• GMod - What are you working on? September 2016 (#61)
    330 replies, posted
A shit lot of back-end have been written, still seriously need to do some front-end soon. Editing can be done ingame, just faster showing using the theme file atm. (fuck console commands) [t]https://vgy.me/UDYIJN.gif[/t]
Got bored of coding proper stuff and this happened: [IMG]http://i.imgur.com/7IuqhT9.png[/IMG] EDIT: No, it doesn't override print or anything. It writes into string data that's supposed to be read-only.
[QUOTE=Klaes4Zaugen;51075500]A shit lot of back-end have been written, still seriously need to do some front-end soon. Editing can be done ingame, just faster showing using the theme file atm. (fuck console commands) [t]https://vgy.me/UDYIJN.gif[/t][/QUOTE] I don't get it, Are you showing that you learned how tables work or something? :v:
All servers need [URL="http://www.gizoogle.net/textilizer.php"]gangsta[/URL] chat mode. [vid]https://fi1.es/pieBu[/vid]
Cool! Are you using a kind of dictionary? Or a web api for that, i remember some people in my country using something like this online
[QUOTE=StonedPenguin;51077033]All servers need [URL="http://www.gizoogle.net/textilizer.php"]gangsta[/URL] chat mode. [vid]https://fi1.es/pieBu[/vid][/QUOTE] no one talks like that anymore, at least where im from. get with the times nigga
-snipperoni
[video]https://youtu.be/RsXmlu_ATgo[/video] NPC revival. This took me way too long to do..
A down-scaled (realistically and, most often, they're much bigger) asteroid / meteor entity. I got the model from the internet, reduced a ridiculous [B]200,000[/B] faces on it to 700 and just used normal mapping, and compiled it for the Source Engine. I made it white / gray so that I could color it to look more like a meteor if I wanted. Yes, I know the texture looks odd at some parts of the model... the UV map isn't proper. The flames, or glow effect that you'd see from anything entering the atmosphere from outer space haven't been implemented yet. [video=youtube;rtH9MGmpASY]https://www.youtube.com/watch?v=rtH9MGmpASY[/video]
[QUOTE=gonzalolog;51077044]Cool! Are you using a kind of dictionary? Or a web api for that, i remember some people in my country using something like this online[/QUOTE] he uses [URL="http://www.gizoogle.net/textilizer.php"]this[/URL] it has been done before and was released somewhere on the forums here!
[QUOTE=Dr. Inco;51081332]A down-scaled (realistically and, most often, they're much bigger) asteroid / meteor entity. I got the model from the internet, reduced a ridiculous [B]200,000[/B] faces on it to 700 and just used normal mapping, and compiled it for the Source Engine. I made it white / gray so that I could color it to look more like a meteor if I wanted. Yes, I know the texture looks odd at some parts of the model... the UV map isn't proper. The flames, or glow effect that you'd see from anything entering the atmosphere from outer space haven't been implemented yet. [video=youtube;rtH9MGmpASY]https://www.youtube.com/watch?v=rtH9MGmpASY[/video][/QUOTE] I could fix up that model for you if you so desired.
Random Terrain Generator. This will be a good learning experience for me. My first voxel! It is looping through all possible mesh combinations. (Marching Cubes Algorithm) [video=youtube_share;xVCLsgBbjtY]http://youtu.be/xVCLsgBbjtY[/video] So I need to make some kind of random noise function. Group up my voxels into blocks. Feed the blocks my random noise and hope that I can get the voxels to produce one large seamless terrain. This is my reference: [url]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html[/url] Sadly after the 23rd I'll be offline for at least a month. This is why I haven't posted about the rts game and why I am on this side project.
[QUOTE=Dr. Inco;51081332]A down-scaled (realistically and, most often, they're much bigger) asteroid / meteor entity. I got the model from the internet, reduced a ridiculous [B]200,000[/B] faces on it to 700 and just used normal mapping, and compiled it for the Source Engine. I made it white / gray so that I could color it to look more like a meteor if I wanted. Yes, I know the texture looks odd at some parts of the model... the UV map isn't proper. The flames, or glow effect that you'd see from anything entering the atmosphere from outer space haven't been implemented yet. [video=youtube;rtH9MGmpASY]https://www.youtube.com/watch?v=rtH9MGmpASY[/video][/QUOTE] Now you need to make everyone on the server go extinct.
Thoughts on UI? [video=youtube;eqe4BAl_EI4]https://www.youtube.com/watch?v=eqe4BAl_EI4[/video] For screen size context [t]https://vgy.me/83Pnmp.png[/t]
You should show somewhere in that menu how much money you currently have. It looks like the item name and description texts are a few pixels too high from being centered.
[QUOTE=Robotboy655;51085619]You should show somewhere in that menu how much money you currently have. It looks like the item name and description texts are a few pixels too high from being centered.[/QUOTE] They have a HUD for seeing the money, I just had it turned off in the video & screenshot. Will fix that centering tho
[QUOTE=find me;51082784]Random Terrain Generator. This will be a good learning experience for me. My first voxel! It is looping through all possible mesh combinations. (Marching Cubes Algorithm) [video=youtube_share;xVCLsgBbjtY]http://youtu.be/xVCLsgBbjtY[/video] So I need to make some kind of random noise function. Group up my voxels into blocks. Feed the blocks my random noise and hope that I can get the voxels to produce one large seamless terrain. This is my reference: [url]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html[/url] Sadly after the 23rd I'll be offline for at least a month. This is why I haven't posted about the rts game and why I am on this side project.[/QUOTE] [I]Super[/I] interesting read, thank you for that. Really interested in seeing where you take this, terrain generation can be mind blowing when done right and this approach seems promising.
