GMod - What are you working on? January 2015 (#41)
781 replies, posted
[QUOTE=TylerB;47003225]if you don't mind me asking, where did you find a source for DECtalk? haven't been able to find much about it[/QUOTE]
~connections~
[editline]24th January 2015[/editline]
(i actually am not using the API, nor do i have the source code -- i hacked something together based on an updated version of the dectalk "speak.exe" demo someone helped me obtain)
Why not use FonixTalk or something? AFAIK that's compatible with all the moonbase alpha funny stuff
it's not entirely accurate, dectalk is better
[editline]25th January 2015[/editline]
i believe moonbase uses the same exact version of dectalk i use (same commands supported, etc)
Maybe it's just me, but do you all really stress the importance of organized code? Even if you, the coder, are the only one who sees it.
I just deleted a project I was working on for the past few weeks because I hated how I had formatted my code; like everything was running fine, I just didn't like the way I organized it.
100% yes. Well formatted code with a good naming scheme for your variables and methods is hugely important if you intend to ever look at it again, let alone add stuff to it or try to fix it.
What is the opinion on font being specific to a particular team on a menu?
[IMG]http://i.imgur.com/Y6VSYas.png[/IMG]
HUD elements, including the font, are going to change depending on the faction. But should that extend to the selection menu or stay inside it's own team?
[QUOTE=solid_jake;47003953]What is the opinion on font being specific to a particular team on a menu?
[IMG]http://i.imgur.com/Y6VSYas.png[/IMG]
HUD elements, including the font, are going to change depending on the faction. But should that extend to the selection menu or stay inside it's own team?[/QUOTE]
I say do it, as long as you enclose the text and icon in a team-colored rounded box.
If you don't it looks like the different fonts are leaking into each other.
[QUOTE=TheMasterLurk;47003965][URL="http://tts.peniscorp.com/1233498330.wav"]thanks gran[/URL][/QUOTE]
all you need is [I][b]command error in phoneme[/b][/I] period
7 hours of constant research and coding later...
[img]http://i.imgur.com/vdRmjMg.png[/img]
[QUOTE=Giraffen93;47006408]7 hours of constant research and coding later...
[img]http://i.imgur.com/vdRmjMg.png[/img][/QUOTE]
I'm really curious how people do that. Any hints?
[QUOTE=Exploderguy;47006473]I'm really curious how people do that. Any hints?[/QUOTE]
nodejs + restify + bromsock
[QUOTE=Giraffen93;47006481]nodejs + restify + bromsock[/QUOTE]
Yea, did the same some months ago. I used an API tho, it was for nodejs... Don't remember the name..
Started poking with these again :v:
[media]http://www.youtube.com/watch?v=qsz7K2SCoz0[/media]
[QUOTE=Hoffa1337;47006805]Started poking with these again :v:
[media]http://www.youtube.com/watch?v=qsz7K2SCoz0[/media][/QUOTE]
Really shitty, start over.
[highlight](User was banned for this post ("Don't be rude!" - NiandraLades))[/highlight]
[highlight](User was permabanned for this post ("gimmick" - Orkel))[/highlight]
[QUOTE=Hoffa1337;47006805]Started poking with these again :v:
[/QUOTE]
The amount of not realistic the flying is has always bothered me. It's pretty cool though! I like making helicopters, programming [del]realistic[/del] fairly realistic tilt response and all, but I don't have any good models to do it with except maybe the combine helicopter.
[QUOTE=TheActualFuck;47007244]Really shitty, start over.[/QUOTE]
Fuck off.
Thanks :)
[highlight](User was banned for this post ("Flaming" - Big Dumb American))[/highlight]
[QUOTE=mib999;47007580]Fuck off.
Thanks :)[/QUOTE]
Yeah what a fucker. Geez, some people.
[highlight](User was banned for this post ("Flaming" - Big Dumb American))[/highlight]
[highlight](User was permabanned for this post ("Gimmick" - NiandraLades))[/highlight]
[vid]https://dl.dropboxusercontent.com/u/1179448/Misc%20Video/gmt_lobby2_03%202015-1-24%2016-55-19.webm[/vid]
More skybox junk, I'm using a seperate part of the map as a new custom 'skybox', through these windows. The same can be done with stencils, but I'm just abusing the skybox override functions for this one :v:
[media]http://www.youtube.com/watch?v=CttMP-OHYP0[/media]
trying to make a decent ai, so far i dubbed it PseudoAI
as of now it's a glorified aimbot with a few tricks
[QUOTE=WalkingZombie;47007344]The amount of not realistic the flying is has always bothered me. It's pretty cool though! I like making helicopters, programming [del]realistic[/del] fairly realistic tilt response and all, but I don't have any good models to do it with except maybe the combine helicopter.[/QUOTE]
Realism in games has always been the game developer's worst nightmare.
