GMod - What are you working on? January 2015 (#41)
781 replies, posted
My gamemode, I'll show you the registration screen, one of the little things I leak before the Open beta. You'll hear more about the gamemode once it's in it's last phase of the Closed Beta!
[IMG]http://cloud-4.steamusercontent.com/ugc/32981755952100419/CAED4B540650AA65DE6C5893891544169E0C87F6/[/IMG]
[QUOTE=Techdaan;46837059]My gamemode, I'll show you the registration screen, one of the little things I leak before the Open beta. You'll hear more about the gamemode once it's in it's last phase of the Closed Beta!
[IMG]http://cloud-4.steamusercontent.com/ugc/32981755952100419/CAED4B540650AA65DE6C5893891544169E0C87F6/[/IMG][/QUOTE]
I don't know is it only me, but the title seems to be hard to read. It is almost same color as the background.
You should maybe think about alligning your HUD, and making it a little unique.
too many bars under everything
[QUOTE=Mors Quaedam;46836968]*new admin mod*[/QUOTE]
Add search boxes to those lists (permissions and silk icons). Tip: use this algorithm called "levenshtein" to sort the results. It's pretty neat [url]https://github.com/wiremod/wire/blob/master/lua/wire/wireshared.lua#L736[/url]
[editline]n[/editline]
It's already there.
There are just too many bars under everythink like Map in a box said, also the hud is kinda wierd. Also
first you got a bar on top for the main hud part, and for the diffrent "display bars"(Health, Money,..) you got them at the bottom.
[vid]http://a.pomf.se/aesepb.mp4[/vid]
State of the art wall avoidance technology.
[QUOTE=Ott;46837190]*video*
State of the art wall avoidance technology.[/QUOTE]
So basically you're making a jump bot so you can play gmod jump simulatorâ„¢ fully automated
what have you done
[img]http://a.pomf.se/iocgsy.gif[/img]
this is what happens when i get bored
[QUOTE=Exho;46835938]Repost cause it was at the end of the last thread :p
I've improved upon my multiplayer code and I believe I've got the correct method of doing it but I have yet to actually test the script with another player so it likely wont work. I've also designed my own system for timing game events instead of using the default Think function that I call "Tickers", unfortunately they run in a Think function but it does a better job of being consistent. Using them is optional in games!
[video=youtube;TZ_WJU5MQ_k]http://www.youtube.com/watch?v=TZ_WJU5MQ_k[/video]
You can grab it off my Github if you are interested in developing an application of your own, the app code shouldn't change too much.
[url]https://github.com/Exho1/gPhone/[/url]
[url]https://github.com/Exho1/gPhone/wiki/App-Creation[/url][/QUOTE]
Awesome, I made a Flappy Bird clone app
[IMG]http://i.imgur.com/8NH9QOD.gif[/IMG]
I'll post the code when I've finsished
[QUOTE=Ott;46837190][vid]http://a.pomf.se/aesepb.mp4[/vid]
State of the art wall avoidance technology.[/QUOTE]
i tried making exactly this and i gave up like an hour later
mind sharing code :x
[QUOTE=Coffeee;46838030]Awesome, I made a Flappy Bird clone app
[IMG]http://i.imgur.com/8NH9QOD.gif[/IMG]
I'll post the code when I've finsished[/QUOTE]
Thats just amazing! I cant wait to try it out
[QUOTE=nettsam;46838050]i tried making exactly this and i gave up like an hour later
mind sharing code :x[/QUOTE]
It's a hook in CreateMove that traces ahead by the player's velocity, calculates how far the hitpos is away from the predicted pos, and turns accordingly.
[code]local lookahead = 0.5
local ply = LocalPlayer()
hook.Add("CreateMove", "bhop_turn", function(cmd)
local vel = ply:GetVelocity()
vel.z = 0
tr = util.TraceHull{
start = ply:GetPos(),
endpos = ply:GetPos() + vel * lookahead,
mins = Vector(-16, -16, 0),
maxs = Vector(16, 16, 72),
filter = ply,
mask = MASK_PLAYERSOLID,
}
if tr.Hit then
local ang = cmd:GetViewAngles()
ang.y = ang.y + (cmd:GetSideMove() / -10000) * tr.HitPos:Distance(ply:GetPos() + vel * lookahead) / 100
ang:Normalize()
cmd:SetViewAngles(ang)
end
end)
hook.Add("CreateMove", "bhop", function(cmd)
if not cmd:KeyDown(IN_JUMP) then return end --do we even want to bhop
if LocalPlayer():IsOnGround() then return end --would we wanna jump
if LocalPlayer():GetMoveType() == MOVETYPE_NOCLIP or LocalPlayer():WaterLevel() >= 2 then return end --does it make sense to jump?
cmd:SetButtons(cmd:GetButtons() - IN_JUMP) --while in air, don't jump
end)[/code]
Warning--it might set your eyeangle's yaw to infinity.
[QUOTE=Coffeee;46838030]Awesome, I made a Flappy Bird clone app
-snip-
I'll post the code when I've finsished[/QUOTE]
It isn't proper flappy garry without garry's face on it!