[QUOTE=VIoxtar;51085949][I]Super[/I] interesting read, thank you for that. Really interested in seeing where you take this, terrain generation can be mind blowing when done right and this approach seems promising.[/QUOTE] It has been a fun project so far, definitely.
I got density in my voxels. If a vertex of a voxel is green, it is considered to be above the mesh terrain. If the vertext of the voxel is red, it is considered to be below the mesh terrain. [video=youtube;l5vsHL_ADZM]http://www.youtube.com/watch?v=l5vsHL_ADZM[/video] The lookup table I had ripped from a C++ project was listed backwards... So I spent two hours doing nothing... But I'm happy I found the bug and got it figured out before I gave up. Baby steps. [video=youtube;z3TnspdmDf8]http://www.youtube.com/watch?v=z3TnspdmDf8[/video]
More pancake shit... [video]https://youtu.be/2O0lv3tH_3k[/video] Documentation for pancake script can be found [URL="https://docs.google.com/document/d/1A8JiZskcIzX9JobHSp9OWZzXfOIAKE3ZlTFhqUwgvYI/edit?usp=sharing"]here[/URL]. Documentation for PC code can be found [URL="https://drive.google.com/open?id=1M0eUOGCxzPMzquU9SSW49o1N9PMFlw1rYPWnAOd57 zo"]here[/URL]. The source code for this project can be found [URL="https://github.com/raubana/Pancake_Script_Tests"]here[/URL].
I've been avoiding to create it but whatever, i think it adds more value to weapons, also you can sell your inventory stuff now at your own price, like open your own lil market [vid]https://dl.dropboxusercontent.com/u/251205348/ShareX/2016/09/2016-09-23_00-47-15.mp4[/vid] Don't ask about background music :v
mimicking The Division 3D UI because I have nothing else to do. functions similarly to Wyozi's "tdui" [video]https://youtu.be/xQnG5QpfOp0[/video]
[QUOTE=raubana;51089323]More pancake shit... -snipvideo- Documentation for pancake script can be found [URL="https://docs.google.com/document/d/1A8JiZskcIzX9JobHSp9OWZzXfOIAKE3ZlTFhqUwgvYI/edit?usp=sharing"]here[/URL]. Documentation for PC code can be found [URL="https://drive.google.com/open?id=1M0eUOGCxzPMzquU9SSW49o1N9PMFlw1rYPWnAOd57 zo"]here[/URL]. The source code for this project can be found [URL="https://github.com/raubana/Pancake_Script_Tests"]here[/URL].[/QUOTE] This is awesome, it reminds me of that CHIP-8 interpreter someone made for Gmod 10 years ago. The documentation is also neato. Keep up the good work!
[QUOTE=Z0mb1n3;51092451]mimicking The Division 3D UI because I have nothing else to do. functions similarly to Wyozi's "tdui" [video]https://youtu.be/xQnG5QpfOp0[/video][/QUOTE] That's cool as hell.
Working on trying to make ShouldCollide behave. (Thx for Spai for testing) [media]https://www.youtube.com/watch?v=6lo_CzfGlC4[/media] Seems like a loosing battle tho..
[QUOTE=Nak;51098935]-snip-[/QUOTE] Have you tried Entity.CollisionRulesChanged?
[QUOTE=uRandomAlex;51098963]Have you tried Entity.CollisionRulesChanged?[/QUOTE] Instant crash when calling right before returning false. The hook works, but in some cases it will break the physic engine completely.
[QUOTE=Nak;51098935]Working on trying to make ShouldCollide behave. (Thx for Spai for testing) [media]https://www.youtube.com/watch?v=6lo_CzfGlC4[/media] Seems like a loosing battle tho..[/QUOTE] Well this would be pretty realistic given you're on LSD
[QUOTE=Nak;51098935]Working on trying to make ShouldCollide behave. (Thx for Spai for testing) [media]https://www.youtube.com/watch?v=6lo_CzfGlC4[/media] Seems like a loosing battle tho..[/QUOTE] What's with these chords, man? Is it playing the drum track on the piano or something?
[QUOTE=FPtje;51099509]What's with these chords, man? Is it playing the drum track on the piano or something?[/QUOTE] No idea, I didn't make the XMLsheet, I just made the player. Sorry for being 4 mins .. but I wanted a video that show how far the gamemode have come. [media]https://www.youtube.com/watch?v=oR_O1wRnSMg[/media] Weapon System: - Will now compare the stats, with any weapon that got the same type on you. - Updated the weapon system so its more clean. - Added 8 new special/funny stats for legendary+ weapons. Buildings: - Added "Energy Gate". It allows the owner/faction members; walking/driving and shooting through. It will display the faction- or owner name. Entities and stools: - Added ent_trash that admins can place around for people to search for ammo/money or crappy weapons. - Added a new admin stool that spawn map objects. (They will re-spawn on the map-load. e.g. ent_trash) Other - Added spawn protection. It automatically detects all spawn positions on the map and groups them. - Added a tiny CPPI that supports my faction system. (Buildings use this to interact with each other) - Added a small display for "Tiny-CPPI" (What I call my small prop protection thingy). Bugs: - ShouldCollide hook is a bit unstable and have caused a physic-crash.
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