• GMod - What are you working on? October 2017 (#74)
    289 replies, posted
Reminds me a bit of cs_backalley. Looks pretty good though, nice work.
So I have been having fun with the entire sound library from Battlefield 4. I have been recreating the explosion sounds from BF4 in gmod. Quick note every explosion in that game is a bunch of different audio layers playing all at once to make one sound. I feel I have everything blending together quite nicely. Even not 100% accurate speed of sound simulations. Not 100% because source engine maps aren't big enough, from my testing experience, for you to really notice the effect so I have a multiplier on the delay. [video=youtube;GrsAExXaMaI]https://www.youtube.com/watch?v=GrsAExXaMaI&feature=youtu.be[/video]
[QUOTE=wauterboi;52818776]I think it should be fine as long as it doesn't turn into spam or doesn't appeal to Garry's Mod players. Working on a TTT map? Cool. Posting about a map that doesn't have to do with a gamemode with constant improvements that only a mappers would really notice? Not okay, I don't think.[/QUOTE] Like I could see it working if someone posts a map they're working on specifically for a gamemode they're designing, or if they've edited a map to allow them to use Lua to do some triggers. Neat things like that. When it comes to just straight up maps/models like you've stated only those involved would notice - then I would keep it in their respective sections.
This is my first attempt at making a menu. What do you guys think? [video=youtube;HN6Dc23smoA]https://www.youtube.com/watch?v=HN6Dc23smoA&feature=youtu.be[/video]
[QUOTE=HighQC;52821055]This is my first attempt at making a menu. What do you guys think? --[/QUOTE] Personally I think it looks very good but I think the moving logo is somewhat distracting and a instant removal is better than a fade-out but it's all up to you.
[QUOTE=Nookyava;52820832]Like I could see it working if someone posts a map they're working on specifically for a gamemode they're designing, or if they've edited a map to allow them to use Lua to do some triggers. Neat things like that. When it comes to just straight up maps/models like you've stated only those involved would notice - then I would keep it in their respective sections.[/QUOTE] It is a map for a gamemode we're working on. As for anything that "only mappers would notice" that just doesn't make sense. There's usually a clear difference, and if for some reason there wasn't, I wouldn't post it, or I would explain what it is. While I'll respect what you've said on the matter, to keep it to the proper WAYWO mapping thread, it doesn't make sense to keep mapping things out of this thread. It's specifically called, "Gmod - What are you working on?" Not "GLUA - What are you working on?" The name already implies that anything gmod development related can be posted here, regardless of the type of work being done.
[QUOTE=BlueSkilly;52821681]It's specifically called, "Gmod - What are you working on?" Not "GLUA - What are you working on?" The name already implies that anything gmod development related can be posted here, regardless of the type of work being done.[/QUOTE] Take for example all the models that are posted here. AFAIK there isn't a modelling WAYWO thread but it's kinda unfair for everyone else to show off stuff they're working on in one thread where mappers are more or less told "Fuck off you're not welcome in this thread" (I know that isn't what's being said but it can certainly feel that way)
[QUOTE=BlueSkilly;52818328]It's Garrysmod though?[/QUOTE] My advice: if you want to show your game-mode (think your title does that fine) make a WIP in the game-modes section and keep it updated with progress? The fact you're showing like 10% of the map. One or two pictures... Anyways, Will update this reply with pictures. MetroFramework lua version is coming in to a close. Will be releasing the UI lib in the releases section and will update with a link here. Just a few things to sort out with tiles.
[QUOTE=BlueSkilly;52821681]It is a map for a gamemode we're working on. As for anything that "only mappers would notice" that just doesn't make sense. There's usually a clear difference, and if for some reason there wasn't, I wouldn't post it, or I would explain what it is. While I'll respect what you've said on the matter, to keep it to the proper WAYWO mapping thread, it doesn't make sense to keep mapping things out of this thread. It's specifically called, "Gmod - What are you working on?" Not "GLUA - What are you working on?" The name already implies that anything gmod development related can be posted here, regardless of the type of work being done.[/QUOTE] So I want to clarify a few things - I'm not keeping them out, but repeated times just sharing your map or model (even if it was someone else) would get the same reaction. Again these subforums exist for a reason and I'm stating from your posts so far that they've been map related majority of the time. That's why they should really be going in the map subforum. Once in awhile? Great! Post here, but it's been too consistently recently - that's all I'm saying. When I state map tricks again not all of us know mapping so if you did some neat thing that looks normal to us, but actually required a lot of effort - you'll get a lot of "huhs" from us. Regardless let's end the discussion here and get back on track - posting great content for others to oogle.
