GMod - What are you working on? November 2016 (#63)
287 replies, posted
Looks incredible! How much time does it takes to render at %99 (in case it never reachs 100)
[QUOTE=gonzalolog;51426550]Looks incredible! How much time does it takes to render at %99 (in case it never reachs 100)[/QUOTE]
It completely depends on your screen resolution, and the number of samples you're using per pixel.
For the 1280x720 picture you see above, I used 2048 samples per pixel - it took about 11 hours total. I'm not sure what you mean by your question of how long it takes to render at 99%, though.
EDIT: Not entirely sure why this post is being rated 'funny' - 11 hours is a pretty regular render time for a raytraced image of this quality and resolution.
[video=youtube;P_AF1U77ZgY]https://www.youtube.com/watch?v=P_AF1U77ZgY[/video]
The gamemode I'm making needed a parachute. So I looked at the one from a billion years ago, thought there could be some improvements.
[QUOTE=LegoGuy;51428581][video=youtube;P_AF1U77ZgY]https://www.youtube.com/watch?v=P_AF1U77ZgY[/video]
The gamemode I'm making needed a parachute. So I looked at the one from a billion years ago, thought there could be some improvements.[/QUOTE]
What happens if you shoot the balloons mid air?
[QUOTE=Invule;51428688]What happens if you shoot the balloons mid air?[/QUOTE]
You fall faster.
[QUOTE=LegoGuy;51428581][video=youtube;P_AF1U77ZgY]https://www.youtube.com/watch?v=P_AF1U77ZgY[/video]
The gamemode I'm making needed a parachute. So I looked at the one from a billion years ago, thought there could be some improvements.[/QUOTE]
good god please make it so the camera's trace ignores the balloon entities
[QUOTE=Melted Bu11et;51429189]good god please make it so the camera's trace ignores the balloon entities[/QUOTE]
SetOwner does this IIRC
[QUOTE=Ott;51429209]SetOwner does this IIRC[/QUOTE]
Nah, it doesn't. Btw, I'm just doing this
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SpectateEntity]Player:SpectateEntity[/url]
On the ragdoll I've created.
[QUOTE=LegoGuy;51429220]Nah, it doesn't. Btw, I'm just doing this
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SpectateEntity]Player:SpectateEntity[/url]
On the ragdoll I've created.[/QUOTE]
CalcView would override this.
[QUOTE=MeepDarknessM;51426169]
i got default.lua from 75% to 60% minification so far... thinking of more ideas is hard[/QUOTE]
One trick is to "uglify". Replace lua reserved words (function, local, continue, repeat, ect.) with 1-byte substitutes that don't appear anywhere else in the file, put the file in a string, and add some code to the top to un-uglify the code, and runstring. ([URL="http://cogarr.net/source/cgit.cgi/glum/tree/src/uglify.lua"]I wrote something that does this[/URL], it's not been well tested yet)
[QUOTE=Apickx;51432828]One trick is to "uglify". Replace lua reserved words (function, local, continue, repeat, ect.) with 1-byte substitutes that don't appear anywhere else in the file, put the file in a string, and add some code to the top to un-uglify the code, and runstring. ([URL="http://cogarr.net/source/cgit.cgi/glum/tree/src/uglify.lua"]I wrote something that does this[/URL], it's not been well tested yet)[/QUOTE]
Or LZMA the current output of Meep's script then stick a good ol' RunString(util.Decompress( in there. :v:
[editline]26th November 2016[/editline]
zerf@home minif $ echo "RunString(util.Decompress[[$(cat default.min.lua.lzma)]])"
[code]
RunString(util.Decompress[[]���������6�:����hb���|nc��}�
�T�?�FY�Mh���b��6�n}��������R��zS d��4��O5�r�Wbw��)��t���}ϑ�X�+��ꈦl���/�|�T��V����H.3(Y}q�=(I�6����u�.���������$J� ��o;,���墴�U���ϱ�����-6g�fPqD!v��SJ�:wl��đO�[ш��bN�}��b��hVz��#zP�#��C���̵�@���:�Y�2X7�?t�u�m��a�ݙDk�������)(!��3�[�B��%�h�҆�L���0���!Kq�vî�U��С���"9�ǚ���e�A��V�hH���Ѹ�R�
�/r!(*���fѭt���z<�7z���j��������|ˠ�98�Z��~�X?)��vZHd�G>ZW�98&#���.�_�9އY����sӛ~h��Mds�k-٩�j�׃4��4�#G��\"R�K�����#��vc����!dLHT�Ǻ�E��K�=����fۆP��""SD4�J�dr��旈�ۯ����ŷ-�q�QOYC-4�tMS��yR���sUU--�5�"_S������x(V����!2E���Ѳ"p r�ty�D؄'cS��D��I�a6W;��),%&���aD�i�Vf�e���%`��l�@?�����qP�a%��w�BiI�fD�l&0�}UM;���.3��ͻ�hD���)k:��+o
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This is a WIP for a delivery job system on our gamemode. Credits to 47goon aka __N
[video=youtube;v5xxJsPnFpM]https://www.youtube.com/watch?v=v5xxJsPnFpM[/video]
[QUOTE=Captain Spark;51432996]This is a WIP for a delivery job system on our gamemode. Credits to 47goon aka __N
[video=youtube;v5xxJsPnFpM]https://www.youtube.com/watch?v=v5xxJsPnFpM[/video][/QUOTE]
Your UI color scheme look very weird somehow
[QUOTE=YoutoYokodera;51433232]Your UI color scheme look very weird somehow[/QUOTE]
Yeah, our UI is old. We've gotten a graphics artist to do redo the UI's and we'll implement them
I like how you can interact with the 3D panel, good job, when will it open?
