[QUOTE=DG_Mathieu;52253695]I got some pretty cool icons that i added in mission' s locations on the map.
Tell me how it looks [/QUOTE]
Neat, if you ever get tired of making your own icons, I get mine from [url]http://game-icons.net/[/url] (in glorious svg)
[QUOTE=gamerpaddy;52254772][video=youtube;M9EVowc62n0]http://www.youtube.com/watch?v=M9EVowc62n0[/video][/QUOTE]
How are you doing that?
[QUOTE=gamerpaddy;52254772][video=youtube;M9EVowc62n0]http://www.youtube.com/watch?v=M9EVowc62n0[/video][/QUOTE]
Through what fuckery?
basically PhysicsCollide callback within OnEntityCreated that checks for FVPHYSICS_PENETRATING, then nocollide.
if you want to fiddle around: [url]https://pastebin.com/Tj3ki40t[/url]
need to figure out a less awful way.
devs pls add RemoveCallback
[QUOTE=rebel1324;52252540]Haven't decided yet. -> Thanks, you made me upload this to gmodstore
[url]https://www.gmodstore.com/scripts/view/4081[/url][/QUOTE]
Will you be releasing the dva one?
Working on a party system for my Hunger Games server. ( coding in darkrp since I have my HG on my other computer )
[t] https://steamuserimages-a.akamaihd.net/ugc/768273481024622564/869CCA15D8BBCF99FF54E2BD074F53CD94B9C9BA/ [/t]
[QUOTE=gamerpaddy;52255098]basically PhysicsCollide callback within OnEntityCreated that checks for FVPHYSICS_PENETRATING, then nocollide.
if you want to fiddle around: [url]https://pastebin.com/Tj3ki40t[/url]
need to figure out a less awful way.
devs pls add RemoveCallback[/QUOTE]
I do the same thing but just add one callback per entity, and invalidate the callback whenever the penetration is finished. It still calls the function, but it's better than nothing.
[media]https://www.youtube.com/watch?v=JMde7QXy9CI[/media]
Still making PacMan.
Scrapped everything I had and started over.
'tis now more optimized and prettier, as well as way more programmer-friendly
Now I just gotta make the ghosts
Are the mazes hardcoded?
[QUOTE=unrezt;52257400]Are the mazes hardcoded?[/QUOTE]
Yes
Considering the symmetry I could make several tops/bottoms and have many more options for different levels
[QUOTE=Handsome Matt;52257542]Is there much interest in another gamemode coding competition this summer?[/QUOTE]
If a few things get ironed out and possibly get more time given or something along those lines then i'd happily take part.
[QUOTE=Handsome Matt;52257542]Is there much interest in another gamemode coding competition this summer?[/QUOTE]
Have never participated but always wanted and I feel like I'm now ready.
[QUOTE=Handsome Matt;52257542]Is there much interest in another gamemode coding competition this summer?[/QUOTE]
I'll give my usual "sounds good but I probably won't enter" response which I literally never follow up on.
Hey, it's been a while. I've got my degree now, I've got a job now, and our pet died...
Anyways, I worked a bit more on that horror gamemode of mine. Here's an LP of it.
[video]https://youtu.be/IGG_bGIynG0[/video]
[QUOTE=Handsome Matt;52257542]Is there much interest in another gamemode coding competition this summer?[/QUOTE]
Yeah Fretta gamemode competition, it has produced really brilliant gamemodes.
[url]http://web.archive.org/web/20110710215632/http://frettacontest.facepunchstudios.com/[/url]
[QUOTE=raubana;52259131]Hey, it's been a while. I've got my degree now, I've got a job now, and our pet died...
Anyways, I worked a bit more on that horror gamemode of mine. Here's an LP of it.
[video]https://youtu.be/IGG_bGIynG0[/video][/QUOTE]
Brooo the minigame on that generator is so cool, and the game play looks like it would get my heart rate up. Well done
[video=youtube;Zx82KNipTPI]https://www.youtube.com/watch?v=Zx82KNipTPI[/video]
Got this from Epidemic. It's actually really funny how they did it, and it took me hours to find (I thought they would have done faceposing or something, not such a convenient yet roundabout method). They are actually playing a voice line (of varying lengths depending on the length of text) at ZERO volume. lol. I then easily implemented it into Condemned. It works VERY well in conjunction with the body gestures.
going to implement a "gesture" menu (just for idle anims and shit) very similar to epidemic's as well, as theirs looks cool I want to make something similar to it
Thanks black tea, You fucking faggot
I stole thi
[editline]22nd May 2017[/editline]
[media]https://www.youtube.com/watch?v=Wj8oTIAc0ig[/media]
contents
[QUOTE=orc;52259303]Yeah Fretta gamemode competition, it has produced really brilliant gamemodes.
