GMod - What are you working on? September 2016 (#61)
330 replies, posted
[QUOTE=>>oubliette<<;50989223]I forget all the time which is correct, [url=http://wiki.garrysmod.com/page/timer/Remove]timer.Remove[/url] or [url=http://wiki.garrysmod.com/page/timer/Destroy]timer.Destroy[/url].[/QUOTE]
[u]D[/u] as in deprecated (for timer.Destroy that is)
It's stupid as hell, but that's honestly what helped me remember. :v:
[QUOTE=zeaga;50991736][u]D[/u] as in deprecated (for timer.Destroy that is)
It's stupid as hell, but that's honestly what helped me remember. :v:[/QUOTE]
What helped me remember is having my editor tell me if i mess up?
[IMG]http://i.imgur.com/4gq1fEA.png[/IMG]
Dunno how you guys don't have this
[QUOTE=zerf;50991852]What helped me remember is having my editor tell me if i mess up?
[IMG]http://i.imgur.com/4gq1fEA.png[/IMG]
Dunno how you guys don't have this[/QUOTE]
Probably cause a lot of people switched to Atom not sure if it does the same thing as Sublime in that case without a linter
[QUOTE=zerf;50991852]What helped me remember is having my editor tell me if i mess up?
[IMG]http://i.imgur.com/4gq1fEA.png[/IMG]
Dunno how you guys don't have this[/QUOTE]
his linter insults me on a daily basis. probably the only insults I've ever considered helpful.
[QUOTE=zerf;50991852]What helped me remember is having my editor tell me if i mess up?
img
Dunno how you guys don't have this[/QUOTE]
[URL="https://github.com/Lixquid/atom-language-gmod-lua/graphs/contributors"]The atom version is dead-ish[/URL].
And I'm not smart enough to re-implement it.
[QUOTE=Apickx;50991988][URL="https://github.com/Lixquid/atom-language-gmod-lua/graphs/contributors"]The atom version is dead-ish[/URL].
And I'm not smart enough to re-implement it.[/QUOTE]
[url]https://atom.io/packages/linter-glualint[/url]
[QUOTE=swadicalrag;50992119][url]https://atom.io/packages/linter-glualint[/url][/QUOTE]
Oh shit, I just realized that it's a linter, and one that I thought I used....
I just checked, and windows broke my path. THANKS NADELLA
New viewbob system based on deltas rather than absolute attachment angles:
[video]http://youtube.com/watch?v=guO-A39iy_4[/video]
[QUOTE=zerf;50991852]What helped me remember is having my editor tell me if i mess up?
[IMG]http://i.imgur.com/4gq1fEA.png[/IMG]
Dunno how you guys don't have this[/QUOTE]
I use Atom with Falco's plugin or whatever, but I don't think it's not a great habit to rely solely on automatic error-checking.
[QUOTE=Mors Quaedam;50980584][img]http://i.imgur.com/g9Ha2FF.png[/img]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1529285"]previous thread[/URL][/B][/QUOTE]
[QUOTE=ph:lxyz;50980728]Double socket (for SeriousRP gamemode)
The plugging in and unplugging will involve disabling collisions from Lua.
Also, the switch positions will have their visibility toggled accordingly (bodygroups) when pressing E on the corresponding side of the socket.
[img]http://images.akamai.steamusercontent.com/ugc/251461588464086935/741E4F2083D141529A5A7391C8920D96BFBFDC8C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to%3D%2A%2C%2A%7C1024%3A576&background-color=black[/img][/QUOTE]
[QUOTE=Tupac;50980844]Remade my dealer (not finished yet)
Main menu:
[t]http://imgur.com/RwP53y1.png[/t]
Vehicle menu:
[t]http://imgur.com/2QrZEQC.png[/t]
lil lights feature:
[t]http://imgur.com/R2SPJko.png[/t]
I know the padding is a bit off, but I'm not done yet ;)[/QUOTE]
[QUOTE=mib999;50981612]Working on a nice interface based on the Battlefield 1 main menu. Here's what I have so far.
[vid]http://a.pomf.cat/ppzjqo.mp4[/vid]
It's nothing special, but I'm happy with the hour of work I've put in.[/QUOTE]
[QUOTE=Robotboy655;50983573][img]http://i.imgur.com/HkdsPng.png[/img]
This just makes me sad. ( DLabel source )[/QUOTE]
[QUOTE=Datamats;50984151]Wanted to learn how to use meshes. Coded a small neat 3d music visualizer just to test a bit.
