Bollocks, I should have finished my workbench years ago.
I created one which was pretty much 90% completed for my own gamemode, long story short I lost the time for the gamemode and everything with it fell into darkness.
Here's an SS of my spin, the gamemode was semi-serious so you had to drop the individual components of the item to it and also attach a furnace for metal based objects. I also done some mad maths where it would calculate the crafting time dependant on item complexity (differing types of "ingredients" and amounts)
[img]https://steamuserimages-a.akamaihd.net/ugc/3317212927274439301/8B747CD42197454AD10FFE4C6A945D7202CE893A/[/img]
Feel free to take any of the aspects seen above, visiting my steam profile screenshots you can see more of it!
Also, if any of you guys need some assistance with visuals; hit me up!
[QUOTE=Fillipuster;52180456]I agree with all of the brilliant points made here, and I agree that creative and inspirational freedom is a right and privilege. I wasn't trying throw hate on to IcarusCoding in any way (hence the smiley and the 2nd line). I see now that it looks so, and I'm sorry about that.
I simply noticed the striking similarity between my workbench display and his, and couldn't help myself commenting on it.
<snip>
I realize that I probably shouldn't reply to this, but I feel like at least explaining myself.
Thanks for being a talented, helpful and wonderful community![/QUOTE]
I got inspired by your project, found it pretty cool and decided to make something like it. I realized how it was a blatant copy of yours yesterday, instead of my original vision where I wanted it to be different, other than just UI. Which I am not happy with, therefore I'm trying to make my version different from yours.
can we stop posting about work benches?
[QUOTE=F14;52182810]can we stop posting about work benches?[/QUOTE]
Why? The post is about what you're WORKing on, so I think WORKbenches are pretty interesting to look at!
Sorry, I'll show myself out.
Jokes aside, I think these workbenches are fine to show off, mainly because any post here is welcome in my books, but if we're gonna discuss people ripping off other peoples work then we might as well move on to something else.
[QUOTE=F14;52182810]can we stop posting about work benches?[/QUOTE]
Okay! So what do you have to offer to this thread then!? Hopefully something other than an annoyance of workbenches.
Making a report / ticket type of thing. Very wip, of course.
[t]http://i.imgur.com/yJvhONh.jpg[/t]
[t]http://i.imgur.com/AtanGir.jpg[/t]
I'd show the report history, tickets, etc. But there's just too much.
[QUOTE=Invule;52184365]ticket stuff[/QUOTE]
I like this, and the design very much. I wanted to create a ticket system much like Blizzards, but have never got the time to work on it.
[QUOTE=Invule;52184365]Making a report / ticket type of thing. Very wip, of course.
[t]http://i.imgur.com/yJvhONh.jpg[/t]
[t]http://i.imgur.com/AtanGir.jpg[/t]
I'd show the report history, tickets, etc. But there's just too much.[/QUOTE]
It's a very stylish design with nice colors, and I like that you went with a side menu which expands horizontally instead of a box in the center of the screen. Great job!
[QUOTE=IcarusCoding;52182237]I got inspired by your project, found it pretty cool and decided to make something like it. I realized how it was a blatant copy of yours yesterday, instead of my original vision where I wanted it to be different, other than just UI. Which I am not happy with, therefore I'm trying to make my version different from yours.[/QUOTE]
Really? I quite like your VGUI...
Maybe we should just work together instead.
[QUOTE=Fillipuster;52184767]Really? I quite like your VGUI...
Maybe we should just work together instead.[/QUOTE]
What I meant, is that I don't like how clunky the workbench felt using 2D UI, and I still wanted it to look different from yours at first glance.
I have pretty much achieved it now, some bugs needs to be killed and more information added to the "Details" page.
[I]now how do you embed streamable, [vid] doesnt work[/I]
[URL]https://streamable.com/s/kgn5a/ynynlp[/URL]
And yeh, maybe we could work together in the future.
[QUOTE=Fillipuster;52184767]Really? I quite like your VGUI...
