GMod - What are you working on? November 2017 (#75)
191 replies, posted
I finished it
Bravo! Excellent idea there. I can see tons of uses for this.
holy shit, you're a god
That's very cool, it hurts to watch all the misaligned vertices though. I did something similar a while back but instead you select 3 different planes, and the vertix will appear as the intersection of the planes. It takes abit more time but could maybe be added as an optional mode?
Added the automatic sorting at start and update(you can also do it yourself for each column if you're interested).
Could you help me understand what gonzo means though?
If you're addon is public, it should load everything (except the path of the file/folder, I can work on that), besides the icon which isn't used anywhere except the create stage.
Yeah just the folder is all I care about. Something that will make updating take 1-3 mouse clicks.
Got most of the toyshop thing done now. Works mostly like the old toybox, allowing you to click to spawn entities that are downloaded from the workshop. Thanks to Parakeet's scraping
I'll start working on it. Once it's done I'll release it as a new version.
Finally .. rolled the last major stability/utility update out for StormFox .. I can now focus on more effects and weather-types.
Fixed a bug where SF would think you're in the skybox.
Remade the downfall script to be slightly faster and added new effects.
SF now resets the lightmap after a few seconds of a client spawning. (Looks like an engine bug)
SF now checks for the newest version from the workshop. (Sometimes it takes a week before people get the update)
Fixed light-flickering.
Balanced the wind-pushing.
Displays the quality level from auto-setting.
+ Stuff from 1.135.
Working on a custom S.T.A.L.K.E.R.-like grid-based inventory where items can have different sizes. The whole inventory is just a single custom VGUI panel which handles painting, input and stuff. Item icons are pre-rendered rendertargets, so it's zero FPS impact with hundreds of items being drawn.
In this video I demonstrate a custom drag-n-drop system which performs items transactions between inventories and the icon-editor which allows to change camera offsets for icons rendering in real-time, allowing to easily add/edit item classes in-game without having to draw icons by hand or hardcoding any offsets. All this can be stored in a DB and broadcasted to clients.
My intention with this project is to create a lag-free, highly flexible inventory general purpose inventory system with procedural item classes generation abilities, item classes serialization and storage and things like lootable item crates, corpses or anything of that kind. Items exchange/trade between players can also be easily implemented.
My next steps are:
Implement items stacking
Implement icons overlay functionality (to draw items count, durability, etc., it's all handled by item class hierarchy)
Improve "first guess" icon generation algorithms
Finish the icon editor
Many more things, feel free to suggest what you think would be suitable!
I've been working on a main menu replacement in Lua called ARMenu (original name right?). Most of the design is based on the default, but there are some places where it's been changed.
There's a plugins system (the button in the lower right) for enabling optional things that I add in the future (like the achievements menu and web browser).
Pressing the quit or disconnect button opens a yes or no prompt instead of immediately leaving.
Have my coin cause i appreciate ur effort for something that will probably never happen
I don't think rubat or willox plan to get rid of html menu & serverlist
Bob and I wanted to make shouting more fun.
Really cool, but I hope you include an easy-to-access option to disable that. I know I'm not all that unique, and I got tired of looking at it in the length of the video, but that's still really cool nonetheless.
Yup! Though, it's not nearly as fatiguing to look at when it's not the whole chatbox and not a large portion of your screen.
You'll be able to customize the chatbox a fair bit and decide what you want to see/not see ranging from OOC to other stuff -- with the exception of some particular effects that we'll be using in actual gameplay.
Things I love about this:
Orthographic model icons, and in-game icon editing. It looks fantastic.
If you try to put an item in your inventory and it doesn't fit where you placed it, you automatically put it somewhere that it does fit. That's excellent design.
