• GMod - What are you working on? March 2017 (#67)
    213 replies, posted
[QUOTE=0V3RR1D3;51933078]Just curious, I assume its using cam3D2D. Why don't you lower to scale to better the resolution of the device? The only reason I can think to not doing this is you have written to much that would require scaling? But other than that its a fantastic addon.[/QUOTE] The current resolution was chosen so that 1 px on the phone would equal approx 1px on a 720p screen while the phone is off to the side. This was chosen to make text easier to read. Higher resolution fonts tend to get very skinny and can be unreadable in certain situations if the player has bloom enabled.
[QUOTE=LegoGuy;51933111]The current resolution was chosen so that 1 px on the phone would equal approx 1px on a 720p screen while the phone is off to the side. This was chosen to make text easier to read. Higher resolution fonts tend to get very skinny and can be unreadable in certain situations if the player has bloom enabled.[/QUOTE] Why not increase font size / weight
Pretty simple, been working on this with a friend for a bit, think we finally nailed the design. Back to perfecting some of the code now tho [img]http://i.imgur.com/BwbXm7x.gif[/img]
Why are there 2 lists of weapons, one on the side, one of the middle?
It's an idea, where certain items will be 'featured' items. Say they are 40% off for two days, if so it will be shown under featured, or if the guy that configure just thinks that an item should be featured, it will be up there. It's designed for 5 or less items. We still need to clarify that aspect of it, that's part of the polishing we are gonna do.
I feel like the featured items shouldn't be blended to the category but have a tab of their own. So if you have multiple types of featured items you can find it on once place and it'll be easy to buy. You can add some flavor text within the specific category if an item is featured if you want to make it distinguishable from the rest
Or you could move the featured list to where the Admin tab is now?
[QUOTE=IcarusCoding;51941320]Pretty simple, been working on this with a friend for a bit, think we finally nailed the design. Back to perfecting some of the code now tho [img]http://i.imgur.com/BwbXm7x.gif[/img][/QUOTE] or put featured ones in the D.va nudes category u got there
[QUOTE=IcarusCoding;51941320]Pretty simple, been working on this with a friend for a bit, think we finally nailed the design. Back to perfecting some of the code now tho [img]http://i.imgur.com/BwbXm7x.gif[/img][/QUOTE] "D.va nudes" :v:
[QUOTE=IcarusCoding;51941320]Pretty simple, been working on this with a friend for a bit, think we finally nailed the design. Back to perfecting some of the code now tho [img]http://i.imgur.com/BwbXm7x.gif[/img][/QUOTE] Feel like the verification menu would look better without the blue outline. You can also replace it with a grey or black outline if you want to bold it out somehow.
I thought of a stupid, yet creative way to use a RPG. I added an attachment to my RPG-7 that ensures the projectiles will never prime. However, the unprimed rounds will still explode with damage taken. This is the result: [t]https://feen.us/cax59uvr2l.png[/t] [video]https://youtu.be/8DBmrCcpP30[/video]
I've been working on this MMORPG gamemode for a while and I've been trying to get rid of the class chat system so I designed chat bubble communication. [t]http://www.potatofactory.net/~/2017-03-11_19-57-12.jpg[/t] meanwhile does anyone know how to fix this prediction issue? I'm using bone position and it's origin. [code] pos = ent:GetBonePosition (ent:LookupBone ("ValveBiped.Bip01_Head1")) ang = Angle (0, LocalPlayer ():EyeAngles ().y - 90, 90) [/code] [vid]http://www.potatofactory.net/~/2017-03-11_20-08-27.webm[/vid]
[QUOTE=Potatofactory;51946442][/QUOTE] That background sound tho "Did you just assume my gender" :huh:
[QUOTE=BigBadWilly;51946557]That background sound tho "Did you just assume my gender" :huh:[/QUOTE] I don't even know how YouTube autoplay got to there. I started here: [url]https://www.youtube.com/watch?v=sFGwtWUF6xM[/url] and got to here: [url]https://www.youtube.com/watch?v=fb4xGirFOq8[/url]
[QUOTE=Potatofactory;51946442]I've been working on this MMORPG gamemode for a while and I've been trying to get rid of the class chat system so I designed chat bubble communication. [t]http://www.potatofactory.net/~/2017-03-11_19-57-12.jpg[/t] meanwhile does anyone know how to fix this prediction issue? I'm using bone position and it's origin. [code] pos = ent:GetBonePosition (ent:LookupBone ("ValveBiped.Bip01_Head1")) ang = Angle (0, LocalPlayer ():EyeAngles ().y - 90, 90) [/code] [/QUOTE] It looks like your prediction issue is that the bubble is at the player's position+velocity. Try subtracting their velocity from the bubble's worldspace position.
