I don't like the tilted lambda and feel it could also be cropped out a little bit.
[QUOTE=MadParakeet;52272604]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.[/QUOTE]
With this would we be able to make a shader that can tile textures using an atlas?
Showcase of my RP Gamemode
(Wait until end for HUD)
All sound is in-game sound
[video=youtube;DbpinwJ1I1c]http://www.youtube.com/watch?v=DbpinwJ1I1c[/video]
Should offer an option to skip it, don't force the user to view that if they aren't interested.
Also this is just me, but I feel like the text on top of that background is too distracting.
Been remaking my NPC controller from scratch. I also put a HUD at the bottom with the NPC's health, name and icons indicating its attacks.
Here are the results:
[video=youtube;vJNCI6cjlnU]http://www.youtube.com/watch?v=vJNCI6cjlnU[/video]
[QUOTE=Pigsy;52273361]Showcase of my RP Gamemode
(Wait until end for HUD)
All sound is in-game sound
[video=youtube;DbpinwJ1I1c]http://www.youtube.com/watch?v=DbpinwJ1I1c[/video][/QUOTE]
Well it showcase more the map than the actual gamemode, but it still looks nice none the less.
Did you map it your self ?
Also, maybe its just my opignion, but the map looks a bit big.
But the HUD looks very good well done !
[QUOTE=DG_Mathieu;52273855]Well it showcase more the map than the actual gamemode, but it still looks nice none the less.
Did you map it your self ?
Also, maybe its just my opignion, but the map looks a bit big.
But the HUD looks very good well done ![/QUOTE]
This is all I've done so far really, other than the banking. I thought if I got u.i out of the way first it would make the rest easier.
As for the map, it actually looks big at first glance but as you play you realise it's smaller than you think (since it's source engine). I didn't map it by myself, it was made by Steinnman but it got taken down so I edited it to fit my setting a bit more
[QUOTE=Nookyava;52273658]
Also this is just me, but I feel like the text on top of that background is too distracting.[/QUOTE]
Maybe at first glance but you'd gradually get used to it, but it's only a first design and not final by any means
[QUOTE=vrej;52273785]Been remaking my NPC controller from scratch. I also put a HUD at the bottom with the NPC's health, name and icons indicating its attacks.
Here are the results:
[video=youtube;vJNCI6cjlnU]http://www.youtube.com/watch?v=vJNCI6cjlnU[/video][/QUOTE]
Seems good, but the third camera positioning needs to be lowered and tweaked
[QUOTE=vrej;52273785]Been remaking my NPC controller from scratch. I also put a HUD at the bottom with the NPC's health, name and icons indicating its attacks.
Here are the results:
[video=youtube;vJNCI6cjlnU]http://www.youtube.com/watch?v=vJNCI6cjlnU[/video][/QUOTE]
I was just about to make something like this for my gamemode (except in first person) but had no idea how to go about it. It the source available?
[QUOTE=VIoxtar;52273966]Seems good, but the third camera positioning needs to be lowered and tweaked[/QUOTE]
I have been thinking about repositioning the camera as well, I might make it adjustable through a menu or have different positions which can be switched by pressing a certain key. I was also thinking about making it zoom out or in by scrolling the mouse wheel.
[QUOTE=vrej;52274277]I have been thinking about repositioning the camera as well, I might make it adjustable through a menu or have different positions which can be switched by pressing a certain key. I was also thinking about making it zoom out or in by scrolling the mouse wheel.[/QUOTE]
I found it to be [URL="https://facepunch.com/showthread.php?t=1557014&p=52246005&viewfull=1#post52246005"]pretty much impossible to properly control a bot's eye angles with OBS_MODE_IN_EYE[/URL]. If you do manage to simulate first-person control that'd be super dope
[QUOTE=cody1111;52274267]I was just about to make something like this for my gamemode (except in first person) but had no idea how to go about it. It the source available?[/QUOTE]
This is included with VJ Base. As for the source, it won't be possible to use without the base itself, the code is spread around in many files and heavily built in the SNPC's base.
