• GMod - What are you working on? January 2015 (#41)
    781 replies, posted
[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] What migration? You can just post an update that stops salary from saving and removes the column from database. You can aswell leave it there, just not use it - it's not like SQL handles empty records badly and I guess that's always 0.0001% performance an space more.
[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] In the bug reports and forum posts I've seen over the years I can tell plenty of people care about salaries. [editline]8th January 2015[/editline] [QUOTE=Netheous;46881811]What migration? You can just post an update that stops salary from saving and removes the column from database. You can aswell leave it there, just not use it - it's not like SQL handles empty records badly and I guess that's always 0.0001% performance an space more.[/QUOTE] "What migration? <explanation of migration here>" It already doesn't use the column, it only stores the value in it AFAIK. Leaving it empty wouldn't save space since that's not how databases work. I'm very careful with editing the DarkRP database for several reasons: DarkRP is quite stable. Database migration is not difficult, but it is risky and error-prone. Database migration is typically something that goes well on your own pc, but goes wrong with a small percentage of end users. Secondly, mods that use the database directly. They would probably break. That is another risk factor that I have to account for, even when removing a simple column. Database migration will trigger a version upgrade for those reasons, and for that I want to collect more changes. I already have one other change: change player identification from UniqueID to SteamID64 for obvious reasons.
lthread and ameba don't create or use threads. It's the exact same as using coroutines but automatically calls coroutine.yield() every 1024 instructions ( by default in lthread, it'll differ for ameba ). You can create the exact same thing by using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/coroutine/create]coroutine.create[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/coroutine/yield]coroutine.yield[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/coroutine/resume]coroutine.resume[/url]. Sadly you can't use debug.sethook to automate yielding. It's possible to modify Lua slightly to let multiple threads call in to the Lua API without causing issues. LuaJIT doesn't support this and it is rather useless anyway. Even with threads able to safely call in to the Lua API they can interfere with each other as they share the same Lua stack unless you want to go using coroutines.
[QUOTE=WalkingZombie;46881522]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. [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:[/QUOTE] I dig the look of it. Maybe have the inner ring not go completely black but instead a dark blue. I would definitely try to make it a little be transparent, as is it's pretty eye-catching and draws to much attention to the fact that it refreshed. Also maybe look into having a circle fade out as the refresh is playing it's animation to just cut down on the dramatic jump from full opacity to nothing. As for the motion sensing part you could try ents.FindInSphere and check the velocity.
Or you could use Lua Lanes
[QUOTE=Grinch Pinch;46882760]I dig the look of it. Maybe have the inner ring not go completely black but instead a dark blue. I would definitely try to make it a little be transparent, as is it's pretty eye-catching and draws to much attention to the fact that it refreshed. Also maybe look into having a circle fade out as the refresh is playing it's animation to just cut down on the dramatic jump from full opacity to nothing. As for the motion sensing part you could try ents.FindInSphere and check the velocity.[/QUOTE] Lol... it's only meant to form once, and it wont vanish like that. I'm still trying to figure out how I'll make it vanish, I imagine similar to how it originally forms in that some things will grow larger than others. The outer most circle grows out, while the inner circles slowly shrink, and shortly after it begins the outer circle will shrink in even faster. During this whole outro animation, everything would be fading out in alpha. ents.FindInSphere is a little more expensive than find in box, and I want to gather everything above and below the player. Currently I have the box set to (-400, -400, -8192) to (400, 400, 8192), covering 16384 units around the player vertically, and a radius of 25 feet (7.62 meters) / diameter of 50 feet (15.24 meters), but I haven't yet made the loop that finds the entities, let alone a way to draw onto a rendertarget for the sensor screen. [editline]8th January 2015[/editline] Thanks for the suggestions! I was also thinking there would be a minimum velocity an object must be moving, not just more than 0. This would lower the amount of info crowding up the sensor, and perhaps even make it possible to evade it. I reference Halo, if you're crouching (or walking very slowly) you wont show up on other player's radars, because you're moving too slowly for the tracker