invincible bob running around the battle feild talking would lighten the mood a bit :3
[QUOTE=Bubbie;50436015]I'm working on a deathmatch gamemode, the temporary name being "Pew Pew DM" [video]https://youtu.be/afFLPt-FNLE[/video] Players will have a glow that'll allow other players to see them through walls, so all players can see each other. My idea is that players will always have to keep a watch out because they can't just hide in the corner of the map and not be found. Players will have to react quickly to get that kill, as both players will be aware of each other. I also have a levelling system that I'm working on built in with the gamemode, which will increase the player's stats (such as health, speed or damage) as they level up. [video]https://youtu.be/VtS94RK8WKw[/video] Low level players should be able to find it easy to level up, but higher level players have to work hard to level up. Players may also unlock new things such as weapons or playermodels when they level up.[/QUOTE] You need to change playermodels to models in models/player dir for the animations to work
Remaking PAC3 material browser. What the old one looks like: [img]http://flexbox.us.to/ShareX/2016/06/hl2_2016-06-01_08-20-47.png[/img] And now mine: [img]http://flexbox.us.to/ShareX/2016/06/hl2_2016-06-01_08-18-49.png[/img] Also has support for finding other materials too. [img]http://flexbox.us.to/ShareX/2016/06/hl2_2016-06-01_08-18-12.png[/img]
Should probably make the DFrame realizable and use DHorizontalDivider to make the left and right panels adjustable. Use Dock() too.
[QUOTE=Robotboy655;50436635]Should probably make the DFrame realizable and use DHorizontalDivider to make the left and right panels adjustable. Use Dock() too.[/QUOTE] Was already docking stuff but added the divider. Here's a video of it in action. [quote][vid]http://flexbox.us.to/ShareX/2016/06/2016-06-01_08-57-28.webm[/vid] [url=http://flexbox.us.to/ShareX/2016/06/2016-06-01_08-57-28.webm]Full sized[/url][/quote]
Should probably add MinRightWidth too, for like 3 icons to fit or something. Maybe minimum size of DFrame resizing too.
[QUOTE=rtm516;50436536]You need to change playermodels to models in models/player dir for the animations to work[/QUOTE] Thanks :v: [IMG]http://puu.sh/pcTPT/3697844ed5.jpg[/IMG]
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