[QUOTE=NeatNit;52365863]What math? Just use a trace, get its HitPos, and ToScreen it. I would also make the trace pretty short (say 500 units or so) and, if it doesn't hit, use the EndPos.[/QUOTE]
I cannot stress this enough but I tried that and everything.
Might be something to do with the fact that I'm using a parented seat, might have something to do with the fact that I'm using CalcView for aiming. Just nothing seems to work.
[editline]43[/editline]
I found the problem, Clientside Entity:EyeAngles is returning entirely different values than serverside Entity:EyeAngles.
SERVERSIDE: Player [1][Burger] -0.017 -7.632 -10.035
CLIENTSIDE: Player [1][Burger] -10.019 -16.926 0.414
[editline]4[/editline]
oh this is awkward. i solved it by using player:GetAimVector() instead of player:EyeAngles():Forward() after a bit of double tracing, I got it working as desired.
[t]http://i.imgur.com/NCCZJi8.png[/t]
[QUOTE=code_gs;52365926]endpos == HitPos if the trace doesn't hit.[/QUOTE]
Ok? It's still a fine estimation, and it's not like those things are made for precision long range sniping.
More progress on the exploring AI. He now walks around although there are still some bugs I need to fix.
[video]https://youtu.be/vBGoZULVUKM[/video]
[QUOTE=raubana;52368004]More progress on the exploring AI. He now walks around although there are still some bugs I need to fix.
[video]https://youtu.be/vBGoZULVUKM[/video][/QUOTE]
Boy I hope you're going to make that into a pathfinding module I can slip into my own things
[QUOTE=raubana;52368004]More progress on the exploring AI. He now walks around although there are still some bugs I need to fix.
[video]https://youtu.be/vBGoZULVUKM[/video][/QUOTE]
From watching the AI intently on the video, he seems to take the path that a regular person could take, for example for the one wall he climbed, he went to the bottom part "jumped" up higher up the walls. the first part you showed us for why he didn't come check it is because the amount of effort u have to take to get there, it isn't a simple "jump crouch" so I assume he didn't do it since the AI doesn't understand how to get there other then with a simple "Jump and crouch"
[QUOTE=raubana;52368004]More progress on the exploring AI. He now walks around although there are still some bugs I need to fix.
[video]https://youtu.be/vBGoZULVUKM[/video][/QUOTE]
what algorithm are you using?
[QUOTE=a1steaksa;52368306]Boy I hope you're going to make that into a pathfinding module I can slip into my own things[/QUOTE]
Perhaps.
[QUOTE=NootNootEh;52368345]From watching the AI intently on the video, he seems to take the path that a regular person could take, for example for the one wall he climbed, he went to the bottom part "jumped" up higher up the walls. the first part you showed us for why he didn't come check it is because the amount of effort u have to take to get there, it isn't a simple "jump crouch" so I assume he didn't do it since the AI doesn't understand how to get there other then with a simple "Jump and crouch"[/QUOTE]
Eh, I mean... I'll do something about that eventually, but at the moment it's just looking at the stuff any regular player could just walk over. I'll also include the ability to climb ladders eventually, maybe.
[QUOTE=find me;52368527]what algorithm are you using?[/QUOTE]
I'm using an algorithm I devised myself that doesn't really have a name :pudge:
[QUOTE=ROFLBURGER;52365963]I cannot stress this enough but I tried that and everything.
Might be something to do with the fact that I'm using a parented seat, might have something to do with the fact that I'm using CalcView for aiming. Just nothing seems to work.
[editline]43[/editline]
I found the problem, Clientside Entity:EyeAngles is returning entirely different values than serverside Entity:EyeAngles.
SERVERSIDE: Player [1][Burger] -0.017 -7.632 -10.035
CLIENTSIDE: Player [1][Burger] -10.019 -16.926 0.414
[editline]4[/editline]
oh this is awkward. i solved it by using player:GetAimVector() instead of player:EyeAngles():Forward() after a bit of double tracing, I got it working as desired.
[t]http://i.imgur.com/NCCZJi8.png[/t][/QUOTE]
Probably related to this: [url]https://github.com/Facepunch/garrysmod-issues/issues/2764[/url]
[editline]16th June 2017[/editline]
[QUOTE=SFArial;52366075]Ok? It's still a fine estimation, and it's not like those things are made for precision long range sniping.[/QUOTE]
It was just a comment on behaviour that could simply code, not on his suggested solution.
