[QUOTE=Lonke;52211343]hey[/QUOTE]
How did this post get so many positive ratings ?!!! wtf am i missing here SOMEONE TELL ME
[QUOTE=MadParakeet;52208806]we've decided to build our own game engine on top of gmod what the fuck have i agreed to).[/QUOTE]
this is what you get when you collaborate with swadical
[QUOTE=MadParakeet;52208806](minecraft style "infinite" ones that can't fit in gmod so well but that's okay because we've decided to build our own game engine on top of gmod what the fuck have i agreed to).[/QUOTE]
Do you teleport players back and forth in a magical land where things are invisible and physical objects are constantly being updated or something - because that sounds absolutely fantastic (even with 15fps)
[QUOTE=Fillipuster;52177358]Any [URL="https://www.gmodstore.com/scripts/view/3864"]inspirational sources[/URL] you forgot to credit? :P
Capitalistic frustration aside: nice work! I like the idea of manual hammering. And great work on the VGUI.[/QUOTE]
Does your bumhole hurt because someone made something you originally made better than you?
[editline]11th May 2017[/editline]
[QUOTE=Darkomni;52204193][vid]https://my.mixtape.moe/tzyywc.webm[/vid]
Currently designing some fun and intuitive movement mechanics for an eventual PvP gamemode I'd like to make. The goal is to make something as crazy and hectic as possible, while still being incredibly skillful and fun.
My current list of mechanics:
Wall jump
Double jump
Long jump
Duck tap
Crouch slide
I also have a jetpack, but I didn't use it in this video demonstration, and I'm still on the fringe on whether or not I want to include it.[/QUOTE]
This gamemode looks like it would be the biggest Bhop thrill ever
[highlight](User was banned for this post ("Shitpost" - Kiwi))[/highlight]
[QUOTE=MPan1;52214057]Do you teleport players back and forth in a magical land where things are invisible and physical objects are constantly being updated or something - because that sounds absolutely fantastic (even with 15fps)[/QUOTE]
After some mad debate we decided against the classic world-repeater scheme.
The 15fps is just because the window was out of focus when I took the screenshot. Module runs fast as heck and is only going to get better when I implement :dogcited:hype optimizations:dogcited:.
[QUOTE=MadParakeet;52216511]After some mad debate we decided against the classic world-repeater scheme.
The 15fps is just because the window was out of focus when I took the screenshot. Module runs fast as heck and is only going to get better when I implement :dogcited:hype optimizations:dogcited:.[/QUOTE]
Can't wait for the :dogcited:hype optimizations:dogcited:
:v:
dicking around with simfphys in 30 minitues
[media]https://www.youtube.com/watch?v=EKQztTSggog&feature=youtu.be[/media]
[QUOTE=MadParakeet;52216511]After some mad debate we decided against the classic world-repeater scheme[/QUOTE]
how is that even possible
Actually it's too complicated for me probably
Continuing work on my gamemode addon ([url]https://facepunch.com/showthread.php?t=1562320&p=52194882&viewfull=1#post52194882[/url])
Now with more settings like dis-/allowing spawnmenu and spawning of entities and lots of internal work.
[img]http://i.imgur.com/pmvSy4l.png[/img]
Also began coding a hud framework for it which loads custom hud elements and I wrote the healthbar I had in my mind for longer.
[img]http://i.imgur.com/Psk8Ept.gif[/img]
(bind o " lua_run Entity(1):SetHealth(math.Rand( 1,100 )); lua_run Entity(1):SetArmor(math.Rand( 1,100 ) )")
[img]http://i.imgur.com/nXXtFs4.gif[/img]
[QUOTE=SirRanjid;52221487][img]http://i.imgur.com/nXXtFs4.gif[/img][/QUOTE]
I think it was a great choice for those bars to have "chunks" which position themselves and fade in or slide away based on context. Gives it a sense of completeness and interactivity. Looks great!
-snip-
[QUOTE=rebel1324;52218355]dicking around with simfphys in 30 minitues
[media]https://www.youtube.com/watch?v=EKQztTSggog&feature=youtu.be[/media][/QUOTE]
What's that crosshair? It doesn't seem to have anything to do with anything:
it's not the direction you're looking
it's not the direction of the guns
it's not the direction of the rockets
it's not the direction of movement
So what the heck is it?
Porting some stuff from Garry's Mod 13 Beta Update 14 like the ragdoll sounds,the slightly different physics gun,etc.Also,retexturing gm_construct to feel like its GMod 9-10 counterpart.Also,have an ass :ass:
[QUOTE=NeatNit;52223034]What's that crosshair? It doesn't seem to have anything to do with anything:
it's not the direction you're looking
it's not the direction of the guns
it's not the direction of the rockets
it's not the direction of movement
So what the heck is it?[/QUOTE]
I just wanted to watch the world burn
[QUOTE=SirRanjid;52221487][IMG]http://i.imgur.com/Psk8Ept.gif[/IMG][/QUOTE]
That's awesome.
[editline]13th May 2017[/editline]
[QUOTE=VIoxtar;52197595]Will do, I'll post/PM it soon, hopefully you'll find it useful[/QUOTE]
Really sorry it took me that long. I couldn't find the code (it was scratched), however this ([URL]https://www.dropbox.com/s/8dbcx0mi23owm7u/vlplane.rar?dl=0[/URL]) includes both the model and material we're utilizing to create the effect. All you need to do is simply parent several of these to a lamp or some other projected texture source (you'll need some math to get the angles/directions right, and rescale the model), and it'll effectively create the godray effect.
