• GMod - What are you working on? September 2017 (#73)
    263 replies, posted
[QUOTE=Kevlon;52654976]The real issue was that ur panels don't reposition with scale[/QUOTE] I tried it yesterday and it worked Lowest available size of screen (windowed mode): [IMG]http://i.imgur.com/PjipUAh.jpg[/IMG] 1920x1080 (fullscreen): [IMG]http://i.imgur.com/X8zHL0c.jpg[/IMG]
Heh, I sometimes love small bugs, when they make something unexpected. [t]https://cdn.discordapp.com/attachments/164735698589450241/355098984416804866/unknown.png[/t] (353.3 Fahrenheit in freedom units. Yes, it is fixed now) Here is a sneak-peek of the weather generation atm. [t]https://cdn.discordapp.com/attachments/298193993781477383/355301992207351823/unknown.png[/t] (Have in mind that there are nearly always a bit fog, doing the mornings on "clear" days. The fog will get burned away at midday)
[QUOTE=Nak;52656905]Heh, I sometimes love small bugs, when they make something unexpected. [t]https://cdn.discordapp.com/attachments/164735698589450241/355098984416804866/unknown.png[/t] (353.3 Fahrenheit in freedom units. Yes, it is fixed now) Here is a sneak-peek of the weather generation atm. [t]https://cdn.discordapp.com/attachments/298193993781477383/355301992207351823/unknown.png[/t] (Have in mind that there are nearly always a bit fog, doing the mornings on "clear" days. The fog will get burned away at midday)[/QUOTE] Are you adding a sun? You can do it with two clientside projected textures (one with a large fov to cover vast areas, with a center hole of black pixels in its texture, and in it another projected texture with much lower fov, such that the players' view will always be in the center (so closer things will have more defined shadows and further away things will have less demanding ones) [editline]7th September 2017[/editline] That should give you (yes at the cost of some performance, but honestly not that much) amazing control, you could control the sun color, as well as use the script for a moon, etc. This, combined with darkening the overall map using your texture replacement can make for some magnificent results
[QUOTE=VIoxtar;52656934]Are you adding a sun? You can do it with two clientside projected textures (one with a large fov to cover vast areas, with a center hole of black pixels in its texture, and in it another projected texture with much lower fov, such that the players' view will always be in the center (so closer things will have more defined shadows and further away things will have less demanding ones) [editline]7th September 2017[/editline] That should give you (yes at the cost of some performance, but honestly not that much) amazing control, you could control the sun color, as well as use the script for a moon, etc. This, combined with darkening the overall map using your texture replacement can make for some magnificent results[/QUOTE] Currently I already got control over the sun and moon-color but I'm going to make my own sun. Since the source-sun doesn't support alpha but will "normalize" the color. I'll try mess around with the idea of dynamic shadows, however I can only disable regular shadows serverside. It would result in potato-machines having no shadows or people running the projected texture having two shadows for each object. [editline]7th September 2017[/editline] Also not sure what to do when people spawn more than 6 projected textures. Gmod only support a total of 8 and spawning more than those will disable a few. [editline][/editline] It does look kinda good tho [t]https://cdn.discordapp.com/attachments/298193993781477383/355314040869879808/unknown.png[/t]
[QUOTE=PIXX;52656268]I tried it yesterday and it worked Lowest available size of screen (windowed mode): [t]http://i.imgur.com/PjipUAh.jpg[/t] 1920x1080 (fullscreen): [t]http://i.imgur.com/X8zHL0c.jpg[/t][/QUOTE] The player model is off-center, the text is smaller (this becomes a problem on larger resolutions), and your background will stretch on 4:3 displays. You don't have to fix any of this tbh if you don't want to, but keeping these in mind doesn't hurt.