[QUOTE=YoutoYokodera;51433262]I like how you can interact with the 3D panel, good job, when will it open?[/QUOTE]
Contact me through Steam for any questions concerning the gamemode
[QUOTE=zerf;51432879]Or LZMA the current output of Meep's script then stick a good ol' RunString(util.Decompress( in there. :v:
[/QUOTE]
Yeah this doesn't work because lua code execution will stop at the null byte, which is definitely going to be in the LZMA'd string we pass to util.Decompress. For a better example see the following code:
[lua]
RunString([==[
print("Hello " .. [[ ]==] .. string.char(0) .. [==[ ]] .. " World")
]==])
[/lua]
It fails with the error:
[code]
ERROR: RunString:1: unfinished long string near '<eof>'
RunString:0 []
[/code]
Because RunString gets fed:
print("Hello " .. [[ <NUL> ]] .. " World")
and just stops at the null byte.
We could get around this by encoding, but I don't know if we'd still save bytes.
I added pink melon lights to my raytracer.
[img]http://puu.sh/svHWL/97b8844240.png[/img]
I made a thing that allows people to rocket jump, go upside down, shoot people, and roll safely onto the ground
[video=youtube;SI33JbVx_2g]https://www.youtube.com/watch?v=SI33JbVx_2g[/video]
Also, I should mention, the FOV has been increased to 103 without interfering with SetFOV or disabling any other CalcView hooks.
Edit:
Added this
[video=youtube;_uVun-BgqfA]https://www.youtube.com/watch?v=_uVun-BgqfA&feature=youtu.be[/video]
[QUOTE=zerf;51433347]Yeah this doesn't work because lua code execution will stop at the null byte, which is definitely going to be in the LZMA'd string we pass to util.Decompress.[/QUOTE]
Plus GMod basically runs util.Compress on the scripts before sending them to client, that's why you can send scripts over the net's 64kb limit. No point compressing twice.
[QUOTE=zerf;51433347]Yeah this doesn't work because lua code execution will stop at the null byte, which is definitely going to be in the LZMA'd string we pass to util.Decompress. For a better example see the following code:
[lua]
RunString([==[
print("Hello " .. [[ ]==] .. string.char(0) .. [==[ ]] .. " World")
]==])
[/lua]
It fails with the error:
[code]
ERROR: RunString:1: unfinished long string near '<eof>'
RunString:0 []
[/code]
Because RunString gets fed:
print("Hello " .. [[ <NUL> ]] .. " World")
and just stops at the null byte.
We could get around this by encoding, but I don't know if we'd still save bytes.[/QUOTE]
Where would RunString get a null byte from if you decode the input first though? A null byte in the original code?
[QUOTE=FPtje;51434545]Where would RunString get a null byte from if you decode the input first though? A null byte in the original code?[/QUOTE]
I guess he means that if there was a null byte in the file that contains the code that decompresses the compressed code, that file itself would not load, thus not allowing you to load the code inside it.
:rollout:
edit: (also falco and everyone else psst, if you had pagers in the [URL="https://discord.gg/6rsbUU8"]glua chat[/URL], you need to re-add them since nana2 has replaced hash.js and nana1)
I'm taking a break from The Pancake Games for a little bit and working on an informative video about simulating a skycam for sports games, since it's been awhile since I've done one of these. I had to create a few graphics for explaining the math behind the logic of my code... or the logic behind the math of my code... uh... :worried:
[video]https://youtu.be/N2qTZRwo-4U[/video]
[vid]https://dl.dropboxusercontent.com/u/251205348/ShareX/2016/11/2016-11-27_18-24-16.mp4[/vid]
There's not much to say :v
Maybe i'll add some animations when it starts
[quote][vid]https://dl.dropboxusercontent.com/u/251205348/ShareX/2016/11/2016-11-27_18-34-24.mp4[/vid][/quote]
I figured out getting swing arcs automatically based on animation.
[video=youtube;eceqi_9QLsI]https://www.youtube.com/watch?v=eceqi_9QLsI[/video]
[QUOTE=gonzalolog;51436582]:snip: lottery[/QUOTE]
i believe you should have a much more ominous sound for when you lose, the current sound you have now doesn't really click with the disappointment a user will feel when they lose, especially when it's the same sound as the winning sound imo
[QUOTE=Apickx;51436949]I figured out getting swing arcs automatically based on animation.[/QUOTE]
axtery
Can I shitpost? Fuck it, I'm gonna shitpost.
[video]https://youtu.be/6D4LrQuZ1dg[/video]
Woah. Absolutely amazing result. Can't wait to see more of this. 2 Questions; How long does a 1080p image take for a single light bounce pass? Secondly, any plans for overcoming the physics only based tracing?
Please be sure to post updates (even PMs will do, rendering in Gmod is my life :v)! I already wrote a (very unconventional) visual scan system which can generate a point cloud of pixel positions and their colors fairly accurately that works both client side and server side, but there's no accurate telling of normals and it's quite slow compared to other tracing solutions.
Its only upsides is it scans true visual information rather than physics information, that is polygons, transparent meshes, and the like.
I can't wait for a better alternative though, and am more than interested in seeing if a more conventional tracing solution is available!
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