[video=youtube;LuMVy9y-p20]https://www.youtube.com/watch?v=LuMVy9y-p20&feature=youtu.be[/video][/QUOTE]
[QUOTE=BlackSnow;50984382]O.o Thats... Just amazing...[/QUOTE]
[QUOTE=Datamats;50984539]Thanks a lot, I had honestly no idea what to do when I made this. But it turned out somewhat decent. :v:[/QUOTE]
[QUOTE=Kyle_1337;50984652]I like what your doing with the outlets, are you going to make them an entity to be placed around maps? Also will this be a game mode people can download or are you going to have a server up for? I didn't read anything from the last thread so I don't know if you answered these in the last thread.[/QUOTE]
[QUOTE=ph:lxyz;50984778]To answer your questions:
1) These outlets are one of a number of types of items that can be manufactured and sold for use by RP companies to form electrical grids within the gamemode.
2) This gamemode is named SeriousRP and will be free (liberty license - see the link for details). I've been designing it for a long time now. When I release it, it will be available at [url]http://github.com/philxyz/seriousrp[/url].
3) There is a lot more than this that I have done and / or designed but that I'm not announcing yet.[/QUOTE]
[QUOTE=Keosan;50985027]Are they just being bought and sold as is? Is there a way for the player to "produce" these goods being sold or it it just bought in a shop and resold?[/QUOTE]
[QUOTE=Kyle_1337;50985041]Wow. Really cool idea, I love the idea of the outlets that seems amazing. I will be sure to check it out once it's done. Thanks for the answer.[/QUOTE]
[QUOTE=geferon;50985358]Fucking
Awesome.
But i've got a question.
How the fuck did you do that monstrosity?[/QUOTE]
[QUOTE=ph:lxyz;50985631]Each type of item in the gamemode is produced by a machine which consumes some items and produces others.
This outlet/socket (for example) would be produced by a machine that has been "crafted" by an engineer (who may work for an engineering organization). The machine will require plastic and metal as inputs and produce its designated type of output.
Only some items are crafted (and only by specified group types) because other groups buy machines to produce those items (instead of grinding XP like in an RPG).
Every item in the game is defined in a shared lua file so that individual servers can customize what items they have and which types of organizations can produce which types of item-producing machines.
Some machines require fire to produce their output, others might require gasoline, others yet might require electricity themselves. Fire is created using wood. I will specify the default for how this works but a server owner that knows Lua will be free to remap the entire thing or add / remove items and machines as they wish.
I have plans that go further than this but I'm just giving away a little bit of detail now for those that are interested :)[/QUOTE]
[QUOTE=zeaga;50986107]and what does depth represent?[/QUOTE]
[QUOTE=vexx21322;50986227]When I was actively developing on Garry's Mod, I gave up on trying to make good UI due to stuff like this littered all throughout the controls.
It gets worse the further in you go and more advanced UI you try to make.[/QUOTE]
[QUOTE=zerf;50986237]Yeah, aligning with tabs is gross - indent with tabs, align with spaces[/QUOTE]
[QUOTE=pennerlord;50986562][CODE]-- all three methods are semantically identical.
Player.Name
Player.GetName
Player.Nick[/CODE]
This makes me sad too.[/QUOTE]
[QUOTE=Z0mb1n3;50986785]GetName returns the unique ID of the entity, inherited from CBaseEntity or whatever.[/QUOTE]
[QUOTE=Robotboy655;50988263]Not for the player. It's literally alias of Player.Nick, as well as Player.Name:
[url]https://github.com/garrynewman/garrysmod/blob/451b4ff5d1aea7b9b06a8024ef706c248a79647e/garrysmod/lua/includes/extensions/player.lua#L104-L105[/url]
I have no idea why we need 3.[/QUOTE]
[QUOTE=guigui;50988689]Backward compatibility?[/QUOTE]
[QUOTE=Revenge282;50988764]That's what you use deprecation for. Something GMod isn't exactly known for, let alone cleaning up the actual libraries.[/QUOTE]
[QUOTE=gonzalolog;50989022][I]FKJINNNG GARREH BROKE MA ADDONS FCK U GARRE STUPD GAEM[/I][/QUOTE]
[QUOTE=geferon;50989161][MEDIA]https://twitter.com/RebelledCombine/status/631109475265548288[/MEDIA]
[MEDIA]https://twitter.com/garrynewman/status/631114132280987648[/MEDIA]
A friend of mine in twitter.
