• GMod - What are you working on? October 2017 (#74)
    289 replies, posted
[QUOTE=Lucky9Two;52802302]Is this in the current workshop version, or just the develop branch of the GitHub? I tried both versions, and the model didn't load correctly. I got some of the parts where it was fetching lines or something, but it didn't appear in-game. Any idea what's wrong?[/QUOTE] Only in the github version at the moment. You need to use either "model2" or "entity2" under the new pac4 category.
[QUOTE=Ilyaaa;52804231]Making a new hud for my bhop gamemode [IMG]https://puu.sh/y3jg0/9fcfcf137a.gif[/IMG] thots?[/QUOTE] That looks really cool!
I was trying to do a thing and I accidentally replaced the crowbar's animation but I liked it and so I made it an addon: [video=youtube;dyDV9yYagfs]https://www.youtube.com/watch?v=dyDV9yYagfs[/video] It's useless shit but I don't care [b]EDIT:[/b] The only difference is that now it always plays the swing animation instead of the hit animation.
[QUOTE=Ilyaaa;52804231]HUD[/QUOTE] Make sure it doesn't move too shakily/apply smoothing if it's going to be moving around whenever you bhop. Looks like it could get distracting going up and down whenever you jump. A fade effect/increase in angle could also look cool as you approach the graph's maxiumum. Looks amazing tho.
[QUOTE=MPan1;52804576]I was trying to do a thing and I accidentally replaced the crowbar's animation but I liked it and so I made it an addon: [video=youtube;dyDV9yYagfs]https://www.youtube.com/watch?v=dyDV9yYagfs[/video] It's useless shit but I don't care[/QUOTE] I have no idea what changed between before and after.
playing too much warframe, making the interaction tooltips (still gotta add which key it's assigned to, and maybe find a different flare) [t]http://zombine.me/ss/2017-10-21_11-32-45.gif[/t]
[QUOTE=wauterboi;52805648]I have no idea what changed between before and after.[/QUOTE] There is no hit animation when you hit something. Its as if you swing it all of the time.
[QUOTE=wauterboi;52805648]I have no idea what changed between before and after.[/QUOTE] Yeah pretty much, I can't either from the video. The frame rate makes it even less noticeable. [QUOTE]This addon simply forces the crowbar to play the swing animation instead of the hit animation, making for a smooth 'flowing' experience. Coincidentally, this makes the first person animation match up perfectly with the third person animation. This does not replace the model, only the animation.[/QUOTE] [editline]21st October 2017[/editline] It's a lot more noticeable if you constantly get as pissed off with the jumpy hit animation as I do. It looks more like the engineer's wrench animation from TF2 now.
Much more progress has been done, I now have a match history :magic101: [t]https://i.imgur.com/ZgU2ASE.png[/t]
I assume every time someone fires a bullet you're recording a shot found, right? Also safe to assume you're only saving the info to the database once the match is completed?
[QUOTE=Nookyava;52807243]I assume every time someone fires a bullet you're recording a shot found, right? Also safe to assume you're only saving the info to the database once the match is completed?[/QUOTE] Yes, the sql queries are also queued :)
[QUOTE=Invule;52807252]Yes, the sql queries are also queued :)[/QUOTE] I like it! What inspired you? Visually it looks a bit like Heroes of the Storm match history
[QUOTE=Nookyava;52807257]I like it! What inspired you? Visually it looks a bit like Heroes of the Storm match history[/QUOTE] I had to remake it a couple times but the original design of the match history was heavily inspired by league of legends, however, that didn't really fit so I had to redo it, after thinking about it and trying different things this is what I came up with. I'm glad you like it!
Been awhile since I've posted my own content - but I'm going to be getting back into working on my addons. [t]http://waifumaterial.com/images/59ec3ae1285d4.png[/t]
Do you make your addons with your alchemy table?
