• GMod - What are you working on? October 2014 (#38)
    706 replies, posted
[t]http://cloud-4.steampowered.com/ugc/37478456647908022/ACA0585A5BF20C256D106D242589FFF0C2DFB2E7/[/t] Well, decided to take a crack at RP again to help out with my friend's community.. Obviously W.I.P. (input fields and w/e for account creation aren't there)
is that in-game or is that a loading screen?
[QUOTE=PortalGod;46257154]is that in-game or is that a loading screen?[/QUOTE] Seeing as there's a play button and account status... It's probably in-game.
[QUOTE=RonanZer0;46257194]Seeing as there's a play button and account status... It's probably in-game.[/QUOTE] Correct, it's in-game, first thing players (that are new) will see. Returning players instead will have their account info displayed. And "Welcome back, <name>" instead of "Hello, <name>" Design isn't final, designer friend went to sleep do I tried to copy his design on his current bunny hop server and add a few of my own touches.
[QUOTE=NiandraLades;46255610]There's nothing wrong with asking for help, but it's also good to be self-sufficient since sometimes, you can find the answer quicker than we can reply via a simple google search[/QUOTE] [QUOTE=nettsam;46255588]you could google and it would be the first thing on the results it's irritating[/QUOTE] I always google before I post a thread... But there's just a lack of resources it seems. Google about painting a DComboBox's dropdown? Why don't you do that and tell me what the first page of results are... Same for properly working team spawns etc. I want to do 'niche' (maybe...? idk lol) ish things
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/vgui/dcombobox.lua[/url] Drop downs are DermaMenu(), you will have to create a new child derma class that overrides that function where it creates the menu and adds the options.
[QUOTE=RonanZer0;46257231]Same for properly working team spawns etc. I want to do 'niche' (maybe...? idk lol) ish things[/QUOTE] what there are many many resources for creating proper gamemodes
[QUOTE=Kuro Light;46257263][url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/vgui/dcombobox.lua[/url] Drop downs are DermaMenu(), you will have to create a new child derma class that overrides that function where it creates the menu and adds the options.[/QUOTE] I know, I was giving an example of a problem I created a thread about. [editline]16th October 2014[/editline] [QUOTE=nettsam;46257275]what there are many many resources for creating proper gamemodes[/QUOTE] When I say team spawns I always mean anti-player-collision. Spawns are easy, making players not spawn on eachother? eeeehhhhhh...
Upside down to right side up. [video=youtube;ACc5oTmlvTk]http://www.youtube.com/watch?v=ACc5oTmlvTk[/video] Some more tests with other shapes. [video=youtube;36T4AYrZuUo]http://www.youtube.com/watch?v=36T4AYrZuUo[/video] Improved the view angle mapping. Calculates view based on traced normals as opposed to entity orientation. TODO: Improve custom move hook. Improve mount/dismount. Weapons don't take modified viewheight into consideration (fix) Done for tonight, goodnight all.
dropbox bandwidth lol
[QUOTE=bitches;46257803]dropbox bandwidth lol[/QUOTE] yeah, I'm on it. Just a sec EDIT: Videos are fixed. Re-uploaded to YouTube.
Are you familiar with the Gravity Hull project? It's dead, but [url]http://facepunch.com/showthread.php?t=1085630[/url] It achieved a similar effect through visual tricks moving the player into a separate space to move around with regular physics, and just draw things as if they are normal and improved. This portal-like transitioning from one space to another is really cool, but I think your solution is better for this purpose.
[QUOTE=Hxrmn;46257727]Upside down to right side up. Some more tests with other shapes. Improved the view angle mapping. Calculates view based on traced normals as opposed to entity orientation. TODO: Improve custom move hook. Improve mount/dismount. Weapons don't take modified viewheight into consideration (fix) Done for tonight, goodnight all.[/QUOTE] This is very very impressive. I'd be pretty excited to see what could be done for planets with some actual(pseudo) gameplay.
[video=youtube;Ca1xpUQERlo]http://www.youtube.com/watch?v=Ca1xpUQERlo[/video] Counter-Strike Source Weapons with a new base. Im trying to make the damage, recoil, and everything else as close as to the game. I also added features in the meantime which you will have the option of turning off or on in a menu. This video showcases c4. I'm open to suggestions.
[QUOTE=Hxrmn;46257727]Upside down to right side up. -video snip- Some more tests with other shapes. -video snip- Improved the view angle mapping. Calculates view based on traced normals as opposed to entity orientation. TODO: Improve custom move hook. Improve mount/dismount. Weapons don't take modified viewheight into consideration (fix) Done for tonight, goodnight all.[/QUOTE] Are props affected by this gravity, as well? Or does it only apply to players?
[QUOTE=bitches;46257987]Are you familiar with the Gravity Hull project? It's dead, but [url]http://facepunch.com/showthread.php?t=1085630[/url] It achieved a similar effect through visual tricks moving the player into a separate space to move around with regular physics, and just draw things as if they are normal and improved. This portal-like transitioning from one space to another is really cool, but I think your solution is better for this purpose.[/QUOTE] exactly what I had though of when I saw it, I suspect this is the second coming of GHull.