to register. Of course, I will show a lot more than just players; vehicles, props, miscellaneous, all with a different color. Assuming you dont have 50 vehicles / props flying around like crazy all around you, that won't clutter things up either. [editline]8th January 2015[/editline] I'm also thinking I might work this into the big gamemode, or set of gamemodes, that I'm (very slowly) working on right now... lol I'm working on 3 things at once; that SWEP Base (was originally striclty for the gamemode, but I'm making it adaptable for most ANYTHING a scripter might want a SWEP to do) , I'm also working on a gamemode that will, in time, feature a LOT of different things... I will also need to make a competitive multiplayer version of the gamemode, if I can't merge them together. Finally I'm working on this Motion Sensor :dance: Edited Post-Note: Oh yeah, also level design for that gamemode... I'm very busy... not to mention personal shit, but I want to deliver with this motion sensor much sooner than all the rest. [editline]8th January 2015[/editline] [B]That is a lot of text, the bold "Edited" lines are good breaks between "posts" to read.[/B]
Still not much, but it'll get improved, made this today. Golden Snitch from Harry Potter for my gamemode and will also be releasing a public quidditch gamemode eventually. Still wondering how I could make it faster. [video=youtube;Y-imRlVgGjw]http://www.youtube.com/watch?v=Y-imRlVgGjw[/video]
I'm still learning lua, so I'm making a simple build to kill gamemode with a lot of help from facepunch :D Right now I just want to add killstreaks, a shop for a currency I set up and I want to learn how to make really fancy derma things. like, diagonal lines. but for now I can only dream
[QUOTE=Captain Spark;46887859]Still not much, but it'll get improved, made this today. Golden Snitch from Harry Potter for my gamemode and will also be releasing a public quidditch gamemode eventually. Still wondering how I could make it faster. [video=youtube;Y-imRlVgGjw]http://www.youtube.com/watch?v=Y-imRlVgGjw[/video][/QUOTE] The wings need to flap faster for it to be an exact dupe of the one from Harry Potter
[QUOTE=BigBadWilly;46888444]The wings need to flap faster for it to be an exact dupe of the one from Harry Potter[/QUOTE] [QUOTE=Captain Spark;46887859][B]Still wondering how I could make it faster[/B][/QUOTE]
[QUOTE=Captain Spark;46888494][/QUOTE] Oh, I thought you were referring to the actual speed of it moving like going from one point to another not the wings...
[QUOTE=BigBadWilly;46888610]Oh, I thought you were referring to the actual speed of it moving like going from one point to another not the wings...[/QUOTE] Right, well, like I said it'll get improved, I simply made it float for now.
Okay so I do a lot of trails and thought about drawing them in white/greys so players can the Pointshop colour modify tool to make it more unique to them If you're the type of person who makes trails often, I'd really recommend you give it a try! Looks super nice in-game. [img]http://i.imgur.com/U86tJUx.png[/img] [img]http://i.imgur.com/dznEpap.png[/img]
-snippity snop- [editline]9th January 2015[/editline] fuck I hate when I forget there is another page
[QUOTE=Captain Spark;46887859]Still not much, but it'll get improved, made this today. Golden Snitch from Harry Potter for my gamemode and will also be releasing a public quidditch gamemode eventually. Still wondering how I could make it faster. [video=youtube;Y-imRlVgGjw]http://www.youtube.com/watch?v=Y-imRlVgGjw[/video][/QUOTE] Name the gamemode Garry Potter Quidditch
Vinh fixed it [video=youtube;HBgc9ATA4_0]http://www.youtube.com/watch?v=HBgc9ATA4_0[/video] PS: Still mailing you some Camembert.
[media]http://www.youtube.com/watch?v=hgzBPsg-Ifs[/media] quality content
[QUOTE=Captain Spark;46887859]Still not much, but it'll get improved, made this today. Golden Snitch from Harry Potter for my gamemode and will also be releasing a public quidditch gamemode eventually. Still wondering how I could make it faster. [video=youtube;Y-imRlVgGjw]http://www.youtube.com/watch?v=Y-imRlVgGjw[/video][/QUOTE] When I release my theoretical bullet system along with a few other systems; I could add some hooks which would allow things to behave differently ( need to for rockets, etc... ) but it could help your snitch fly faster....
[QUOTE=Acecool;46893397]When I release my theoretical bullet system along with a few other systems; I could add some hooks which would allow things to behave differently ( need to for rockets, etc... ) but it could help your snitch fly faster....[/QUOTE] It doesn't fly, yet. I've only allowed it to float while I was trying to setup the wings animations, I'm still deciding which method I'm gonna use for the snitch's movement though.
You might want to cheat and do it like the manhack model does - it has a seperate bodygroup for the blade blur that it enables ( and hides the normal blades ) when the manhack spins fast enough. There's a blur skin for the teleporter rings as well. Anything else is going to run into the problem of it advancing so far in a small time that it either looks like slow motion / stopped, or moving backwards.
