I would love to know if you can export your edited icon data to a file or something that could be included in a model pack, so that everyone that downloads it doesn't need to configure the icons themselves.
[QUOTE=BenjaminTennison;32890776]Neat, almost like the animating character portrait in the upcoming DOTA 2 and other titles Blizzard made such as Starcraft! I wonder if, this update thing will also have Bone Manipulation (just in case a model with multiple bones, not a static prop, doesn't have any animations)
I mean, there's a Bone Manipulator in Valve's Source Filmmaker[/QUOTE]
Why do you quote people who posted [i]after[/i] you and edit them into a previous post with a reply? That's mind-boggling to read :pwn:
[QUOTE=commandhat;32878816]far as I know force feedback is done with software drivers and not an interface so no.[/QUOTE]
no, its not, the game itself controls the effects directly, and looking at how to do it, would be easy to do, could have 2 ways of doing this, setFFBEffect(int axis,int dir, int strength) and apply a force in a direction represented by dir on a selected axis, and also have setFFBPos(int axis, int strength, int pos) where it would attempt to set the axis to a certain position using a certain strength, which would be VERY useful for steering wheels, both of these can also be done at the same time
[QUOTE=Quark:;32893188]Why do you quote people who posted [i]after[/i] you and edit them into a previous post with a reply? That's mind-boggling to read :pwn:[/QUOTE]
[URL="http://wiki.teamfortress.com/w/images/0/0b/Spy_specialcompleted01.wav"]Apologies[/URL].
Any chances to add Think hooks for non-scripted entities? I requested that on a previous thread but there was no answer.
I'll keep wishing for a vanilla weight/buoyancy tool... Also... Any word on queryphys/polywelds being?
Can this be used on NPCs only or can it be used on lifeless ragdolls too?
[QUOTE=DarthTealc;32933156]Glad to see a new built-in toolgun for Gmod, and this one looks particularly fun!
Here are the other screenshots Garry uploaded for this tool:
[T]http://cloud.steampowered.com/ugc/612714390080455007/85037C6B46BB285FDAABF467F59AC717A143B2AB/[/T] [T]http://cloud.steampowered.com/ugc/612714390077047019/A78FD4C248A8407434F1F9474A7D1D4E11CCB246/[/T] [T]http://cloud.steampowered.com/ugc/612714390077050005/41C6DCC553865542A51FC3727A03AFBA836A1867/[/T][/QUOTE]
Oh wow! This really decreases the workload needed to tinker around with ragdolls!
[QUOTE=DarthTealc;32933156]Glad to see a new built-in toolgun for Gmod, and this one looks particularly fun!
Here are the other screenshots Garry uploaded for this tool:
[T]http://cloud.steampowered.com/ugc/612714390080455007/85037C6B46BB285FDAABF467F59AC717A143B2AB/[/T] [T]http://cloud.steampowered.com/ugc/612714390077047019/A78FD4C248A8407434F1F9474A7D1D4E11CCB246/[/T] [T]http://cloud.steampowered.com/ugc/612714390077050005/41C6DCC553865542A51FC3727A03AFBA836A1867/[/T][/QUOTE]
While cool, the level of unfunny GMod pics / Machinima's is about to double.
[QUOTE=Ray-The-Sun;32859110]You weren't around when it updated to the orange box, where you?
Either that or you've been stuck in stasis because I swear to god I've seen these [I]exact posts[/I] before way back then.[/QUOTE]
Actually i wasn't, but i can imagine what it was like, and i know the response probably was that it would break everything. But my point is that if this new big update is going to break everything anyway then why not? (i mean obviously apart from being a pain in the arse to remerge with the portal code, i honestly don't know how different portal 1 is from EP2 so i can only stay hopeful)
[QUOTE=CrispexOps;32942191]While cool, the level of unfunny GMod pics / Machinima's is about to double.[/QUOTE]
You shouldn't base your problems on a new feature like this on what the community would do with it. Random images/ machinima isn't all there is to ragdolls.
