• CoderHire
    5,088 replies, posted
[QUOTE=zerothefallen;45335077]it's ok rocket-hyeongnim anyone asian is japanese/chinese.[/QUOTE] Breaking News!! Asians are Asian :O
Gonna derail the thread a bit. I'm looking for a script that would "holster" the primary or secondary when not in use. Ideally the pistol sized weapons on the right thigh, and assault rifle sized weapons on the back. I found an addon that does just that, however it's bundled with way more things, and I don't feel right just ripping out the part I need. Even then, no guarantee it'll support TTT. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=238759862[/url] So does anyone know the estimated pricerange that this might fetch me? Example of how it'd be on the back. [t]http://xbox360media.ign.com/xbox360/image/article/749/749182/halo-3-20061205095654474-000.jpg[/t]
[QUOTE=Vipes;45335776]Gonna derail the thread a bit. I'm looking for a script that would "holster" the primary or secondary when not in use. Ideally the pistol sized weapons on the right thigh, and assault rifle sized weapons on the back. I found an addon that does just that, however it's bundled with way more things, and I don't feel right just ripping out the part I need. Even then, no guarantee it'll support TTT. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=238759862[/url] So does anyone know the estimated pricerange that this might fetch me? Example of how it'd be on the back. [t]http://xbox360media.ign.com/xbox360/image/article/749/749182/halo-3-20061205095654474-000.jpg[/t][/QUOTE] I made this a few years ago, you should be able to adapt it for ttt weapons. [lua]local offsets = { gmod_tool = { Bone = "ValveBiped.Bip01_R_Thigh", Modify = function(pos, ang) pos = pos + (ang:Up() * -4) pos = pos + (ang:Right() * -3) ang:RotateAroundAxis(ang:Forward(), 100) return pos, ang end }, weapon_physgun = { Bone = "ValveBiped.Bip01_Spine2", Modify = function(pos, ang) pos = pos + (ang:Forward() * 10) pos = pos + (ang:Right() * 7) ang:RotateAroundAxis(ang:Forward(), 90) ang:RotateAroundAxis(ang:Right(), 7) ang:RotateAroundAxis(ang:Up(), 180) return pos, ang end }, weapon_pistol = { Bone = "ValveBiped.Bip01_L_Thigh", Modify = function(pos, ang) pos = pos + (ang:Up() * 4) pos = pos + (ang:Forward() * 7) ang:RotateAroundAxis(ang:Right(), 180) ang:RotateAroundAxis(ang:Forward(), 100) return pos, ang end } -- Add your own, should you wish. } hook.Add("Think", "CLW_Think", function() for _, ply in pairs(player.GetAll()) do if not ply._CSWeapons then ply._CSWeapons = {} end for _, weap in pairs(ply:GetWeapons()) do if offsets[weap:GetClass()] then if not ply._CSWeapons[weap:GetClass()] then local model = ClientsideModel(string.gsub(weap:GetModel(), "v_", "w_")) -- GetModel called on your local weapon returns the viewmodel rather than world model. model:SetSkin(weap:GetSkin()) model:SetNoDraw(true) ply._CSWeapons[weap:GetClass()] = model end end end end end) hook.Add("PostPlayerDraw", "CLW_PostPlayerDraw", function(ply) if not ply._CSWeapons then return end for class, model in pairs(ply._CSWeapons) do if offsets[class] then if class ~= ply:GetActiveWeapon():GetClass() then local pos, ang = ply:GetBonePosition(ply:LookupBone(offsets[class].Bone)) pos, ang = offsets[class].Modify(pos, ang) model:SetPos(pos) model:SetAngles(ang) model:DrawModel() end end end end)[/lua]
[QUOTE=adamdburton;45335974]I made this a few years ago, you should be able to adapt it for ttt weapons. [lua]-code-[/lua][/QUOTE] Thank you very much!
Reading few pages back, is there anything like a 'summer sale' planned? I remember just before Christmas there was some sale.
[QUOTE=RocketMania;45333661]Im not Japanese[/QUOTE] I just noticed this. A few of my friends are Korean, and I feel stupid now. I'm terribly sorry. Your codes are amazing though, slick and easy. Well from what I saw in other servers. Any chance your vgui for pointshop autoupdates models when a playercolor/bodygroup option is applied to them? I know vanilla doesn't.
Guys, give me some feedback on my idea. I wonder, would developers want a DRM system? It would be a system that would be based on unique keys generated by a program on my web server (so no one would find out how the keys are generated). The buyer of a drm protected script would have to activate it on a certain server (steam id and coderhire api if there is one would be used to verify).
[QUOTE=MuffinZerg;45339029]Guys, give me some feedback on my idea. I wonder, would developers want a DRM system? It would be a system that would be based on unique keys generated by a program on my web server (so no one would find out how the keys are generated). The buyer of a drm protected script would have to activate it on a certain server (steam id and coderhire api if there is one would be used to verify).[/QUOTE] I would not be interested, people need to provide support for their scripts and give it a fair price. DRM just cripples the script/software and does nothing to solve the issue.
