GMod - What are you working on? January 2015 (#41)
781 replies, posted
Inspired by WalkingZombie, a quick mock up of a Halo themed radar. In the video it's set to pulse out and detect NPC's. I need to find a better recording solution.[video=youtube_share;oNHdqgsYfBk]http://www.youtube.com/watch?v=oNHdqgsYfBk[/video]
[QUOTE=Grinch Pinch;46907661]Inspired by WalkingZombie, a quick mock up of a Halo themed radar. In the video it's set to pulse out and detect NPC's. I need to find a better recording solution.[video=youtube_share;oNHdqgsYfBk]http://www.youtube.com/watch?v=oNHdqgsYfBk[/video][/QUOTE]
I see what I get for sharing my ideas... they get stolen by someone who knows what they're doing, and acts much faster. D:
Still, good job.
[t]http://i.imgur.com/jxOpPjy.jpg[/t]
revamped the car shop a bit
[QUOTE=WalkingZombie;46907718]I see what I get for sharing my ideas... they get stolen by someone who knows what they're doing, and acts much faster. D:
Still, good job.[/QUOTE]
Nah, I've just done some other stuff that has left me with code snippets and then lots of trial and error. Yours looks much more polished already.
Thanks! You know, for a Grinch, you're not very Grinchy. I may even be Grinchier than you!
[QUOTE=WalkingZombie;46906915]How did you do that with poly? My polygons don't favor not being convex very nicely...[/QUOTE]
[url]https://dl.dropboxusercontent.com/u/104427432/Scripts/drawarc.lua[/url]
[QUOTE=PelPix123;46907602]Nope. It's in Lua.[/QUOTE]
jeez! I assume it is meant to take pretty pictures with, not have on all the time, or else, I assume atleast, it'd take a performance hit?
[QUOTE=Melted Bu11et;46908004]jeez! I assume it is meant to take pretty pictures with, not have on all the time, or else, I assume atleast, it'd take a performance hit?[/QUOTE]
Of course it's going to take some time to render (milliseconds), but I highly doubt it is game breaking.
So I got my messages app working this morning! Then I broke it... And now I fixed it. It works now but I still need to design notifications for when someone texts you and make the phone vibrate. Also I should probably test it with actual players cause it errors due to Bots not having steam ids. I did mess around with making folders but holy hell is it a broken cluster fuck! This is a massive project trying to clone the looks of iOS and also surpass rPhone ([URL="https://scriptfodder.com/scripts/view/179"]4 bucks for snake?!?![/URL])
[IMG]https://raw.githubusercontent.com/Exho1/gPhone/master/materials/vgui/gphone/apps/2d_player_side.png[/IMG][IMG]https://raw.githubusercontent.com/Exho1/gPhone/master/materials/vgui/gphone/apps/2d_player_side_jump.png[/IMG][IMG]https://raw.githubusercontent.com/Exho1/gPhone/master/materials/vgui/gphone/apps/2d_player_side.png[/IMG]
Sorry about it being so quiet, I haven't thought about sounds yet and I turn my music off to record
[video=youtube;QWPLL3_9150]http://www.youtube.com/watch?v=QWPLL3_9150[/video]
[QUOTE=PelPix123;46908369]I just expanded this into an entire PBR system. It's a unified lighting system that treats envmaps, world lights, projectors, dynamic lights, and the light cache the same. It now takes (with a bit of conversion) standard PBR materials.
Here's a material with multiple roughnesses interacting with the cubemap, the light cache, and several world lights:
[url]http://www.pelpix.info/gm_construct0005.jpg[/url]
[editline]11th January 2015[/editline]
It works on brushes.[/QUOTE]
I just looked at your linked post as well and I do have to say this looks nice. Is this realtime?
[QUOTE=PelPix123;46908560]Not to converge. It's noisy in real-time. It's also really vertex normal dependent. You need really coherent and correct vertex normals or it all falls apart. The highlights get all wobbly:
[url]http://www.pelpix.info/gm_construct0002.jpg[/url]
[url]http://www.youtube.com/watch?v=XAxfvemgpVE[/url]
[editline]12th January 2015[/editline]
[url]http://www.pelpix.info/dojo0000.jpg[/url]
[url]http://www.pelpix.info/dojo0001.jpg[/url]
[url]http://www.pelpix.info/dojo0002.jpg[/url]
[url]http://www.youtube.com/watch?v=8dAUYAg8mAQ[/url][/QUOTE]
Are you doing this with a custom shader / module?
I'm working with a friend to make a gamemode where the world is made up of models which obviously will have lighting issues. We haven't looked into what we can do about it just yet since it is in its infancy, but he came across this and I'd love to learn more about it.