[QUOTE=Moat;52821957]He's not being told to fuck off for posting a map. As you can see from your map post, you clearly weren't told to fuck off. He's probably "being told to fuck off" because of what his map is about; the blatant copy of ideas from different developers that have posted here - also probably has to do with the fact that a minigolf hole is like a lego airplane compared to a star ship destroyer, and his attitude/ignorancy towards other replies. If people seriously have a problem with it, why not just post it in the mapping wawyo? I don't get what the big issue is, you're showing content, not defending female rights. You're just stirring shit that shouldn't be an argument in the first place.[/QUOTE] "because of what his map is about; the blatant copy of ideas from different developers that have posted here" Not sure what you're on about there. "also probably has to do with the fact that a minigolf hole is like a lego airplane compared to a star ship destroyer, and his attitude/ignorancy towards other replies." I mean, alright? Also what attitude towards other replies? That's a little hypocritical don't you think? [QUOTE=Nookyava;52821975]So I want to clarify a few things - I'm not keeping them out, but repeated times just sharing your map or model (even if it was someone else) would get the same reaction. Again these subforums exist for a reason and I'm stating from your posts so far that they've been map related majority of the time. That's why they should really be going in the map subforum. Once in awhile? Great! Post here, but it's been too consistently recently - that's all I'm saying. When I state map tricks again not all of us know mapping so if you did some neat thing that looks normal to us, but actually required a lot of effort - you'll get a lot of "huhs" from us. Regardless let's end the discussion here and get back on track - posting great content for others to oogle.[/QUOTE] Alright, that makes more sense then. Thankya~
[QUOTE=BlueSkilly;52821989] I mean, alright? Also what attitude towards other replies? That's a little hypocritical don't you think? [/QUOTE] I didn't call you a jerk just for posting maps here, I called you a jerk because of your attitude and ignorance and clearly you've proven my point.
I finally made something visual for my sandbox server, which at the moment is more a sandbox for coding than anything, the MOTD! Didn't wanna go with a generic 2D panel in your face when you spawn, so instead I plastered an interactive 3D2D screen on Freespace13's sign. Made the whole system in about one day, so as I keep working on it it should be easier and easier to implement other types of screens. [video]https://youtu.be/M9cJCBI4cqA[/video] [QUOTE][IMG]https://steamuserimages-a.akamaihd.net/ugc/862863290077860033/9A8C89CF3EAE1A1573C965D921F758F1FED49070/[/IMG][/QUOTE] 99% of the server's content is [URL="https://github.com/Re-Dream"]here[/URL], as well as in the server's collection, if you're interested in what's been made.
[QUOTE=Tenrys;52822164]I finally made something visual for my sandbox server, which at the moment is more a sandbox for coding than anything, the MOTD! Didn't wanna go with a generic 2D panel in your face when you spawn, so instead I plastered an interactive 3D2D screen on Freespace13's sign. Made the whole system in about one day, so as I keep working on it it should be easier and easier to implement other types of screens. [video]https://youtu.be/M9cJCBI4cqA[/video] 99% of the server's content is [URL="https://github.com/Re-Dream"]here[/URL], as well as in the server's collection, if you're interested in what's been made.[/QUOTE] As an extra challenge, you could try make it so when you click on the buttons, the actual screen changes into whatever you click on. That'd be pretty nifty. Love your work as usual tonron
[QUOTE=Tenrys;52822164]Made the whole system in about one day, so as I keep working on it it should be easier and easier to implement other types of screens.[/QUOTE] [url]https://github.com/HandsomeMatt/3d2d-vgui[/url] [editline]26th October 2017[/editline] [QUOTE=Yashirmare;52819255][t]https://i.imgur.com/6Ve3PG1.jpg[/t][/QUOTE] The lighting in yours is a lot brighter than in the game. You may want to darken it and add those other 2 lights above the doors on the right. Some fog may make it look even better
[QUOTE=MPan1;52822278][url]https://github.com/HandsomeMatt/3d2d-vgui[/url] [editline]26th October 2017[/editline] The lighting in yours is a lot brighter than in the game. You may want to darken it and add those other 2 lights above the doors on the right. Some fog may make it look even better[/QUOTE] I know, I used code directly from it. I didn't want to use panels for it though.
