[QUOTE=Zombie man70;33252352][media]http://www.youtube.com/watch?v=E2uPUlBrikE[/media]
[i]Keeping this thread alive[/i][/QUOTE]
It's just like something outta Spore.
So, does the GMan's briefcase count as a bone?
[QUOTE=Radapalf;31370082]PAC is already pretty much complete. Garry would have been able to do that for the 1 million mark deadline.
TTT achievements are hardly big, nor is toybox in multiplayer ( I think someone's already made that )
It'll be something none of us have thought of.[/QUOTE]
You know what I don't like about secret updates? Is that you build up so much hype for them, and so many expectations. I think theres a difference between 'big update' in Garry's eyes and the community's eyes. But I'm sure the update will get the praise it deserves. But theres a bigger chance of a small part of the community, the 'imature 12 year old' part of the community that will whine and say "WAT DUFUQ IS RUNG WIT U YU SED DAT DER WAS GONA BE A SUPER COOL UPODATE WITH SUPER EPIC SHIT LIKE NAKED ALEX MAN U SUCK GARY I HAT U I HAT U"
Someone should show us one of these bone alterations working on characters that move around and attack. Like a combine soldier.
[QUOTE=Vince W/Shamwow;33256791][media]http://www.youtube.com/watch?v=0I5vcDXcNfQ[/media][/QUOTE]
words cannot describe this...
[QUOTE=Banana Lord.;33258963]words cannot describe this...[/QUOTE]
I'm pretty sure "odd" and "fascinating" work just fine. :v:
[QUOTE=The Jack;33258887]Someone should show us one of these bone alterations working on characters that move around and attack. Like a combine soldier.[/QUOTE]
I guess that is for boredom after the update has been released.
Straight from [url=garry.tv]Garry's Blog[/url]
[QUOTE=Garry]I’m really happy with the Widgets I added to GMod. They’re working really well. They’re fully predicted so they feel smooth and awesome in multiplayer, just the same as in single player.
[img]http://media.tumblr.com/tumblr_luntafmrSF1qliuhb.jpg[/img]
I started coding them completely clientside. The vision was GUI type controls in a 3D world. I’d pretty much done them and they worked really well - except for one thing. On actually using them, say to move an entity, you’d have to send the command to the server to move it using a console command or something. Which works but it isn’t predicted properly. Blah. So I had a good think and I made them entities instead.
This works much, MUCH better. There were a few challenges here though, the biggest being hit detection.
I’ve never pretended to be good at maths. Those formula images they show on wikipedia to explain what some maths thing means, I have no idea what they are or how to read them. But I can muddle my way through.
The Arrow
[img]http://media.tumblr.com/tumblr_luntg0ZTrK1qliuhb.jpg[/img]
The hit detection on the arrow was kind of a bitch. The source engine has a function I wanted to use, “IntersectRayWithOBB”. It basically detects a collision between a ray and a rotated box. This is perfect for the arrow because we’d represent the collision with a long box.
Except Valve’s function doesn’t work properly. Scouring the source for uses shows a few times it’s used in functions in Portal, but not to the extent that we’re using it. So I gets to thinking. And eventually it hits me.
There’s a function called IntersectRayWithBox - which is used pretty much everywhere in the source engine. So it definitiely works. It’s the same as we want except the box isn’t rotated. So what if we keep the box unrotated but rotate the ray before we send it in. Then we could get the hitpoint using the fraction - which will always be the same.
And I did it. And it worked the first time. I shot finger guns into the air. Peow!
The Disc
[img]http://media.tumblr.com/tumblr_luntqjrcUW1qliuhb.jpg[/img]
I added a rotating disc too. I wanted this to work so it would collide if you were touching the radius. Obviously there isn’t a function for this, so here’s how it’s done.
First you test your ray against a plane, which is basically in the same position and normal as the quad drawing the circle. If that hits you move onto step 2.
You take the hitpos and you take away the center of the circle. Now you have the distance from the center of the circle.
If it’s higher than the radius, you didn’t hit the circle, bail out. If it’s less, you’re inside the circle. So if it’s less than radius*0.9 - it’s not on the line - so bail out.
Boosh. Also worked first time. More imaginary finger guns shooting all over the place.
I done maths.[/QUOTE]
Widgets seem to work well online and offline!
Fuck yes, time to make disfigured combine soldiers.
[QUOTE=Zombie man70;33318508][t]http://cloud.steampowered.com/ugc/614968789383674757/74FD84F4389A0186C2CDDFCA48EF9EB4D36AA375/[/t][/QUOTE]
Finally, he shows how widgets work. I have always wondered how to make that glow effect like in L4D in lua, I should also note that I'm new to the language, especially in gmod.
[QUOTE=DrasarSalman;33318577]Finally, he shows how widgets work. I have always wondered hot to make that glow effect like in L4D in lua, I should also note that I'm new to the language, especially in gmod.[/QUOTE]
So we can now see npcs through walls like in L4D. I wonder if it will work on props too.
More about "properties" as he seem to call it:
[media]http://www.youtube.com/watch?v=5NOyDpmcU-M&feature=feedu[/media]
[QUOTE=garry;33329873][url]https://docs.google.com/document/d/1dVgp8ojkrIjxVRFADUF5uwZQiLLivHixkmV5PW5v9Fw/edit[/url] :)[/QUOTE]
great job!
Also fuck yeah HL1
The NPC should turn its head towards the bone you are dragging/manipulating, I guess it looks funny
Hate to keep bumping on the threads but Garry do you have a release date when we get all these features?
[QUOTE=Noi;33330254]>Removed enums folder
And how I'm supposed to run something before autorun, includes and etc. then?[/QUOTE]
Definitely not by including it in the enum folder.
What is the halo library?
It puts the halo around entities.
[lua]effects.halo.Add( {ent}, Color( 255, 255, 255, 255 ) )[/lua]
Has to be called every frame before render, so it's a system you need to set up yourself rather than marking entities as having a halo. I decided to do it this way to make it more flexible.
It's more like "why" not "how". The enum folder was there for internal enums. For me. Not for people to run scripts before other scripts.
[QUOTE=beanbag500;33330824]Hate to keep bumping on the threads but Garry do you have a release date when we get all these features?[/QUOTE]
I guess it will be out soon unless he is planning on adding something more.
I here there is something big coming that not many people know about... :dance:
[QUOTE=garry;33331401]It puts the halo around entities.
[lua]effects.halo.Add( {ent}, Color( 255, 255, 255, 255 ) )[/lua]
Has to be called every frame before render, so it's a system you need to set up yourself rather than marking entities as having a halo. I decided to do it this way to make it more flexible.[/QUOTE]
So I assume you are doing all the stencilling in one cycle?
If thats so thats very good.
[QUOTE=Wizard of Ass;33332490]So I assume you are doing all the stencilling in one cycle?
If thats so thats very good.[/QUOTE]
Yes and no. I want to allow you to have different size shadows and shadow outlines. So they're rendered in passes.. ie each table of ents you pass is rendered in one pass.
Anyway, can we expect Update 6 this weekend?
[QUOTE=Wizard of Ass;33333337]Anyway, can we expect Update 6 this weekend?[/QUOTE]
I believe he said next week.
So Garry, is there a way to choose what is ignored from the halo ( Besides the ignoreZ, already saw the screenshot ) such as a player for example?
No
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