Maybe we should just work together instead.[/QUOTE]
GET A ROOM THIS IS A CHRISTIAN FORUM!
Not necessarily lua related, but I just finished a navmesh for darkdonalia and pripyat.
[t]http://i.imgur.com/6eAf37H.jpg[/t]
[t]http://i.imgur.com/8T8dTzg.jpg[/t]
Back working on my animation framework, framework is done just working on the menu so you don't have to guess and check in the animation table.
[URL="https://zippy.gfycat.com/SoupyWhichAddax.webm"][img]https://giant.gfycat.com/SoupyWhichAddax.gif[/img][/URL]
[VID]https://zippy.gfycat.com/KeenMistyHeterodontosaurus.webm[/VID]
Basic layout at the moment, but would appreciate some feedback.
( Based it off of Jetboom's old animation framework but replacing it with my own )
I have added the ability to set a Base HoldType for custom Hold Types on my animation base. That way anything missing is derived from that base hold type. I also added a way to have an animation play randomly by setting it as a table, as well as added sequence support instead of just ACTs. This has the added bonus of Prone Mod compatability as the animation Prone mod looks for can be called from that base hold type as well
[code]
local DATA = {}
DATA.Name = "Blade Symphony - Judgement"
DATA.HoldType = "bs-judge"
DATA.BaseHoldType = "knife" -- Any non defined ACTs will be taken from this Hold Type
DATA.Translations = {}
DATA.Translations[ ACT_MP_STAND_IDLE ] = "wos_judge_b_idle"
DATA.Translations[ ACT_MP_WALK ] = "wos_judge_b_run"
DATA.Translations[ ACT_MP_RUN ] = "wos_judge_b_run"
DATA.Translations[ ACT_MP_CROUCH_IDLE ] = 2412
DATA.Translations[ ACT_MP_CROUCHWALK ] = ACT_WOS_BS
DATA.Translations[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = { "wos_judge_b_right_t1", "wos_judge_b_left_t1", "wos_judge_b_s1_t1" }
-- DATA.Translations[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = IdleActivity + 5
-- DATA.Translations[ ACT_MP_RELOAD_STAND ] = IdleActivity + 6
-- DATA.Translations[ ACT_MP_RELOAD_CROUCH ] = IdleActivity + 6
DATA.Translations[ ACT_MP_JUMP ] = "wos_judge_a_idle"
-- DATA.Translations[ ACT_MP_SWIM ] = IdleActivity + 9
DATA.Translations[ ACT_LAND ] = "wos_bs_shared_jump_land"
wOS.AnimExtension:RegisterHoldtype( DATA )
[/code]
The animation to play for each ACT is translated with any combination of the following:
[code]
DATA.Translations[ ACT_EXAMPLE ] = "sequence_name" -- A sequence string
DATA.Translations[ ACT_EXAMPLE1 ] = 1337 -- An ACT ID number
DATA.Translations[ ACT_EXAMPLE2 ] = ACT_CUSTOM -- A defined ACT_ enumeration
DATA.Translations[ ACT_EXAMPLE2 ] = { "sequence_name", ACT_CUSTOM2, "sequence_name2" } -- A table of any of the above formats that will be randomly cycled through.
[/code]
Finally, I've went on an operation to recompile the Blade Symphony animations so that they can be used properly as melee animation replacements starting with the Judgement character. There were other fixes like removing some residual console messages due to missing attachment points and particles.
The result of all that work led to this:
[video=youtube;q7c2MTaXi7o]https://www.youtube.com/watch?v=q7c2MTaXi7o&feature=youtu.be[/video]
DaWhale if your animation framework is all set I'd love to speak with you about getting it working with my custom hold type system. Drop me a PM or message me on steam if you'd be willing to send me some code on how you're calling the animation to be played.