[QUOTE=Potatofactory;51946442]I've been working on this MMORPG gamemode for a while and I've been trying to get rid of the class chat system so I designed chat bubble communication. [t]http://www.potatofactory.net/~/2017-03-11_19-57-12.jpg[/t] meanwhile does anyone know how to fix this prediction issue? I'm using bone position and it's origin. [code] pos = ent:GetBonePosition (ent:LookupBone ("ValveBiped.Bip01_Head1")) ang = Angle (0, LocalPlayer ():EyeAngles ().y - 90, 90) [/code] [vid]http://www.potatofactory.net/~/2017-03-11_20-08-27.webm[/vid][/QUOTE] Why not just get the pos of the ent use toscreen and then use draw HUD
It's taken me 3 days, 4 programs, 4 plugins sourced right off of dead and dying message boards circa 2002, but I've finally ported and gotten working health and armor kits from Command and Conquer: Renegade. [video=youtube;D70Ik3dkfbM]https://www.youtube.com/watch?v=D70Ik3dkfbM[/video] In retrospect my time may have been better served to anything of any use. Just to get it down so someone can feel my pain, here's the process: 1. Export .w3d model files and .dds texture files from game's .dat files 2. Install RenX mod tools from 2002 and set up compatibility modes 3. Install .w3d import plugin into RenX 4. Import .w3d files into RenX 5. Install .obj export plugin into RenX 6. Export .obj via copy and pasting lines of code in batches from RenX script console into .txt file renamed to .obj 7. Install Blender 8. Install .smd exporter into Blender 9. Configure textures in Blender 10. Export .smd from Blender 11. Create .qc file 12. Use GUIStudioMDL to compile .qc and .smd into .mdl 13. Install VTFEdit 14. Import .dds textures into VTFEdit 15. Export .vtf from VTFEdit 16. Create .vmt to support .vtf 17. Load up Garry's Mod and sob uncontrollably because the days of self-imposed torture are over 18. Decide to do 5 more models If anyone knows of a way off the top of their head to preserve animations from Westwood .w3d files and convert them into a .mdl format, I'll have your child.
[vid]http://www.potatofactory.net/~/2017-03-12_14-03-28.webm[/vid] Added fading and sounds looks much more alive now.
[QUOTE=Potatofactory;51949412] Added fading and sounds looks much more alive now.[/QUOTE] I recommend using [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=107905654"]Luapad [/URL]for running Lua like that. Sometimes strings can be fucked up by the console input line. Looks nice by the way.
[QUOTE=bobbleheadbob;51949802]I recommend using [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=107905654"]Luapad [/URL]for running Lua like that. Sometimes strings can be fucked up by the console input line. Looks nice by the way.[/QUOTE] [url]https://github.com/notcake/gcompute[/url] Try harder :smug:
[QUOTE=Tenrys;51950864][url]https://github.com/notcake/gcompute[/url] Try harder :smug:[/QUOTE] ah yes I love clicking "Run on Server" 20 times before it finally stops saying "Failed to create execution instance"
[QUOTE=Tenrys;51950864][URL]https://github.com/notcake/gcompute[/URL] Try harder :smug:[/QUOTE] [URL]https://github.com/Noiwex/luadev/blob/master/lua/luadev/socketdev.lua[/URL] Try harder :badzing:
I was about in-game editors, I know about it. Don't know about that issue, Zombine
Starting to run out of fun memes to use. [video=youtube;WJtlxHTtvzU]https://www.youtube.com/watch?v=WJtlxHTtvzU[/video]
Hah, I don't think any of you have tried hard enough! [url=https://github.com/wyozi/g-ace]G-Ace by Wyozi[/url]
Star Wars screen wipes! [quote][vid]http://zombine.me/file/2017-03-13_01-13-06.mp4[/vid][/quote] For demo purposes all I'm doing is wiping the screen with the scenery from before I set my position somewhere else. I'll work on a horizontal wipe (and maybe a diagonal wipe if i hate myself enough) soon.
How are you doing this? I'm, uh, asking for a friend :P
My guess is that it's done by making a render view of old position when teleporting and overlaying that on top of the screen, and then fading that away revealing the actual position.
[video=youtube_share;X9cuzOjc0QU]http://youtu.be/X9cuzOjc0QU[/video] Trying to make a drag system for bodies and came across a wild helicopter body (Mind the music :zoid:)
[video]https://youtu.be/Klt2W5Faf2M[/video] I'm re-writing my cellphone, and this time I'm adding games!
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