Added 3rd person support for TrackIR, not really finished ;missing the leaning system like in ArmA 2/3
[video=youtube;trIhCCPF9Lg]http://www.youtube.com/watch?v=trIhCCPF9Lg[/video]
wow, 7:30 am here, time to sleep
[QUOTE=ExtReMLapin;46908960]Added 3rd person support for TrackIR, not really finished ;missing the leaning system like in ArmA 2/3
[video=youtube;trIhCCPF9Lg]http://www.youtube.com/watch?v=trIhCCPF9Lg[/video]
wow, 7:30 am here, time to go to bed[/QUOTE]
Is it uh Is it possible to turn your head all the way around like an owl?
With trackir, (depending of the profile you're using) when you turn (irl) your head from 10°, in the game, your head will turn for about 60°
[QUOTE][IMG] http://puu.sh/epg7l/71ba99fb3f.png[/IMG][/QUOTE]
As you can see, the "normal" model is my real head orientation (angle), the wireframe model is the "in game head"
You don't have to break your neck to check your back
[QUOTE=ExtReMLapin;46908990]With trackir, (depending of the profile you're using) when you turn (irl) your head from 10°, in the game, your head will turn for about 60°
As you can see, the "normal" model is my real head orientation (angle), the wireframe model is the "in game head"
You don't have to break your neck to check your back[/QUOTE]
Now the only thing is are you still able to see your screen after you've turned enough to look behind you.
[QUOTE=BigBadWilly;46909122]Now the only thing is are you still able to see your screen after you've turned enough to look behind you.[/QUOTE]
If my college-level math checks out, you should only have to turn about 30° to be looking completely backwards in-game using his profile, so I don't think it's much of a problem.
Needed voice actors for AI so made a program to track it.
Uses a RESTful API combined with an AngularJS interface.
src: [url]https://github.com/zack-w/VoiceActor-Tracker[/url]
demo: [url]http://alteredrp.com/ai/record/#/[/url]
user: fp
pass: test
[t]http://i.gyazo.com/8f186385accdfae01961b7a1100479b6.png[/t] [t]http://i.gyazo.com/c6aeb96ddb3e62c28a9a7b64fa2747d8.png[/t]
I've wondered for a long time if voices could be generated from a bank of pronunciations in the style of markov chains, matching pitch, pausing, and lengthening differences.
[editline]12th January 2015[/editline]
[QUOTE=zzaacckk;46909573]Needed voice actors for AI so made a program to track it.
Uses a RESTful API combined with an AngularJS interface.
src: [url]https://github.com/zack-w/VoiceActor-Tracker[/url]
demo: [url]http://alteredrp.com/ai/record/#/[/url]
user: fp
pass: test
[t]http://i.gyazo.com/8f186385accdfae01961b7a1100479b6.png[/t] [t]http://i.gyazo.com/c6aeb96ddb3e62c28a9a7b64fa2747d8.png[/t][/QUOTE]
also that is a super cool tool you've made
what if a server let all of its players record one voice clip per NPC line, and vote on which to use per line, with realtime updating of the server files?
[QUOTE=bitches;46909665]also that is a super cool tool you've made
what if a server let all of its players record one voice clip per NPC line, and vote on which to use per line, with realtime updating of the server files?[/QUOTE]
I have it generate a dynamic personality for an NPC, included is a randomized voice actor so that all the clips are consistent.
I think it would be cool walking upto an NPC and it being like you're speaking to someone you know that plays the server.
And then the nightmare edition in which players can spend donation credits on revoicing NPCs! :v:
I don't know if he's still around, but Steeze once wanted me do voice acting for some prostitute NPC who asked you to collect bananas or something
[QUOTE=ExtReMLapin;46908960]Added 3rd person support for TrackIR, not really finished ;missing the leaning system like in ArmA 2/3
[video=youtube;trIhCCPF9Lg]http://www.youtube.com/watch?v=trIhCCPF9Lg[/video]
wow, 7:30 am here, time to sleep[/QUOTE]
you can really break your neck with this shit huh? really looking forward to possibly use it with realistic roleplay gamemodes such as nutscript, keep it up its nice
The problem is too few people have TrackIR on gmod
So uh
It's more like i'm going to be the only one using it :v:
EDIT :
[video=youtube;7S_Ea0jgDCA]http://www.youtube.com/watch?v=7S_Ea0jgDCA[/video]
EDIT 2 :
Wow , i'm sending data (1 Angle() and one Int 30 times per sec)
[IMG]http://puu.sh/epR3p/6c3baf06df.jpg[/IMG]
Uh ... is it ... a problem ?
