• [2017] GmodStore Garry's Mod Gamemode Competition
    445 replies, posted
[QUOTE=Noi;52442523]are you an expert now; who would do that anyway[/QUOTE] beginners?
[QUOTE=Noi;52442523]are you an expert now; who would do that anyway[/QUOTE] Wha?.. I don't get it. Are you trying to make a joke or what..
Making progress... some debug shit. [IMG]https://steamuserimages-a.akamaihd.net/ugc/829076398278265502/DFA4E5E20A53D851F02E5C8E6D0354F10A05E871/[/IMG]
[QUOTE=Nookyava;52442986]Wha?.. I don't get it. Are you trying to make a joke or what..[/QUOTE] Yes its a joke, A big hint of the skill and experience of a developer is their use of Nvars. They are the slowest type of networked variable. You should ever use DVars (Think they are called that) or use tables and the net library. And as the Host of the Competition I would expect you to already know this.
[QUOTE=no1star;52446375]Yes its a joke, A big hint of the skill and experience of a developer is their use of Nvars. They are the slowest type of networked variable. You should ever use DVars (Think they are called that) or use tables and the net library. And as the Host of the Competition I would expect you to already know this.[/QUOTE] Who are you to talk to me like that lmao. Most people reading that post would be confused if he was being serious and a jackass, or not. Unlike yours which is pretty damn obivous.
Count me in, I'm a little late for the party though!
If anyone wants to try my gamemode out, connect to it here: 185.38.149.207:27185 Thanks to hexane networks for the free server :3 (hexanenetworks.com)
I am in
[QUOTE=no1star;52446375] A big hint of the skill and experience of a developer is their use of Nvars. They are the slowest type of networked variable. You should ever use DVars (Think they are called that) or use tables and the net library.[/QUOTE] Can someone clarify this? As far as I know there are a few ways for the server to set a variable on the client: * [URL="http://wiki.garrysmod.com/page/Category:umsg"]User Messages[/URL] * [URL="http://wiki.garrysmod.com/page/Net_Library_Usage"]Net Library[/URL] * SetNetworked/GetNetworked: SetNetworkedInt/GetNetworkedInt, SetNetworkedString/GetNetworkedString * Set/Get Networked Values: SetNWInt/GetNWInt, SetNWString/GetNWString, SetNWVectorGetNWVector etc. * [URL="https://wiki.garrysmod.com/page/Networking_Entities"]Networking Entities with Data Table Variables[/URL], uses [URL="https://wiki.garrysmod.com/page/Entity/NetworkVar"]NetworkVar[/URL] * [URL="http://wiki.garrysmod.com/page/Entity/DTVar"]DTVar[/URL] * [URL="http://wiki.garrysmod.com/page/Player/SendLua"]SendLua[/URL] TOO CONFUSUIN - WTF DO I USE? I mean, on the gmod wiki, about DTVar, it says: [QUOTE]This is an internal function or feature. This means you will be able to use it, but you really shouldn't.[/QUOTE] But then on mauritz.tv, it [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexbd9b.html"]says[/URL]: [QUOTE]So in the next update I’ve added DTVars, Data Table Vars. The base entity in GMod has a 24 extra variables on it, networked. This is kind of icky, but it’s the best way to do it.[/QUOTE] ---- Can we please get some sort of updated "best practices" recommendation/guide on this?