Yeah, I will probably do that. I also planned implementing proper outlines (like glow but solid) to outline the selected item or something like that. The fun part is that it can be easilly done with just material parameters, where I paint a few more offset rects with a solid color texture, alpha-masked by my icon
Some progress on my inventory
Implemented custom 2D outlines (they get cached for better performance)
Implemented items stacking
Implemented items overlay painting (like the durability bar under P90)
Implemented tooltips (placeholders for now)
It looks good. I don't know for sure but I think it might look better if full cells always had a slightly different color than full ones. It would make it easier to at a glance tell where something will fit
A soft outline *at all times* for weapons would be nice. IIRC, Resident Evil 4 does that system pretty well.
I don't have a lot of content to show off, so I'll just drop some screenshots in here I made during development
Basically half-life, blue shift, and opposing force weapon remakes. I wish I still knew where the M249 pics were.
Here you will find images demonstrating my Tau cannon's beam, and how it reflects off of things. (that is, click here) - The only thing I'm having trouble with is making the beam penetrate through walls. I'll need to rewrite the entire bullet/beam handling method into just one function, idk what I was thinking when I made 3 functions for it. It seems to work perfectly without using temporary entities to fire the reflecting shots from, since I didn't use the default tracer method to draw the beams.
Here you will see images about 5 minutes after I started creating a laser sight for the Eagle (weapon_eagle, or desert eagle)
5 minutes after that, here. Also this happened at one point...
Those are all the photos I have for now, but I'll try and make a video showcasing all of the weapons I've made thus far. Can't say if I'll have other players to test it with, the only person on my mind lives across the globe from me!!! Talk about lag...
Here is a list of what I have done so far
ok, so with the new facepunch, there's no easy way of quoting posts from multiple pages as there's no raw post editor.
garry doesn't really want this type of thread to continue, and thinks there should be a forum instead, dedicated to peoples' projects
for now, I guess, this thread will continue. for the new OP, I will just copy the links to highlighted posts for now. it'd be nice if you guys could post some feedback to what garry has posted in the linked threads so he can get an idea on what you all want too
This forum is a mistake, give me your coins as protest sign
You can fix prediction on burst fire by firing it in a Think hook and not using timers. You'll also have to use a "beam" entity for the tau cannon beam if you want proper trace behaviour.
Some more progress on my inventory
You can now grab stacks of items when holding down LSHIFT key
Switched to blured item glow (you were right, it looks much better)
Added icons autogeneration for non-present icons (uses spawnicon positioning method) which you can edit later on
From now on items always draw a rectangle representing the occupied area
Improved icon editor (you can now change items dimensions in it, added angles snapping with LSHIFT key down, like when using physgun, icon layour reset button)
P.S. These items classes are procedurally generated in the moment when the inventory is opened for the first time, therefore their dimensions and icons layouts are just square defaults. The idea is that after that happening for the first time admins should edit the icons, item classes (including icons dimensions and layouts) are then stored in a DB and broadcast to users. This is a rather powerful and flexible system to work with, let's see what it will become
That's great, Tripperful! I only wish there was more post emoticon responses, like we used to have, so we all can express the proper feelings/understandings. What happens if you attempt to drop a like item partially onto it's matching item (intended to stack), but is only cover 50-75% of the already dropped item? Such as a 4x4 that is off by one pixel either/and direction. Does your script attempt to see that more than 50% is covered by a certain spot that matches the moving item and just merge them?
Thank you for the progress, never-the-less!
Thanks for the prediction tip, but you'd be surprised just how well my Tau works without using beams. If you wanna test it just hit me up on Steam after 6:00 Eastern tonight, or after 2:00 PM Eastern on weekends and I'll host a server for testing. The word Steam links to my profile page to make it easy to find and add me if you wanna help test
Here's what it does now when you overlap a stackable item partially:
It finds all intersections with non-empty cells
It gets the items stored in that cells
It checks in a loop if it can stack with the found items, if it finds one - it sticks to it
After I read your post I thought that it's actually the way it should be, since before now it wouldn't stack if you position the dragged item with a mistake more than half a cell, so I decided to perform a slight refactoring and implemented grid reference cache which allows to access item/items stored in a cell without any cycling, so now it works a bit better and performance is improved as well, even though you won't feel much of a difference
I spent too much time working on the booting animation
Sorry, you need to Log In to post a reply to this thread.