GMod - What are you working on? January 2015 (#41)
781 replies, posted
Everyone's working on such cool stuff and I'm sitting here making my first real addon. I'm proud of you guys now that I understand how much work you put into everything.
[QUOTE=Exho;46942749]special text entry (invisible DTextEntry with a DLabel on top, I made the caret myself)[/QUOTE]
?
[QUOTE=Exho;46942749]Eat your heart out WalkingZombie, making folders sucked ass but they are pretty much done! They still error occasionally, you can't rearrange stuff inside them yet (but you can move them out), and there is some wacky-ass behavior I need to fix with my special text entry (invisible DTextEntry with a DLabel on top, I made the caret myself). And thanks Neth for that sexy blur code!
[t]http://i.gyazo.com/0625c7200a1cee2038545ee4c2a6cff0.png[/t][t]http://i.gyazo.com/099f3bb046aba204a29f4f86ba530cee.png[/t]
Edit: Almost forgot, I had a huge concern with the limit of apps with the old system (4x5 I think) and I didn't know how to nicely implement pages. So now with folders the max amount of apps you can have is now 180 instead of 20, I think...[/QUOTE]
That's cool. Make it better! :smile: Well, for pages, for as much as it helps, said pages are only created if you have more than 20 apps, or if you drag an icon to the side of the screen. My iPhone 5c has 4x5, I haven't looked into it but since I jailbroke it I might be able to increase them numbers. My iPod Touch has 4x5 too. Irrelevant, you are right with 4x5.
[QUOTE=PortalGod;46943265]?[/QUOTE]
I didnt want the look of the default text entry and I couldnt paint it correctly. So I just made the text entry Paint function do nothing so its invisible and put a label over it. And then a flashing caret on the label. Its kinda silly but it doesnt look as bad
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Panel/DrawTextEntryText]Panel:DrawTextEntryText[/url]
could this help? not sure how it works for fonts, but for colors it works and it keeps the caret
I've been working on a fortwars gamemode, which I just posted a thread for in GIP
[URL]http://facepunch.com/showthread.php?t=1446718[/URL]
This is the first gamemode I've started that's actually gotten somewhere :dance:
Might as well autocomplete chat commands too.
[t]http://p.sup.sx/i/1421384756.gif[/t]
[QUOTE=Acecool;46941435]You're right, that example doesn't have the uvs set properly... It's an old tutorial though so I haven't updated it yet with the new code but I'll do that in a bit ( I may phase it out though and extend the creating shapes tut when I finish the full poly meta-table ).
I do have an option for the UV to spiral with the circle on one of the releases vs just stay flat )...
Which will be in this soon: [url]https://bitbucket.org/Acecool/acecooldev_base/src/master/gamemode/client/classes/class_poly.lua?at=master[/url]
[code]
//
// Creates a circle
//
function poly:MakeCircle( _x, _y, _r, _points, _textureScale )
// U is how many times the texture should repeat along the X
local _u = ( _x + _r * 1 ) - _x;
local _u = 1;
// V is how many times the texture should repeat along the Y
local _v = ( _y + _r * 1 ) - _y;
//
local _textureScale = _textureScale || 0.099;
local _slices = ( 2 * math.pi ) / _points;
local _poly = { };
for i = 0, _points - 1 do
local _angle = ( _slices * i ) % _points;
local x = _x + _r * math.cos( _angle );
local y = _y + _r * math.sin( _angle );
// i / _points
// i * _angle / _points
table.insert( _poly, { x = x; y = y; u = _u; v = ( ( i * _angle / _points ) * _textureScale ) } );
end
return _poly;
end
[/code]
There's the one that spirals ( and can be changed to go from straight to spiral )...[/QUOTE]
Your code is so horrendously unreadable... what the fuck are you doing using underscores for everything? No one even does that anymore.
Also nice double declaration of _u, and unused _v. Must be the readability of your code.
Autocomplete is great.
[img]https://dl.dropboxusercontent.com/u/7659139/Facepunch/autocomp.gif[/img]
[QUOTE=Kuro Light;46946088]Your code is so horrendously unreadable... what the fuck are you doing using underscores for everything? No one even does that anymore.
Also nice double declaration of _u, and unused _v. Must be the readability of your code.[/QUOTE]
you just wouldn't understand, it's ~a school~ thing
[QUOTE=MDave;46946567]Autocomplete is great.
[img]https://dl.dropboxusercontent.com/u/7659139/Facepunch/autocomp.gif[/img][/QUOTE]
I need this :O
I feel silly and like I'm missing something
Like, I thought autocomplete was a default thing? Why are we so excited
[QUOTE=NiandraLades;46946924]I feel silly and like I'm missing something
Like, I thought autocomplete was a default thing? Why are we so excited[/QUOTE]
autocomplete is a default thing for the console commands themselves, not their arguments
[QUOTE=Kuro Light;46946088]Your code is so horrendously unreadable... what the fuck are you doing using underscores for everything? No one even does that anymore.
Also nice double declaration of _u, and unused _v. Must be the readability of your code.[/QUOTE]
Eh, better than overriding every gmod function without adding value. Haven't seen you around lately, what have you been up too, cookie?
[QUOTE=Kuro Light;46946088]Your code is so horrendously unreadable... what the fuck are you doing using underscores for everything? No one even does that anymore.
Also nice double declaration of _u, and unused _v. Must be the readability of your code.[/QUOTE]
Nah, it was me testing a few things; if _u is 1 the texture is straight, if the other _u is used then it spirals.
_ is used as an identifier in my coding standards which adds meaning, meaning I can tell more about the variable by the name just by 1 character.
snipped to save drama
Seriously people should drop the _ shit, it's how he codes so get over it, no one else will pick on using _'s so why does everyone care so much?
