• GMod - What are you working on? January 2015 (#41)
    781 replies, posted
[QUOTE=ExtReMLapin;46895309]Really really bored [IMG]http://puu.sh/ejl3d/9af806b190.png[/IMG][/QUOTE] I didn't even notice until my friend showed me, but your image is for some reason blocked in my adblock plus for firefox. Just this image, no other image on facepunch and no other image on puush. What. No, there's nothing in my preferences.
No keks were Given that day. [URL="https://www.youtube.com/watch?v=co9-AXQk3us"]https://www.youtube.com/watch?v=co9-AXQk3us[/URL] [B]Edit:[/B] Why doesn't [VIDEO] work?
[QUOTE=Exploderguy;46896082]No keks were Given that day. [video=youtube;co9-AXQk3us]http://www.youtube.com/watch?v=co9-AXQk3us[/video] [B]Edit:[/B] Why doesn't [VIDEO] work?[/QUOTE] Remove the S
[QUOTE=ExtReMLapin;46895770][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.[/QUOTE] jeez use a switch statement
[QUOTE=ExtReMLapin;46895309]Really really bored [IMG]http://puu.sh/ejl3d/9af806b190.png[/IMG][/QUOTE] This text reminds me of the Facepunch culture is some areas. :v:
[QUOTE=ExtReMLapin;46895770][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.[/QUOTE] they're flags.. because they can be combined. Why not instead let the developer write to the flags and make all the messagebox flags a global?
I was tired, i don't really know.
Got bored, picked up on my Archaic Roleplay Schema for Nutscript. [img_thumb]http://cloud-4.steamusercontent.com/ugc/47619171027056725/D4C21C4191EBFA00962DCF06F7492F5F4D1ECB2D/[/img_thumb] Trying to simulate real servers for use by terminals placed throughout the Shelter Research Base.
[t]https://u.teknik.io/ibIX6n.png[/t] You know it's pretty awesome that it dynamically cuts through the dframe and shows the console if I just knew how to control it...
Nothing big, nothing advanced, but I guess it's worth explaining. In general, this sends errors to a remote server, remote server saves it in the database which I can access to browse them. Hell yeah for MySQL. [img_thumb]http://puu.sh/emjqn/0276fd3447.png[/img_thumb]
girls just wanna have fun
[QUOTE=PortalGod;46901896]girls just wanna have fun[/QUOTE] I knew you'd pick on that. I've got nostalgic so I've started 'The 80's playlist' on youtube :v:
[QUOTE=WalkingZombie;46885516]Lol... it's only meant to form once, and it wont vanish like that.[/QUOTE] Makes much more sense now! Here's something I've been playing with. Working to have a zombie survival-ish game where the zombie players control a horde of zombies rather than just run into their deaths over and over. Have it mostly complete, only thing I'm needing to do is get zones set up that will allow players to respawn their zombies. I'm thinking I'll have it eventually where you could choose to spawn in head crabs or poison zombies. I could use some input on the UI for sure though. [video=youtube;QB7XctuEK8o]http://www.youtube.com/watch?v=QB7XctuEK8o[/video] [editline]when[/editline] Thanks!
[QUOTE=Grinch Pinch;46902172]The Insert Video button doesn't seem to want to work for me = /[/QUOTE] [QUOTE=BigBadWilly;46896166]Remove the S[/QUOTE]
[QUOTE=Grinch Pinch;46902172]Makes much more sense now! Here's something I've been playing with. Working to have a zombie survival-ish game where the zombie players control a horde of zombies rather than just run into their deaths over and over. Have it mostly complete, only thing I'm needing to do is get zones set up that will allow players to respawn their zombies. I'm thinking I'll have it eventually where you could choose to spawn in head crabs or poison zombies. I could use some input on the UI for sure though. [video=youtube;QB7XctuEK8o]http://www.youtube.com/watch?v=QB7XctuEK8o[/video][/QUOTE] Make headcrabs just dig up out of the ground, and have them jump onto citizen heads to form zombies. I'd recommend that your zombies don't kill other zombies :rolleyes: unless you're gonna do zombie v zombie deathmatch or something lol. As for spawning full zombies, well, if you're not using your own maps, just let player spawn them in places where enemy player's can't see. This would included checking if spawn positions can see those places. Surely you will have other teams, for the survivors. You could keep the old style, 1 player 1 person, but ignoring the fact that some people have shit (or just old / outdated / under-equipped) PC's, I think it'd be pretty cool to have large hordes of zombies approach squads of citizens. The citizen team would have players that spawn squads of citizens... that idea is kind of like an RTS. Of course, the zombies would have to either be strong, or appear in quite large hordes, to balance it out evenly. That's just food for thought I guess, just a crazy idea... For the insert video thing, just take the s off after http. Use [B]http:[/B]//www.youtube.com/watch?v=QB7XctuEK8o instead of [B]https:[/B]//www.youtube.com/watch?v=QB7XctuEK8o [editline]11th January 2015[/editline] Omg I shouldve completed my motion tracker by now but I'm afraid of trying to use RT textures (not for cameras). For the past 3 or so days I've been using Hammer to make maps for the Gamemode. I'm gonna set a generous deadline for myself, I