• GMod - What are you working on? May 2016 (#57)
    548 replies, posted
Got a function to make animated boxes and simulate SizeTo starting from different angles :toot: [vid]http://a.pomf.cat/ddqtay.webm[/vid]
I've been working on my upcoming 'PrivacyBox' addon recently - everything is generated on-the-fly using the mesh library: [t]http://i.imgur.com/jCDM6At.jpg[/t] [t]http://i.imgur.com/LJ8e5fF.jpg[/t] [t]http://i.imgur.com/83Z3IQv.jpg[/t] [t]http://i.imgur.com/rMEEKk7.jpg[/t] Door frame and interior size is completely customizable. The addon itself derives it's 'bigger on the inside' tech from my other addon which implements [url=https://facepunch.com/member.php?u=238641]bliptec[/url]'s world portals stuff: [url=https://steamcommunity.com/workshop/filedetails/?id=499280258]Doors[/url]
[video=youtube;sXpyMPcB3ko]https://www.youtube.com/watch?v=sXpyMPcB3ko[/video] One of the most requested features was letting people use whatever cancer they wanted as player models. Now it mostly works. Weeb shit, FNAF shit, whatever other shit you can find on the workshop are all options now.
[QUOTE=MattJeanes;50277762]I've been working on my upcoming 'PrivacyBox' addon recently[/QUOTE] Why not 'Safe Space'? :v:
[B]Warning: Wall of Images & Text[/B] Since we all love to hate the Garry's Mod server browser and because new gamemodes stands no fair chance to get noticed by the majority, we decided to create a match making system for Rust Racers. Aftokinito developed a server management suite with a server and client api which lets us create new dedicated servers on demand with code. This little system is then tied to our race statistics and website where we use it for matching players with the same cars, upgrades and overall wins / losses (with some tolerance and additional measures to group friends) Website: [t]http://puu.sh/oKiMx/6fe9e1b2c5.jpg[/t][t]http://puu.sh/oKiNy/39ab55fd2f.jpg[/t][t]http://puu.sh/oKiLv/3d9a427527.jpg[/t][t]http://puu.sh/oKiOy/4ba1cc7b97.jpg[/t][t]http://puu.sh/oKiQi/769cb49132.jpg[/t] When clicking Join on the match making page the server will calculate your total rating based on wins, losses, upgrades and number of cars owned. If the lobby manager cant find a fitting lobby for you it will create a new one and let others join it. Once the lobby has enough players the Cancel button is replaced by a Ready/Unready button. Once the majority of players are ready the Lobby Manager requests a new dedicated server from the Server manager. If the manager succesfully creates a server it sends the IP, port and generated password back to all the clients who will attempt to connect to the game using the steam browser protocol. If the manager fails to create a server the lobby gets put in a queue and once a server is available the clients connect to it. [t]http://puu.sh/oJNxV/a56b3c3d72.gif[/t] [t]http://puu.sh/oKqpU/a9517005bd.jpg[/t] ssh control of the server manager: [t]http://puu.sh/oJJtR/dfdc1e600c.gif[/t] This entire powerhouse is driven by a continous integration between bitbucket and workshop which automatically pushes any succesful build of the projects to workshop or the website and the builds are automatically triggered by commits. The addons are separated into Gamemode, Base and Car Packs. Some of the higher end cars are so big and have so many details and upgrades that we can only fit a single car in one addon. Due to how we've structured this undertaking deploying new daemons/slaves for Dedicated Machines is very easy which makes this whole thing very scalable. [t]http://puu.sh/oKjon/133702c3eb.png[/t] [t]http://puu.sh/oKjEF/f545d65eeb.jpg[/t] and all this effort for what? Well the gamemode is pretty fun too :v: [media]https://www.youtube.com/watch?v=5hfZK_5w9NU[/media] [media]https://www.youtube.com/watch?v=K4dWBbBNEcA[/media] Working on this project is now smoother than a shaved vagina and all you have to do now is write working code in one end and wait for the players to receive it on the other end. We also had a ton of fun trying to exploit the systems with XSS, SQL injection, Javascript/Html injection and JSON flooding. [url=http://puu.sh/obgFs/bae40f2642.jpg]NSFW Example of what happens when you don't escape input and sanitize data.