That gravity thing looks amazing, and as other people have mentioned, it would be cool if it could be a light-weight replacement for gravity hull. GHD is pretty unstable (the view flickers and stuff). The only downside is that yours seems to work only for players, while GHD works for all entities inside the selected contraption. But for space ships, you only really need it to work for players.
[QUOTE=Hxrmn;46255814]Started working on gravity platforms today. <awesome video thingy?> Still working on the move hook / reliable view mapping. Gonna have a hell of a time changing the player's AABB and fixing the view height.[/QUOTE] I can feel a "Space Engineers" gamemode coming to Garry'smod soon.
[img]http://i.imgur.com/izr7eeT.png[/img] Updated Rainbow.js on the wiki and added some Lua specific stuff. [sp]I know you want function highlighting, but it's not that easy to make.[/sp]
[QUOTE=Metamist;46258974]Are props affected by this gravity, as well? Or does it only apply to players?[/QUOTE] Props aren't affected yet, but I suppose it's doable. For now, It's only players. Just so everyone knows, I'm basing this off of the wall walking mechanic from Prey: [url]https://www.youtube.com/watch?v=t3C53-PlloE[/url]
[QUOTE=Hxrmn;46261811]Props aren't affected yet, but I suppose it's doable. For now, It's only players. Just so everyone knows, I'm basing this off of the wall walking mechanic from Prey: [url]https://www.youtube.com/watch?v=t3C53-PlloE[/url][/QUOTE] If you want this to work on spacebuild you need to have a way for admins to make it not work on props. Because spacebuild servers are already laggy enough as it is, and making it only work on players is a good way to minimize the number of calculations it has to do. And does it make the player move with the prop they are standing on? If you move the prop around will the player fall off?
[QUOTE=Hxrmn;46261811]Props aren't affected yet, but I suppose it's doable. For now, It's only players. Just so everyone knows, I'm basing this off of the wall walking mechanic from Prey: [url]https://www.youtube.com/watch?v=t3C53-PlloE[/url][/QUOTE] Will players be attached (Loosely parented?) to props so that if the prop is moving they will move along with it?
[QUOTE=Robotboy655;46260816][img]http://i.imgur.com/izr7eeT.png[/img] Updated Rainbow.js on the wiki and added some Lua specific stuff. [sp]I know you want function highlighting, but it's not that easy to make.[/sp][/QUOTE] When I made a lexer in Alex, the following problem occurred that really couldn't be solved by a parser that can only parse regular languages: [code] /***/ a = 1 -- <-- this assignment shouldn't be a comment, but it was in alex /***/ /**/ [/code] You don't have the above (or other regular language problems) if you use lookahead and/or lookbehind. Only advanced implementations of regex have this. Alex didn't support any sort of lookahead. [editline]17th October 2014[/editline] Good job either way though, this is a lot better.
[QUOTE=Divran;46262014]If you want this to work on spacebuild you need to have a way for admins to make it not work on props. Because spacebuild servers are already laggy enough as it is, and making it only work on players is a good way to minimize the number of calculations it has to do. And does it make the player move with the prop they are standing on? If you move the prop around will the player fall off?[/QUOTE] [QUOTE=a1steaksa;46262052]Will players be attached (Loosely parented?) to props so that if the prop is moving they will move along with it?[/QUOTE] Currently if you move the prop fast enough to counteract the local gravity, the player will just fall off. I could calculate the delta translation / rotation of the prop each tick and update the player location accordingly, but that's something for later. First thing I want to do is make the player movement robust. I'm really not thinking about spacebuild (nor do I really want to), it's not among my concerns. I'm just working on making a cool wall walk thing. :)
Working on a public global ban-list service with API keys and cool stuff like that, I've finished the addon and am waiting for a friend of mine (Riekelt) to finish the website. [I]VGUI to prepare ban requests that you will finalize on the website.[/I] [T]http://puu.sh/cb33b.png[/T] [B]Edit:[/B] Things gBans will ban peoples for: * Hacking * Spamming * General Bad Behaviour * gBans ToS Violation (Community administrators being idiots and not doing as they are told...)
[t]http://i.imgur.com/Da83Axw.jpg[/t] been pimping out admin tools
[QUOTE=Giraffen93;46268071][t]http://i.imgur.com/Da83Axw.jpg[/t] been pimping out admin tools[/QUOTE] Why don't you use [url]http://wiki.garrysmod.com/page/Entity/MapCreationID[/url]
[QUOTE=rebel1324;46268415]Why don't you use [url]http://wiki.garrysmod.com/page/Entity/MapCreationID[/url][/QUOTE] because it changes on every map revision, and i have to redo it and i name all my doors anyway so no problem
Would anyone be interested in a site like scriptfodder and coderhire, except with a module that injects an "obfuscated" script runtime? I haven't thought out the details yet, but it seams like leaks are a big issue there.
[QUOTE=marvincmarvin;46269801]Would anyone be interested in a site like scriptfodder and coderhire, except with a module that injects an "obfuscated" script runtime? I haven't thought out the details yet, but it seams like leaks are a big issue there.[/QUOTE] It would be cracked in a day or less and all the work would be for nothing, not to mention this stops customers from editing the scripts the only people who lose out are the paying customers.
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