I wonder if the VMFLoader / VMFSuite addon will continue to function with the module and everything, after the update. I honestly have not seen the addon on Gmod.org or facepunch for quite some time, and much less fully functioning, so I might re-upload the one that I aquired from a friend way back on Steam. It has a derma GUI instead of the fancy blue one that VMFSuite has, and loads VMFs just the same.
I would upload a screenshot right now of it, but Steam is giving me an error saying "This game is currently unavailable. Please try again at another time." Honestly, that is bull, and I have no immediate idea of how to resolve it.
If the derma breaks after the update, I will need to find someone to help recode it to work.
[QUOTE=Colton Rappe;32945461]
I would upload a screenshot right now of it, but Steam is giving me an error saying "This game is currently unavailable. Please try again at another time." Honestly, that is bull, and I have no immediate idea of how to resolve it.
[/QUOTE]
Restarting steam generally fixes it
[QUOTE=jellybaby34;32945489]Restarting steam generally fixes it[/QUOTE]
I appreciate the response, but even after restarting Steam just now, it still gives the same error. Ive already checked and verified the integrity of the game files and such, no difference.
[QUOTE=Masterlegodude;32940830]Can this be used on NPCs only or can it be used on lifeless ragdolls too?[/QUOTE][thumb]http://www.tumblr.com/photo/1280/11875772085/1/tumblr_ltl87peadl1r15vnr[/thumb]
That is a yes then?
[QUOTE=DarthTealc;32933156]Glad to see a new built-in toolgun for Gmod, and this one looks particularly fun!
Here are the other screenshots Garry uploaded for this tool:
[T]http://cloud.steampowered.com/ugc/612714390080455007/85037C6B46BB285FDAABF467F59AC717A143B2AB/[/T] [T]http://cloud.steampowered.com/ugc/612714390077047019/A78FD4C248A8407434F1F9474A7D1D4E11CCB246/[/T] [T]http://cloud.steampowered.com/ugc/612714390077050005/41C6DCC553865542A51FC3727A03AFBA836A1867/[/T][/QUOTE]
[img]http://cloud.steampowered.com/ugc/612714390101593508/807BDA3309F16245A5A2F83806D7B3090F3D4824/[/img]
Some of the things I hope he adds are:
General additions
* Toybox multiplayer
* Fixed spoof player count
* allow tools to use any key not just numpad
* built in admin control
* fretta gamemodes showup in the server browser as fretta (<gamemode>)
* An option to always see the number of downloads when joining a server, instead of a html page.
* Gmod displaying total download size as well as number.
* A way of disabling addons while in game
* when joining a server, only addons that are needed are loaded
* HL2 weapons appear in the weapons menu, including super gravity gun
* A way or organize the spawn menu ingame
* Inbuilt music player (plays songs from hard drive)
Official build tools
* official advanced dupe
* official weight tool
* official stacker tool
* official buoyancy tool
* official fin tool
* official smart snap
* official easy precision
New and improved tools
* A mass nocollide world tool
* A mass weld, nocolide and link (for duping) tool
* A mass parenting tool
* option on weld - easy for it to snap to angles (30, 45, 90 ect)
* A sound playing tool
* inbuilt contraption weapons (Gcombat, pew pew, ect)
* A way of undoing an undo
More official maps
* popular sandbox maps
* popular TT maps
* popular RP maps
Better game extensions
* full set of CSS weapons
* Tf2 weapons
* DOD weapons
* HL1 weapons
* Portal Gun
* L4D, L4D2 maps, npcs, weapons
* ability to play as TF2 classes, L4D & L4D2 special infected.
* Npcs from TF2, L4D & L4D2
I am sure whatever he adds it will be awesome.
[QUOTE=Catesby;32960227]-big list of stuff-[/QUOTE]At first i was like :D
But then i re-read and saw
[QUOTE=Catesby;32960227]Some of the things I hope he adds are:[/QUOTE]And then i was like ;~;
My heart is now crushed into pieces because of my misreading eyes...
