• GMod - What are you working on? January 2015 (#41)
    781 replies, posted
[QUOTE=Melted Bu11et;46873650]i think it'd definitely get too cluttered with props etc. and i really doubt that information would ever be that useful also, my main gripe was that it did that stupid opening animation every two seconds but now that i know thats just for testing i think the radar is looking great so far[/QUOTE] It only plops something on the radar if it's moving. Props wouldnt be a problem unless a ton of them were moving nearby, which is very unlikely to happen (unless they're all part of a large moving contraption or something, but then I think showing all of the props would only give you a better scale representation on the radar. You'll know why once you see the actual radar in action, hopefully tomorrow). I have updated the appearance some more, you'll see tomorrow, but the animation is just a little bit more pleasing to the eye. It is positioned to the right of the health readout. Maybe it would be better that it was ABOVE the health readout, so the armor readout doesnt get in the way, but it looks odd that way, and adjusting it to the side of the armor or ammo readouts pretty much centers it. [editline]7th January 2015[/editline] Of course, after it's done I can tweak it and make it better. If I do have it show props, but it does become overwhelming, then I can scratch that.
So a friend of mine tried messing around with hydraulics and Lua... [t]http://i.imgur.com/uzX2bqh.gif[/t]
hydraulics are love
hydraulics are memories of spastic murderous elevators in sandbox
Making Simple and working Weapon Base for NutScript. [media]http://www.youtube.com/watch?v=3la9rBOrWbw[/media]
[QUOTE=rebel1324;46877026]Making Simple and working Weapon Base for NutScript. [/QUOTE] Had to mute the video because of the music. It looks cool, it looks very accurate. I wish I knew what NutScript is, though, it's some sort of role-play gamemode? The sprinting looks cool, I like how the view bobs. Is it supposed to be over the shoulder in-game, like it is in the beginning?
[QUOTE=WalkingZombie;46877106]Had to mute the video because of the music. It looks cool, it looks very accurate. I wish I knew what NutScript is, though, it's some sort of role-play gamemode? The sprinting looks cool, I like how the view bobs. Is it supposed to be over the shoulder in-game, like it is in the beginning?[/QUOTE] It's Roleplay Framework. It's Third Person Script which is optional. I wanted to make muzzle flash actually works in third-person.
the fov for the weapons that support viewmodel hands kills me so hard
[video=youtube;VhqxENu1Rwo]http://www.youtube.com/watch?v=VhqxENu1Rwo[/video] Stencils, wheeee!
[QUOTE=FPtje;46869943]And so Matt visited the servers running ULX, bringing the word about the fact that there are other admin mods. He was shunned at first, but no one knows what the future entails. Ulysses, monday night at BBC 1.[/QUOTE] Just a question. Why are you storing salary in DarkRP? Isn't it set by the job afterall :v:? [img]http://puu.sh/ecIMz/43f0c6c2f2.png[/img]
[QUOTE=rebel1324;46877142]It's Roleplay Framework. It's Third Person Script which is optional. I wanted to make muzzle flash actually works in third-person.[/QUOTE] I already see muzzle flashes in third person on most of my SWEPs? For the vanilla weapons it appears that after a few shots I dont see anymore muzzle flashes for full auto wepaons, but that might just be me. My sweps also aren't used in anything nutty... [editline]7th January 2015[/editline] Maybe that's just cus they're using VALVe models? Idk...
[QUOTE=Netheous;46878035]Just a question. Why are you storing salary in DarkRP? Isn't it set by the job afterall :v:? [img]http://puu.sh/ecIMz/43f0c6c2f2.png[/img][/QUOTE] Relics of the past. Back in the day salary was changed by all sorts of things. No one used it, so it was deprecated. Database tables are hard to change (migration effort etc.), so they're in there until the next database update.
[QUOTE=FPtje;46878592]Relics of the past. Back in the day salary was changed by all sorts of things. No one used it, so it was deprecated. Database tables are hard to change (migration effort etc.), so they're in there until the next database update.[/QUOTE] Since when did anyone give a shit about salaries in DarkRP, most of the time it's 5k start and buy printers and wait.