An important thing to keep in mind is these panels light up from any source of light, so the godray effect (the volumetric shadow) is visible in dark environments. Type gm_spawn models/vlplane/vlplane.mdl and move it around differently lit environments to see what I mean.
Hope this helps.
[QUOTE=Paperlacks;52213967]How did this post get so many positive ratings ?!!! wtf am i missing here SOMEONE TELL ME[/QUOTE]
bcuz his seemed like a genuine hey. doesnt look desperate lol
anyways... moving on ;)
[QUOTE=Z0mb1n3;52221703]I think it was a great choice for those bars to have "chunks" which position themselves and fade in or slide away based on context. Gives it a sense of completeness and interactivity. Looks great![/QUOTE]
Thanks! :) I want to make the bar give you valuable information even if you're not directly looking at it or a little late.
Now in the screen center so the sides are free for less important stuff like score and custom stuff like a powerup-hud for example. And new animations.
[img]http://i.imgur.com/JqaTok4.jpg?1[/img] [img]http://i.imgur.com/Eeoy7M3.gif[/img]
[QUOTE=SirRanjid;52225120]Thanks! :) I want to make the bar give you valuable information even if you're not directly looking at it or a little late.
Now in the screen center so the sides are free for less important stuff like score and custom stuff like a powerup-hud for example. And new animations.
[img]http://i.imgur.com/JqaTok4.jpg?1[/img] [img]http://i.imgur.com/Eeoy7M3.gif[/img][/QUOTE]
Keep in mind not everyone has large monitors.
Frankly I prefer character information on the corner and then match information in the bottom or top. Center or corner depends on style.
It's just the way it's been done in every game, I can't see a reason to break that convention
Status update for gm_voxelate: our networking wrapper handles async chunk loading/sending really well!
[video=youtube;9nkrjtdxfqI]https://www.youtube.com/watch?v=9nkrjtdxfqI[/video]
:dance:
Looks great. How much of these chunks can be loaded without introducing some significant performance problems?
[QUOTE=VIoxtar;52226323]Looks great. How much of these chunks can be loaded without introducing some significant performance problems?[/QUOTE]
Right now the world is at 640 x,640 y,320 z, which is like 40 x,40,y,20z chunks (which is a bit more than half the extreme render distance in minecraft iirc) and we haven't noticed a huge performance drop yet, which is good I guess?
As amazing as this is (and it is, without a doubt, amazing), I can't really imagine anyone's thought process being "I want to play Minecraft, let's launch Garry's Mod" :/
[QUOTE=NeatNit;52226412]As amazing as this is (and it is, without a doubt, amazing), I can't really imagine anyone's thought process being "I want to play Minecraft, let's launch Garry's Mod" :/[/QUOTE]
I'm writing it for the next glua minecraft run. minecraft modding is in a sorry state atm: it takes less time to launch this than it does to launch normal minecraft, let alone modded minecraft.
parakeet has other, much better, plans for it
bonus smiley face:
[t]https://cdn.discordapp.com/attachments/152162730244177920/313209919807684608/unknown.png[/t]
[QUOTE=solid_jake;52226087]Frankly I prefer character information on the corner and then match information in the bottom or top. Center or corner depends on style.
It's just the way it's been done in every game, I can't see a reason to break that convention[/QUOTE]
The reason I had in mind was the distance you look away from the crosshair and to keep health more in your peripheral vision. But aside from that every hud-element will be draggable anyways.
[QUOTE=swadicalrag;52226438]I'm writing it for the next glua minecraft run. minecraft modding is in a sorry state atm: it takes less time to launch this than it does to launch normal minecraft, let alone modded minecraft.
parakeet has other, much better, plans for it
bonus smiley face:
[t]https://cdn.discordapp.com/attachments/152162730244177920/313209919807684608/unknown.png[/t][/QUOTE]
Is there destruction implemented?
Great, now make vertex color based AO and prioritize chunks by distance to viewpoint to load/generate nearby first and you'll get what minecraft currently is. Or you can use LigtmappedGeneric with second UVs to represent lighting levels and use RT as a lightmap to make dynamic TOD like in minecraft.
[QUOTE=grinchfox;52228191]Or you can use LigtmappedGeneric with second UVs to represent lighting levels and use RT as a lightmap to make dynamic TOD[/QUOTE]
what are these sorcery words you speak
[IMG]http://i.imgur.com/3Psz2jn.jpg[/IMG]
something like onslaught but also kind of like gun game? idk how to describe it, goals are randomly generated and the player always has at least 4. Guns are hardcoded in at certain scores and you're only given the next weapon, other weapons are stripped besides crowbar.
EDIT:
A little bit better
[IMG]http://i.imgur.com/COfkr1z.jpg[/IMG]
Waddup FP!
After a long break, I decided to make some more models for my Sign addon.
Since the addon already has a whiteboard, I was thinking it would be awesome if I added a blackboard along with that. Then I also decided it would be fun to add a wanted poster, because why not.
[vid]https://share.metamist.xyz/Sy_OfvPlb.mp4[/vid][vid]https://share.metamist.xyz/HJh8QLPx-.mp4[/vid]
So far the blackboard is implemented into the game. Though I didn't want it to draw the brushes and things the same way as the whiteboard and sign, because as you all know, blackboards use chalks.
So, I made it draw chalk-like brush strokes!
Here's a picture of the whiteboard and the blackboard side by side:
[t]https://share.metamist.xyz/HJA_H0tgb.jpg[/t]
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