When the update of the UTF8 came up i think it was and fucked up some addons.[/QUOTE]
[QUOTE=>>oubliette<<;50989223]It's pretty easy to use deprecated shit without realizing it. I forget all the time which is correct, [url=http://wiki.garrysmod.com/page/timer/Remove]timer.Remove[/url] or [url=http://wiki.garrysmod.com/page/timer/Destroy]timer.Destroy[/url].
Partly because when it was mentioned in an update, I thought the other was removed and since as I didn't get errors, I just continued what I'd written in the past.
GMod should have addons mark themselves as compatible with x version and not automatically run without user consent when they're outdated - like pretty much all the other software that supports plugins/addons/user content.
[editline]2nd September 2016[/editline]
EDIT: thought this thread was next update lol
Not much to show for content, but here's the HUD I've been working on for my darkrp rename:
[video]https://youtu.be/NyR4PkK5RxA[/video]
It's hard to tell since as you can't see my keyboard in the video, but when I hold 'H' the HUD will move to show more information about things. I kinda like it how it is, normally unobtrusive but with plenty of information available on demand.[/QUOTE]
[QUOTE=Revenge282;50989354]Too much work. You can't logically mark addons compatible with a version, and mark them all incompatible the next time an update rolls around.
If [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/navmesh/GetNavLadderByID]navmesh.GetNavLadderByID[/url] all the sudden gets deprecated, and now we mark every addon incompatible with the update, we just made a bad call on like 99.99% of every addon.[/QUOTE]
[QUOTE=>>oubliette<<;50989385]You're misreading what I said, I didn't say that addons that don't explicitly say they work with this version of GMod should be marked as "incompatible", I said that addons that don't explicitly say they're compatible should at least provide a warning that they MAY no longer be compatible.
Outdated addons should have users prompted if they want to still run "POSSIBLY INCOMPATIBLE" addons, so that they're aware that it's not guaranteed to work.[/QUOTE]
[QUOTE=Revenge282;5098
[QUOTE=Netheous;50994773]He got hacked most likely :P[/QUOTE]
And he is now spamming the discord with this:
[img]https://i.gyazo.com/787de45c0d3f286a5da6528400feda72.png[/img]
[QUOTE=Netheous;50994773]He got hacked most likely :P[/QUOTE]
No he just went full retard.
He was banned for spamming ratings on waywo, appealed on RC, got told he should at least quote people for a reason before rating dumb.
He then quoted every sigle post in this young waywo and rated them dumb, got perma'd and went full retard.
Oh - so he felt wronged and threw all of his toys out of his pram/stroller.
[IMG]http://imgur.com/yTivPZK.png[/IMG]
[img]http://imgur.com/Xvw8nSq.png[/img]
Ya, he was dropped on his head a lot, I guess it just kicked in recently.
But anyways, let's get back on topic, instead of talking about how almighty bub went full retard on us
Uh, to sum it up - pathetic.
Now let's stop derailing.
I love submaterials, the cloth on this banner is initially green.
[t]https://puu.sh/qRtB9/42e776c241.png[/t]
Now that my HL2: Co-Op gamemode reached the citadel chapter and in Garry's Mod the super gravity gun is stripped out I had to rewrite it in Lua.
[video=youtube;YBiB-dEFSS0]https://www.youtube.com/watch?v=YBiB-dEFSS0[/video]
So far grabbing and punting works. Launch still needs to be done but thats gonna be easy, after that I need to work out all the missing effects and fiddle with the super gravitygun cvar and adjust all code.
Its not elegant to replace the default gravity gun but sadly there is no alternative.
P.S.: Don't mind the debug overlays of my trigger volumes :v
EDIT: Damnit, just bumped into a big issue to continue, there are some bindings missing to signal the gravity gun/physgun events and lots of things don't work.
I helped out Stalker with a script that toggles crouching instead of crouching while duck is held. I guess it kind of shows off how to use CMoveData, and it should be fully predicted.
However, right after creating it, I realized you could accomplish the same thing with some simple console scripting.