[QUOTE=G4MB!T;52807695]Do you make your addons with your alchemy table?[/QUOTE] Exactly - I transmute shitty addons into ones made by me (so really they're still shite)
[QUOTE=Invule;52806816]Much more progress has been done, I now have a match history :magic101: [t]https://i.imgur.com/ZgU2ASE.png[/t][/QUOTE] Similar design to my wip police database. Haven't did the fancy lines/depth because its going to be sitting in a ipad screen. Really like your design overall. Much darker. [QUOTE] [IMG]https://i.gyazo.com/58b32fafa022e3f2f1943ae9bd08b84c.png[/IMG] [IMG]https://i.gyazo.com/45ed56e86c095aa76bf6091ec91df9b2.gif[/IMG] [/QUOTE]
>gmodshop.cum [video=youtube;QLHIlBEfvEE]https://www.youtube.com/watch?v=QLHIlBEfvEE[/video] This is more of a gimmick addon btw. And yay for LOwWaAAh errors.
Tweaked the shadows a bit and added more color to [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1132466603]StormFox[/url] [t]https://cdn.discordapp.com/attachments/220970629120262144/371662507036770304/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/220970629120262144/371663045262573568/unknown.png[/t] [t]https://cdn.discordapp.com/attachments/298193993781477383/371753840099196938/unknown.png[/t]
Making a socket.io module to compliment my future admin mod. I'm sure at least one dev will enjoy that. Debugging c++ in gmod is a whore.
[QUOTE=marvincmarvin;52809408]Making a socket.io module to compliment my future admin mod. I'm sure at least one dev will enjoy that. Debugging c++ in gmod is a whore.[/QUOTE] Does Bromsock not do the job for you? When I toyed with that it seemed bromsock was an excellent choice.
[QUOTE=Banana Lord.;52809637]Does Bromsock not do the job for you? When I toyed with that it seemed bromsock was an excellent choice.[/QUOTE] It's possible. My problem is I'm trying to not only support the websocket protocol, but also socket.io's protocol on top of that, and I don't want to do that much work.
Friend and I are adding some lube to a Halloween gamemode we've been working on. While he's working on making some maps, I'm working on adding is as much eye candy as possible. I added a small ghost that leaves a person's body when they are killed. [video=youtube;zFQgBGsx9og]https://www.youtube.com/watch?v=zFQgBGsx9og&feature=youtu.be[/video] [editline]penis[/editline] Hooked him to the emitter tool to be easier to see [video=youtube;ayHOhS8Hchg]https://www.youtube.com/watch?v=ayHOhS8Hchg&feature=youtu.be[/video]
I'm a co-developer of gDisasters, and the firenado shown earlier in this thread is nothing compared to this one... [IMG]https://i.imgur.com/mUgDCl1.png[/IMG] [url]https://giant.gfycat.com/BaggySilverHoneybee.webm[/url]
[t]https://steamuserimages-a.akamaihd.net/ugc/862863063072791703/04E8E33553A062595271A0EF175933B33FEA6DE2/[/t] Added keys and completely redid how I create the 3D hud. Will probably completely redo it again soon for some performance improvements, but for now I'm glad I was able to get the math right because I barely know dick about Vector and Angle math. [URL="https://gist.github.com/IlyaShastin/3cddee60307219dcfb67655b02055a85#file-3dpaintablepanel-lua"]Heres how I do it.[/URL] Pretty much creates a 3D cam and renders a 3D2D cam inside it from all the 3DPaintablePanels. Can be pretty fps impactful if you have alot of them (haven't done too much optimization yet). 2 doesn't seem to do much to my fps. I think a better alternative would be to render to a texture then just put that in the 3D cam... but thats work for another day... [URL="https://gist.github.com/IlyaShastin/3cddee60307219dcfb67655b02055a85#file-example-lua"]Heres how I make the keys for example.[/URL] Theres some lazy/dumb shit in there because I was getting tired and probably won't address them until I make a better version. Like how w and h in Paint3D are always ScrW and ScrH... Either way maybe you can find something useful in there.
[QUOTE=Thiefdroid;52792388]So I really don't wanna look like a spam but since I make some kind of interesting things quite often I thought I'd show this too. [B]Weapon Rarity System[/B] [IMG]https://i.imgur.com/ptpCRRE.jpg[/IMG] [IMG]https://i.imgur.com/AAJSEaJ.png[/IMG](That PUBG hud is not made by me, only the coloring and weapon rarity name.) [B]Configuration:[/B] This lets you add rarities and chance for the item to spawn with the specified rarity in a very simple and easy way. Its also very easy to add new modifiers for the weapons such as reloading speed etc. [IMG]https://i.imgur.com/5XOyEdv.png[/IMG][IMG]https://i.imgur.com/qTbcm8V.png[/IMG] Next up is adding the ability to set skins and color to the weapons aswell as adding stuff like flammable bullets and some sick effect magic.[/QUOTE] The WS has one too, if it works similar to it its amazing. Will this be public or just another sv-exclusive addon?
