• GMod - What are you working on? May 2016 (#57)
    548 replies, posted
[QUOTE=Blasphemy;50301188]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 )[/QUOTE] Alright. Another question, chat and voice information can be huge factors in deciding whether a kill is RDM. Imagine a situation where player A walks up to player B, says over the mic that he was the one who ordered the hit on player B's friend. Player B promptly decides to shoot the fucker in the head. A recording without voice could give the impression that A walked up to B and then got killed for no reason, making it seemingly obvious that it is RDM. The same can happen with chat or even with text screens if player A knows the admin will use the recording system to verify A's claim of RDM. How would you deal with that?
[QUOTE=FPtje;50301413]Alright. Another question, chat and voice information can be huge factors in deciding whether a kill is RDM. Imagine a situation where player A walks up to player B, says over the mic that he was the one who ordered the hit on player B's friend. Player B promptly decides to shoot the fucker in the head. A recording without voice could give the impression that A walked up to B and then got killed for no reason, making it seemingly obvious that it is RDM. The same can happen with chat or even with text screens if player A knows the admin will use the recording system to verify A's claim of RDM. How would you deal with that?[/QUOTE] This isn't intended to be a fool-proof replacement for administrative interpretation of a situation. It's only meant to aid in adding validation to what each player describes. There will never be a tool invented to completely remove the need for or to entirely automate administration Also to answer your question, while I doubt I'd ever put out the effort to do this: If you wanted to record all the player audio, you could create a player that can always hear every player, use all the necessary hooks and whatnot to ensure they don't show up in the player list etc, then use a C# program to save each instance of a player starting/stopping their voice chat to a file sorted by time line, then match those files up with the replays recorded in-game.
[QUOTE=Blasphemy;50301445]This isn't intended to be a fool-proof replacement for administrative interpretation of a situation. It's only meant to aid in adding validation to what each player describes. There will never be a tool invented to completely remove the need for or to entirely automate administration Also to answer your question, while I doubt I'd ever put out the effort to do this: If you wanted to record all the player audio, you could create a player that can always hear every player, use all the necessary hooks and whatnot to ensure they don't show up in the player list etc, then use a C# program to save each instance of a player starting/stopping their voice chat to a file sorted by time line, then match those files up with the replays recorded in-game.[/QUOTE] Beware of providing this to your admins, as it may give them a false sense of knowledge. As FPtje said, without voice chat they are missing an important dimension of the situation. Because they have video, they may feel that they know who was guilty in the situation.
[QUOTE=roastchicken;50302817]Beware of providing this to your admins, as it may give them a false sense of knowledge. As FPtje said, without voice chat they are missing an important dimension of the situation. Because they have video, they may feel that they know who was guilty in the situation.[/QUOTE] Yeah, what if some creative minges make it a sport to bait people to kill in ways that don't show up on the recorded thing?
Got the weapon positions working, also showing what increasing the recording fps does. [video]https://youtu.be/QeDNUmtcDGI[/video]
Camera movement is somewhat done, I'll be working on something else now. (Mute it before playing if you don't want to hear to my as Commander said 'nigger gay music') [media]https://youtu.be/v_Ehm0SYjBA[/media]
Also, finally used it to make a cart (looks gay, I know.. but it works!) [img_thumb]http://puu.sh/oP5rw/546e9d2d7a.jpg[/img_thumb]
Been working for a server, we ran out of drugs, so i've redesign my vgui (Thanks to dimitri of course) [vid]https://dl.dropboxusercontent.com/s/deqvqpuna5p0yy3/2016-05-12_14-46-36.mp4?dl=0[/vid]
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]
Toolbars, remade icons, fixed zooming, shortcuts, lighting modes et cetera - now I'm working on translation of clicking on entities. [media]https://youtu.be/ItsK54qk2EY[/media]
I have been working on this vehicle. [media]https://www.youtube.com/watch?v=Zt2gU6Vzlxc[/media]
[QUOTE=Thermadyle;50309016]I have been working on this vehicle. [media]https://www.youtube.com/watch?v=Zt2gU6Vzlxc[/media][/QUOTE] Holy, that is creative. Awesome job.
The Source engine doesn't like rendering detail from far away, and in certain cases, can introduce a significant amount of what's called [url=https://en.wikipedia.org/wiki/Z-fighting]Z-fighting[/url]. To see it, spawn Alyx and slap her with the Face Poser with default settings: [t]https://i.gyazo.com/eec73da31c1c7953fda4fe16c9c5bab8.jpg[/t] Then get really far away: [t]https://i.gyazo.com/c40167e81685ba1d530ba57e0cbd5780.jpg[/t] And zoom in with the Camera: [t]https://i.gyazo.com/6b24095378bf87b8d17692422981bf5b.jpg[/t] Eew. By simply increasing the rendering NearZ value, we massively increase the distance at which this problem starts happening - effectively fixing it entirely if tweaked correctly. [t]https://i.gyazo.com/82ebb6654fa33487cf6d53f74a705aae.jpg[/t] Full code (garrysmod\lua\autorun\client\znear.lua): [lua]local cvar = CreateClientConVar("r_nearz_override", "-1", false, false, "Override the NearZ value for rendering. -1 to disable override.") cvars.AddChangeCallback("r_nearz_override",function() cvars.RemoveChangeCallback("r_nearz_override", "nearz_define_calcview") local oldCV = GAMEMODE.CalcView function GAMEMODE.CalcView(...) local ret = oldCV(...) local nearz = cvar:GetFloat() if nearz <= 0 then return ret end -- either failed to convert to float, or negative meaning default ret.znear = nearz return ret end end, "nearz_define_calcview")[/lua] I named it "r_nearz_override" on the off-chance that a future update will give us a native r_nearz (to match the existing native r_farz). This Z-fighting issue has been plaguing some people's poses, so being able to fix it should be useful! :) This isn't great for gameplay though: [t]https://i.gyazo.com/099d1c77eb7c07600fb12e3faa1a3cad.jpg[/t]
[QUOTE=NeatNit;50309701]The Source engine doesn't like rendering detail from far away, and in certain cases, can introduce a significant amount of what's called [url=https://en.wikipedia.org/wiki/Z-fighting]Z-fighting[/url]. [t]https://i.gyazo.com/6b24095378bf87b8d17692422981bf5b.jpg[/t] [/QUOTE] Reminds me of [url=http://chaosinmotion.com/blog/?p=555]an article I read[/url] where the author used an alternative perspective matrix, one which makes better use of floating point number accuracy. The result was much higher z-buffer precision for distant objects.
