GMod - What are you working on? November 2017 (#75)
191 replies, posted
[QUOTE=Kiwi;52872220]WAYWO[/QUOTE]
What are you morking on?
[QUOTE=Kiwi;52872220]You can now create mega threads for addons/scripts that are in WIP and are going to be public in the future. Release threads are not going anywhere either.[/QUOTE]
isn't that what [url]https://facepunch.com/forumdisplay.php?f=66[/url] is for?
edit: nevermind, that seems to be for finished releases
[vid]https://my.mixtape.moe/hgsatw.webm[/vid]
I've got a bit of a fetish for emulating old FPS game weapons.
Sorry for another pointless post:
[QUOTE=MDave;52868599]Yes. That is a function I put into the render library for good reason. Something like that is long overdue anyway, since you are rarely supposed to change only one of the result operators, especially without changing the comparison function itself.[/QUOTE]
I agree, but the problem is anyone can break global functions with a simple override, and then nobody will be able to figure out the error.
If any new users end up using that function and another addon overrides it, it'll just cause more problems that don't need their own thread.
EDIT: he added the function as part of the render library, which (from my understanding at least) means anyone could accidentally access it by trying to override the render library.
I guess hooks work the same way, but at least local functions give you the opportunity to avoid it
[QUOTE=MPan1;52874585]Sorry for another pointless post:
I agree, but the problem is anyone can break global functions with a simple override, and then nobody will be able to figure out the error.
If any new users end up using that function and another addon overrides it, it'll just cause more problems that don't need their own thread.[/QUOTE]
You shouldn't be afraid that someone else's addon might override your uniquely-named method that doesn't ship with the game.
[IMG]https://i.imgur.com/w6wqBNS.png[/IMG]
Loving how the main armor turned out, hating how the gun turned out... I think a few blending options might be good for it, what do you think?
I finally found myself a practical use for stencils.
[vid]https://i.gyazo.com/ffd70d81cc56f902086a0ca29f1d5aa2.mp4[/vid]
Been working on a Scarab SNPC from Halo 3, the model and animations are made by Mayhem. Its AI isn't bad right now, it will move around and chase the enemy if there is enough space, but it will not move if the enemy is visible and in its attack range. It will also go good with the hunter and elites, especially in areas where the Scarab can't fit, they can take out the enemy for him.
Here is a small demonstration video of Scarab, hunters and elites fighting the US military:
[video=youtube;I4GYjo7jkBk]https://www.youtube.com/watch?v=I4GYjo7jkBk[/video]
Was fixing some music-related bugs in my gamemode and decided to add this small music playback rate feature, when you go to menu (or steam overlay):
[media]https://www.youtube.com/watch?v=RxOvDvwAKgA[/media]
I really want to see just some gameplay of that, the menu pausing keeps getting in the way :v:
Have some days off finally, made some bombs n stuff
[IMG]https://i.imgur.com/45MvBab.png[/IMG]
Also learned how to rig and make viewmodels
[IMG]https://i.imgur.com/OrILupR.png[/IMG]
[IMG]https://i.imgur.com/Z50522C.png[/IMG]
[IMG]https://i.imgur.com/sMbWrm5.png[/IMG]
Decided to use my derma from a previous thing for this apartment idea. Still need to implement the zones api but just messing about right now.
Below shows two different apartments getting saved etc.
[QUOTE][vid]http://webm.land/media/JcLe.webm[/vid][/QUOTE]
[QUOTE=iRyno;52882330]Decided to use my derma from a previous thing for this apartment idea. Still need to implement the zones api but just messing about right now.
Below shows two different apartments getting saved etc.[/QUOTE]
How would you handle two owners on the same server in the same apartment?
Also you should totes m'goats use a tracer to check if the owner is looking into the apartment.
[QUOTE=marvincmarvin;52883121]How would you handle two owners on the same server in the same apartment?
Also you should totes m'goats use a tracer to check if the owner is looking into the apartment.[/QUOTE]
I've not actually thought about what if two owners were to use the same apartment - I was mainly just thinking - 1 person ; 1 apartment.
Also - will try and implement the tracer check
Thanks :)
Ignore the icons on the left, all of those are placeholders because I can't be arsed to find good icons for now.
