GMod - What are you working on? January 2015 (#41)
781 replies, posted
[QUOTE=NiandraLades;46979860]I hope you realize people are going to draw nothing but dicks everywhere[/QUOTE]
I know right! That's what they do in Due Process anyway. Still fun to recreate things!
[editline]21st January 2015[/editline]
Hm, quick question. I am able to optimize the drawing from 33 fps at 10000 pixels to about 100 fps if I store one material per chunk, and setting the material basetexture only once after the rendertarget has been drawn.
All 10000 pixels are in one long line (323 chunks), fps does not drop if they are bunched together since it is all stored in chunks with rendertargets that draws the pixels once.
When having one single material and setting its basetexture before rendering the chunk, the fps drops to 33. Having one material for EACH chunk gets me to 100 fps.
But is it worth doing this?
Also, would meshes (as in [url=http://wiki.garrysmod.com/page/Category:IMesh]IMesh[/url], not the immediate mesh library) perform better than 3D2D? Might do that instead if it is.
[QUOTE=NiandraLades;46979100]can i just pay someone to do it for me[/QUOTE]
Well how complicated do you want your achievement system to be? If you keep it simple enough, the database design outlined by either Donkie or me would work.
I guess MySQL, PHP and GMod come togheter like sausage, mustard and ketchup.
[img_thumb]http://puu.sh/ePtQj/72bdde7e9b.png[/img_thumb]
I finally decided to finish this:
[t]http://i.imgur.com/0RQ9LuM.png[/t][t]http://i.imgur.com/vC86mJQ.png[/t]
[code]
TOOL.Information = {
{ name = "info", stage = 1 },
{ name = "left" },
{ name = "right" },
{ name = "right_use", icon = "gui/rmb.png", icon2 = "gui/e.png" },
{ name = "reload" },
{ name = "reload_use", icon = "gui/r.png", icon2 = "gui/e.png" }
}
if ( CLIENT ) then
language.Add("tool.rb655_easy_inspector.1", "See information in the context menu")
language.Add("tool.rb655_easy_inspector.left", "Select an object")
language.Add("tool.rb655_easy_inspector.right", "Select next mode")
language.Add("tool.rb655_easy_inspector.right_use", "Select previous mode")
language.Add("tool.rb655_easy_inspector.reload", "Select yourself")
language.Add("tool.rb655_easy_inspector.reload_use", "Select your view model")
end[/code]
Weld tool example:
[url]http://i.imgur.com/nqlg45c.gif[/url] ( 4MB GIF )
[code]
TOOL.Information = {
{ name = "left", stage = 0 },
{ name = "right", stage = 0 },
{ name = "reload", stage = 0 },
{ name = "left1", stage = 1, op = 0, icon = "gui/lmb.png" },
{ name = "right1", stage = 1, op = 1, icon = "gui/rmb.png" },
{ name = "right2", stage = 2, op = 1, icon = "gui/rmb.png" },
}
if ( CLIENT ) then
language.Add( "tool.weld.left", "Click on the first object" )
language.Add( "tool.weld.left1", "Click on the second object to Weld with" )
language.Add( "tool.weld.right", "Click on an object for Easy Weld" )
language.Add( "tool.weld.right1", "Click on another object to Easy Weld onto" )
language.Add( "tool.weld.right2", "Rotate the object and click to finish" )
language.Add( "tool.weld.reload", "Clear all Weld constraints on object" )
end[/code]
It takes a bit of code, but it is more useful than what we have right now.
The only question is, do I put it in right now, or do I wait until the update is out?
If you have any suggestions to the format of TOOL.Information, please do share.
What does the "op" field mean? Is this mechanism overpowered? :v:
What if you want the "reload" option to be visible in all stages? Copy code and change the stage var?
[QUOTE=FPtje;46981927]What does the "op" field mean? Is this mechanism overpowered? :v:
What if you want the "reload" option to be visible in all stages? Copy code and change the stage var?[/QUOTE]
op is to compare to GetOperation() like stage is for GetStage.
If you want a thing to be visible for all operations or stages, don't put in op and/or stage members.
[editline]21st January 2015[/editline]
Here are some more examples since pageking again:
[t]http://i.imgur.com/MwL0S44.png[/t]
[t]http://i.imgur.com/fU43IWt.png[/t]
The default setting for TOOL.Information is:
[code]
TOOL.Information = {
{ name = "info" }
}
[/code]
If name is "info", then the info icon is used and text displayed is tool.<toolname>.<stage>
If name is "left", "right" or "reload", the icons are set to LMB, RMB and Reload respectively.
If name is neither, the text is tool.<toolname>.<name>
You can override icons with icon and icon2.
Put it in now!
[vid]http://ph129.net/i/vYLGwY.mp4[/vid]
Yes, I am still working on this, and attention to small detail this time round.
[QUOTE=Phoenixf129;46982571]http://ph129.net/i/vYLGwY.mp4
Yes, I am still working on this, and attention to small detail this time round.[/QUOTE]
Why not just use right click for the "use", "eat", etc?
[QUOTE=Robotboy655;46982591]Why not just use right click for the "use", "eat", etc?[/QUOTE]
[quote][img]http://ph129.net/i/nyY69Z.png[/img][/quote]
You can have both.
[QUOTE=Phoenixf129;46982593]You can have both.[/QUOTE]
You will run out of space to put different action boxes to sooner or later :v:
They seem very redundant to me.