Calculations, corrections, math, etc..
There's not shame with developing anything less.
Creating something "perfectly" realistic is more difficult then TheActualFuck could ever imagine.
I really like how your airplanes turned out.
People can't truly criticize someone and their work unless they've accomplished something similar.
People who are ignorant or immature can't grasp the concept of self-worth and self-accomplishment.
Continue working on what you wish. Focus on things worth your time. Finally, screw anyone who tells you otherwise. At least that's my advice.
Getting back on [B]topic[/B] though...
Through shrinking the size of everything, I've managed to increase map space at least 4 times the normal amount.
Here's an overview of the roads I've been creating using 3ds max, exported into hammer.
[t]https://dl.dropboxusercontent.com/u/17839069/C_249.png[/t]
I recently posted a video on this thread. I forgot to include this photo to display exactly how big the map is.
A short cut to the video can be found [url=https://www.youtube.com/watch?v=3Nl5W7caPiQ]here[/url].
I'm still going to be dealing with source-engine's limits (8024 brush limit, displacement limit, etc..)
[B]EDIT:[/B]
I have though about that. There's always some way in gmod (:V)
Plus, I also need to consider just doing the houses as just models. Keep roads only as brushes n, displacements.
||
||
||
||
V
At least you're already comfortable modelling the roads instead of mapping them. You can always just keep replacing brushes with models :v:
[QUOTE=EthanTheGreat;47010006]
Here's an overview of the roads I've been creating using 3ds max, exported into hammer.[/QUOTE]
Don't forget about [url=https://developer.valvesoftware.com/wiki/Propper]Propper[/url]. It will probably make your life easier.
[QUOTE=maurits150;47010247]Don't forget about [url=https://developer.valvesoftware.com/wiki/Propper]Propper[/url]. It will probably make your life easier.[/QUOTE]
Probably going to want this too
[url]http://www.tophattwaffle.com/configuring-propper-for-steampipe/[/url]
So i finally figured out how to use sound.PlayURL to use the Penis Corp TTS API
[video=youtube;Mm69l_wt_UE]http://www.youtube.com/watch?v=Mm69l_wt_UE[/video]
If its in TTT, you can only use it when alive, and on DarkRP it sends it to everyone when using OOC, or to people within 800 units
[code]
AddCSLuaFile()
hook.Add("OnPlayerChat","data",function(ply,txt,team,dead)
local TP = function()
sound.PlayURL("http://tts.peniscorp.com/speak.lua?"..txt,"mono",function(tts)
if ( IsValid(tts) ) then
tts:Play()
end
end)
end
local CheckDead = false
local OOC = false
if engine.ActiveGamemode()=="terrortown" then CheckDead = true end
if engine.ActiveGamemode()=="darkrp" then OOC = true end
if OOC and CheckDead==false then
if txt.Explode(" ")[1]==string.lower("/ooc") or txt.Explode(" ")[1]==string.lower("//") then
TP()
else
if ply:GetPos():Distance(LocalPlayer():GetPos())<800 then TP() end
end
end
if CheckDead and OOC==false then
if dead==false and ply:IsSpec()==false then
TP()
end
end
if CheckDead==false and OOC==false then
TP()
end
end)
[/code]
yes i know the variable names are terrible
On a side note, how do i play a sound on a player using this?
I decided that I had to finish my latest ATM update before I release my phone... So I'm working on a way to fully customize the ATM without having tough the code! Now people can model and add them to my ATMs with ease.
[video=youtube;DmUcpTrYVDM]http://www.youtube.com/watch?v=DmUcpTrYVDM[/video]
Although I didn't do it in the video, under the "Screen Display" tab, you can change the welcome screen.
I still have to work on customizing the money dispensing animation, the card insert animation, and the sounds.
[editline]25th January 2015[/editline]
You can also open the default and other custom setups to edit or derive for them. That way you can just change the colours and stuff without having to re-create the default ATM.
sexy bank + [B]curved 3d2d[/B] scrolling text + npcs
[img]http://i.gyazo.com/6eda734dc5d561076ad5768c8546e2bd.gif[/img]
[img]http://i.gyazo.com/d66c4b0946cd00e38900ed36cd84aa67.gif[/img]
[img]http://i.gyazo.com/8fe45ec6c874f25751d61a19ce4d0a70.jpg[/img]
[QUOTE=zzaacckk;47010855]sexy bank + [B]curved 3d2d[/B] scrolling text + npcs[/QUOTE]
It looks like you might be achieving that with multiple 3D2D contexts. Am I right?
I hope not, that could easily be a rendertarget texture on a model/mesh
It'd have less z fighting if it was rendered to a texture that was put on a curved mesh that rotates instead of rendering each letter seperately.
Sorry, you need to Log In to post a reply to this thread.