[video=youtube;YRdmWay7WUc]http://www.youtube.com/watch?v=YRdmWay7WUc&feature=youtu.be[/video] [IMG]http://i.imgur.com/Wbpgg3V.png[/IMG] I would post this in VGUI WAYWO but I don't find it that active I've been fucking around with lerp and shit and it took me a reaaaally long time to write the conditional code for it.
[QUOTE=Katazuro;46878887]-hudgasm-[/QUOTE] That is sexy. [editline]7th January 2015[/editline] [QUOTE=Phoenixf129;46878759]Since when did anyone give a shit about salaries in DarkRP, most of the time it's 5k start and buy printers and wait.[/QUOTE] Depends if someone is shitpoor.
[t]http://i.imgur.com/odQrUh1.jpg[/t] so yeah.. better optimization, and more clarity you can buy the item inside and it syncs to the whole server with amounts etc
idk about that weird box around it, couldn't you just leave that out? Then it would look like a normal store where items just sit around
or some kind of replacement effect of just a circular shadow texture below it [editline]7th January 2015[/editline] Inspired by [url=http://facepunch.com/showthread.php?t=1444957]this[/url] thread, I bring you: Delayed math.random! [lua] local mathrandom = math.random function math.random(a,b,delay) if delay == nil then delay = .5 end local start = os.clock() while os.clock() < start+delay do end return mathrandom(a,b) end [/lua] Ruin your server, try now!
[QUOTE=bitches;46879699]or some kind of replacement effect of just a circular shadow texture below it [editline]7th January 2015[/editline] Inspired by [url=http://facepunch.com/showthread.php?t=1444957]this[/url] thread, I bring you: Delayed math.random! [lua] local mathrandom = math.random function math.random(a,b,delay) if delay == nil then delay = .5 end local start = os.clock() while os.clock() < start+delay do end return mathrandom(a,b) end [/lua] Ruin your server, try now![/QUOTE] While with a delay into the while ? I think it's a bad idea... Oh yeah it is [IMG]http://puu.sh/edksb/9c4ac1fd8c.png[/IMG] Edit : Oh yeah, i get it now
[QUOTE=LennyPenny;46879661]idk about that weird box around it, couldn't you just leave that out? Then it would look like a normal store where items just sit around[/QUOTE] true, but you wouldn't know where the hitbox is pushing it between shelves is finicky as it is
I'm wondering if there is a way to make some kind of multithread module [url]https://github.com/cloudwu/lthread[/url] [url]https://github.com/cloudwu/ameba[/url]
It's possible to compile the first link (lthread) as GMod module. Edit: With some simple changes, though.
Does it means it would be possible to make some kind of multithreadind/ed server ?
You can't make your server multithreaded by loading a multithreaded binary module :v:
yea but you could put expensive blocking lua tasks into another thread
[QUOTE=LennyPenny;46880281]yea but you could put expensive blocking lua tasks into another thread[/QUOTE] That's what i meant, thanks.
Only some stuff could be offloaded, but you should be careful about that, there could be race conditions/data corruption/crashes depending on what the functions do.
Working on a [URL="http://gmoddayz.ph129.net/"]wiki for GMod DayZ.[/URL] With Prizes. I've yet to decide on the prizes!
Outside of pure calculations, most of the things we do that are expensive are locked into the engine anyways, or can generally be solved across multiple frames with coroutines.
I repositioned the Motion Sensor. My SWEP Base is still in a Very Alpha state, I guess even pre-alpha, so for what very little I have, I tried to demonstrate in the video. [quote=YouTube Video Description]firing modes got fucked. Pay attention to the rate of fire, the recoil, how it damages zombies, headshots, whether its more damage or instant kill, as well as.... anything and everything else.[/quote] [video=youtube;l15WZKOPwLc]http://www.youtube.com/watch?v=l15WZKOPwLc[/video] You can, of course, view how the Motion Sensor opens up, and the little progress on the SWEP. I still have yet to get the actual motion sensing done yet. I've tried to learn how I can do it with stencils but all it did was confuse me, so I'm gonna try to take a different approach. [editline]7th January 2015[/editline] Oh yeah, the game lagged a little while I was recording. :suicide:
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