[code]
alias duckon "alias duck_toggle duckoff; +duck"
alias duckoff "alias duck_toggle duckon; -duck"
alias duck_toggle "duckon"
bind "ctrl" "duck_toggle"
[/code]
If anyone's interested anyway,
[lua]
-- made by Zerf for Stalker
local cvar_toggle_crouch
if CLIENT then
cvar_toggle_crouch = CreateConVar(
"toggle_crouch",
"0",
bit.bor(FCVAR_ARCHIVE, FCVAR_USERINFO),
"Enable crouch toggling"
)
end
local PLAYER = FindMetaTable("Player")
function PLAYER:IsCrouchingToggled() -- stupid name
if SERVER then
return self:GetInfo("toggle_crouch") ~= "0"
else
return cvar_toggle_crouch:GetBool()
end
end
function PLAYER:GetToggledCrouching()
return self:GetNW2Bool("toggle_crouch", false)
end
function PLAYER:SetToggledCrouching(bool)
return self:SetNW2Bool("toggle_crouch", bool)
end
hook.Add("SetupMove", "ToggleCrouch", function(ply, mv, cmd)
if ply:IsCrouchingToggled() then
local currently_toggled = ply:GetToggledCrouching()
if not ply:KeyDownLast(IN_DUCK) and ply:KeyDown(IN_DUCK) then
ply:SetToggledCrouching(not currently_toggled)
elseif currently_toggled then
mv:SetButtons(bit.bor(mv:GetButtons(), IN_DUCK))
end
end
end)
[/lua]
[IMG]http://puu.sh/qZnL9/299cd6d9ea.jpg[/IMG]
[IMG]http://puu.sh/qZnMj/cf23ea5a45.jpg[/IMG]
[IMG]http://puu.sh/qZnOG/5222d47f31.jpg[/IMG]
basically
[video=youtube;HgO31eWwQGM]https://www.youtube.com/watch?v=HgO31eWwQGM[/video]
for gmod
[QUOTE=geferon;50989161][MEDIA]https://twitter.com/RebelledCombine/status/631109475265548288[/MEDIA]
[MEDIA]https://twitter.com/garrynewman/status/631114132280987648[/MEDIA]
A friend of mine in twitter.
When the update of the UTF8 came up i think it was and fucked up some addons.[/QUOTE]
THATS MY FUCKING COUSIN :V
[QUOTE=>>oubliette<<;50989223]It's pretty easy to use deprecated shit without realizing it. I forget all the time which is correct, [url=http://wiki.garrysmod.com/page/timer/Remove]timer.Remove[/url] or [url=http://wiki.garrysmod.com/page/timer/Destroy]timer.Destroy[/url].
Partly because when it was mentioned in an update, I thought the other was removed and since as I didn't get errors, I just continued what I'd written in the past.
GMod should have addons mark themselves as compatible with x version and not automatically run without user consent when they're outdated - like pretty much all the other software that supports plugins/addons/user content.
[editline]2nd September 2016[/editline]
EDIT: thought this thread was next update lol
Not much to show for content, but here's the HUD I've been working on for my darkrp rename:
-vidsnip-
It's hard to tell since as you can't see my keyboard in the video, but when I hold 'H' the HUD will move to show more information about things. I kinda like it how it is, normally unobtrusive but with plenty of information available on demand.[/QUOTE]
but thats nutscript not darkrp rename
I learned some hacking strategies. But I didn't show them off..
[video]https://youtu.be/gn8NUTL9yQs[/video]
[QUOTE=MarioDox;50998963]I learned some hacking strategies. But I didn't show them off..
[video]https://youtu.be/gn8NUTL9yQs[/video][/QUOTE]
how tf
[QUOTE=MarioDox;50998963]I learned some hacking strategies. But I didn't show them off..
[video]https://youtu.be/gn8NUTL9yQs[/video][/QUOTE]
That screen on the physgun should be GMod default. Maybe not that style, but god damn, that is useful.
[QUOTE=Aarone2004;50999094]how tf[/QUOTE]
EntityFireBullets,EntityEmitSound and Think hook.
I had to do a CurTime timer to make it not shoot too fast..
I won't show the code.
[editline]4th September 2016[/editline]
[QUOTE=FPtje;50999116]That screen on the physgun should be GMod default. Maybe not that style, but god damn, that is useful.[/QUOTE]
It's another addon, not made by me, ignore it.
[QUOTE=MarioDox;50999279]
It's another addon, not made by me, ignore it.[/QUOTE]
Am I the only one that thought you were showing off the physgun screen thing?
[QUOTE=Tupac;50999395]Am I the only one that thought you were showing off the physgun screen thing?[/QUOTE]
Next time I will disable every addon.
More work on my menu.
[vid]http://a.pomf.cat/ofwebs.mp4[/vid]
Made a cool little sound visualizer thing, basically a expanding circle appears where a sound is created ingame. Size of the circle is determined by the volume of the sound.
[video=youtube;pQY861KrtB4]https://www.youtube.com/watch?v=pQY861KrtB4[/video]
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