• GMod - What are you working on? August 2017 (#72)
    224 replies, posted
[QUOTE=code_gs;52570077]That's not physics, that's movement. And again, I prefer CS:S physics, but you have provided no evidence about what's WRONG with Orange Box physics.[/QUOTE] Do you not know what physics is? Here is a quick definition check for you: [IMG]https://i.gyazo.com/832aa7c2a1ac1eb393c142f7c4bc23c2.png[/IMG] [highlight](User was banned for this post ("Shitpost" - Reagy))[/highlight] [highlight](User was banned for this post ("Shitpost - Unnecessarily Rude" - icemaz))[/highlight]
[QUOTE=PerkyMcRibs;52570116]Do you not know what physics is? Here is a quick definition check for you: [IMG]https://i.gyazo.com/832aa7c2a1ac1eb393c142f7c4bc23c2.png[/IMG][/QUOTE] Thanks for the sarcastic answer, but the movement differences between the Orange Box and CS are not in vphysics, but rather in the movement code which is a separate facet. While you could be an overly pragmatic pessimist and classify everything that has any interaction with its environment as physics, distinctions are made in real sciences and "virtual physics" to refer to a specific subset of topics. [editline]13th August 2017[/editline] And once again you dodge the main question about what's inherently wrong with the physics or movement. It just sounds like you heard someone complain about it on YouTube or Facepunch and decided to adopt their opinion with no actual independent deduction.
[QUOTE=code_gs;52570141]Thanks for the sarcastic answer, but the movement differences between the Orange Box and CS are not in vphysics, but rather in the movement code which is a separate facet. While you could be an overly pragmatic pessimist and classify everything that has any interaction with its environment as physics, distinctions are made in real sciences and "virtual physics" to refer to a specific subset of topics. [editline]13th August 2017[/editline] And once again you dodge the main question about what's inherently wrong with the physics or movement. It just sounds like you heard someone complain about it on YouTube or Facepunch and decided to adopt their opinion with no actual independent deduction.[/QUOTE] Don't bother with any of his posts. Just read past them. I've already tried explaining things to him in another thread about a completely different topic, and all it boiled down to at the end was retorts and insults. Report and move along to save yourself the running in circles you'll do otherwise... [editline]13th August 2017[/editline] Welp, looks like that was taken care of before I could hit the post button. Thanks mod squad.
Jesus christ, all of this happened in 3 hours? [thumb]http://i.imgur.com/1FYKwAB.jpg[/thumb]
[QUOTE=rebel1324;52570752]Jesus christ, all of this happened in 3 hours? [thumb]http://i.imgur.com/1FYKwAB.jpg[/thumb][/QUOTE] [IMG]http://i.imgur.com/QT7xSmC.png[/IMG] :v: :v: :v: Glad he is banned, tbh.
[url]http://i.imgur.com/Cv2qTXf.png[/url] Linked because it is huge
[QUOTE=raubana;52568946]I figured that the mimics in my gamemode needed to be a little more terrifying, so I gave them a little more character. [video]https://youtu.be/Zatsog7ptSc[/video][/QUOTE] That's awesome, how did you do it? My first guess would be visually clipping models, but that sounds like a pain
[QUOTE=MPan1;52561805]Over the past month [URL="http://www.github.com/MysteryPancake/Rule-Book"]I've made a rule book[/URL] so I don't forget stuff and make stupid mistakes. A lot of it is specific to how I like doing things, but I'm just posting it here so everyone can tell me what I got wrong.[/QUOTE] I would advise against using the member version of IsValid. The global is much better, as it checks for all problems that could cause an error with the member function. (Obj is nil, Obj has no .IsValid, etc)
[QUOTE=VIoxtar;52571374]That's awesome, how did you do it? My first guess would be visually clipping models, but that sounds like a pain[/QUOTE] Actually, it is clipping! [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/PushCustomClipPlane]render.PushCustomClipPlane[/url]
Such a shame Reagy and pretty much all moderators here are a bunch of cucks. Facepunch is just below 4chan in terms of content quality and moderation, with Reddit topping every forum website. Mods here a bunch of immature faggots who value their own self-importance above everyone else, and use their power to oppress anything negative. Facepunch will always be just one small echo chamber. btw If I had to live with Hitler or Reagy, I'd pick the former. [IMG]https://i.imgur.com/aSH3gEQ.jpg[/IMG] cuuuck cuuuck cuuuk cuuk cukkk -( ͡° ͜ʖ ͡°)╯╲___卐卐卐卐 Don't mind me just taking my mods for a walk [IMG]http://i2.wp.com/www.wehuntedthemammoth.com/wp-content/uploads/2016/04/cuckchick.jpg?fit=550%2C365[/IMG] edit: like seriously, facefags are so insignificant compared to people from Reddit [highlight](User was permabanned for this post ("Cute." - Reagy))[/highlight]
hey reagy im dismissing you from the mod team go fuck yourself love, rubat [IMG]https://i.imgur.com/3WXYi4K.png[/IMG] [IMG]http://static6.businessinsider.com/image/555c6c516da8115e59d8feed-1190-625/critics-are-slamming-a-rape-scene-from-an-episode-of-game-of-thrones-for-being-gratuitous-and-unnecessary.jpg[/IMG] [editline]14th August 2017[/editline] cuck cuuuk cuuuuk cuuuk [highlight](User was permabanned for this post ("Gimmick" - icemaz))[/highlight]
[QUOTE=mitterdoo;52569792]actually it uses custom particle effects that i made [IMG]http://www.mitterdoo.net/i/2017-08/13_15-33-30.png[/IMG][/QUOTE] Those are cool! What did you make them with?