Not great visual content but:
[IMG]http://i.imgur.com/NFRT0yj.gif[/IMG]
Needed faster & more reliable way of getting data from server to client. This doesn't use any clientside modules and is getting some really decent speeds (note: gif is from lan server)
[editline]6th May 2017[/editline]
[img]http://i.imgur.com/16dUQmn.png[/img]
2GB in 136s
[t]http://i.imgur.com/2oXyHcw.jpg[/t]
[editline]5th May 2017[/editline]
[t]http://i.imgur.com/ja5xF1b.jpg[/t]
bit of a random question, but had anyone been working on fairly cheap good looking lighting (beam & shadows) within the last few years? have a pretty cool idea for a summer project
Not sure what you mean by beam and shadows, but NeatNit and I got volumetric lighting with shadows working in gameplay time. The effect was limited under certain circumstances, but it worked quite well
[editline]6th May 2017[/editline]
found some pics
[IMG]https://img3.picload.org/image/rrapdapd/20160721235332_1.jpg[/IMG]
[IMG]https://img4.picload.org/image/rraprwgi/20160721233054_1.jpg[/IMG]
[QUOTE=VIoxtar;52193605]Not sure what you mean by beam and shadows, but NeatNit and I got volumetric lighting with shadows working in gameplay time. The effect was limited under certain circumstances, but it worked quite well
[editline]6th May 2017[/editline]
found some pics
[IMG]https://img3.picload.org/image/rrapdapd/20160721235332_1.jpg[/IMG]
[IMG]https://img4.picload.org/image/rraprwgi/20160721233054_1.jpg[/IMG][/QUOTE]
Sort of pretty much exactly that. I'm wanting to be able to create individual controllable [url=http://www.claypaky.it/media/productentries/images/C61700.jpg]moving light entities[/url] that can be controlled via a wiremod-like system. However, it's a bit pointless to attempt it without a good lighting system at it's base.
I'm not sure what you mean by lighting system, it's not anything like a library or base entity. The most visually pleasing light you're likely to get out of source will utilize projected textures which is what we did here. We essentially made a plane model out of a material that behaves much like fog would when illuminated, and parented this plane at fixed intervals/angles to the projected texture with low alpha.. such that the smaller the interval the higher the quality
[QUOTE=VIoxtar;52193681]I'm not sure what you mean by lighting system, it's not anything like a library or base entity. The most visually pleasing light you're likely to get out of source will utilize projected textures which is what we did here. We essentially made a plane model out of a material that behaves much like fog would when illuminated, and parented this plane at fixed intervals/angles to the projected texture with low alpha.. such that the smaller the interval the higher the quality[/QUOTE]
Not a system as in a replacement of lights per se, but more of a version of a light source that would have more volumetric control than a simple projected texture or entity such as a point_spotlight. What you've shown there looks exactly like what I was thinking
A simple function to convert a string to a number except it also calculates expressions for you.
I needed it for summarizing text entry numbers.
[img]https://i.imgur.com/Gzc2NWt.png[/img]
Code:
[code] /*
calculate math from a string
*/
MathParse = MathParse or {}
local charset = "%d%.%e%^%+%-%*%/%(%)"
local neg_charset = "[^"..charset.."]"
charset = "["..charset.."]"
function MathParse:Calculate(str)
if not isstring(str) then return str end
str = string.gsub(str,neg_charset,"")
local err = RunString("MathParse.cur = tonumber("..str..")","",false)
if MathParse.cur and isnumber(MathParse.cur) then
return MathParse.cur
end
return nil, err
end
[/code]
Usage:
[code]
number_result, errormsg_or_nil = MathParse:Calculate(string_expression_to_calc)
MathParse:Calculate("2+2") => 4, nil
MathParse:Calculate("(4^2)/(16000/35)") => 2.8571428571429e-005, nil
[/code]
[QUOTE=Instant Mix;52193856]Not a system as in a replacement of lights per se, but more of a version of a light source that would have more volumetric control than a simple projected texture or entity such as a point_spotlight. What you've shown there looks exactly like what I was thinking[/QUOTE]
If you want we can pass you the model and code (if we still have it) as well as the material needed for that
This lets you run virtual gamemode servers on your server and many of them. Even using the same space at the same time.
It comes with an editor.