So, for my HL2RP we needed something for the citizens/rebels to crack the combine locks, and so i got the idea to add the combine lock cracking device from Transmissions: Element 120.
In case you don't know what i mean go to [URL="https://youtu.be/WhNoqoF_Q3s?t=4m44s"]this video[/URL], minute 4:44.
Anyways, here is my current progress:
[video=youtube;YFzAcbzeYWs]https://www.youtube.com/watch?v=YFzAcbzeYWs[/video]
(yes, i forgot to deactivate the mic. And sorry for the spanish text/voices)
I've got a couple of problems, as i don't know whats the texture that the device is missing and well, i didn't find the original sound of the device as it charged, so i changed it and made it fit there.
Introducing my entry in to the gamemode competition;
[B]The game you always pretended to play as a kid: The Floor is Lava!
[/B]
[video=youtube;PPCKqfLbiBI]https://youtu.be/5PrjKkRXcSM[/video]
This is in extreme early alpha, as of making the video I have finished writing the barebones framework of the gamemode.
Features:
- [URL="https://facepunch.com/showthread.php?t=1562320&p=52209530&viewfull=1#post52209530"]Inspired by this facepunch post[/URL]
- The game you always pretended to play as a kid!
- Completely map independent, everything's done through lua
- Lava changes ascent speed based on lowest players' distance from it
Upcoming:
- Player vs. Player tomfoolery
------ Pushing, Shoving
------ Stunning and slowing down players/reducing their jumping power
------ Blocking Players from entering commonly used areas with a certain prop
- Round Mutators to keep things fresh and interesting. Examples I had in mind:
------ Lava defies gravity and ascends from the sides or the top of the map
------ Superjump mode
------ Vehicle-only carnage mode
------ Superpush mode: Player 'push' sends people flying
- A Limited-Parkour/World climbing element
- Powerups scattered although the map
- Creating and spawning small objects to stand on to give trapped players a dying chance
- Melee weapon powerups
All ideas, concepts or feedback welcome!
[QUOTE=Bull29;52372614]Introducing my entry in to the gamemode competition;
[B]The game you always pretended to play as a kid: The Floor is Lava!
[/B]
[video=youtube;PPCKqfLbiBI]https://youtu.be/5PrjKkRXcSM[/video]
This is in extreme early alpha, as of making the video I have finished writing the barebones framework of the gamemode.
[/QUOTE]
Woah, this is really cool! With the right maps this gamemode could be a LOT of fun.
What music is that, by the way? Sounds sweet.
[QUOTE=Bull29;52372614]Introducing my entry in to the gamemode competition;
[B]The game you always pretended to play as a kid: The Floor is Lava!
[/B]
[video=youtube;PPCKqfLbiBI]https://youtu.be/5PrjKkRXcSM[/video]
This is in extreme early alpha, as of making the video I have finished writing the barebones framework of the gamemode.
[/QUOTE]
Im curious about that running animation, how do u do it?
SetPoseParameter, i did something like this in some hud i did a long time ago, but it caused sevral perfomance issue (i think it were caused by animation although)
making progress on some interactive terminals.
doesn't hold any info right now, just pseudo logs in the user.
[quote][vid]http://zombine.me/file/Half%20Life%20%20Source%2006.19.2017%20-%2015.05.43.02.mp4[/vid][/quote]
[QUOTE=Z0mb1n3;52379214]making progress on some interactive terminals.
doesn't hold any info right now, just pseudo logs in the user.[/QUOTE]
That screen effect is pretty sexy. What are you doing to cause that?
[QUOTE=bobbleheadbob;52379916]That screen effect is pretty sexy. What are you doing to cause that?[/QUOTE]
The edges are gradient rectangles rotated and sized to make a vignette, and then on top of everything I have a tiling material drawing scanlines across the screen to give the effect that you can see each "pixel"
Some slack stuff I have been working on
GMOD -> Slack
Slack -> GMOD
Will be used for players to request stuff when no admins are online, warrants, bans, kicks... etc.
Also a communication system for admins to message from slack -> gmod
[IMG]https://i.gyazo.com/ce2e069fc56882c9743f445480e39e34.png[/IMG]
[url]https://i.gyazo.com/4b6e8dff9e7f6afdcaa55e9fbfba1b3a.mp4[/url]
Name, steamid, bans, cash.. etc are sent by the server, while my personal webserver does the heavy lifting of turning it into JSON and curl then shipping it to slack.
