I've finally put my MIDI player on the workshop.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=935799359[/url]
In case anyone still cares, I ended up naming the included soundfont 'lua/soundfont/default.sf2.lua'
There's a few issues that can't be solved due to limitations in Source. In an effort to get around those limitations, I created an HTML5 version of the MIDI player. The HTML5 MIDI player sounds better than what I'm releasing now, however, Awesomium completely ignores loop points and makes horrible sounds when too many samples play at once. I used to silently support a switch to a newer embedded browser, but now I have a personal investment in it.
[QUOTE=FPtje;52280663]
autocomplete
[/QUOTE]
I don't think a lot of people who work with just LUA/GLUA have been exposed to what a proper IDE or even just a text editor with language support can provide. The only time I really look up documentation is when I need to see an implementation reference/example.
For example here is PHPStorm's autocomplete along with it's documentation for a function in PHP's standard library:
[img]http://i.imgur.com/ZD85hoJ.png[/img]
And here is the same but with the 3rd party framework Symfony:
[img]http://i.imgur.com/dldcd6u.png[/img]
[QUOTE=Metamist;52285776]What I did with LAU can be compared with what C++ did with C.[/QUOTE]
I'd say it's more in line with SASS/SCSS to CSS or CoffeeScript/TypeScript to JS.
[QUOTE=Dgc2002;52291308]I don't think a lot of people who work with just LUA/GLUA have been exposed to what a proper IDE or even just a text editor with language support can provide. The only time I really look up documentation is when I need to see an implementation reference/example.
:snip: examples[/QUOTE]
This is certainly possible/doable, but not to perfection. Lua is weakly typed so you can't have sane autocomplete for available methods. Global and metatable functions can be added - and are added - all the time in different files, which the IDE just can't be aware of on the same level as it can with a compiled language... Unless you want it to go through all the files in gmod and parse them, for server and client separately... It's just not feasible. So you pretty much can't have in-IDE documentation for non-default libraries. As for the default libraries - FPtje's Sublime package doesn't do that, and that's what I use. It's also tricky - the documentation is on the wiki, and is constantly being edited, and has tons of weird CSS and JS tricks to make it work right. Parsing that dynamically in a useful way is a challenge, to say the least.
[video]https://youtu.be/DEXOdop7xPA[/video]
Nothing terribly revolutionary, but I ported 134 Korean guns into GMod on the standard arms rig. I suppose what makes these special are the custom functions, like how the DP-12 pumps only after shooting both barrels; all custom features are done using BaseClass overrides, so they'll continue working across base updates.
[QUOTE=TFA;52291625][video]https://youtu.be/DEXOdop7xPA[/video]
Nothing terribly revolutionary, but I ported 134 Korean guns into GMod on the standard arms rig. I suppose what makes these special are the custom functions, like how the DP-12 pumps only after shooting both barrels; all custom features are done using BaseClass overrides, so they'll continue working across base updates.[/QUOTE]
What HUD is that? Love the little bullet FX.
[QUOTE=Kemerd;52291635]What HUD is that? Love the little bullet FX.[/QUOTE]
[url]https://feen.us/fe2gpbh6p6.7z[/url]
Updated version of my HUD on workshop
[QUOTE=TFA;52291625][video]https://youtu.be/DEXOdop7xPA[/video]
Nothing terribly revolutionary, but I ported 134 Korean guns into GMod on the standard arms rig. I suppose what makes these special are the custom functions, like how the DP-12 pumps only after shooting both barrels; all custom features are done using BaseClass overrides, so they'll continue working across base updates.[/QUOTE]
While I think this is pretty impressive given the amount of weapons and the quality of the models, I found most of the animations pretty cringe when it comes to recoil and reloading.
If cartoony/silly was the goal for the animations then this is an awesome pack. Smacking out a magazine [b]forward[/b] doesn't make sense and some of the weapons have some pretty awkward unrealistic looking recoil. For the bolt action animations it looks like it's all wrist to pull the bolt back on some pretty big guns. I don't know if the animator has ever shot a bolt action before but good luck using your wrist at a 90 degree angle to pull the bolt back..
[QUOTE=Walrus Viking;52291771]While I think this is pretty impressive given the amount of weapons and the quality of the models, I found most of the animations pretty cringe when it comes to recoil and reloading.
If cartoony/silly was the goal for the animations then this is an awesome pack. Smacking out a magazine [b]forward[/b] doesn't make sense and some of the weapons have some pretty awkward unrealistic looking recoil. For the bolt action animations it looks like it's all wrist to pull the bolt back on some pretty big guns. I don't know if the animator has ever shot a bolt action before but good luck using your wrist at a 90 degree angle to pull the bolt back..[/QUOTE]
Excluding the lack of non-empty reload animations, I'd say the animation work is actually pretty good. It has that perfect 1.6-esque jankiness to it that I find charming. They're much more interesting than usual weapon animations, to say the least.
[QUOTE=Kemerd;52291635]What HUD is that? Love the little bullet FX.[/QUOTE]
Personally I think that while it's pleasing, it becomes a visual distraction, and (for me) conflicts with the HUD's overall minimalist design
[QUOTE=NeatNit;52291594]This is certainly possible/doable, but not to perfection. Lua is weakly typed so you can't have sane autocomplete for available methods. Global and metatable functions can be added - and are added - all the time in different files, which the IDE just can't be aware of on the same level as it can with a compiled language... Unless you want it to go through all the files in gmod and parse them, for server and client separately... It's just not feasible. So you pretty much can't have in-IDE documentation for non-default libraries. As for the default libraries - FPtje's Sublime package doesn't do that, and that's what I use. It's also tricky - the documentation is on the wiki, and is constantly being edited, and has tons of weird CSS and JS tricks to make it work right. Parsing that dynamically in a useful way is a challenge, to say the least.[/QUOTE]
PHP is loosely typed and until PHP 7.0 type hinting wasn't a language feature. IDEs couldn't rely on code to indicate types without some context clues such as a variables default assignment or explicit hinting through comments.