[QUOTE=Nak;52656958]Currently I already got control over the sun and moon-color but I'm going to make my own sun. Since the source-sun doesn't support alpha but will "normalize" the color. I'll try mess around with the idea of dynamic shadows, however I can only disable regular shadows serverside. It would result in potato-machines having no shadows or people running the projected texture having two shadows for each object. [editline]7th September 2017[/editline] Also not sure what to do when people spawn more than 6 projected textures. Gmod only support a total of 8 and spawning more than those will disable a few. [editline][/editline] It does look kinda good tho [t]https://cdn.discordapp.com/attachments/298193993781477383/355314040869879808/unknown.png[/t][/QUOTE] It's unconventional as fuck, I know - but on my test server I have a script that simply sets some rendering related commands on every client (they reset if they leave the server.. I think), one of them being r_shadowcolor 255 255 255 along with radiosity stuff. But that path will take you to a hacky script and that's never good. welp
[QUOTE=VIoxtar;52656934]Are you adding a sun? You can do it with two clientside projected textures (one with a large fov to cover vast areas, with a center hole of black pixels in its texture, and in it another projected texture with much lower fov, such that the players' view will always be in the center (so closer things will have more defined shadows and further away things will have less demanding ones) [editline]7th September 2017[/editline] That should give you (yes at the cost of some performance, but honestly not that much) amazing control, you could control the sun color, as well as use the script for a moon, etc. This, combined with darkening the overall map using your texture replacement can make for some magnificent results[/QUOTE] Agree with all this, just replace "fov" with width/height and use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ProjectedTexture/SetOrthographic]ProjectedTexture:SetOrthographic[/url] [editline]7th September 2017[/editline] it's the sun, it's far away enough that its projection is orthographic for us
[QUOTE=NeatNit;52657006]Agree with all this, just replace "fov" with width/height and use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ProjectedTexture/SetOrthographic]ProjectedTexture:SetOrthographic[/url] [editline]7th September 2017[/editline] it's the sun, it's far away enough that its projection is orthographic for us[/QUOTE] Thanks for the help .. looks much better now [t]https://cdn.discordapp.com/attachments/164735698589450241/355318708375257088/unknown.png[/t] [media]https://www.youtube.com/watch?v=Jc5CrHNu1as[/media] (Fixed shadowquality) [t]https://cdn.discordapp.com/attachments/298193993781477383/355363572433420290/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/164735698589450241/355393670658260992/unknown.png[/t] And still over +200 fps
[QUOTE=Nak;52657019]Thanks for the help .. looks much better now [t]https://cdn.discordapp.com/attachments/164735698589450241/355318708375257088/unknown.png[/t] [media]https://www.youtube.com/watch?v=Jc5CrHNu1as[/media][/QUOTE] This really makes you check the weather for the current day before going out. You could take 3 steps outside and be struck by lightning.
[QUOTE=SFArial;52656977]The player model is off-center, the text is smaller (this becomes a problem on larger resolutions), and your background will stretch on 4:3 displays. You don't have to fix any of this tbh if you don't want to, but keeping these in mind doesn't hurt.[/QUOTE] The model on the first picture could get fixed like in size wise yeah... and text on second could be bigger ofc and background isn't important to me... it's gonna be changed anyway since it's copyrighted Update: Model fix for lowest (I tested it and it seemed fine on all the other resolutions): [IMG]http://i.imgur.com/tXjBFLt.png[/IMG] Text fix (I changed to CloseCaption_Normal from Default and rearranged the buttons): [IMG]http://i.imgur.com/RuqtUK9.png[/IMG]
[QUOTE=Nak;52657019]Thanks for the help .. looks much better now [t]https://cdn.discordapp.com/attachments/164735698589450241/355318708375257088/unknown.png[/t] [media]https://www.youtube.com/watch?v=Jc5CrHNu1as[/media] (Fixed shadowquality) [t]https://cdn.discordapp.com/attachments/298193993781477383/355363572433420290/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/164735698589450241/355393670658260992/unknown.png[/t] And still over +200 fps[/QUOTE] What did you do to make the map become darker when night came in? I'd try to make it darker if you have control over it. Just a bit more. Looks wicked already.
[QUOTE=VIoxtar;52658096]What did you do to make the map become darker when night came in? I'd try to make it darker if you have control over it. Just a bit more. Looks wicked already.[/QUOTE] I use a mix of a few things .. but you generally want the [url=https://developer.valvesoftware.com/wiki/Light_environment]light_environment[/url] and set its FadeToPattern. This only works on maps with light_environment ofc. Evocity got it
[QUOTE=Nak;52656905]Heh, I sometimes love small bugs, when they make something unexpected. [t]https://cdn.discordapp.com/attachments/164735698589450241/355098984416804866/unknown.png[/t] (353.3 Fahrenheit in freedom units. Yes, it is fixed now) Here is a sneak-peek of the weather generation atm. [t]https://cdn.discordapp.com/attachments/298193993781477383/355301992207351823/unknown.png[/t] (Have in mind that there are nearly always a bit fog, doing the mornings on "clear" days. The fog will get burned away at midday)[/QUOTE] Sorry if this is a noobish question but have you used surface.DrawLine() to draw those lines on monitor?