[QUOTE=MPan1;52822278] The lighting in yours is a lot brighter than in the game. You may want to darken it and add those other 2 lights above the doors on the right. Some fog may make it look even better[/QUOTE] It seems less bright in Payday because of their amazingly aggressive HDR system. I'm not going for a complete copy, it is set the night before the in-game one (Think of it as an alternate timeline where Terrorists take the vault and not the Payday crew); I'm also taking some creative liberties to expand the map a bit due to C4 being so overpowered on the map due to it being just one building. (and the small outside area)
[QUOTE=Yashirmare;52822663]It seems less bright in Payday because of their amazingly aggressive HDR system. I'm not going for a complete copy, it is set the night before the in-game one (Think of it as an alternate timeline where Terrorists take the vault and not the Payday crew); I'm also taking some creative liberties to expand the map a bit due to C4 being so overpowered on the map due to it being just one building. (and the small outside area)[/QUOTE] I still think some more lights would get it to look a little more similar. It reminds me of the prison parts of Half-Life 2, since the lights are a bit greeny-yellow. I can imagine this light being in some Half-Life 2 map: [t]https://i.imgur.com/LZb7tUB.png[/t] Also, I know it's really difficult in Hammer without displacements, but the wall texture is a lot more varied in Payday. Maybe decals might look decent?
[QUOTE=MPan1;52822710]I still think some more lights would get it to look a little more similar. It reminds me of the prison parts of Half-Life 2, since the lights are a bit greeny-yellow. I can imagine this light being in some Half-Life 2 map: [t]https://i.imgur.com/LZb7tUB.png[/t] Also, I know it's really difficult in Hammer without displacements, but the wall texture is a lot more varied in Payday. Maybe decals might look decent?[/QUOTE] Yeah lighting has never been my strong suit; I'm still trying to get it to look better. I've been trying to come up with some ideas on how to get brickwork similar to the actual game; I considered displacements but I don't think having them for every outside wall is a good idea, maybe I can be proven wrong though. Decals, provided I can find the right ones would probably be the better method.
[QUOTE=BlueSkilly;52821681]It is a map for a gamemode we're working on. As for anything that "only mappers would notice" that just doesn't make sense. There's usually a clear difference, and if for some reason there wasn't, I wouldn't post it, or I would explain what it is. While I'll respect what you've said on the matter, to keep it to the proper WAYWO mapping thread, it doesn't make sense to keep mapping things out of this thread. It's specifically called, "Gmod - What are you working on?" Not "GLUA - What are you working on?" The name already implies that anything gmod development related can be posted here, regardless of the type of work being done.[/QUOTE] Just to clear things up - I wasn't suggesting that the minigolf maps or anything like that were "stuff only mappers would notice" - I was making a reference to some of the quicker incremental changes people might post with documentation in the mapping thread.
Man who can only reload puts magazine into pistol when reloading. Actual video and improved stuff [video]https://youtu.be/hv9fYuwi2wE[/video]
-snip-
Making a pretty big roleplay map based off Queens, NY. The buildings are done, they're on a separate map for now while I work on the subway system on another map without the buildings. Here's my current WIP on the subway. [video=youtube;jt6KFIH3Bf4]https://www.youtube.com/watch?v=jt6KFIH3Bf4[/video] [IMG]https://i.imgur.com/VOTo7dQ.jpg[/IMG] [IMG]https://i.imgur.com/u8BI6Zf.jpg[/IMG] [IMG]https://i.imgur.com/bLXi6Zd.jpg[/IMG] [IMG]https://i.imgur.com/mcfMKlwg.jpg[/IMG]
[QUOTE=WeeabooSlayer;52826167]Making a pretty big roleplay map based off Queens, NY. The buildings are done, they're on a separate map for now while I work on the subway system on another map without the buildings. Here's my current WIP on the subway.[/QUOTE] I recently went to NYC for vacation. That's a massive project you're undertaking, depending on what level of detail you feel will suffice for completion.
[QUOTE=Deathking15;52826227]I recently went to NYC for vacation. That's a massive project you're undertaking, depending on what level of detail you feel will suffice for completion.[/QUOTE] It's nothing too crazy, it's mostly residential (like Kew Gardens, Kissena Park area, etc.) with a more industrial/city like area in the center of the map. No high-rises, the tallest building is 6 stories high. Opted for quality instead of quantity. Detailing huge buildings is a pain in the ass. I'll upload some photos when I get a chance.
I know some of you may dislike lens flares, but my friend made a pretty cool lens flare mod, here is a small gif of it: [IMG]https://i.imgur.com/IOuepZp.gif[/IMG]
[QUOTE=Invule;52806816]Much more progress has been done, I now have a match history :magic101: {PICTUREHERE}[/QUOTE] Love the UI it's so nice. Well done man. [editline]27th October 2017[/editline] [QUOTE=lorp;52821644]Personally I think it looks very good but I think the moving logo is somewhat distracting and an instant removal is better than a fade-out but it's all up to you.[/QUOTE] I personally think differently on the logo part. Lol, I have ADD and I didn't even notice it. I love the UI and everything about it. But maybe.. Make the left part of the UI a little bit darker and the button part lighter idk. [editline]27th October 2017[/editline] [QUOTE=vrej;52827437]I know some of you may dislike lens flares, but my friend made a pretty cool lens flare mod, here is a small gif of it: [IMG]https://i.imgur.com/IOuepZp.gif[/IMG][/QUOTE] Shut up and take my money.