[editline]2nd January 2015[/editline]
Slap garry's face on it.
[QUOTE=cartman300;46838296]It isn't proper flappy garry without garry's face on it!
[editline]2nd January 2015[/editline]
Slap garry's face on it.[/QUOTE]
I couldn't find a side view of Garry's face unfortunately
[QUOTE=Coffeee;46838330]I couldn't find a side view of Garry's face unfortunately[/QUOTE]
Just use this
[t]http://www.journaldugamer.com/files/2014/01/camera2x.jpg[/t]
EDIT: Here's a shitty paint cut out
[t]http://i.imgur.com/ISCd5sO.png[/t]
[video=youtube;3Jr2JHO0XRs]http://www.youtube.com/watch?v=3Jr2JHO0XRs[/video]
I don't really know what to do with the scoreboard. I'll have to get some information in there like kills, and such. If you're wondering about the dragon in the middle, a friend of mine just said it as a joke, but it ended up quite nicely.
The text to speech kinda sucks, though. It was pretty slow :tinfoil:
[QUOTE=Ott;46838188]It's a hook in CreateMove that traces ahead by the player's velocity, calculates how far the hitpos is away from the predicted pos, and turns accordingly.
[code]local lookahead = 0.5
local ply = LocalPlayer()
hook.Add("CreateMove", "bhop_turn", function(cmd)
local vel = ply:GetVelocity()
vel.z = 0
tr = util.TraceHull{
start = ply:GetPos(),
endpos = ply:GetPos() + vel * lookahead,
mins = Vector(-16, -16, 0),
maxs = Vector(16, 16, 72),
filter = ply,
mask = MASK_PLAYERSOLID,
}
if tr.Hit then
local ang = cmd:GetViewAngles()
ang.y = ang.y + (cmd:GetSideMove() / -10000) * tr.HitPos:Distance(ply:GetPos() + vel * lookahead) / 100
ang:Normalize()
cmd:SetViewAngles(ang)
end
end)
hook.Add("CreateMove", "bhop", function(cmd)
if not cmd:KeyDown(IN_JUMP) then return end --do we even want to bhop
if LocalPlayer():IsOnGround() then return end --would we wanna jump
if LocalPlayer():GetMoveType() == MOVETYPE_NOCLIP or LocalPlayer():WaterLevel() >= 2 then return end --does it make sense to jump?
cmd:SetButtons(cmd:GetButtons() - IN_JUMP) --while in air, don't jump
end)[/code]
Warning--it might set your eyeangle's yaw to infinity.[/QUOTE]
ill blow you later
i think mins and maxs should be -12, -12 and 12, 12 tho
[QUOTE=nettsam;46838625]ill blow you later
i think mins and maxs should be -12, -12 and 12, 12 tho[/QUOTE]
[QUOTE=The Valve Devloper Wiki]the minimum size, in units, that can be between two objects while still allowing the player to pass between them. Width: 33 (Between collision surfaces oriented along the x or y axis.)[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Dimensions#Minimum_Path_Size[/url]
[QUOTE=Techdaan;46837059]
:words:
[IMG]http://cloud-4.steamusercontent.com/ugc/32981755952100419/CAED4B540650AA65DE6C5893891544169E0C87F6/[/IMG][/QUOTE]
Just wondering how you did those bars at the bottom? I've seen that style before just not sure how to recreate it efficiently.
[QUOTE=Author.;46838610][video=youtube;3Jr2JHO0XRs]http://www.youtube.com/watch?v=3Jr2JHO0XRs[/video]
I don't really know what to do with the scoreboard. I'll have to get some information in there like kills, and such. If you're wondering about the dragon in the middle, a friend of mine just said it as a joke, but it ended up quite nicely.
The text to speech kinda sucks, though. It was pretty slow :tinfoil:[/QUOTE]
how has this not been brought up in the TTS conversation:
[url]http://facepunch.com/showthread.php?t=1427994&p=46272229&viewfull=1#post46272229[/url]
[video=youtube;mojkN-3PBa8]http://www.youtube.com/watch?v=mojkN-3PBa8[/video]
[QUOTE=Techdaan;46837059]My gamemode, I'll show you the registration screen, one of the little things I leak before the Open beta. You'll hear more about the gamemode once it's in it's last phase of the Closed Beta![/QUOTE]
Looks like an HUD I made a month ago
[t]http://i.imgur.com/x4Gx8Xs.jpg[/t]
has the dark bar under everything fad not stopped yet?
Should I do the info like this?
[t]http://i.imgur.com/MBLhwbi.png[/t]
DEATHS KILLS PING
DEATHS KILLS PING
DEATHS KILLS PING
DEATHS KILLS PING
DEATHS KILLS PING
No, just create a new row with these titles
I get what you're saying.
[t]http://i.imgur.com/uG6S5FX.png[/t]
Drop the silk icons
[QUOTE=Exho;46842030]Drop the silk icons[/QUOTE]
I like them there.
[QUOTE=Exho;46842030]Drop the silk icons[/QUOTE]
Can we have options to disable silkicons? :dance:
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