Decided to switch over to using IMesh for rendering the chunks. This allows me for much bigger chunks with more pixels in them which will give me more fps. The performance is far better than earlier, and the pixel edges are so clean now! Only downside is that it takes slightly longer to build the mesh, but that is to be expected. It is only noticeable when building a completely filled chunk.
[video=youtube;20mRVC6aoOk]http://www.youtube.com/watch?v=20mRVC6aoOk[/video]
(Atleast I'm not drawing dicks, that's good.)
Here's one million pixels rendered at ~70 fps (fps is normally around 270, so the drop is quite big)!
[t]http://i.imgur.com/0hl1Rb5.jpg[/t]
[QUOTE=Metamist;46982667]Here's one million pixels rendered at ~70 fps (fps is normally around 270, so the drop is quite big)![/QUOTE]
That's just a slowdown of 0.0105 ms, fps is not linear, it's not a huge drop.
[QUOTE=Robotboy655;46982620]You will run out of space to put different action boxes to sooner or later :v:
They seem very redundant to me.[/QUOTE]
I don't need any more, people liked them so they stayed:
[quote][img]http://ph129.net/i/rIzOti.png[/img][/quote]
[QUOTE=cartman300;46982734]That's just a slowdown of 0.0105 ms, fps is not linear, it's not a huge drop.[/QUOTE]
I know FPS is not linear, but when looking at numbers it's quite big. I still think FPS is a retarded way to display render times. We should all stop using fps and start using milliseconds instead.
[QUOTE=Metamist;46982807]I know FPS is not linear, but when looking at numbers it's quite big. I still think FPS is a retarded way to display render times. We should all stop using fps and start using milliseconds instead.[/QUOTE]
Yeah, we should stop using miles per hour and use hours per mile.
And monitors that have at most a 8.3̅3̅3ms frame delay.
As long as monitors are measured in their framerate/hz, it makes sense to render video output in the same method.
[QUOTE=Robotboy655;46982031]op is to compare to GetOperation() like stage is for GetStage.
If you want a thing to be visible for all operations or stages, don't put in op and/or stage members.
[editline]21st January 2015[/editline]
Here are some more examples since pageking again:
[t]http://i.imgur.com/MwL0S44.png[/t]
[t]http://i.imgur.com/fU43IWt.png[/t]
The default setting for TOOL.Information is:
[code]
TOOL.Information = {
{ name = "info" }
}
[/code]
If name is "info", then the info icon is used and text displayed is tool.<toolname>.<stage>
If name is "left", "right" or "reload", the icons are set to LMB, RMB and Reload respectively.
If name is neither, the text is tool.<toolname>.<name>
You can override icons with icon and icon2.[/QUOTE]
If you think it's going to take awhile for Killburn to finish his stuff then might as well add it in. The more, the merrier!
[QUOTE=Katazuro;46962642][vid]https://dl.dropboxusercontent.com/u/15781683/rp_rockford_v1b%202015-1-18%2017-18-53.webm[/vid]
I've never tried doing a custom weapon selector, so this was a bitch. I'm happy it's done![/QUOTE]
Creative use of Lerp()
...
Dear god I hope he used Lerp()
[QUOTE=Robotboy655;46981689][code]
{ name = "right_use", icon = "gui/rmb.png", icon2 = "gui/e.png" },
[/code][/QUOTE]
Why don't you make the "icon" option a table instead, so you can have as many icons as you want. Like, if you need to hold 3 buttons or something.
EDIT: Could even let it be a string or a table. If a string, it only renders one, if a table, it loops and renders them all with plusses in between.
Generated a mandlebrot with the size 1024x1024.
[t]http://i.imgur.com/HUrCHgK.png[/t]
[t]http://i.imgur.com/NuKfeF3.png[/t]
[editline]22nd January 2015[/editline]
It had to be done.
[t]http://i.imgur.com/BgnQ2na.png[/t]
[QUOTE=MasterDaPro11;46984923]Creative use of Lerp()
...
Dear god I hope he used Lerp()[/QUOTE]
x = x + 1
x=x+frametime
[t]http://i.imgur.com/BPMTZoZ.jpg[/t]
[highlight](User was permabanned for this post ("Ban Me" - Big Dumb American))[/highlight]
[QUOTE=Metamist;46990196][t]http://i.imgur.com/BPMTZoZ.jpg[/t][/QUOTE]
quick add pugs to the image or niandra will get you
I have no idea why this was locked.
[QUOTE=Mors Quaedam;46993190]I have no idea why this was locked.[/QUOTE]
Maybe because for no one post ?
I was cried a little when I saw it was closed. ;-;
Because...
I have a video of improved 3d model'd roads!! o/
[video=youtube;3Nl5W7caPiQ]http://www.youtube.com/watch?v=3Nl5W7caPiQ[/video]
[B]EDIT:[/B]
Hills coming soon. B)
So after seeing that peniscorp TTS API posted a few pages back, I decided to put it to good use.
[media]http://www.youtube.com/watch?v=vY2JwyMgYQ0[/media]
[QUOTE=MattJeanes;46993872]So after seeing that peniscorp TTS API posted a few pages back, I decided to put it to good use.
[media]http://www.youtube.com/watch?v=vY2JwyMgYQ0[/media][/QUOTE]
"Welcome to Microsoft Sam"
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