[QUOTE=Nak;52657019]weather awesomeness[/quote] Whats the API going to be like for users (assuming you are actually planning on a public releasing)? You already said that its possible to set the time of day which is great but what about all the other stats in your pictures like wind speed and temperature? What about the actual weather? I assume theres getters for these?
[QUOTE=Nak;52658207]Weather[/QUOTE] Assuming you're going to release this to servers other than your own, it would be cool to have the option to sync a servers weather with a web server somewhere so there's sort of a global weather forecast for Garry's Mod. You could also sync time so it's raining on every server or night on every server. I would like that. It would be a lot more work though
[QUOTE=a1steaksa;52658852]API and global-server-sync?[/QUOTE] Not going to add global-server-sync as a day only lasts 24 mins by default. Would be too many tiny variables. The only thing that syncs (by default) is the time. [QUOTE=G4MB!T;52658741]API?[/QUOTE] Yes and no to the API. I've noted the weekly-weather-logic takes over most of the control when trying to mess with the weather. Currently working on a way to disable it or make it obey. You can get the temperature with the following; StormFox.GetData("Temperature",20) Among most other things like thunder, windspeed, windangle, mooncolor, .. ect This is what I've written so far. There are more functions but its mostly internal stuff. [t]https://cdn.discordapp.com/attachments/298193993781477383/355485577841344522/unknown.png[/t] [code] --Shared -- Time StormFox.GetTime(pure) -- Returns 0-1440. Pure will make it ignore the 6 decimals synchronization attempt. StormFox.GetDaylightAmount() -- Easy function that returns 1 doing the day and 0 doing the night. Between 0-1 at sunset/sunrise StormFox.GetRealTime(Use_12clock) -- Returns the time in a 24clock or 12clock format -- Data StormFox.SetData(str,var[, timestamp]) -- Sets and syncs the data with clients(if server). Setting a timestamp (0-1339) will make the variable leap smoothly towards the given time (Without sending more data) StormFox.GetData(str,default) -- Returns the data -- Basic StormFox.GetBeaufort(ms) -- Retuns the windspeed in a beaufort scale and description. StormFox.CelsiusToFahrenheit(cel) -- Returns degrees in freedom unit. StormFox.GetWeatherName() -- Tries to descripe the current weather. -- Skybox (This is for cloud stuff later) StormFox.Is3DSkyBox() StormFox.SkyboxScale() StormFox.MapOBBCenter() StormFox.SkyboxOBBMaxs() StormFox.SkyboxOBBMins() StormFox.WorldToSkybox(Vector) StormFox.SkyboxToWorld(Vector) --Server -- Time StormFox.SetTime(24clock-str or 0-1440) -- StormFox might get confused for a few seconds tho. -- Data StormFox.SetGhostData(str,var[,timestamp]) -- Sets the data without sharing -- Weather StormFox.GetWeathers() -- Returns a list of valid 'weathers'. StormFox.AddWeather(name,weatherdata) -- Weatherdata is a table of data that descripe it. StormFox.SetWeather(name,procent) -- Procent goes from 0-1. Allows you to set the 'amount'. -- Weather-logic StormFox.AddWeatherCondition(name,{min-clock,max-clock},[min-procent,max-procent},{min-length,max-length},func canPick) -- Allows the weather-generator to pick the weather. StormFox.GenerateNewDay(dont_update_clients) -- Creates a new day. Useful for skipping a day if rain. --Client --Env StormFox.GetExspensive() -- Returns the weather-quality (0-7 or 0-20 for ultra). StormFox.Env.IsOutside() -- Returns true if standing under open sky. StormFox.Env.IsInRain() -- Returns true if standing in the rain/wind direction. StormFox.Env.NearOutside() -- Returns true if standing near the outside. StormFox.Env.FadeDistanceToWindow() -- Returns a number between 0-1. Where 1 is when you stand next to a window. StormFox.Env.FadeDistanceToRoof() -- Returns a number between 0-1. Where 1 is when you stand against the roof. --Basic StormFox.GetWeatherSymbol() -- Returns the material for the current weather [/code] As you can see I've made the client to work as independent from the server as I could. The client itself will leap the value for smoother translation using the time. So changing the time, might make SF confused for a few seconds and turn the fog into a disco-floor. :P If you want a "pure" and more simple API support. I'll try and see what I can do.