will complete the motion tracker by January 17th, aka this coming saturday. Listening to conceptual feedback here, I've decided I will not show props. It's not that important to know that a 30 prop mech is approaching, and even if you know that a prop is flying at you fast enough to kill you, you wouldn't have enough time to evade it anyway. NPC's and Player's are the most important objects to sense; sensing vehicles should be helpful too. I don't think sensing weapons is that important, but since the dots would be so tiny, they'd just be specks on the screen anyway. Okay, so the motion tracker really only needs to track NPC's, Players, and Vehicles. I find no way to check an entity's relationship with the player Clientside, so I'm using IsFriendEntityName(class) . Predicted friends would show up Yellow, Enemies Red, vehicles White. Player's, however, will show up in their team color. I would love to make the actual tracker screen transparent, but everything is done with overlapping filled circles, making that very complicated. I don't think I'll be able to do that, and certainly not in a week.
[QUOTE=WalkingZombie;46902571] I would love to make the actual tracker screen transparent, but everything is done with overlapping filled circles, making that very complicated. I don't think I'll be able to do that, and certainly not in a week.[/QUOTE] Thanks for the input. I was playing with the idea of players having a small squad of humans but I think I'm going to just have them be normal first person to allow for more npc's to be in the zombie hordes. The zombie getting killed was just to show that the attack function was working properly. For your radar have you tried making your own texture for it? Would allow for some transparency and extra detail. You've inspired me to play around with the motion tracker idea since I haven't done something like that yet.
[QUOTE=Netheous;46901881]Nothing big, nothing advanced, but I guess it's worth explaining. In general, this sends errors to a remote server, remote server saves it in the database which I can access to browse them. Hell yeah for MySQL. [img_thumb]http://puu.sh/emjqn/0276fd3447.png[/img_thumb][/QUOTE] You should make it keep track of how many times that same error has occurred, and show a number in its own column. That way you don't have to have a bunch of spammed errors that are identical.
Effects of providing 3 instead of 4 points for each shape creating a circle. [img_thumb]http://puu.sh/enjxJ/55ada42ead.png[/img_thumb]
[QUOTE=WalkingZombie;46902571]words[/QUOTE] you always have such incredible and lengthy ideas and tips, and it's pretty damn awesome also, I may try to work on doing a radar (atleast the rendering of the enemies) like you're talking about and then I could share the code
[QUOTE=Grinch Pinch;46904364]Thanks for the input. I was playing with the idea of players having a small squad of humans but I think I'm going to just have them be normal first person to allow for more npc's to be in the zombie hordes. The zombie getting killed was just to show that the attack function was working properly. For your radar have you tried making your own texture for it? Would allow for some transparency and extra detail. You've inspired me to play around with the motion tracker idea since I haven't done something like that yet.[/QUOTE] I don't like textures. They're not smooth nor clean at the edges. This is very notable with the Ammo HUD element in some videos I've uploaded, the edges of the ammo clips are steppy. I would have to apply the texture to 3 circles for it to be fully see-through, then the sensor screen layer would only be semi-translucent, that part can just be done by setting an alpha value to that one circle. I appreciate the idea, of course, thank you. It's something like 182 vertices per circle. It runs smoothly on my PC so I don't see any problem with that. Unfortunately, a texture can not mimic the quality of them sexy curves. :downs: [editline]11th January 2015[/editline] [QUOTE=Netheous;46904812]Effects of providing 3 instead of 4 points for each shape creating a circle. [img_thumb]http://puu.sh/enjxJ/55ada42ead.png[/img_thumb][/QUOTE] Three thoughts later Gears of War popped into my mind... the only relevance I can think of is that it looks like gear teeth. [editline]11th January 2015[/editline] [QUOTE=Melted Bu11et;46904837]you always have such incredible and lengthy ideas and tips, and it's pretty damn awesome also, I may try to work on doing a radar (atleast the rendering of the enemies) like you're talking about and then I could share the code[/QUOTE] Oh, thank you! Just please let me change how the enemies are highlighted into just textures, scale-able, if you're trying to help me :smile:. I did not plan to represent objects by their shape. Mine currently does not function using any sort of camera, and I'm hoping it won't have to. [editline]11th January 2015[/editline] Wait, is there a way to have a texture that will override every layer below it, and still be somewhat translucent? I'm thinking I'm gonna want a background behind the blips of the screen, kinda like the toolgun has a texture behind the text.