Here we go (my answers and grammatical corrects are [B]bolded[/B]):
[QUOTE=Catesby;32960227]
* Toybox multiplayer [B]Should at least be a command so everyone doesn't spam server crashers[/B]
* Fixed spoof player count [B]The assholes (Gmod.Biz) will always find a way...[/B]
* allow tools to use any key not just numpad [B]Confirmed[/B]
* built in admin control [B]Just download a mod for it or use the rcon commands[/B]
* fretta gamemodes show[B]Space[/B]up in the server browser as fretta (<gamemode>) [B]Not sure what you mean here, but those servers are usually marked as fretta servers by the host[/B]
* An option to always see the number of downloads when joining a server, instead of a html page. [B]Som servers still have a module for this, I don't know if it is default[/B]
* Gmod displaying total download size as well as number. [B]I agree on this[/B]
* A way of disabling addons while in game [B]It is almost impossible to do this without having to restart the game/map[/B]
* when joining a server, only addons that are needed are loaded [B]Any addon is needed, they get put in a special folder by the host[/B]
* HL2 weapons appear in the weapons menu, including super gravity gun [B]They are not coded (yet) because Garry doesn't feel like adding them, also this is what mods are for![/B]
* A way [B]to[/B] organize the spawn menu in-game [B]Kind of confirmed, you can drag and drop icons and items, you can also make new tabs and stuff by knowing some lua[/B]
* Inbuilt music player (plays songs from hard drive) [B]use the play command[/B]
Official build tools
* official advanced dupe [B]Part of wiremod, which updates too frequent for Garry to add[/B]
* official weight tool [B]I agree[/B]
* official stacker tool [B]Same as above, but I prefer downloading it[/B]
* official buoyancy tool [B]Agree[/B]
* official fin tool [B]I never understood the purpose of this[/B]
* official smart snap [B]Sometimes a bit annoying if you want to wield something to a wheel or using it with the allow +use grab command on[/B]
* official easy precision [B]There is already enough "easy" tools in my opinion[/B]
New and improved tools
* A mass nocollide world tool [B]Unfreeze the prop and it is gone forever[/B]
* A mass weld, nocol[B]l[/B]ide and link (for duping) tool [B]Sounds too easy to use and will destroy constructions where some parts are made to collide[/B]
* A mass parenting tool [B]I agree, but only on the "parenting" field, else just download smart weld[/B]
* option on weld - easy for it to snap to angles (30, 45, 90 ect) [B]Sounds like something which could easily be done with a invisible prop[/B]
* A sound playing tool [B]SPAM! Just use wiremod's sound emitter[/B]
* inbuilt contraption weapons (Gcombat, pew pew, ect) [B]Not official source tool or any useful for contraptions, it is also made to kill people which a lot servers don't really want[/B]
* A way of undoing an undo [B]You mean a redo function? I agree[/B]
More official maps
* popular sandbox maps [B]Just download them yourself[/B]
* popular TT maps [B]Up to the ttt team, but just download them yourself[/B]
* popular RP maps [B]RP is not a official game mode, Garry also hates (especially) DarkRP[/B]
Better game extensions
* full set of CSS weapons [B]Same as the Half-Life 2 weapons, just download some new ones or script them yourself[/B]
* Tf2 weapons [B]No need to add, also require too much work, especially since new ones are released by Valve almost all the time[/B]
* DOD weapons [B]Download Madcrow's ones[/B]
* HL1 weapons [B]I think these are added, but if they are not, they might get added because Garry added the HL1 NPCs[/B]
* Portal Gun [B]Requires portal engine, short version abot why he will not use it: it is going nowhere, so Garry will not implement it and that's a bit too much for adding just one weapon[/B]
* L4D, L4D2 maps, npcs, weapons [B]Never going to happen, the community is already porting some maps and whole campaigns[/B]
* ability to play as TF2 classes, L4D & L4D2 special infected. [B]Will most likely be added in a gamemode[/B]
* Npcs from TF2, L4D & L4D2 [B]You already asked for L4D/L4D2 ones, also TF2 don't have NPCs, only abot, and it will most likely never be added[/B]
I am sure whatever he adds it will be awesome. [B]For this update: Garry does NOT take suggestions[/B][/QUOTE]
I repeat:
[h2]No suggestions for this update, this is "Garry's update" as he likes to call it![/h2]
[QUOTE=DrasarSalman;32960813][h2]No suggestions for this update, this is "Garry's update" as he likes to call it![/h2][/QUOTE]
since when
It's all gui and tools, right? and a few code rewrites?