-snip- nevermind they work
[quote=NeatNit;50309701][img]https://i.gyazo.com/6b24095378bf87b8d17692422981bf5b.jpg[/img][/quote] Jesus christ, that's nightmare fuel :scream:
[QUOTE=NeatNit;50309701] [t]https://i.gyazo.com/6b24095378bf87b8d17692422981bf5b.jpg[/t] [/QUOTE] [QUOTE=MaximLaHaxim;50310801]Jesus christ, that's nightmare fuel :scream:[/QUOTE] [URL="http://i.imgur.com/51K5mKS.jpg"]trigger warning: scary?¿[/URL] :nope:
[QUOTE=ZeBull;50310985]ew[/QUOTE] Please don't show that photo, that is rather scary to people. (i am now under a blanket because of you)
[QUOTE=Mikey Howell;50311198]Please don't show that photo, that is rather scary to people.[/QUOTE] Alright I parsed it as a link instead. I aim to work towards helping create and provide a SafeSpace® for everyone; including you, Mike. (Kudos to you Matt, seriously good work)
Found how to use the game_text entity and made a function to display text using it. [t]http://dlbeta.codefi.re/v/zombine/screencap/2016-05-13_01-34-41.gif[/t]
-snip- hit me where it hurts :-(
[video=youtube;OVc_EwcJlxg]http://www.youtube.com/watch?v=OVc_EwcJlxg[/video]
[QUOTE=Lapin_b0t;50313648][video=youtube;OVc_EwcJlxg]http://www.youtube.com/watch?v=OVc_EwcJlxg[/video][/QUOTE] What's the point of it if they don't act like real doors? :v:
They can act like locked doors, that's the point, in my gamemode, when doors will be locked, the serial killer will be able to destroy the doors with his chainsaw But yeah, i remember someone posting in an old WAYWO thread 100% lua doors, idk if he released it.
If I could get some advice on how to improve my custom printshop tabs, please let me know. I saw 2 disagrees and 1 funny(Which I don't know why)
I'm working on a gamemode heavily inspired by BioShock. I have yet to test it with online Multiplayer, and hopefully I won't need to do many revisions to get it working online. Currently I'm focussed on things for what would be the Player's "class" in BioShock. [sp](Note: I don't gaf about BioShock Infinite it can die in a ditch! This is based on the GOOD BioShock games, 1 and 2.)[/sp] Currently I'm focussed on the DataBase that will allow vitachambers (conceptually) to work appropriately. That is, the Player's Database. Currently it saves the Player's HP, upgradeable "HP Level", The weapons they own, the (gamemode specific) ammo they have (numeric), and how much money they have. It saves more variables that are currently unaffected by anything in the gamemode, as well, such as "adam". There are more things I've done, of course. The ability to heal oneself with on-person medkits, for instance, and I'm in love with the wall mounted healthkit I scripted. I think I'll produce a video sometime soon. Ah but it's really annoying me with saving weapon Clip sizes. As I try to implement that, for unknown reasons it's interfering with saving reserve Ammo counts despite the isolation of the relative functions. Meanwhile, I have yet to get it to save Clip sizes properly. [editline]13th May 2016[/editline] Oh, a note to make, it's not a recreation of BioShock or anything. More so just trying to apply the concepts to a Garry's Mod gamemode. As I said, I'm focussing on the Main Character class, but I HOPE to add in splicer-like classes, and perhaps others.
[QUOTE=WalkingZombie;50314007]-wall of useless text-[/QUOTE] Notice how everyone posts an image/video? That's so they don't have to read your shitty 'I'm working on that and that' and see the actual progress.
[QUOTE=Netheous;50314038]Notice how everyone posts an image/video? That's so they don't have to read your shitty 'I'm working on that and that' and see the actual progress.[/QUOTE] Well I did say I was probably gonna post a video sometime soon. Thanks. Part of the reason I decided to post was to vent about frustrations.
[QUOTE=Netheous;50314038]Notice how everyone posts an image/video? That's so they don't have to read your shitty 'I'm working on that and that' and see the actual progress.[/QUOTE] Don't be an ass.
Random stuff I'm making for a buddy's project. [media]https://www.youtube.com/watch?v=N4flQbpdLrA&feature=youtu.be[/media]
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