I think it was a good idea to expand my visuals library before I move on with my gamemode. Got circle done along with setting fill between 0 and 1. Now about to add some smoothing to it, so it looks antialiased. [img_thumb]http://puu.sh/eo5rN/ee72ffe239.png[/img_thumb]
[QUOTE=Netheous;46906397]I think it was a good idea to expand my visuals library before I move on with my gamemode. Got circle done along with setting fill between 0 and 1. Now about to add some smoothing to it, so it looks antialiased. [img_thumb]http://puu.sh/eo5rN/ee72ffe239.png[/img_thumb][/QUOTE] Have you tried having the three circular thingies inside eachother (smaller sizes respectively)? maybe that'd look nice. Also, how do you even do that?
[QUOTE=mib999;46906487]Have you tried having the three circular thingies inside eachother (smaller sizes respectively)? maybe that'd look nice. Also, how do you even do that?[/QUOTE] Circles are created with polys and I don't think that 3 circles in one spot will look nice since I want to put text inside, perhaps some animated icon :P
[QUOTE=Netheous;46906501]Circles are created with polys and I don't think that 3 circles in one spot will look nice since I want to put text inside, perhaps some animated icon :P[/QUOTE] Alrighty :)
[QUOTE=Netheous;46906501]Circles are created with polys and I don't think that 3 circles in one spot will look nice since I want to put text inside, perhaps some animated icon :P[/QUOTE] How did you do that with poly? My polygons don't favor not being convex very nicely...
@Edit on the second though, I don't really feel like explaining it so I'll just give you the code :3 [code]sliceAng = math.rad( 360/slices ) shape[ 1 ] = { x = x + radius * math.cos( sliceAng * i ), y = y + radius * math.sin( sliceAng * i ), } shape[ 2 ] = { x = x + ( radius - width ) * math.cos( sliceAng * i ), y = y + ( radius - width ) * math.sin( sliceAng * i ), } shape[ 3 ] = { x = x + ( radius - width ) * math.cos( sliceAng * ( i + 1) ), y = y + ( radius - width ) * math.sin( sliceAng * ( i + 1) ), } shape[ 4 ] = { x = x + radius * math.cos( sliceAng * ( i + 1) ), y = y + radius * math.sin( sliceAng * ( i + 1) ), }[/code]
[QUOTE=WalkingZombie;46905248]Oh, thank you! Just please let me change how the enemies are highlighted into just textures, scale-able, if you're trying to help me :smile:.[/QUOTE] yeah uh turns out I know much less about rendertargets than I thought, so unless I copy paste from some random lua cheat with a radar or that BF4 hud, I have no clue how to make a radar
[QUOTE=Melted Bu11et;46907152]yeah uh turns out I know much less about rendertargets than I thought, so unless I copy paste from some random lua cheat with a radar or that BF4 hud, I have no clue how to make a radar[/QUOTE] I just wanna stress it's not "technically" a radar, it's just a motion sensor. [editline]11th January 2015[/editline] Will transparent or translucent materials with noz, if drawn on the HUD before everything else, overdraw everything else and let you see the world through said overdrawn elements?
[QUOTE=PelPix123;46907408]So I was working on [URL="http://facepunch.com/showthread.php?t=1421714&p=46026166&viewfull=1#post46026166"]Sampler[/URL], a production-quality AA solution for GMod, and I threw in some code for material multisampling, leading to probably the greatest "Oops" moment ever: "Oops! I accidentally [I][B]implemented microfacet shading[/B][/I]." [t]http://www.pelpix.info/ttt_clue_se0004.jpg[/t] [t]http://www.pelpix.info/ttt_clue_se0005.jpg[/t] There is no non-scattering material [I]on Earth[/I] that the material system I just implemented can't do.[/QUOTE] Sexy
[QUOTE=PelPix123;46907408]amazing[/QUOTE] I assume it's a module that is doing this?
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