[QUOTE=Disseminate;32961385]since when[/QUOTE]
I remember seeing it somewhere, but it might have been before he updated his blog/the home page for the mod.
I at least remembering him going on about how he had made so much community that he wanted an update just for himself, like a "Garry's Update" (Now referred to as the "Big Update"). He said he was going to change a lot of things, probably even so much that the community might be bitching while he made the update, so he kept it secret.
But I will more than happily leave this thread if I am proven wrong. At least stop posting on every single page that Garry doesn't take suggestions if there are no evidence I can find for it, because first of all I am getting annoyed of doing it every time and I also hate doing something that takes my time for no reason.
Au contraire, garry does take suggestions. I'll give proof in a second, finding the posts.
[QUOTE=TGiFallen;32852151]Now that you are doing a big update, garry could you pretty please add a proper way of networking data from the client to the server. Concommands are currently the only way but they have a lot of character restrictions and just aren't practical for many things.[/QUOTE]
[QUOTE=Lexic;32856403]Not that I know anything at all about Source networking, but since you're shipping your own engine.dll does that mean you can change how datagrams are handled?
If so, you could potentially open a 'pipe' within the existing stream with your datagrams going to you and Source's datagrams going to it allowing unlimited glua based server->client and client->server communications without the "server must open two ports instead of one and most commercial hosts won't let you" problem that establishing a separate connection would cause.[/QUOTE]
[QUOTE=Lexic;32856905]Well. I have only one case where concommands do not allow me to do what I need to do, which is when I occasionally have to send a big string of user input, when datastream works. So in that way, concommands are 'fine' and you not adding client->server umsgs won't affect me.
However, gmod doesn't have a sane way of sending information from the client to the server. Server to client is very clever with optimised bytes and all that shit, but client to server involves converting everything to a really long string which is, if you think about it, fucking stupid.
Therefore, I would like to suggest that in your quest to make your mod the best it can be, you might want to have a look to see if you can make a better way of doing it, for future generations of scripters as yet untutored etc etc.[/QUOTE]
[QUOTE=Wizard of Ass;32857114]The whole point is that source's networking protocol was made to work on a 56k connection (might be a bit more today but you get the point).
It would just be nice if we had a server<->client protocol that doesn't lag the server when you just transfer a bit too much data.
Even small amounts of network data already cause lag, and especially when its send using datastream.
In my opinion an external threaded socket à la oosocks would be very very nice.[/QUOTE]
[QUOTE=garry;32857156]I'll look into it. If there's an easy way then I'll add it, but if it's a load of cock to do I won't.[/QUOTE]
[QUOTE=garry;32960269][lua] net.Start( "Blah" )
net.WriteLong( StringNum ) -- Target Name
net.WriteEntity( self ) -- Target Entity
net.WriteTable( {...} ) -- Arguments
net.SendToServer()[/lua]
This allows you to send 4KB messages to the server from the client, or to the client from the server. Should replace usermessages and datastream.
