• GMod - What are you working on? March 2018 (#79)
    122 replies, posted
Well now I feel like Ive been out done
babe don't b like that :c if u want the .pngs for all this stuff i could throw it ur way
If you want xD I've already got around 700 so whats a few more.
https://gfycat.com/gifs/detail/NewForkedGiantschnauzer Working off the dev branch, all hail RobotBoy for addng the functions to make walkframes possible. Gonna go for that For Honor styled combat now Incase anyone doesn't know, walk frames are basically movements that are tied to a frame in an animation. NPCs are usually the ones to use it ( evident especially by the Combine Hunter charging animation ) and valve added it with the orangebox to players as well ( TF2 Conga Line ) Gmod never got those though, but RobotBoy exposed the required C function to lua to make it happen. I'm ecstatic so apologies
Damn dude, lets team up.
it's time to make dream team
After seeing llamalord's post about making a UI with html, I decided to try making a HUD with the CEF branch. https://streamable.com/0qc9y It's pretty fun to use compared to pure Lua as you can iterate much faster and add fancy drop shadows everywhere. I wonder how bad it is performance wise... The webkit rendering overhead + having to parse javascript every tick to update the state must add up for people playing on potatoes.
Quick tip because it happened to me too, edit your post and while in edit mode left click the streamable link, then click "Embed" and the video will pop up instead of being a link
Finally got a bit of an understanding on render targets and was able to make the default TTT sniper have a very nice new scope. https://steamuserimages-a.akamaihd.net/ugc/937185524765644764/E3BD4F7C0EE624E71839AC06B1D0F97579368D78/
correct me if I'm wrong - does it require rendering the view at a slightly lower FOV and then drawing that texture onto some disk/circular entity positioned on the viewmodel?
It was actually rather simple and I discovered it by complete accident when I realised that you can use SetSubMaterial on just the scope texture on the model. Nope, just use a render target, have the output from that go into an empty material (you can easily make one using lua) then use setsubmaterial to replace the scope texture.
SubMaterial/Rendertarget is great for meme management https://steamuserimages-a.akamaihd.net/ugc/859477733466090707/D57A7B4D9FD45D96A96CE46EAA1E947A355B91A8/ https://steamuserimages-a.akamaihd.net/ugc/859477980253655097/C206DD4AE30BFB1C2584082569D457703EF4898C/
Kind of buggy and probably missing a few features but this is what I got so far https://files.facepunch.com/forum/upload/99553/1744c739-bee7-4fcb-be54-e3b9c0be8036/phg6x.mp4 Gotta figure out how to force the open tab to be one that is not hidden already
I love chromium: https://files.facepunch.com/forum/upload/111769/f5787604-0aae-4e2c-97ff-5c8edb2f735a/TinyTake17-03-2018-06-09-40.mp4
get rid of scrollbar at side
https://youtu.be/E71gihGmOn0 Got my hands on the Flood Tank from Halo 3, turned it into an npc in a few hours. Some of it is janky as fuck & needs to be refined but, even in its current state, it's definitely gonna freak people out when I introduce it.
https://www.youtube.com/watch?v=SdmI3zfrOuw&feature=youtu.be thanks for the inspiration
Almost have a mostly working socket.io library for gmod. https://files.facepunch.com/forum/upload/111582/9dd25ba9-2629-4647-8166-4d55b8208961/image.png
This is, I assume, compatible with the socket.io protocol implemented originally in node.js but also I believe you can use with Rust, Golang, Python and a few others? That's really neat. Will you be publishing the module?
After learning about render.OverrideBlendFunc() (I know I should use render.OverrideBlend instead) I managed to render the moonphase with only 1 texture. Still needs some tweaking as I don't like the shadow atm. (It also generatets a dark version of the given moon-texture to block out the stars) https://files.facepunch.com/forum/upload/107119/7fc00cf0-2ba8-4968-ba0f-fb1fb52bbc93/image.png Also overridden util.GetSunInfo() to support lens-flare mods, updated the sun-ray and added .GetSunAngle(time), .GetMoonAngle(time), .GetSunVisibility(), .GetMoonVisibility(), .StormFox.GetMoonScale(), .GetSunRayVisibility() to the API. (And improved the angle script)
Yes, and yes. I have a little bit of work yet; implement array/object serialization, some cleanup, optimizations, and a linux build and it should be good to go. My biggest deal is iterating tables with C++.. I think I have it down, but it might be harder than what I think with the number of values being pushed to the stack when type checking and iterating with ILuaBase->Next(); ..
My greatest April Fools prank to date, the poltergeist... https://www.youtube.com/watch?v=K4o-yoiPIcs
Object encoding is mostly working.. I didn't think passing nil values in a table would work.. Turns out I was right! :v Some array suppourt and I think it'll be ready for release numero uno https://files.facepunch.com/forum/upload/111582/36ddaaf7-e5b2-4351-9c9d-7d5034983565/image.png
For those daring enough to live without array support.. https://github.com/marvincountryman/gm_socket.io/releases Going to bed. Y'all better fix it before I come back.
I have been working on my website. Today I made a video for the page about my unfinished contest called The Pancake Games. Man, I need a job... https://youtu.be/93o1DYEtOfQ https://raubana.github.io
https://streamable.com/1cyq2 Been working on a ragdoll mode, this is one of my biggest project. More videos to come!
Arrays are working kinda.. I'm gonna have to expose the sio::message interface to give the ability to manually determine if a table is an array for special cases when it could go either way. Damn lua an it's lack of native arrays.
kinda working on 2d sweps, tho only pitchfork from blood is planned, and the base for possible future stuff. one of the coolest things i got lighting to work with sprites https://files.facepunch.com/forum/upload/146434/5e5321bc-52dd-4ce8-b732-33d5e05dec44/20180322025646_1.jpg https://files.facepunch.com/forum/upload/146434/7796df0a-f056-4884-836e-c71f4f6bb169/20180322025637_1.jpg
I've been playing with a Fog of War implementation. The somewhat working version I've ended up with uses 3 textures (one for fog, one for areas that have been seen at some point and one for orthographic top-down rendering of the whole map) and a stencil buffer. You can see how the white building in the middle is rendered from the orthographic texture when not visible in the helicopter's immediate vicinity, which also makes it so that enemy units won't be visible in the shroud while you're not inside a viewing distance from them. https://www.youtube.com/watch?v=7w7_TVKUjSE
That looks nice, but why do you have your microphone one if you don't use it?
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