[QUOTE=Tenrys;52822164]I finally made something visual for my sandbox server, which at the moment is more a sandbox for coding than anything, the MOTD! Didn't wanna go with a generic 2D panel in your face when you spawn, so instead I plastered an interactive 3D2D screen on Freespace13's sign. Made the whole system in about one day, so as I keep working on it it should be easier and easier to implement other types of screens. [video]https://youtu.be/M9cJCBI4cqA[/video] 99% of the server's content is [URL="https://github.com/Re-Dream"]here[/URL], as well as in the server's collection, if you're interested in what's been made.[/QUOTE] I wish I could re-dream the nut I busted after seeing this. Looks great.
[video=youtube;g7-GR07yX1Y]https://www.youtube.com/watch?v=g7-GR07yX1Y[/video] [url=https://www.youtube.com/watch?v=V2O9AvOO_Ts]Bonus Video[/url]
[IMG]https://cdn.discordapp.com/attachments/358554356896759809/374661420001787904/unknown.png[/IMG] So, I managed to throw some animations from dark souls onto the valve biped. I'll make the assets public so anyone can use them and make whatever they want using animations straight from Dark Souls. I'll have dodging, attacks, spell casting, etc. since it will be on the valve biped, this should make for some cool stuff in other gamemodes/addons. I'm a tad late on my end with posting this, but I'm hoping someone will be able to make something of this in the future. ~Cheers! EDIT* The post date for this should come around later today or tomorrow. [IMG]https://i.imgur.com/tFFkW2Z.png[/IMG] EDIT** Uhm... hmm.. May take a little longer than a day, appears dark souls has well over 800 animations. I'll be keeping the official names for the Dark Souls animations, the names look something like this -> [IMG]https://i.imgur.com/LLHfn6o.png[/IMG] However, to make life easier for all of you (or those who will be using this) I'll do what I can to write out guides of what each animation is and how it works/what it's used for. I'll include either a mediafire, github or a googledrive folder/download that contains all of what is necessary to understand how to use this. My apologies for the delay, this was a lot more than I thought lol. The folder structure will look exactly like it does in the files here, each folder will have a txt document explaining what the numbers are, after a while of using them you will get the hang of what each one is and what it does/what it's used for.
So far, for my ReBase project: [quote] debug.TypeToColor(typeStr) - Returns a color for given type. Used by debug.PrintTable and debug_printglobaltable. debug.PrintTable(tbl) - Prints a formatted table in the console split into three columns: Key, Type, and Value. con_maxcontablelines <number> - Limits tables to a maximum number of lines. Useful for preventing tables from exceeding the max allowed lines in -console and to limit resources used by printing large tables. debug_printglobaltable_sv <path> [filter] and debug_printglobaltable_cl <path> [filter] - Prints a global table to the console using a path and filter. Uses hooks to prevent lag. (To see what I mean, try printing _G yourself! :P) Filter uses types: + or - followed by a series of characters, including nsftAVE (each character represents a type) scripts:IncludeFile(realm, filePath) - Runs AddCSLuaFile() (if applicable) and include() for given file path. Should be run in a shared file. scripts:IncludeFiles(tbl) - Runs AddCSLuaFile() (if applicable) and include() for filepaths in table. Should be run in a shared file. scripts:PrintIncluded() - Prints all included files using the scripts library. string.ToLen(str, newLen, useEllipse, fillChar) - Takes a string and shortens or lengthens with optional formatting string.Random(len) - Returns a string of random characters string.CharAt(str, index) - Returns a character at given index. A convenience function that runs string.sub(str, index, index) [/quote] Today, without documentation: [quote] override.RenameFunction(newName, oldName) override.RenameMethod(tbl, newName, oldName) ENTITY:EyePos() is now ENTITY:GetEyePosition() ENTITY:EyeAng() is now ENTITY:GetEyeAngle() EyePos() is now GetEyePosition() EyeAng() is now GetEyeAngle() EyeVector() is now GetEyeVector() widgets.lua has been reimplemented to conform to new renames [/quote] Gonna be renaming a lot of stuff to the Get() Set() mentality and for consistency.
Sorry, you need to Log In to post a reply to this thread.