[QUOTE=nedredl;52448282]Can someone clarify this? As far as I know there are a few ways for the server to set a variable on the client: * [URL="http://wiki.garrysmod.com/page/Category:umsg"]User Messages[/URL] * [URL="http://wiki.garrysmod.com/page/Net_Library_Usage"]Net Library[/URL] * SetNetworked/GetNetworked: SetNetworkedInt/GetNetworkedInt, SetNetworkedString/GetNetworkedString * Set/Get Networked Values: SetNWInt/GetNWInt, SetNWString/GetNWString, SetNWVectorGetNWVector etc. * [URL="https://wiki.garrysmod.com/page/Networking_Entities"]Networking Entities with Data Table Variables[/URL], uses [URL="https://wiki.garrysmod.com/page/Entity/NetworkVar"]NetworkVar[/URL] * [URL="http://wiki.garrysmod.com/page/Entity/DTVar"]DTVar[/URL] * [URL="http://wiki.garrysmod.com/page/Player/SendLua"]SendLua[/URL] TOO CONFUSUIN - WTF DO I USE? I mean, on the gmod wiki, about DTVar, it says: But then on mauritz.tv, it [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexbd9b.html"]says[/URL]: ---- Can we please get some sort of updated "best practices" recommendation/guide on this?[/QUOTE] If you go on the Garry's Mod Wiki, it states that user messages and SetNetworked are deprecated. You should use the net library and SetNW respectively instead. The main difference I see between these two options is SetNW is for attaching data to entities, which both the client and server can see, while the networking library is for sending messages between the client and server. So data which you're not going to attach to entities you should use net messages for. DTVars I've not really seen much use of. More info- [url]https://facepunch.com/showthread.php?t=1457413[/url]
[QUOTE=nedredl;52448282]Can someone clarify this? As far as I know there are a few ways for the server to set a variable on the client: * [URL="http://wiki.garrysmod.com/page/Category:umsg"]User Messages[/URL] * [URL="http://wiki.garrysmod.com/page/Net_Library_Usage"]Net Library[/URL] * SetNetworked/GetNetworked: SetNetworkedInt/GetNetworkedInt, SetNetworkedString/GetNetworkedString * Set/Get Networked Values: SetNWInt/GetNWInt, SetNWString/GetNWString, SetNWVectorGetNWVector etc. * [URL="https://wiki.garrysmod.com/page/Networking_Entities"]Networking Entities with Data Table Variables[/URL], uses [URL="https://wiki.garrysmod.com/page/Entity/NetworkVar"]NetworkVar[/URL] * [URL="http://wiki.garrysmod.com/page/Entity/DTVar"]DTVar[/URL] * [URL="http://wiki.garrysmod.com/page/Player/SendLua"]SendLua[/URL] TOO CONFUSUIN - WTF DO I USE? I mean, on the gmod wiki, about DTVar, it says: But then on mauritz.tv, it [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexbd9b.html"]says[/URL]: ---- Can we please get some sort of updated "best practices" recommendation/guide on this?[/QUOTE] Maur's wiki is a copy of the old one from like 6 years ago - don't use it for information regarding to status of features/functions
DTVars are used internally with ENT:NetworkVar(). That's why you don't use them directly.
[QUOTE=raubana;52444054]Making progress... some debug shit. [IMG]https://steamuserimages-a.akamaihd.net/ugc/829076398278265502/DFA4E5E20A53D851F02E5C8E6D0354F10A05E871/[/IMG][/QUOTE] I FINISHED IT, IT'S BAD, IT'S NOT FUN, I HATE MY LIFE. :suicide:
New people always seem to confuse this so here's (in my opinion) the use of each networking system. Net Library - Use this to send data between the client and server that does not need to be predicted or be in sync. User messages (umsg) - Don't use. Use the net library instead. NetworkVar - For data that needs to be in sync or predicted for a non-player entity. Shouldn't really add these to an entity after it has finished being created. DT Vars - Don't use. Use ENT.NetworkVar. Nobody cares about those dank nanoseconds you just saved. Seperate implementation from interface. Entity NWVars - Can be added to an entity after its creation. Can be predicted if you use NW2Vars. Behave very similarly to ENT.NetworkVars. The biggest problem is distinguishing between NW2Var and NetworkVar. If we are talking about having predicted data on your own, custom entity use NetworkVar for it's neatness and ease. If we are trying to store shared and updating data on an already created entity then use NW2Var. Edit: Like Meharryp pointed out. You can and usually should use the net library for keeping data in sync as long as it doesn't need to constantly be updated. Examples of this are in-game store currency (only update on purchases), team points (only update when the team gets points), etc.
[QUOTE=YourStalker;52449472]New people always seem to confuse this so here's (in my opinion) the use of each networking system. Net Library - Use this to send data between the client and server that does not need to be predicted or be in sync. User messages (umsg) - Don't use. Use the net library instead. NetworkVar - For data that needs to be in sync or predicted for a non-player entity. Shouldn't really add these to an entity after it has finished being created. DT Vars - Don't use. Use ENT.NetworkVar. Nobody cares about those dank nanoseconds you just saved. Seperate implementation from interface. Entity NWVars - Can be added to an entity after its creation. Can be predicted if you use NW2Vars. Behave very similarly to ENT.NetworkVars. The biggest problem is distinguishing between NW2Var and NetworkVar. If we are talking about having predicted data on your own, custom entity use NetworkVar for it's neatness and ease. If we are trying to store shared and updating data on an already created entity then use NW2Var.[/QUOTE] I disagree, in some cases the net library can be better for data that needs to be synchronised if you're not frequently updating it.
[QUOTE=meharryp;52449983]I disagree, in some cases the net library can be better for data that needs to be synchronised if you're not frequently updating it.[/QUOTE] Yeah that's a key thing I forgot to include, frequently updating. Good point.
In all honesty, the reason I have a SetNWBool inside of a think hook is so that under certain conditions a networked bool is set and only set once, like so: [CODE]hook.Add ("Think", "hasFuckedOff", function () if (fuck == "off") then if (ass:GetNWBool ("fuckOff", false) == false) then ass:SetNWBool ("fuckOff", true) end end end)[/CODE] Probably still inexcusable and I should probably find another way to do this.