[/url] Another noteworthy thing is that the gamemode and cars are designed to run at [U]16 tickrate[/U] :D (we couldn't get the server to run any slower?) and it was mostly possible thanks to FProfiler which helped us improve performance and response time across the codebase. [B]Some Misc Stuff from the Gamemode and Addon:[/B] Beautiful Main Menu designed by [B]Smithy265[/B] [t]http://puu.sh/oKqAU/85611286ea.jpg[/t][t]http://i.imgur.com/xuJicoQ.gif[/t] Lets you preview cars, upgrades, change settings, vote for gamemodes and so on. Includes it's own Admin menu for the gamemode which lets you change gamemode specific settings and force different subgames. Inspiration for car HUD: [t]http://puu.sh/obZgx/ec0af05005.jpg[/t] My remake in Photoshop: [t]http://puu.sh/obZgW/a5e4e320ce.jpg[/t][t]http://puu.sh/oc0o7/0754d02f45.jpg[/t] And thanks to Troleika/MadMan, this will be on the gmod main menu :v: [t]http://i.imgur.com/JgRG9tI.jpg[/t] [b]The Subgames[/b] [b]Destruction Derby:[/b] Last Man Standing with Booby Trapped obstacles Auto Generated Arena with automatic spotlights on night maps [t]http://puu.sh/oKr38/45b939cf68.jpg[/t] [b]Circle of Death:[/b] Every 8 seconds 4 cells gets activated, 3-5 seconds later they either drop or launch. Extra rewards for pushing other people off the grid, Last man standing wins. [t]http://puu.sh/oKr5B/d144291b51.jpg[/t] [b]Good Old'No Rules Time Attack':[/b] Complete all the laps and get rewarded based on performance. [t]http://puu.sh/oKr7J/27b7a315b7.jpg[/t] The cars works in other gamemodes as well. The upgrade system has hooks you can subscribe to and respond to if you want to integrate these in DarkRP or any other gamemode with currency. These cars makes a great substitute for other car mods which does not perform well at extremely low tick rates. Gamemode Tech Stack: SteamAPI Javascript JQuery PHP Python MySQL NGinx Lua Continous Integration stuff: Jira Bamboo Bitbucket Git SVN Bash (Gmad/Gmpublish)
[QUOTE=zerf;50279153]Why not 'Safe Space'? :v:[/QUOTE] You've actually make me think about that now and my mind keeps going back to the idea :v: So, vote I guess - [IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] for Safe Space, [IMG]https://facepunch.com/fp/ratings/cross.png[/IMG] for PrivacyBox or [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] for other (let me know if you got a cool name) edit: Thanks! Safe Space it is!
[QUOTE=Hoffa1337;50280347]advertisement[/QUOTE] As awesome as all that is, you would have been better off starting a new thread and linking to it instead of posting an entire thread in 1 post with a useless warning...
[media]https://www.youtube.com/watch?v=Slj8Rah70N0[/media] Grid Base Astar Pathfinding in my project League Wars(Moba) This very early alpha...
[QUOTE=kjh0105;50280596][media]https://www.youtube.com/watch?v=Slj8Rah70N0[/media] Grid Base Astar Pathfinding in my project League Wars(Moba) This very early alpha...[/QUOTE] just an idea, maybe put the boxes in a table and then search for is visible, so that you dont walk in a grid but it pathfinds in a grid allowing it to walk directly to a position if you can see it then to the next furthest visible position once you have reached the first?
[QUOTE=MattJeanes;50280437]You've actually make me think about that now and my mind keeps going back to the idea :v: So, vote I guess - [img]https://facepunch.com/fp/ratings/tick.png[/img] for Safe Space, [img]https://facepunch.com/fp/ratings/cross.png[/img] for PrivacyBox or [img]https://facepunch.com/fp/ratings/funny2.png[/img] for other (let me know if you got a cool name)[/QUOTE] [img]http://i.imgur.com/shfOvMw.png[/img] Safe Space it is! [img]http://i.imgur.com/GIPcxYZ.png[/img] Also, today I've been working on a customization editor thing! [t]http://i.imgur.com/xY0f61e.png[/t] [t]http://i.imgur.com/SMMecyN.png[/t] [t]http://i.imgur.com/MuSAkWR.png[/t] [t]http://i.imgur.com/1m1oZhN.png[/t] Not finished of course but it all updates in realtime when you move the sliders which is cool. Next up, actually make it spawn the ones from the editor, presets, [b]heavy[/b] code cleanup :ohno: and then release!
[QUOTE=MattJeanes;50282496][img]http://i.imgur.com/shfOvMw.png[/img] Safe Space it is! [img]http://i.imgur.com/GIPcxYZ.png[/img] Also, today I've been working on a customization editor thing! Not finished of course but it all updates in realtime when you move the sliders which is cool. Next up, actually make it spawn the ones from the editor, presets, [b]heavy[/b] code cleanup :ohno: and then release![/QUOTE] Does it have proper cleanup/reuse of the meshes?
[QUOTE=vexx21322;50282551]Does it have proper cleanup/reuse of the meshes?[/QUOTE] I'm not doing anything special to clean them up at the moment, being left to GC I suppose when removed or overwritten - is there proper cleanup methods I should be calling?
[QUOTE=MattJeanes;50282579]I'm not doing anything special to clean them up at the moment, being left to GC I suppose when removed or overwritten - is there proper cleanup methods I should be calling?[/QUOTE] If you're using IMesh, you use the Destroy method to delete and free the memory. If using the mesh library, I believe being an immediately mode form of rendering, it should be cleaned up by gc when appropriate. However, you want to be caching and reusing data structures as much as possible to not needlessly waste memory.
[QUOTE=MattJeanes;50282496][IMG]http://i.imgur.com/shfOvMw.png[/IMG] Safe Space it is! [IMG]http://i.imgur.com/GIPcxYZ.png[/IMG] [/QUOTE] You are my hero. In related news, I fucking hate every mesh function in gmod and would probably just leave them allocated out of spite.