[QUOTE=MDave;52572148]I would advise against using the member version of IsValid. The global is much better, as it checks for all problems that could cause an error with the member function. (Obj is nil, Obj has no .IsValid, etc)[/QUOTE] I blame Kefta [url]https://github.com/MysteryPancake/Rule-Book/issues/4[/url] Fixed [url]https://github.com/MysteryPancake/Rule-Book/commit/fbb95d99572201de3a8f972952d979947585c45d[/url] [editline]15th August 2017[/editline] If any of you have any other good rules to stop my crap coding then please tell me. Also, please tell me any parts I could phrase better. I'm trying to make it as specific as possible while not using too many words.
[QUOTE=MPan1;52574863] If any of you have any other good rules to stop my crap coding then please tell me. Also, please tell me any parts I could phrase better. I'm trying to make it as specific as possible while not using too many words.[/QUOTE] IsValid and :IsValid both have their uses. The member version is a teeeny-tiny more efficient, and using it makes sense if you are absolutely sure your variable holds an entity at that point. But in the general case, IsValid is better. While not really a language specific 'rule', but I would add something along: Whenever dealing with ANY input from outside source, assume it can, and WILL be malformed in the most devious ways to cause harm. Or in short, [URL="https://xkcd.com/327/"]sanitize your inputs.[/URL]
Rule of thumb: always use the global IsValid. The time anyone will spend trying to convince you about the performance of the .IsValid will be a couple of magnitudes larger than the total time .IsValid will save over probably hundreds of combined years of running the script. The computation times .IsValid would save is simply not worth the development time you will have to put in fixing even the first error thrown by a function that didn't check for nil.
Nothing much but messing around with audio visualizer / HSVToColor. [video]https://youtu.be/CQz05b7oP_k[/video]
[thumb]https://maurits.tv/data/img/August%202017/2017-08-15_17-02-11_Xi0tppSXUz.png[/thumb] [thumb]https://maurits.tv/data/img/August%202017/2017-08-15_17-07-23_30mYNY5DB8.png[/thumb]
I'm working on Safespaces so people can build in their own little area thing that other's can't touch. [t]https://thumbs.gfycat.com/ImaginaryAggravatingFruitfly-size_restricted.gif[/t]
[vid]https://www.dropbox.com/s/jtm8tttt1u8pw1k/2017-08-16_00-05-43.webm?dl=1[/vid] Today I spent a little time giving the fridge UI a solid look, alongside with polishing ui animations and things like that, also created global table of food items - aiming to make it easy to add new items - letting the owner to specify an icon, name, price, id, and description - recipes (yeah there will be few hardcoded ones, everything else I'm thinking on making modular). Any ideas, suggestions on the ui? Note: the bouncing up and down motion can be disabled by clicking the gear option, thought that some people might dislike it :)
[video]https://youtu.be/mfBU_fIMSiA[/video] I've been working on a 'Sound Viewer' that allows clients to go through their sound files, (garrysmod/sound), and play the files without having to use any third party program or giving people the risk of accidentally messing up any files. This is more intended for developers who are looking for a certain sound for whatever they're working on, rather than having to look through [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index8f77.html"]long lists[/URL] and testing them one by one. It's my first actual project that I plan on releasing, and I haven't really messed with gui up until now, so don't expect the best haha. (not sure if this is allowed, but I've uploaded the plugin [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1111902302"]here[/URL])
[QUOTE=self;52577928][video]https://youtu.be/mfBU_fIMSiA[/video] I've been working on a 'Sound Viewer' that allows clients to go through their sound files, (garrysmod/sound), and play the files without having to use any third party program or giving people the risk of accidentally messing up any files. This is more intended for developers who are looking for a certain sound for whatever they're working on, rather than having to look through [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index8f77.html"]long lists[/URL] and testing them one by one. It's my first actual project that I plan on releasing, and I haven't really messed with gui up until now, so don't expect the best haha. (not sure if this is allowed, but I've uploaded the plugin [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1111902302"]here[/URL])[/QUOTE] Nice! Looks like a nice replacement for [url=http://steamcommunity.com/sharedfiles/filedetails/?id=107905828&searchtext=soundmenu]the old one[/url] I've been using. Do you feel like making a model browser too? I hate having to go into sandbox every time I want to find a model while I'm devving my gamemodes.