[QUOTE=Nykez;52382426]Not really much at the moment, but I am working on a GMOD -> Slack API.
Right now, you can request warrants, if no cops are online it will send a message to slack (where I can accept on mobile?). You can also do this in the future !requestslackban
[IMG]https://i.gyazo.com/ce2e069fc56882c9743f445480e39e34.png[/IMG]
[url]https://i.gyazo.com/4b6e8dff9e7f6afdcaa55e9fbfba1b3a.mp4[/url]
Name, steamid, bans, cash.. etc are sent by the server, while my personal webserver does the heavy lifting of turning it into JSON and curl then shipping it to slack.[/QUOTE]
Looks great man! Slack is a great platform and it's pretty cool how you're handling it.
okay all done, fixed some rendering issues and made it actually do something useful
[video]https://youtu.be/onRwQIoALvI[/video]
Bob did this
[QUOTE=Z0mb1n3;52383975]okay all done, fixed some rendering issues and made it actually do something useful
[video]https://youtu.be/onRwQIoALvI[/video][/QUOTE]
I'm offended by the quality of that screen's aesthetic and I'm probably going to steal the whole pixelation thing
[QUOTE=a1steaksa;52385887]I'm offended by the quality of that screen's aesthetic and I'm probably going to steal the whole pixelation thing[/QUOTE]
i don't mind, because i stole it from Prey first rofl
[QUOTE=Z0mb1n3;52386015]i don't mind, because i stole it from Prey first rofl[/QUOTE]
I think you'll get more than a few blowjobs from your friends at the WAYWO if you put it on Github.
[QUOTE=Bimo;52384407]Bob did this[/QUOTE]
I've been framed.
Today's work
damn my ass is sweaty
Markup Tooltip for Nutscript 1.1 (live)
[img]http://i.imgur.com/8wD5gnZ.png[/img]
[img]http://i.imgur.com/bp4cnX8.png[/img]
[img]http://i.imgur.com/AONLkIv.png[/img]
Cash-Register Based Shop Item Management for NS 1.1:CityRP
[thumb]http://i.imgur.com/l77VLlY.jpg[/thumb]
[thumb]http://i.imgur.com/iojlOqF.jpg[/thumb]
New Citizen Model Outfitter Integration for NS 1.1:City RP
[thumb]http://i.imgur.com/vzxhR3V.jpg[/thumb]
not sure if skull is misformed or just 3$ haircut
[video=youtube;prDJOkGwB1A]https://www.youtube.com/watch?v=prDJOkGwB1A[/video]
For those that always wanted to be a bender :pudge:
[QUOTE=Chisler;52392994][video=youtube;prDJOkGwB1A]https://www.youtube.com/watch?v=prDJOkGwB1A[/video]
For those that always wanted to be a bender :pudge:[/QUOTE]
Some question
1. What if fire bullet and water meet each other :v:
2. Will Elemental gain extra power standing at their habitat (idk how to describe the word :( )
3. Not a question but water gonna be most lag :v:
[QUOTE=YoutoYokodera;52393079]Some question
1. What if fire bullet and water meet each other :v:
2. Will Elemental gain extra power standing at their habitat (idk how to describe the word :( )
3. Not a question but water gonna be most lag :v:[/QUOTE]
1. Water + Fire cancel each other out. I like counter-play, so I've implemented this.
2. No, because I feel like that'd encourage camping, and I don't like that playstyle. Water, however, has the ability to walk on water, so technically yes for that element
3. And not really(as you'd expect). My PC is outdated by 7 years and even with 5 waterbenders fighting(friends and randoms were all testing), I maintain a solid 120-130 FPS, which is what I normally get on that current map. Optimization and performance is near perfection :wink:
[QUOTE=Chisler;52392994]:snip:[/QUOTE]
Jesus, the sound. It's probably caused by [url=http://wiki.garrysmod.com/page/Prediction]prediction[/url].
[QUOTE=NeatNit;52393816]Jesus, the sound. It's probably caused by [url=http://wiki.garrysmod.com/page/Prediction]prediction[/url].[/QUOTE]
That's OBS Studio actually, haha. I didn't bother changing any of the default settings. I noticed it when I played the recording back, but didn't think it really mattered much. Sorry for that :s:
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