[editline]25th May 2017[/editline]
[QUOTE=JasonMan34;52274292]I found it to be [URL="https://facepunch.com/showthread.php?t=1557014&p=52246005&viewfull=1#post52246005"]pretty much impossible to properly control a bot's eye angles with OBS_MODE_IN_EYE[/URL]. If you do manage to simulate first-person control that'd be super dope[/QUOTE]
Yep I had a similar problem, which is why I stayed with third person for now
Really hated how the 3D UI library I used worked, so I made my own OOP version instead.
Not sure about the design itself, needs a bit of work, but I like the code a lot more now.
[t]http://i.imgur.com/R7NVhdf.jpg[/t]
[t]http://i.imgur.com/JsDrfK8.png[/t]
OOP chaining methods are the best thing ever <3
[QUOTE=IcarusCoding;52274549]Really hated how the 3D UI library I used worked, so I made my own OOP version instead.
[/QUOTE]
[img]http://cogg.rocks/uploads/chrome_2017-05-25_17-05-39.png[/img]
Where did you find that [I]arrow lambda [B]it is so fucking [U]cute![/U][/B][/I]:dogcited:
In other news... Ambient lighting works in my shader! Textures next!
[img]http://cogg.rocks/uploads/hl2_2017-05-25_17-00-03.png[/img]
[QUOTE=unrezt;52273268]With this would we be able to make a shader that can tile textures using an atlas?[/QUOTE]
This is the plan!
[QUOTE=MadParakeet;52274957][img]http://cogg.rocks/uploads/chrome_2017-05-25_17-05-39.png[/img]
Where did you find that [I]arrow lambda [B]it is so fucking [U]cute![/U][/B][/I]:dogcited:
In other news... Ambient lighting works in my shader! Textures next!
This is the plan![/QUOTE]
What size will the textures be? Will there be "texture packs" you can use?
[editline]25th May 2017[/editline]
PK again? Sorry boys, no content...
I improved on my other [I]sneaky workaround[/I] allowing centered text inputs:
[img]http://i.imgur.com/KolNkRV.gif[/img]
[QUOTE=IcarusCoding;52274549]Really hated how the 3D UI library I used worked, so I made my own OOP version instead.
Not sure about the design itself, needs a bit of work, but I like the code a lot more now.
[t]http://i.imgur.com/R7NVhdf.jpg[/t]
[t]http://i.imgur.com/JsDrfK8.png[/t]
OOP chaining methods are the best thing ever <3[/QUOTE]
I'm kind of curious at the reason for all those dumbs
[t]https://cdn.discordapp.com/attachments/316871149491322881/317618402292137985/unknown.png[/t]
from the looks of it the final result is quite interesting, I may be completely missing something
:snip: it's fine really. I was just trying to think of a reason
That really deserves THAT feedback?
[QUOTE=MPan1;52276760]It looks a bit weird to me to have so many lines with no self.cache[i] next to them. Also, caching the button in the first place seems like an odd thing to do[/QUOTE]
Apparently you've never coded in another language because chaining is a real thing and it looks much better in my opinion.
[QUOTE=MPan1;52276760]It looks a bit weird to me to have so many lines with no self.cache[i] next to them. Also, caching the button in the first place seems like an odd thing to do[/QUOTE]
It's called every time ENT:Draw() is called, would rather not create a lot of new objects every frame, not to mention it would break functionality as every rectangle, button, etc. is an object.
I come from JavaScript where you do something similar with Promises
[code]
guild.fetchMessage("id")
.then(msg => {
console.log(msg.content)
}
.catch(console.error)
[/code]
Even tho it's not the same, it reminds me.
Also this is unreadable
[t]http://i.imgur.com/USLDZ10.png[/t]
[QUOTE=VIoxtar;52276732]I'm kind of curious at the reason for all those dumbs
- snip, image
from the looks of it the final result is quite interesting, I may be completely missing something[/QUOTE]
I think a lot of people are used to Lua being procedural programming, therefore OOP seems weird to them.
Also lets be honest, chaining with each method on a new line [b]looks weird[/b]
The main issue is you're taking a language which is not supposed to be that style, and changing it.
It's sort of like when Acecool kept trying to force his coding style on everyone. It just confuses newcomers and makes them believe Lua is a lot more confusing than it actually is.
Great that you created something new, but I think it's overcomplicating Lua.
[QUOTE=Nookyava;52277648]The main issue is you're taking a language which is not supposed to be that style, and changing it.