[QUOTE=bobbleheadbob;52578112]Nice! Looks like a nice replacement for [url=http://steamcommunity.com/sharedfiles/filedetails/?id=107905828&searchtext=soundmenu]the old one[/url] I've been using. Do you feel like making a model browser too? I hate having to go into sandbox every time I want to find a model while I'm devving my gamemodes.[/QUOTE] Sure thing! I'll start working on it whenever I can tomorrow.
Remaking StormFox (Weathermod) from scratch as the old was too unstable and messy. Here are a few sneak peeks (All ingame ofc) [t]https://cdn.discordapp.com/attachments/164735698589450241/347211657619177472/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347224023035543553/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347225994643374080/unknown.png[/t] Now supporting freedom units. Pressing E on an entity will make it switch from °C to °F and 24-clock to 12-clock
[QUOTE=self;52577928] I've been working on a 'Sound Viewer' that allows clients to go through their sound files, (garrysmod/sound), and play the files without having to use any third party program or giving people the risk of accidentally messing up any files. This is more intended for developers who are looking for a certain sound for whatever they're working on, rather than having to look through [URL="https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index8f77.html"]long lists[/URL] and testing them one by one. It's my first actual project that I plan on releasing, and I haven't really messed with gui up until now, so don't expect the best haha. [/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=104603291"]I've been using Rubat's extension for ages since it lets you do this as well[/URL]. I guess a lot of people must've remade this sort of thing by now [editline]16th August 2017[/editline] I understand how this would be extremely helpful to people making their own gamemodes though. Just wondering, would it be possible to also get a list of [URL="https://wiki.garrysmod.com/page/Common_Sounds"]sounds such as these ones[/URL]? I've never seen any sound addon do that before, and those sort of ones can be far more useful because they offer variation and seem to be used a bit more internally.
[QUOTE=MPan1;52578944][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=104603291"]I've been using Rubat's extension for ages since it lets you do this as well[/URL]. I guess a lot of people must've remade this sort of thing by now [editline]16th August 2017[/editline] I understand how this would be extremely helpful to people making their own gamemodes though. Just wondering, would it be possible to also get a list of [URL="https://wiki.garrysmod.com/page/Common_Sounds"]sounds such as these ones[/URL]? I've never seen any sound addon do that before, and those sort of ones can be far more useful because they offer variation and seem to be used a bit more internally.[/QUOTE] Huh. Didn't even know his extension did that, the more you know. And I'll see what I can do, thanks for the suggestion!
[QUOTE=Nak;52578484]Remaking StormFox (Weathermod) from scratch as the old was too unstable and messy. Here are a few sneak peeks (All ingame ofc) [t]https://cdn.discordapp.com/attachments/164735698589450241/347211657619177472/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347224023035543553/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/347225994643374080/unknown.png[/t] Now supporting freedom units. Pressing E on an entity will make it switch from °C to °F and 24-clock to 12-clock[/QUOTE] Actually can't wait to try looking at this myself, what's really impressive is the change in map textures. How are you calculating all those 'splash' particle spawns in the first picture? (Not talking about actual droplets), is it from running tracers and by random chance spawning a foggy particle effect? Also how's it performance wise? rain droplets should have a more neutral color imo though
[QUOTE=VIoxtar;52579024]Actually can't wait to try looking at this myself, what's really impressive is the change in map textures. How are you calculating all those 'splash' particle spawns in the first picture? (Not talking about actual droplets), is it from running tracers and by random chance spawning a foggy particle effect? Also how's it performance wise? rain droplets should have a more neutral color imo though[/QUOTE] Just a tip; Source can be stubben and require you to set the material-data twice when messing with two textures in a material. :P The script have a variable that determent how resource-intensive it should be. By default the client-convar is on 0, where it will automatically try to aim at 60 FPS and above. (This is to support potatos) The top picture is me "overclocking" the script to 20 (2.8 times the default max) and got 51 - 55 FPS. The rain/snow are placed 'semi'-random, where the heavy stuff is calculated outside to boost performance. Rain-'fog' is only spawned by the downfall in the distance. Also I know the colors are a bit off .. but thats one of the last things I'm going to fix. Currently I need to fix the sound-system and add particle-clouds.
I have spent the last couple of days working on a replacement for the nightclub on metastruct [video=youtube;QMgXD9qP7yA]https://www.youtube.com/watch?v=QMgXD9qP7yA[/video] [video=youtube;WV3i50gvfmY]https://www.youtube.com/watch?v=WV3i50gvfmY[/video]
[QUOTE=Kiwi;52573428]Embarrassing.[/QUOTE] How is it embarrassing?? :s:
I thought it would be cool to automatically record animations for weapons swings, it's going about as well as I expected it to. [video]https://youtu.be/nfx7yvstoMU[/video]
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