Gonna be used for some kind of in-game shop system
[t]https://i.imgur.com/m6ns9Ei.png[/t]
Fast convex hull mesh generation, using quickhull algorithm with half-edge data structure. I used [URL="https://github.com/thegrb93/StarfallEx"]starfall[/URL] cause it won't freeze the whole game if infinite loops occur while developing the code. But the implementation itself is compatible with GLua. It's able to compute the meshes in real time without huge performance drawbacks.
[video=youtube;GLYNfrJJ_dA]https://www.youtube.com/watch?v=GLYNfrJJ_dA[/video]
Video is not available
[QUOTE=gonzalolog;52887767]Video is not available[/QUOTE]
I'm not getting that, is it just blocked in your Country?
[QUOTE=Nookyava;52887856]I'm not getting that, is it just blocked in your Country?[/QUOTE]
I forgot to publish it.
My friend has been working on improved water and sky for source engine, what do you guys think? (Originally posted this in the wrong thread, so I am reposting it here)
Before:
[img]https://i.imgur.com/hXeP6Bq.png[/img]
After:
[img]https://i.imgur.com/3meZqvU.png[/img]
Oh my god, that actually looks like water and not a repeated texture
It would have made more sense for the before/after to have the sun in the same position.
More work on the Battlefront hero selection thing for a job.
[video=youtube;n7m8Dvv2pLQ]https://www.youtube.com/watch?v=n7m8Dvv2pLQ[/video]
[video]https://youtu.be/t9NhN9fCzwA[/video]
[QUOTE=Z0mb1n3;52891494][video]https://youtu.be/t9NhN9fCzwA[/video][/QUOTE]
just like the real thing when you can't unlock any character without paying
The addon is very WIP, but the most difficult part of the addon(meshes) are complete.
[video=youtube;bJG58YZe2tg]https://www.youtube.com/watch?v=bJG58YZe2tg[/video]
Might not be the most eye-catching update .. but working on a semi-huge update for SF, adding map-based settings, disable option for clients and more ...
[media]https://www.youtube.com/watch?v=kf0H93q3IVs[/media]
I also noted that Gmod deletes some unnamed map-entities, like "light_environment". SF now names those unnamed map-entities to save them. (Check prev unsupported maps)
(Day/night sadly can't be disabled client-side .. as its using some server-side entities)
[QUOTE=Changelog]Fixes/Changes
- Stormfox now names untagged light_environment map-entities. Keeping them in lua-memory. Doublecheck maps that had the entity missing.
- Added an option for clients to disable SF (This option is available on sandbox by default)
- Added 3D skybox description and requirement for better dynamiclight.
- Remade dynamiclight and added a clientside-slider for dynamiclight amount.
- Made RedownloadAllLightmaps only trigger when the server changed the maplight, and when the player is standing still.
- Added HUD menu to context menu.
- HUD menu will no longer interrupt you when typing C into the chat.
- Made material-scanner faster and more client friendly.
- Added a map-settings menu. These settings can differ from map to map. (Light- and temperature range, max windspeed .. ect).
- Fixed few bugs and added a lot of tweaks.[/QUOTE]
All settings are SQL btw.
I've been working for a while on getting the viewmodels from Command and Conquer Renegade into garrysmod and I'm finally able to make more significant progress on that goal.
It's obviously got a long way to go, but I'm pleased I've managed to get the reload animation working as well as convince the bullets to come out of the muzzle.
PS if anyone knows either how to force a reload on a weapon with a full magazine or why animations sometimes don't play or don't play right on viewmodels using SendWeaponAnim( ACT_VM_RELOAD ) it would be an enormous help to me.
[video]https://youtu.be/NEXuDFE1Yt4[/video]
[QUOTE=a1steaksa;52894655]
PS if anyone knows either how to force a reload on a weapon with a full magazine or why animations sometimes don't play or don't play right on viewmodels using SendWeaponAnim( ACT_VM_RELOAD ) it would be an enormous help to me.
[/QUOTE]
Are you playing this singleplayer? You may need to call it clientside, and in singleplayer the shared methods are only called serverside for some motherfucking reason.
This snippet works well:
[lua]
function SWEP:Reload()
if SERVER and game.IsSinglePlayer() then
self:CallOnClient("Reload")
end
--reload code
end
[/lua]
[QUOTE=a1steaksa;52894655].[/QUOTE]
Damn. Now that's a game I haven't played in a long time. Good work.
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