[QUOTE=Nak;52658856]API[/QUOTE] The API looks really good. For me, if I can get the time and any weather conditions I'm happy and it looks like your API right now covers all of that. I'm really excited for this and I cant wait for it to be released. Setup a Pateron or something so I can give you all my money.
[QUOTE=PIXX;52657354]The model on the first picture could get fixed like in size wise yeah... and text on second could be bigger ofc and background isn't important to me... it's gonna be changed anyway since it's copyrighted Update: Model fix for lowest (I tested it and it seemed fine on all the other resolutions): [IMG]http://i.imgur.com/tXjBFLt.png[/IMG] [/QUOTE] i dont see a difference :O
Can we please stop with that post and use the design thread than waywo? I'm not okay with seeing that post with different pixels moved
[QUOTE=gonzalolog;52660516]Can we please stop with that post and use the design thread than waywo? I'm not okay with seeing that post with different pixels moved[/QUOTE] sorry, I am just posting results of what people like "requested"... I'll stop or like only post the links to the image
[QUOTE=PIXX;52660779]sorry, I am just posting results of what people like "requested"... I'll stop or like only post the links to the image[/QUOTE] [url]https://wallpaperscraft.com/catalog/abstract/downloads[/url] amirite
Been working in a Bounty system for Monolith [t]https://i.imgur.com/dNYXomZ.jpg[/t] [t]https://i.imgur.com/4s9LZ6y.png[/t] [vid]https://dl.dropboxusercontent.com/s/2502ao346agkqjr/2017-09-08_15-35-38.mp4[/vid]
Funny enough, I've been working on an inventory thing too - Drag'n'Drop ofc :V [IMG]https://i.imgur.com/C3th5W1.png[/IMG] [IMG]https://i.imgur.com/lhsnYaP.png[/IMG] [IMG]https://i.imgur.com/8Hyyv9q.png[/IMG] I'd make a video, but I'm lazy.
[QUOTE=Deception_;52661080][url]https://wallpaperscraft.com/catalog/abstract/downloads[/url] amirite[/QUOTE] yes, of course :v:
[QUOTE=gonzalolog;52661165]Been working in a Bounty system for Monolith [t]https://i.imgur.com/dNYXomZ.jpg[/t] [t]https://i.imgur.com/4s9LZ6y.png[/t] [vid]https://dl.dropboxusercontent.com/s/2502ao346agkqjr/2017-09-08_15-35-38.mp4[/vid][/QUOTE] i wish i can be so committed to something. I'd legit go create the blurry background and then turn on a show on netflix and call it a day holy shit looks amazing mayne
[video=youtube;kUIORa7iSlA]http://www.youtube.com/watch?v=kUIORa7iSlA[/video] Thanks to Robotboy we can now edit the navmesh dynamically on the dev branch. I'm making good use of that. Shown here is me placing buildings. When I switch on nav_edit, you can see that when a building is placed it cuts out a little hole in the navmesh and marks it as avoid so the nextbots know that there's an obstruction there and walk around it. Then when I sell the buildings, it merges the areas back together within a certain max navarea size limit. I'll be publicly releasing the navmesh helper functions I've made once they're off the dev branch.
[QUOTE=bobbleheadbob;52661977]navmesh stuff[/QUOTE] How is the performance? I imagine doing larger operations would probably freeze up the server for a bit.
[QUOTE=RaKo;52661992]How is the performance? I imagine doing larger operations would probably freeze up the server for a bit.[/QUOTE] No lagging to be seen whatsoever.
I wanted to try a RenderView thing [video]https://youtu.be/LcIoPcBI3tc[/video] Here's the dodgy code for anyone interested: :snip: too dodgy
[QUOTE=MPan1;52662880]- jeep view -[/QUOTE] Neato! I recommend doing this in the jeep's [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ENTITY/RenderOverride]ENT:RenderOverride[/url] rather than PostDrawOpaqueRenderables. The latter is called several times per frame - once in the skybox, one for normal, once for weapon viewmodel, more times if anything in the game calls RenderView, etc - and is called even if the jeep itself is out of view. This means you're running this code probably 3 or more times per frame, with only one of those actually being useful, and even when the player's looking the other way. Also, this is a personal pet peeve of mine and doesn't make any difference, but you should use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/PushRenderTarget]render.PushRenderTarget[/url] instead of saving OldRT with Get/SetRenderTarget.
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