To play a gamemode you have to join a virtual server entity. Each server isolates you, the entities and players belonging to your virtual server in terms of rendering,collision and damage.
So you can setup a quick 1 vs 1 match for you and a friend in any gamemode with 2 clicks if you've already saved a preset. Or build with friends in an isolated sandbox.
It's ready when I'm finished implementing teams, rotation controls, a class system, hud+scoreboard and make everything easily/int accessible through gui.
And I want to make you able to run gamemodes when a specific map loads and maybe force clients to join a gamemode by default for minigame severs.
Also collaboratively working on the same map will be possible(just need to network and sync the edits with the system already implemented). The owner can add operators(editing+moderator stuff) and moderators(re-/starting/changing gamemode,kicking/banning).
Editor:
[IMG]https://i.imgur.com/hMMNNpj.jpg?1[/IMG]
(the position and scale text entries use the mathparse script I posted just recently to easily let you double the size by appending '*2')
Deployed but not joined (nothing to see(except red outlines for testing; will be invis by default) and not colliding(not even the red outlined box))
[IMG]https://i.imgur.com/t2bOUsJ.jpg?1[/IMG]
Deployed and joined (everything visible/touchable(even green outlined box if set so) and spawned at the right position)
[IMG]https://i.imgur.com/ea3PBcz.jpg?1[/IMG]
[IMG]https://i.imgur.com/lkdOTbZ.png[/IMG] [IMG]https://i.imgur.com/2R2TJ1w.png[/IMG]
Joining and leaving is only possible when the server lets you. So you can't join a game when banned nor leave a game during a started round(when set so).
Editing only for owners and operators.
[IMG]https://i.imgur.com/lFoLPZo.png[/IMG]
Fly controls = normal noclip (space/alt = local up/down), Editor controls = WASD only for horizontal moving (space/alt = global up/down)
[IMG]https://i.imgur.com/JJET2od.png[/IMG]
Gamemode inheritance.
[QUOTE=VIoxtar;52194093]If you want we can pass you the model and code (if we still have it) as well as the material needed for that[/QUOTE]
If you still have the resources and you wouldn't mind, that would be massively appreciated if I could have a gander at it! By the looks of it, it appears that method is how most modern lighting visualisers work.
We don't really have anything to show for it yet, but Swadical, Zerf, myself, and some of the other glua turbonerds have decided to try and revive my [URL="https://github.com/glua/gm_voxelate"]voxel module[/URL] from 2 years ago.
Planned features are minecraft-style "infinite" (very big) maps and less graphical artifacts.
If anyone has any suggestions we'd be glad to hear them.
[QUOTE=MadParakeet;52195448]We don't really have anything to show for it yet, but Swadical, Zerf, myself, and some of the other glua turbonerds have decided to try and revive my [URL="https://github.com/glua/gm_voxelate"]voxel module[/URL] from 2 years ago.
Planned features are minecraft-style "infinite" (very big) maps and less graphical artifacts.
If anyone has any suggestions we'd be glad to hear them.[/QUOTE]
How about easy(ish) generation customization? Seeds?
[editline]6th May 2017[/editline]
Water?
This is more just a proof of concept rather than something I am actively working on but:
[img]http://i.imgur.com/BVkLMUm.gif[/img]
Using [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=757604550"]King David's wOS Animation Framework[/URL] and copied code from my [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=775573383"]Prone Mod[/URL] I was able to make it so that double tapping S does a backflip. It is predicted and such so that weapons work nicely when the animation is going on. Also, implementing this took less than half an hour.
The way I see it, we are close to an explosion of player animation related addons.
[QUOTE=VeXan;52195485]How about easy(ish) generation customization? Seeds?
[editline]6th May 2017[/editline]
Water?[/QUOTE]
Procedural world generation is also planned
As for water, that's very easy to implement as soon as we get blocks and block updates working (we're thinking of doing it like Minecraft does: cellular automata!)
[QUOTE=SirRanjid;52194882]Bomb-ass gamemode stuff[/QUOTE]
When do you think this will be released to the public? I'd gladly host this!
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