Why is this thread dying? People, post more WAYWO's!
[QUOTE=code_thrax;50289761]Why is this thread dying? People, post more WAYWO's![/QUOTE] Well, I just made this for anus: [vid]http://cdn.streamable.com/video/mp4/6kmp.mp4[/vid]
The frontend for a project I'm working on [quote] [vid]http://vhs7.tv/share/2016-05-10_20-40-00.webm[/vid] [/quote] it even works in 800x600 :) [IMG]http://vhs7.tv/share/sublime_text_2016-05-10_21-03-52.png[/IMG]
I'm working on a gamemode in which you can build stuff (kinda like in GMStranded). I figured that in order to have decent buildings I would have to either: A) Learn how to model B) Combine props into one construction I picked the obvious B, but quickly got tired of turning adv duplicator saves into schemas for my gamemode, so I created this tool. I'll also be adding a grid in left bottom bit so you can move props in it. All camera movement is rigged so it doesn't flatten angles. [quote][vid]http://puu.sh/oMG9E/fcc3fc734f.webm[/vid][/quote]
[QUOTE=Netheous;50292062]thing[/QUOTE] You should try to make something like PAC3, when you can drag the "items/props" on the 3 axis.
I've been coding a fully client-side player recorder for use with any gamemode. It is mainly intended for use with DarkRP to help clear up any confusion regarding RDM situations etc. You can configure the record and playback rate ( IE how frequently it records a new frame. Defaulted to every 100ms ) Pardon the lag, I'm limited to using my laptop at the moment. At some point I want to create a compressed storage method for these recordings so admins can review or attach them to tickets in my admin mod. [vid]http://paradigm-network.com/files/recorder.webm[/vid]
Doesn't that rape FPS?
[QUOTE=Blasphemy;50298345]I've been coding a fully client-side player recorder for use with any gamemode. It is mainly intended for use with DarkRP to help clear up any confusion regarding RDM situations etc. You can configure the record and playback rate ( IE how frequently it records a new frame. Defaulted to every 100ms ) Pardon the lag, I'm limited to using my laptop at the moment. At some point I want to create a compressed storage method for these recordings so admins can review or attach them to tickets in my admin mod. [vid]http://paradigm-network.com/files/recorder.webm[/vid][/QUOTE] Is it like recording a demo, or video/time lapse?
[QUOTE=FPtje;50298448]Doesn't that rape FPS?[/QUOTE] If it's clientside and 'on demand' rather than forced on everyone then FPS doesn't really matter much.
[QUOTE=Netheous;50298602]If it's clientside and 'on demand' rather than forced on everyone then FPS doesn't really matter much.[/QUOTE] How would the recording be "on demand", if its going to be used in RDM situations?
[QUOTE=Ducky3426;50298618]How would the recording be "on demand", if its going to be used in RDM situations?[/QUOTE] An admin starts recording on his client when he joins the server...?
[QUOTE=Ducky3426;50298618]How would the recording be "on demand", if its going to be used in RDM situations?[/QUOTE] I imagine 'demos' would be saved and stored in a database and admin would be able to play them for himself.
[QUOTE=FPtje;50298448]Doesn't that rape FPS?[/QUOTE] At least not if you aren't recording every damn frame and instead record at a slower rate and interpolate between frames during playback.
[QUOTE=Netheous;50298734][QUOTE=Ducky3426;50298618]How would the recording be "on demand", if its going to be used in RDM situations?[/QUOTE] I imagine 'demos' would be saved and stored in a database and admin would be able to play them for himself.[/QUOTE] The recording is on-demand because it's stored in a database? How does storing anything in a database make anything "on-demand" and how does this method make FPS issues irrelevant? I'm sure something's going terribly wrong in understanding one another. Have some questions for me to understand what's going on here: - Is the recording started manually or is it continuously running? - If it's started manually, [I]who[/I] starts it, an admin on another client or the client themself?
[QUOTE=FPtje;50298828]The recording is on-demand because it's stored in a database? How does storing anything in a database make anything "on-demand" and how does this method make FPS issues irrelevant? I'm sure something's going terribly wrong in understanding one another. Have some questions for me to understand what's going on here: - Is the recording started manually or is it continuously running? - If it's started manually, [I]who[/I] starts it, an admin on another client or the client themself?[/QUOTE] Yes, there might be a language barrier. By 'on demand' I meant that it doesn't record everything continuously, but only when admin requests to. If it records continuously then it's just simpler to get SourceTV.
[QUOTE=FPtje;50298448]Doesn't that rape FPS?[/QUOTE] Nope, my laptop was on power saving mode while I was recording. While I'd normally get >120~ fps, I was hovering around 25-30 before starting the recording. In ideal circumstances, recording only causes a 5~ fps loss, and playback at maximum around 20~ but that depends not only on the frame rate of the recording, but also the amount of players it is playing the recording for ( By default it records the movements of every player on the server ) I haven't tried without the debug drawing, so I imagine it'd be exponentially better frame-wise without it.
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