You could use NW2Var and the EntityNetworkedVarChanged hook instead.
Got the bullet system I wanted set down. If bullets were hitscan in this gamemode they'd be stupidly overpowered. Instead, bullets appear as slow-moving projectiles that can be dodged. With that system in mind, here are two gifs of some of the weapons using these bullets: [IMG]https://zippy.gfycat.com/SoggyDapperGreyhounddog.gif[/IMG] The Fragment weapon shoots a large projectile that can explode again into many small fragments. It will explode into fragments upon hitting something, or if the user presses LMB again. [IMG]https://fat.gfycat.com/SphericalLonelyIchthyosaurs.gif[/IMG] Also got the invisible mine down. It damages like the fragment bomb by exploding into a ring of fragments, but it is triggered by any player (that includes the owner) stepping on it after it goes invisible. Finally I have a gif of how I want the HUD to be themed. The gamemode takes place in a VR prototype testing chamber, so I wanted a digital/distortion type theme for the HUD. Here's how the health bar looks so far: [IMG]https://thumbs.gfycat.com/MisguidedWideeyedEquestrian-size_restricted.gif[/IMG] The distortions and shake scale depending on how much damage is lost, I quite like how it fits the theme. Above it will be the information about the currently carried weapon. Currently trying to get the remote controlled missile to work. Anyone happen to know a good way to control an entity with a specific forward speed and max rotational speed? I tried ENT:PhysicsSimulate with a Shadow physics object, but it doesn't seem to be called even if StartMotionController is called and the entity is of type "anim".
Some of the entries this year are amazing, honestly I hope something good comes out of this.
[video=youtube;WUM5YJIBccU]http://www.youtube.com/watch?v=WUM5YJIBccU[/video] Full factory process. The order goes: 1. Mining iron ore 2. Smelting ore into bars 3. Turning bars into gears 4. Turning gears and other bars into engines 5. Stacking engines on a pallet to sell. It's now a "playable" game. Everything I add at this point is just extra content. Here's the [URL="https://github.com/Luabee/Factories"]github[/URL].
Hello! My name is Cameron and I will be entering this competition as a solo man team ready to create the next big game mode for Gmods (I hope!) Can't wait to see what everyone creates and good luck to all! You will need it :smug:
[QUOTE=Handsome Matt;52453648]You have exactly 3 weeks left, good luck.[/QUOTE] Well darkrp jobs wont take longer to make :/
[QUOTE=Handsome Matt;52453648]You have exactly 3 weeks left, good luck.[/QUOTE] Now let me ask, for the best chance (if you are able to say) should the gamemode focus more on making something completely and utterly new, with really intricate design, or should the gamemode just be fun to play. As I have seen from other worthy entries the design is extremely unique, which is phenomenal, however if the gamemode I create is more simple but allows for an amazing user experience and unforgettable gameplay, would I be graded differently. Thank you! :)
Ok, starting over with a new gamemode. Might as well do what I know I'm good at. I'm starting with the logo. Check this shit out. [IMG]https://i.imgur.com/YKthih4.gif[/IMG]
[QUOTE=raubana;52455585]Ok, starting over with a new gamemode. Might as well do what I know I'm good at. I'm starting with the logo. Check this shit out. [IMG]https://i.imgur.com/YKthih4.gif[/IMG][/QUOTE] If it involves any relation to Prey, I'm already interested.
[QUOTE=bobbleheadbob;52452550] Full factory process. The order goes: 1. Mining iron ore 2. Smelting ore into bars 3. Turning bars into gears 4. Turning gears and other bars into engines 5. Stacking engines on a pallet to sell. It's now a "playable" game. Everything I add at this point is just extra content. Here's the [URL="https://github.com/Luabee/Factories"]github[/URL].[/QUOTE] Is this multiplayer compatible(yet)? Cause I haven't seen anyone on w/ ya testing it.
[QUOTE=Lunaversity;52457426]Is this multiplayer compatible(yet)? Cause I haven't seen anyone on w/ ya testing it.[/QUOTE] Multiple people can be on the server but they can't yet interact.
Officially 2 weeks and 4 days left until the end of the competition on the 31st! Just a reminder that the prize pool is currently over $4,000 - and that judging will happen August 5th. I'll be livestreaming it like before.
[QUOTE=Nookyava;52464937]Officially 2 weeks and 4 days left until the end of the competition on the 31st!.[/QUOTE] RIP ME XD still at school till next wednesday, ima have to code a lot in the following week and a half XD welp ._. wish me luch Edit: [HR][/HR] just to clarify, I have actually started, just not finished by any definition of the word ._.
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