OBS didn't save any of my SUPER ULTRA HIGH QUALITY SETTINGS, but I will survive:
[video=youtube;o38gcyg8cr4]http://www.youtube.com/watch?v=o38gcyg8cr4&feature=youtu.be[/video]
I've updated my third person script. I messed with the collision detection and weird aiming of the player to compensate for when you're aiming at an entity and when you're not. This makes aiming a lot easier. You also don't aim at things that are immediately under the crosshair as you can see from walking in front of the wall.
The centered-view kicks in when I right-click, but I'm going to make that a special "ironsight" or "focus" mode, that ups your accuracy and allows you to +use entities, but also slows you down.
I'm also no longer coding for multiplayer, which is a lost cause.
[QUOTE=wauterboi;46910596]OBS didn't save any of my SUPER ULTRA HIGH QUALITY SETTINGS, but I will survive:
[video=youtube;o38gcyg8cr4]http://www.youtube.com/watch?v=o38gcyg8cr4&feature=youtu.be[/video]
I've updated my third person script. I messed with the collision detection and weird aiming of the player to compensate for when you're aiming at an entity and when you're not. This makes aiming a lot easier. You also don't aim at things that are immediately under the crosshair as you can see from walking in front of the wall.
The centered-view kicks in when I right-click, but I'm going to make that a special "ironsight" or "focus" mode, that ups your accuracy and allows you to +use entities, but also slows you down.
I'm also no longer coding for multiplayer, which is a lost cause.[/QUOTE]
make it work with viewpunch
[QUOTE=NiandraLades;46909773]I don't know if he's still around, but Steeze once wanted me do voice acting for some prostitute NPC who asked you to collect bananas or something[/QUOTE]
Yeah, you still up for that? I did finish off the quests system.
[QUOTE=Phoenixf129;46911098]Yeah, you still up for that? I did finish off the quests system.[/QUOTE]
Whole gamemode, different NPCs: black, white, males, females, mutants... all voice acted by Niandra.
That would be hilarious.
[editline]13th January 2015[/editline]
Can't believe that was my 4K post.
Okay, so problematic, I wrote code to make a rendertarget texture, and check for entities all 'round, setting a table with variables for each entity, and apparently it's nil... it doesn't exist?
[quote=The Developers' Console][ERROR] lua/autorun/client/motionsensor.lua:144: attempt to call global 'CreateMSensorScreen' (a nil value)
1. v - lua/autorun/client/motionsensor.lua:144
2. unknown - lua/includes/modules/hook.lua:84[/quote]
I have weeded through all of the functions looking for anything and everything that could reference non-existent, or otherwise nil, information, and anything that might otherwise cause errors... I've cleaned all of it up, yet still I get this error. Before you say it, the function name is correct, even by letter case; it is run just like any other function, and it is created just like other functions as well. If any functions exist, this one should too.
[QUOTE=WalkingZombie;46914315]Okay, so problematic, I wrote code to make a rendertarget texture, and check for entities all 'round, setting a table with variables for each entity, and apparently it's nil... it doesn't exist?
I have weeded through all of the functions looking for anything and everything that could reference non-existent, or otherwise nil, information, and anything that might otherwise cause errors... I've cleaned all of it up, yet still I get this error. Before you say it, the function name is correct, even by letter case; it is run just like any other function, and it is created just like other functions as well. If any functions exist, this one should too.[/QUOTE]
Me and Rebel (or robotboy was it?) both had an issue like this.
I have applied a table to the entity, then I've sent it to client via net message and applied it clientside, then it started popping errors that the table is of a nil value.
I've cut it into 5 prints to debug it.
Applying table: table returned
Sending table sv: table returned
Receiving table cl: table returned
Applying table cl: table returned
Printing table clientside via entity.table: error
Although it's not the same, it's a quite similar issue.
[QUOTE=Netheous;46914502]Me and Rebel (or robotboy was it?) both had an issue like this.
I have applied a table to the entity, then I've sent it to client via net message and applied it clientside, then it started popping errors that the table is of a nil value.
I've cut it into 5 prints to debug it.
Applying table: table returned
Sending table sv: table returned
Receiving table cl: table returned
Applying table cl: table returned
Printing table clientside via entity.table: error
Although it's not the same, it's a quite similar issue.[/QUOTE]
Similar. My function this time isn't returning a table, it's kinda taking over the work. I might be able to shuffle the code back around to the hooked function a bit, but I doubt that will change anything. Also, the entire script is clientside only. I'm just gonna note that the function is not the one that creates / set the rendertarget, nor that creates the poly coordinates; that function combines everything to make the sensor screen. (doing so while calling the functions that do create the RT and Poly coordinates. The function does DRAW the RT, but not does set it up)
If I call it radar I'm making a mistake, as technically it is nothing more than a motion sensor.
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