The standard way to type hint through comments is using the PHPDoc standard. For example if I want to indicate(to the IDE/person reading) the intended parameter and return types for my functions I'd do this:
[img]http://i.imgur.com/ZtlG1XA.png[/img]
It's a little hamfisted but IDEs are able to auto-generate most of it and it provides the needed information.
For stuff in the standard library stubs are used along with PHPDoc strings. Here's the array_keys function from my earlier example. Note that these stubs include partial PHP 7.0 type hints as well:
[img]http://i.imgur.com/o6USbUB.png[/img]
So there are reasonable methods to provide type information for IDEs. But that relies on developers to type hint their code, which wouldn't happen for 99% of already existing code. And regarding the default libraries I agree, GLua's documentation(wiki) is being changed constantly and isn't available in a readily parsable format.
Perhaps I'm posting too much.
Listened to the feedback and tilted the panel 8 degrees towards the player to make it easier to see the text etc.
Made animation for options panel, did levels for minigame and implemented serverside code for a lot of stuff.
[video=youtube;9-eCD5yIwhc]https://www.youtube.com/watch?v=9-eCD5yIwhc[/video]
That's a really smooth menu and I like it. It's not too flashy, and the way it flows from one menu to the next is great.
Idk why
I'm just getting feeling of RocketMania's VGUI from your stuff
[QUOTE=rebel1324;52293201]Idk why
I'm just getting feeling of RocketMania's VGUI from your stuff[/QUOTE]
Just outlines of vgui with more opaque backgrounds has been around forever. It was a trend years ago and it always seems to hang around. I'm not a fan of it myself, but it's not horrible.
[QUOTE=Richtofen;52293295]Just outlines of vgui with more opaque backgrounds has been around forever. It was a trend years ago and it always seems to hang around. I'm not a fan of it myself, but it's not horrible.[/QUOTE]
I tried some designs with it, most of them having fill colors instead of just outlines, but it didn't feel great to me. While it did look nice, it also felt completely out of place. Outlines with opaque backgrounds felt a lot better to use.
Preparing never ending crate
[media]https://www.youtube.com/watch?v=PFkYXkseKls[/media]
Seen some people share some Call of Duty Zombies-based gamemodes and addons, so I thought I'd share mine too.
This gamemode has been in development for a long time (more than a year since I started, more than 3 years since original creation). You may remember [URL="https://facepunch.com/showthread.php?t=1380871"]Alig96's Codename: nZombies[/URL]. Since he stopped working on that, I have taken over development of that gamemode and have evolved it alot since then. The gamemode's main concept is to let you play Call of Duty Zombies on [B]any map[/B], using (almost) [B]any weapon pack[/B], and with specific support for additional addons to add [I]perks, bosses, tools,[/I] and of course, [I]configs[/I] (maps).
The gamemode comes with a Creative Mode that allows you to turn any map into a Zombies map by adding barricades, spawnpoints, perk machines, box locations, and anything you'd want for a Zombies map. You can save these in [I]configs[/I] which you can share with other players on the Workshop, [URL="http://steamcommunity.com/workshop/browse/?appid=4000&searchtext=nzombies&childpublishedfileid=0&browsesort=textsearch§ion=items&requiredtags%5B%5D=Addon"]and there are already many configs available[/URL] if you just want to play.
Let's have a little feature list and then some screenshots:
- Creative Mode to turn any map into a Zombies map
- Support for map scripts to code anything into a config, such as easter eggs or custom power behaviour
- All perks from WaW up until Widows Wine in BO3
- Zombies, Hellhounds, and the Origins Panzer (with support for more addons)
- All powerups including Death Machine and Zombie Blood
- Fully-fledged Revive system
- Proper wall buy outlines and box weapon spinning
- Supports any amount of players
- Working Pack-a-Punch for any weapon, including camo and sounds (for most weapons)
[img_thumb]http://i.imgur.com/YEdqGIy.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/a9zb2sD.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/v3RczUz.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/CB5dPwh.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/2gohHwg.png[/img_thumb]
This last image shows the toolgun interface. It's a bit outdated since Widows Wine and Der Wunderfizz is not on the list, but it shows how the tools work and most of the tools there are. The gamemode is built to handle external mods, weapon packs, and so on. It has a mismatch system that allows you to replace non-existant weapons or wall buys in case you don't have those weapons installed. Likewise it also shows which configs you don't have the map for. You can visit the workshop page of a config (given they have updated it with their item ID) where you can get its requirements.
[IMG]http://i.imgur.com/hxWBVBD.png[/IMG]
That's all the good stuff. The bad stuff is the gamemode is horribly broken for about half the people playing it :v:
The gamemode's in beta (as it has been for ages), but I plan on getting it finished over summer with Gobblegum, 5 official configs w/ full easter eggs and a boss fight, and then of course better stability and modability, and bug fixes for half the population.
Been working on some Sprinting stuff.
[vid]https://s1.webmshare.com/3y6B8.webm[/vid]
You should really try recording it in higher FPS tbh
Yeah I agree, it kinda ruins the video a bit.
[URL="https://facepunch.com/showthread.php?t=1566016"]The June thread is up![/URL]
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