It's sort of like when Acecool kept trying to force his coding style on everyone. It just confuses newcomers and makes them believe Lua is a lot more confusing than it is.
Great that you created something new, but I think it's overcomplicating Lua.[/QUOTE]
I see. Thanks for your feedback, will remember that when I create open source projects.
I'm curious though; what kind of coding style did he try and enforce?
[QUOTE=IcarusCoding;52277667]I see. Thanks for your feedback, will remember that when I create open source projects.
I'm curious though; what kind of coding style did he try and enforce?[/QUOTE]
It's a bit tough to explain, and looking back all his old dropbox links no longer work.
Someone may be better suited to explaining it than I would.
[QUOTE=Nookyava;52277648]It's sort of like when Acecool kept trying to force his coding style on everyone. It just confuses newcomers and makes them believe Lua is a lot more confusing than it actually is.[/QUOTE]
For real. When I first got into Lua and modding it was such a pain.
Make a thread requesting help with something extremely simple, like a timer on a ulx command
Get the following response:
[quote]Example warning system: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_systems/simple_warning_system/simple_warn_command.lua.html[/url]
Also, how to get ! and / in chat to auto forward to commands called by the client: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/chat_commands/chat_commands.lua.html[/url]
I have a bunch of _systems pre-coded so I just templated something together ( which will be made available under simple_gag_system soon...
These are server-side...
-snip-
[url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_systems/simple_admin_tasks/sv_simple_voice_gag_system.lua.html[/url]
Alright, turned it into "tutorial"... It CAN be shortened by moving commands into the admin table. Other features can be added, but right now that system will work for adding and removing gags...
gag Acecool 1000
-- Gag added...
gag Acecool -99999
-- Gag Updated
-- Next time voice used
-- Gag Expired, removed...
I didn't test it, but logically it appears sound. If you want an actual ungag, just add it and follow same pattern except instead of adding, remove. ( Bunch of repeating code, which is why it can be made much smaller / simpler in blocks.. )
I will be releasing an admin system with my acecooldev_base which will support this, warnings with progressive action, and much much more. Will be fully configurable, and available free with the Dev Skeleton.[/quote]
Jesus Christs dude just link the fucking timer library, ain't nobody gonna read your 300 line, every-variable-has-12-underscores [B]example _system[/B]
[QUOTE=JasonMan34;52277833]For real. When I first got into Lua and modding it was such a pain.
Make a thread requesting help with something extremely simple, like a timer on a ulx command
Get the following response:
Jesus Christs dude just link the fucking timer library, ain't nobody gonna read your 300 line, every-variable-has-12-underscores [B]example _system[/B][/QUOTE]
That was always my issue with him. He did a great job helping people and was a genuinely nice guy - but looking at his code was always a chore.
I'd love to hear some of the people who rated me dumb though, why do you think I'm in the wrong? I'd gladly have a discussion.
[QUOTE=Nookyava;52277648]
It's sort of like when Acecool kept trying to force his coding style on everyone.[/QUOTE]
I really don't think you can try to compare a well established coding style like method chaining with whatever it was Acecool was doing.
Also here is some of Acecool's work:
[url]https://bitbucket.org/Acecool/acecooldev_networking/src/5489e52a523d86a8c89faf9c4e3a14236d2e8ac1/lua/acecooldev_networking/core/print.lua?at=master&fileviewer=file-view-default[/url]
[QUOTE=Dgc2002;52277912]I really don't think you can try to compare a well established coding style like method chaining with whatever it was Acecool was doing.
Also here is some of Acecool's work:
[url]https://bitbucket.org/Acecool/acecooldev_networking/src/5489e52a523d86a8c89faf9c4e3a14236d2e8ac1/lua/acecooldev_networking/core/print.lua?at=master&fileviewer=file-view-default[/url][/QUOTE]
Oh lord I haven't seen his code in awhile. Forgot how headachey it can be.
I think what he's doing with Metamist is good - don't get me wrong. I just worry about how it could potentially confuse newcomers is all, sort of how Acecool did.
As a guy that got help from Acecool on my very first project, I can confirm I was confused as fuck. I actually pulled through most of it with a friend, and well, I can't say he wasn't helpful
Who cares lol just make it look like how you want to
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