[QUOTE=Giraffen93;46893352][media]http://www.youtube.com/watch?v=hgzBPsg-Ifs[/media] quality content[/QUOTE] The Cum Before The Storm
[QUOTE=Kogitsune;46893762]You might want to cheat and do it like the manhack model does - it has a seperate bodygroup for the blade blur that it enables ( and hides the normal blades ) when the manhack spins fast enough. There's a blur skin for the teleporter rings as well. Anything else is going to run into the problem of it advancing so far in a small time that it either looks like slow motion / stopped, or moving backwards.[/QUOTE] Where could I find the code for it, if you have any ideas?
[QUOTE=Giraffen93;46893352][media]http://www.youtube.com/watch?v=hgzBPsg-Ifs[/media] quality content[/QUOTE] I swear I've fucking seen this before. Except on a lower pitch. C-C-C-C-C-C-C-UUUUUUUUUUUUUMMMMMMMMM
[QUOTE=FPtje;46894136]I swear I've fucking seen this before. Except on a lower pitch. C-C-C-C-C-C-C-UUUUUUUUUUUUUMMMMMMMMM[/QUOTE] bukakke blaster in gmod10 probably it was really fun, it had cumstrings even
[QUOTE=Captain Spark;46893268]Vinh fixed it [video=youtube;HBgc9ATA4_0]http://www.youtube.com/watch?v=HBgc9ATA4_0[/video] PS: Still mailing you some Camembert.[/QUOTE] [QUOTE=nickster50;46893145]Name the gamemode Garry Potter Quidditch[/QUOTE] Do it! Garry Potter is the best name ever!
[QUOTE=WalkingZombie;46894912]Do it! Garry Potter is the best name ever![/QUOTE] Maybe just for the public quidditch gamemode, but that's not gonna be my gamemode name!
Really really bored [IMG]http://puu.sh/ejl3d/9af806b190.png[/IMG]
dat word wrap though
[QUOTE=ExtReMLapin;46895309]Really really bored [IMG]http://puu.sh/ejl3d/9af806b190.png[/IMG][/QUOTE] Make it have a 1/10 chance of displaying [QUOTE]What the zibbly flop zop booble... Flippy shooby wooby. I'll have you know I zipped the zop wop in zobba wubba. And i'd wop my floppity noomer schooby dooby in the flibbity pudding. And I have over 300 shibbys... All over the entire shibbity shoop. I will zoop you the blop out of the fashizzle like you'd never seen this floobity and you mark my flibbity flop, DOG. You think you can floppy with that zooble dooble on the interzoobies? Think again flap flopper. Me and Fred, we're frackin zippin the bloop bloopity shoop across the entire floobity. And your floobity is being flopped, right now. So you better zoopity you flop party, son. Cause you're a jeeber zeeber son. And I can be anywhere, any floppin time and I can zoopity woopity you in over 700 ways, and that's just with my boobity shoobity. Not only am I extensively zooped, in the zipwop, but I have access to the entire zapper zap wop flibbity fop and I will zoop to the full consent of your flap flobbity off the face of the entire zapper wapper. If only you could have known the zooping theory. And if you knew your little zoobity comment was about to bring down upon you, maybe, you wouldn't have zooped up.But you didn't, you couldn't, and now you're going to pay the price. In the flap flobbity shoobity woobity I will jibzob you all over, and you will drown on it, you are zooped, son.[/QUOTE]
[QUOTE=Pigbear;46895755]Make it have a 1/10 chance of displaying[/QUOTE] [url]https://github.com/ExtReMLapin/gmcl_winapi[/url] Have fun, and may the force be with you. that's just that : [CODE]void Easy_Messagebox(const char *str, const char *title, int flags) { MessageBox(NULL, str, title, flags); } int LuaMessageBox( lua_State* state ) { if (LUA->IsType(1, Type::STRING) && LUA->IsType(2, Type::STRING) && LUA->IsType(3, Type::NUMBER)) { const char *Message = LUA->GetString( 1 ); const char *Title = LUA->GetString(2); int flg = LUA->GetNumber(3); if (flg == 0) Easy_Messagebox(Message, Title, 0x00000002L); if (flg == 1) Easy_Messagebox(Message, Title, 0x00000006L); if (flg == 2) Easy_Messagebox(Message, Title, 0x00004000L); if (flg == 3) Easy_Messagebox(Message, Title, 0x00000000L); if (flg == 4) Easy_Messagebox(Message, Title, 0x00000001L); if (flg == 5) Easy_Messagebox(Message, Title, 0x00000005L); if (flg == 6) Easy_Messagebox(Message, Title, 0x00000004L); if (flg == 7) Easy_Messagebox(Message, Title, 0x00000003L); return 0; } return 0; } [/CODE] I know, i was lazy i was not goin to make a struct/array just for 8 things.
Sorry, you need to Log In to post a reply to this thread.