[QUOTE=Ilyaaa;52809987][t]https://steamuserimages-a.akamaihd.net/ugc/862863063072791703/04E8E33553A062595271A0EF175933B33FEA6DE2/[/t] Added keys and completely redid how I create the 3D hud. Will probably completely redo it again soon for some performance improvements, but for now I'm glad I was able to get the math right because I barely know dick about Vector and Angle math. [URL="https://gist.github.com/IlyaShastin/3cddee60307219dcfb67655b02055a85#file-3dpaintablepanel-lua"]Heres how I do it.[/URL] Pretty much creates a 3D cam and renders a 3D2D cam inside it from all the 3DPaintablePanels. Can be pretty fps impactful if you have alot of them (haven't done too much optimization yet). 2 doesn't seem to do much to my fps. I think a better alternative would be to render to a texture then just put that in the 3D cam... but thats work for another day... [URL="https://gist.github.com/IlyaShastin/3cddee60307219dcfb67655b02055a85#file-example-lua"]Heres how I make the keys for example.[/URL] Theres some lazy/dumb shit in there because I was getting tired and probably won't address them until I make a better version. Like how w and h in Paint3D are always ScrW and ScrH... Either way maybe you can find something useful in there.[/QUOTE] That's super cool! Thank you for sharing, I love the approach you took for it all. I might use this in the future. Also, not sure if this is present in your code still, but in your gist there is an error [url]https://gist.github.com/IlyaShastin/3cddee60307219dcfb67655b02055a85#file-3dpaintablepanel-lua-L84[/url] 'fasle' instead of 'false'
Sorted out the biggest animation issue with the WoW model port (that was causing them to have graphical errors). I also decided to add some skins to save space. Here's one of the ones I made so far; [vid]http://rhap.city/f/APP1r.mp4[/vid] There's a remaining issue with 3ds Max's .fbx importer that makes some of the animations work weirdly (for example, this model actually had five total idle animations but the other four were fucked up in some way that I had to remove them). This doesn't occur in Blender, so I'll see if I can figure out some way to make use of that. Anyhow, I'll be reporting this particular bug to Autodesk, so hopefully it'll get fixed.
Got the core functionality of remaking the gmod12 toybox with workshop done: [video=youtube;979dJEvO1JI]https://www.youtube.com/watch?v=979dJEvO1JI&feature=youtu.be[/video] Can dynamically load weapons, entities, and lua files. All people need to have fun with workshop addons! Most of the work is done by game.mountGMA (obviously), but this makes using workshop addons actually fun and reminds me of old gmod Now all I need to do is the gui and shit
[QUOTE=Kevlon;52810573]Got the core functionality of remaking the gmod12 toybox with workshop done: Can dynamically load weapons, entities, and lua files. All people need to have fun with workshop addons! Most of the work is done by game.mountGMA (obviously), but this makes using workshop addons actually fun and reminds me of old gmod Now all I need to do is the gui and shit[/QUOTE] You should honestly PR this into the base game. [editline]22nd October 2017[/editline] [QUOTE=WitheredPyre;52810497]Sorted out the biggest animation issue with the WoW model port (that was causing them to have graphical errors). I also decided to add some skins to save space. Here's one of the ones I made so far; There's a remaining issue with 3ds Max's .fbx importer that makes some of the animations work weirdly (for example, this model actually had five total idle animations but the other four were fucked up in some way that I had to remove them). This doesn't occur in Blender, so I'll see if I can figure out some way to make use of that. Anyhow, I'll be reporting this particular bug to Autodesk, so hopefully it'll get fixed.[/QUOTE] Are you just exporting the models straight to Source or are you making any modifications for them to work?
Sorry, you need to Log In to post a reply to this thread.