DRM also is proven to encourages piracy, not prevent it.
Don't go overboard with DRM. Yea, a little bit of DRM helps prevent casual piracy, but creating complicated DRM systems is just a wasted effort imo. Spend the time you'd put into a DRM solution on figuring out a way to provide more value to the person who bought your script than the person who decided to download it from some shady website. People who pirated your script are potentially missing out on things like support, frequent updates, and feature requests. [editline]9th July 2014[/editline] Also, there are people who buy scripts on coderhire just to see how they work and to mod them. It'd be a bad idea to turn away those potential customers just so you can play a cat and mouse game with people interested in leaking scripts.
Fair points there.
Why not just keep working on your coderhire script so that leaked versions are always out of date and lacking features?
[QUOTE=MuffinZerg;45339029]Guys, give me some feedback on my idea. I wonder, would developers want a DRM system? It would be a system that would be based on unique keys generated by a program on my web server (so no one would find out how the keys are generated). The buyer of a drm protected script would have to activate it on a certain server (steam id and coderhire api if there is one would be used to verify).[/QUOTE] Could work, however please take into consideration players who have multiple servers, or change hosts, etc. Like, for example, we've got our main server and a dev server which normally gets named stupid shit and CH products usually go on both.
I haven't had and real problems with leaks. Just a pastebin one of a older version of ULX MySQL which has bugs in it. If you treat your customers right provide support and charge a reasonable price you shouldn't have any problems. Look at the people who are selling scripts at 15+ dollars who provide sub standard support. They often report or complain about leakers. That's not to say they don't have a life outside of coder hire or that they have to help with every little detail. However I think these types of developers can improve their sales and customer reviews by including a FAQ in their scripts. If I have a complaint or a bug I usually try to solve it in a quick and timely manner.
[QUOTE=smithy285;45340042]Why not just keep working on your coderhire script so that leaked versions are always out of date and lacking features?[/QUOTE] They update it, but they won't get support or anything else
there is a leak on the front page of gmod.org, might wanna get that taken down...
[QUOTE=Aide;45341106]I haven't had and real problems with leaks. Just a pastebin one of a older version of ULX MySQL which has bugs in it. If you treat your customers right provide support and charge a reasonable price you shouldn't have any problems. Look at the people who are selling scripts at 15+ dollars who provide sub standard support. They often report or complain about leakers. That's not to say they don't have a life outside of coder hire or that they have to help with every little detail. However I think these types of developers can improve their sales and customer reviews by including a FAQ in their scripts. If I have a complaint or a bug I usually try to solve it in a quick and timely manner.[/QUOTE] True, it's basic sales business. The customer is money. You don't satisfy customer, you don't get money.
Okay, it's official.. reputation system is broken. First I had 20 rep, even tho I should have 24, now I had 30 rep and right after some guy posted a 5 star review it dropped to 26.
Last time I checked I had 24 or 26 now I have 19.
It was broken before but it's fixed now. It was counting banned user reviews when it shouldn't have been.
[QUOTE=adamdburton;45359800]It was broken before but it's fixed now. It was counting banned user reviews when it shouldn't have been.[/QUOTE] But...but... my rep! Also, only 1 banned person gave me rep, so I should have 29.
Why remove banned peoples reviews anyways undefined.
They're not removed, just not counted in reputation. Some peoples rep will have actually increased because of this.
Any chance of any summer sale similar to that which we had before Christmas?
[QUOTE=adamdburton;45360602]They're not removed, just not counted in reputation. Some peoples rep will have actually increased because of this.[/QUOTE] I still don't get how it dropped from 30 to 26 even tho only 1 banned person has given me rep.
[QUOTE=Netheous;45360620]I still don't get how it dropped from 30 to 26 even tho only 1 banned person has given me rep.[/QUOTE] Deleted reviews were being counted too.
[QUOTE=adamdburton;45360684]Deleted reviews were being counted too.[/QUOTE] Ah, that makes sense then.
[QUOTE=adamdburton;45360602]They're not removed, just not counted in reputation. Some peoples rep will have actually increased because of this.[/QUOTE] Whats wrong with getting rep from banned people if they're good I see no problem with it, The coder did the Job I see no reason why they have to suffer less rep because the guy he did a job for fucked up :/
We're talking about reputation from script reviews, not jobs.
[QUOTE=adamdburton;45364130]We're talking about reputation from script reviews, not jobs.[/QUOTE] Then I should still have 29. I've got 13 rep from scripts and 16 from jobs (excluding the negative, the neutral rep and the rep given by banned guy) Or does rep from banned people show under 'Script Reputation' aswell? In which case it should be fixed.
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