[url]http://web.archive.org/web/20110710215632/http://frettacontest.facepunchstudios.com/[/url][/QUOTE]
Something as big as Fretta will probably never happen again, and the new competitions are also way smaller and shorter than it too :/
Also making mortar for mone.
I had to recompile the model to make it functional.
So, It's now actually adjustable and can load different ammo.
[media]https://www.youtube.com/watch?v=qUE69CrolW8[/media]
[editline]22nd May 2017[/editline]
[media]https://www.youtube.com/watch?v=5hvIRDDI6XY[/media]
[QUOTE=Kemerd;52259589][video=youtube;Zx82KNipTPI]https://www.youtube.com/watch?v=Zx82KNipTPI[/video]
Got this from Epidemic. It's actually really funny how they did it, and it took me hours to find (I thought they would have done faceposing or something, not such a convenient yet roundabout method). They are actually playing a voice line (of varying lengths depending on the length of text) at ZERO volume. lol. I then easily implemented it into Condemned. It works VERY well in conjunction with the body gestures.
going to implement a "gesture" menu (just for idle anims and shit) very similar to epidemic's as well, as theirs looks cool I want to make something similar to it[/QUOTE]
That looks amazing
[QUOTE=rebel1324;52259782]
[media]https://www.youtube.com/watch?v=5hvIRDDI6XY[/media][/QUOTE]
Are you going to release it to public access ? Cause it could very much help me since i have the old GB4 mortars x)
[QUOTE=rebel1324;52259782]Also making mortar for mone.[/QUOTE]
[QUOTE=DG_Mathieu;52270586]Are you going to release it to public access ? Cause it could very much help me since i have the old GB4 mortars x)[/QUOTE]
Considering he's being paid for it, I doubt it sadly.
Got a basic custom shader working. No textures yet, that comes tomorrow.
[img]http://cogg.rocks/uploads/hl2_2017-05-25_01-22-04.png[/img]
Lessons Learned:
- The only way I could figure out to load my own shaders was to detour a function buried in the material system. Still need to get this working on Mac and Linux.
- Source's shader compile pipeline is over-complicated at its best, and fucking broken at its worst.
- Don't try simplifying anything because about a million and a half things are going to break. Just copy-paste code from the SDK like some kind of fucking idiot.
[QUOTE=MadParakeet;52272427]Got a basic custom shader working. No textures yet, that comes tomorrow.
[img]http://cogg.rocks/uploads/hl2_2017-05-25_01-22-04.png[/img]
Lessons Learned:
- The only way I could figure out to load my own shaders was to detour a function buried in the material system. Still need to get this working on Mac and Linux.
- Source's shader compile pipeline is over-complicated at its best, and fucking broken at its worst.
- Don't try simplifying anything because about a million and a half things are going to break. Just copy-paste code from the SDK like some kind of fucking idiot.[/QUOTE]
Wait, are you actually saying you managed to create your own shader comaprable to say, VertexLitGeneric?
[QUOTE=VIoxtar;52272545]Wait, are you actually saying you managed to create your own shader comaprable to say, VertexLitGeneric?[/QUOTE]
Well, it's several orders of magnitude less complex than VertexLitGeneric (Take a look at the SDK, it's a huge pile of code!), and it doesn't actually have any shader parameters yet, but you can use it in a material the same way.
Working on a HL2-themed TDM gamemode as a side project to keep me busy. I reused some textures from CGNicks abandoned 7HW gamemode so credits to whoever made them from his team
[t]https://puu.sh/w0rVQ/5b8713cce1.jpg[/t]
[t]https://puu.sh/w0EPx/5622abd55d.jpg[/t]
I don't like the HUD very much; going to re-do it. I don't like the way I show the loadout of each class or the icons very much, but the colours look OK.
[QUOTE=Sm63;52272989]cool stuff[/QUOTE]
I think it's looking pretty good so far, but those weapon icons are nearly unreadable on the background. The font is also a little quirky, but that's probably just me being pedantic.
I absolutely love the team selection thing though. Pure beauty.
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