I'm probably going to build a `backwards compatibility` layer for usermessages - but get rid of datastream completely.[/QUOTE]
[QUOTE=garry;32961010]The net module is a mixture of Lua and C++, this is the Lua so far
[lua]
net.Receivers = {}
--
-- Set up a function to receive network messages
--
function net.Receive( name, func )
if ( SERVER ) then
util.AddNetworkString( "name" )
end
net.Receivers[ name:lower() ] = func
end
--
-- A message has been received from the network..
--
function net.Incoming()
local i = net.ReadHeader()
local strName = util.NetworkIDToString( i )
if ( !strName ) then return end
local func = net.Receivers[ strName:lower() ]
if ( !func ) then return end
func()
end
--
-- Read/Write an entity to the stream
--
function net.WriteEntity( ent )
if ( !IsValid( ent ) ) then
net.WriteLong( 0 )
else
net.WriteLong( ent:EntIndex() )
end
end
function net.ReadEntity( ent )
local i = net.ReadLong( 0 )
if ( !i ) then return end
return Entity( i )
end
--
-- Write a whole table to the stream
-- This is less optimal than writing each
-- item indivdually and in a specific order
-- because it adds type information before each var
--
function net.WriteTable( tab )
for k, v in pairs( tab ) do
net.WriteType( k )
net.WriteType( v )
end
-- End of table
net.WriteByte( 0 )
end
function net.ReadTable()
local tab = {}
while true do
local t = net.ReadByte()
if ( t == 0 ) then return tab end
local k = net.ReadType( t )
local t = net.ReadByte()
if ( t == 0 ) then return tab end
local v = net.ReadType( t )
tab[ k ] = v
end
end
net.WriteVars =
{
[TYPE_NUMBER] = function ( t, v ) net.WriteByte( t ) net.WriteLong( v ) end,
[TYPE_ENTITY] = function ( t, v ) net.WriteByte( t ) net.WriteEntity( v ) end,
[TYPE_VECTOR] = function ( t, v ) net.WriteByte( t ) net.WriteVector( v ) end,
}
function net.WriteType( v )
local typeid = TypeID( v )
local wv = net.WriteVars[ typeid ]
if ( wv ) then return wv( typeid, v ) end
Error( "Couldn't write type " .. typeid )
end
net.ReadVars =
{
[TYPE_NUMBER] = function () return net.ReadLong() end,
[TYPE_ENTITY] = function () return net.ReadEntity() end,
[TYPE_VECTOR] = function () return net.ReadVector() end,
}
function net.ReadType( typeid )
local rv = net.ReadVars[ typeid ]
if ( rv ) then return rv( v ) end
Error( "Couldn't read type " .. typeid )
end[/lua][/QUOTE]
And proven.
Oh, I see, then I guess he was open for suggestions after all.
[QUOTE=DrasarSalman;32960813]"correction" frenzy[/QUOTE]
Not to start a shitfest, but there's people like me who only liked Wiremod for like one or two features and thought that as a whole it was annoying. Sound emitters sound like they wouldn't be an issue if you could do sbox_multi_whateverconvarsomething_sound_emitters 0. Advanced dupe would also be great if Garry garryfied it.
If any community made STools were added to the game, i'd say Weight and Stacker are the best, IMO
Weight makes it easier to have props welded to something like a ragdoll and not have them weighted down by it, and being that i like to give ragdolls weapons, items, etc, the Weight STool makes it super easy to move them around while having several objects welded to them
The Stacker STool is good if you want things aligned well when building stuff, i have OCD, so this is a helpful tool for me, with the Stacker STool, i can have props aligned with each other, while being in a perfectly straight line (unless i don't have them be frozen when having them stacked), and i don't like there being these small gaps between props because that looks odd to me, so i can adjust the placement of the prop before spawning it so that it doesn't have a gap, so i don't have to fuss around with No Colliding the prop and having to adjust it from a bunch of different angles so that there is no gap between that prop and a prop i'm putting it next to, but then it won't be in a straight line, which may cause issues with placing any props later on, then i'd have to start moving it again, which may cause a gap to appear again
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