Sorry for that but most of acecool's posts have people taking the piss out of him, it's just stupid imo.
-- On Topic
Finished the database / loading / saving of payday gamemode, Screenshots when i'm back home
[t]http://i.imgur.com/K6fnnaD.jpg[/t]
pimped the farming stuff a bit with my global text display and clip planes, and removed timers and tick functions
now it can't be watered though, which is a shame.
[QUOTE=Divran;46942077]EDIT: hnnngg why do some of you insist on using table.insert (to push items to the end of the table) 100 times per frame, instead of just t[#t+1] = v or better yet, t[i] = v. my inner optimization nazi commits suicide :suicide:[/QUOTE]
to follow the gmod GC hell(see, cam, halo for example)
[QUOTE=ExtReMLapin;46910304]Wow , i'm sending data (1 Angle() and one Int 30 times per sec)
Uh ... is it ... a problem ?[/QUOTE]
sorry to 'gravedig' this post but instead you could just make it so it sends data infrequently (2-10 times) and then just interpolate between the data (or something)
this is assuming that it's pretty much only visual
[img]http://i.imgur.com/XlgkCoS.png[/img]
Have i gone overboard yet? v:v:v
I still have to find more recipes though, it's hard.
[T]http://cloud-4.steamusercontent.com/ugc/34109096031930042/7E2276E48CB6A4C9D10E58CBB8BEA99E98D8EABA/[/T] [T]http://cloud-4.steamusercontent.com/ugc/34109096031928849/6300124230090BCB699E24CC9735893683E366AA/[/T]
Doing some hud work for fortwars, trying to make it look nice while keeping it simple.
The colour on the health bar will decrease in size the more hurt the player is (and it's lerped so it's nice and smooth)
[T]http://cloud-4.steamusercontent.com/ugc/34109096031864073/E56931C438EA124FCECA2914C300412BFCBC93E5/[/T]
(Partially edited cross post from the VGUI thread)
Pretty interfaces aren't my strong suit. I've just finished up getting all of the functionality/basic UI elements working correctly. This current color scheme is a result of "too bright... too dark now... gray's good. But these other things need to be a different gray, okay."
[img_thumb]http://i.imgur.com/0H5EBTi.png[/img_thumb]
Full screen image:
[url]http://i.imgur.com/qR1HzgL.jpg[/url]
[img_thumb]http://i.imgur.com/LxPhZv6.png[/img_thumb]
Full screen image:
[url]http://i.imgur.com/Si8VNUZ.jpg[/url]
The weapon view rotates so they're not just poorly positioned. I have more information to put on the individual player stat menu as well (Detective/Traitor equipment purchases, so it'll be similar to the weapons)
side question... why is alyx always such a creeper with her eyes?
I made the player models less creepy by setting their eye position towards the camera. A little goofing around and I gave them some small random eye movement that you can see in the first part of the video. Most of them are pretty subtle but I think it helps a lot except in two situations. When alyx goes through that one death sequence she just kinda... looks right into your soul... Then there's Kleiner. I'm not sure if he got more badass or creepy. But the stock music that YouTube gave me to choose from made me think badass.
[media]http://www.youtube.com/watch?v=-LRQe1nX4h8[/media]
[b]Update since the above:[/b]
I've added a Model Adjuster window that allows you to customize your sequence, the stand you're on, the position/angle of both, and the camera zoom. I limited the angle range to +/- 45 degrees... I'm planning for the people who just want to put a playermodel's butt hole as close as they can to the camera. Here is a video of that in action:
[media]http://www.youtube.com/watch?v=NhYDfgpbO-8[/media]
The "ToClipboard" button was just to help me position the initial props and throws the formatted information on my clipboard. If only I had known about that feature before. I'll probably add the ability to choose the directional lighting as well as hopping on the dev branch and testing out [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/SetLocalModelLights]render.SetLocalModelLights[/url].
[QUOTE=isnipeu;46952093][T]http://cloud-4.steamusercontent.com/ugc/34109096031930042/7E2276E48CB6A4C9D10E58CBB8BEA99E98D8EABA/[/T] [T]http://cloud-4.steamusercontent.com/ugc/34109096031928849/6300124230090BCB699E24CC9735893683E366AA/[/T]
Doing some hud work for fortwars, trying to make it look nice while keeping it simple.
The colour on the health bar will decrease in size the more hurt the player is (and it's lerped so it's nice and smooth)
[T]http://cloud-4.steamusercontent.com/ugc/34109096031864073/E56931C438EA124FCECA2914C300412BFCBC93E5/[/T][/QUOTE]
Looks a bit like gmod 10's general huds
[QUOTE=Xaotic;46952552]Looks a bit like gmod 10's general huds[/QUOTE] Is that meant to be good or bad?
[QUOTE=isnipeu;46952723]Is that meant to be good or bad?[/QUOTE]
It depends on the taste, i personally like flat hud more, with less saturated colors ect
[vid]http://ss.infd.us/v/d_admin_restrictiontest.mp4[/vid]
Custom restrictions + listing for my mod, no more trying to find the technical names for properties.
Drive be gone!
Just a quick question, is there a similar way to getting a list of stools as there is [URL="http://wiki.garrysmod.com/page/scripted_ents/GetList"]sents[/URL]?
[t]http://i.imgur.com/T9zAvWq.jpg[/t]
[t]http://i.imgur.com/oNRhWcn.jpg[/t]
it's gone beyond the realm of rp now...
I played with stencils today
[thumb]https://dl.dropboxusercontent.com/u/7290193/Screenshots/Garrysmod/CAC/Settings4Cropped.png[/thumb]
[i]([url=https://dl.dropboxusercontent.com/u/7290193/Screenshots/Jurassic%20Park/1.png]Striped text background design borrowed from Jurassic Park[/url])[/i]
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