• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
what?
He means tanks are hilarious fun.
[QUOTE=Whitesinner0;37215087]what?[/QUOTE] ~so deep~ like dis if u cry errvry tyme [editline]13th August 2012[/editline] [QUOTE=RedReaper;37212338]Again, it isn't necessarily just the amount of ops but what they're doing. It's a combination of the two. When i used traces they ran less ops, yet lagged much more. Churning 300+ ops is not acceptable to me. Speed you move does if you have a scrolling, moving chain. You are limited by the speed the tracks can refresh the positions at in your speed. This is also one of the issues that limits even my tracks, though they don't use scrolling plates, as the chip can't refresh fast enough to stick the tracks on the wheels 100% effectively (and is integrally limited by the inability to parent a static object at one angle effectively to a rotating object). The only way to avoid this is to use holo roadwheels, which is really gay and makes it harder to set up. They also look less realistic while in motion, which is why i abandoned them (you can even see them on my channel).[/QUOTE] I already dismissed moving track segments due to the slow update rate I was able to achieve. And here once again you present your incompetence with the Expression2 language, because even with scrolling it still will not affect the op/s unless if I were to manually up the refresh rate with the speed (Which I don't need since it works perfectly fine visually anywhere up to 120ms intervals).
[img_thumb]https://dl.dropbox.com/u/902553/Pictures/Screens/Contraptions/2012-08-13/gm_desertdriving0019.jpg[/img_thumb] [img_thumb]https://dl.dropbox.com/u/902553/Pictures/Screens/Contraptions/2012-08-13/gm_desertdriving0017.jpg[/img_thumb] [img_thumb]https://dl.dropbox.com/u/902553/Pictures/Screens/Contraptions/2012-08-13/gm_desertdriving0038.jpg[/img_thumb] [b][h2]soon.[/h2][/b] First tank ever, feels good. I aimed for low-props and ended with less than 80, result! Can anyone give me tips for tank aiming? Right now the cannon aims with the driver's eye-vector, but any time the seat is tilted, the aim deviates from the crosshair.
that tank is pretty nice and so is that map whaT is it [editline]13th August 2012[/editline] nevermind found the name in the screenshot lol
[QUOTE=Splambob;37219341]Can anyone give me tips for tank aiming? Right now the cannon aims with the driver's eye-vector, but any time the seat is tilted, the aim deviates from the crosshair.[/QUOTE] It's all due to horizon lock. Your best bet is to have a ranger-based system that points the cursor where you should be aiming, or to slave your camera to your turret\gun.
bike suspension [img]https://dl.dropbox.com/u/12150594/Garrysmod2/gm_desertdriving0000.jpg[/img] [editline]13th August 2012[/editline] [img]https://dl.dropbox.com/u/12150594/Garrysmod2/gm_desertdriving0001.jpg[/img]
Quick truck I made. Powered only by rear wheels. Rears are live axle. Front is independent. [video=youtube;hFMLHio1aJY]http://www.youtube.com/watch?v=hFMLHio1aJY&feature=youtu.be[/video] Watch the end for a sweet, sweet jump.
Marauder 50 ton 140mm cannon MBT. She's my first actual 'tank' I've built in ACF and I wanted her to look unlike tanks in the real world at the moment. I'm going to be making more, heavier and lighter to build an army. [IMG]http://i.imgur.com/aiRGl.jpg[/IMG]
Here's my crosshair code, gives you a nice circle with dot inside that you connect up to your cannon and an EGP hud. [code]@name Tank Crosshair 2 @inputs Cannon:entity E:wirelink @outputs interval(100) E:egp3DTracker(1,Cannon:pos()+Cannon:forward()*100000000) E:egpCircleOutline(2, vec2(0,0), vec2(15,15)) E:egpCircle(3, vec2(0,0), vec2(3,3)) E:egpParent(2,1) E:egpParent(3,0)[/code] [editline]14th August 2012[/editline] Well I say mine, I mean az's
[QUOTE=EvacX;37217433]dumb shit[/QUOTE] no. Just no. Also, don't insult my competence right after you do so you mention something that is so utterly retarded. Anything you do, even if it's "hello world", adds ops and server drain, no matter how miniscule a drain it is. Also 120ms is...not good. I don't think you're quite getting what my track chip is for. It's designed to be heavily optimized for practicality [sub]within the reason that I feel like coding[/sub]. If I went to the extent of not using traces or clips and optionally disabling track runs along the top, all to achieve this goal, you should've picked up on that. It does what it is designed to do fairly well. It'd be like looking at a school bus and going "well fuck, this won't win any drag races!" [editline]14th August 2012[/editline] current gear: 1
[QUOTE=RedReaper;37234107]no. Just no. Also, don't insult my competence right after you do so you mention something that is so utterly retarded. Anything you do, even if it's "hello world", adds ops and server drain, no matter how miniscule a drain it is. Also 120ms is...not good. I don't think you're quite getting what my track chip is for. It's designed to be heavily optimized for practicality [sub]within the reason that I feel like coding[/sub]. If I went to the extent of not using traces or clips and optionally disabling track runs along the top, all to achieve this goal, you should've picked up on that. It does what it is designed to do fairly well. It'd be like looking at a school bus and going "well fuck, this won't win any drag races!" [/QUOTE] I mentioned your lack of competence with the Expression 2 language because your coding is awful and I'd be willing to give you several examples if you so request. And how you mention, that "Also. 120ms is... not good." obviously just shows you didn't understand my message. To put it in layman's terms so you can understand it, I stated that the operation of my holo tracks looked completely smooth up to a refresh rate of 120ms and above that and it would slowly deteriorate and become more clunky looking. I really, really do not give a shit about your holo tracks chip and I would not have mentioned it hadn't you come and blatantly made such dumb assumptions and multiple statements where you directly state that the op/s is influenced by the speed my tank moves at, and that's just one example. It seems to me that since [B]you[/B] made the "first" (I can assure you, it is not.) holo tracks Expression 2 system [B]you[/B] feel the need to come and defend any possible "competition" you might have. What happened to live and let live? And correct me if I'm wrong, but you were the first one to stupidly accuse my tank tracks of "looking" (ridiculous assumption especially considering it's a still-picture). I advise you to take your immature attitude and approach to this whole situation somewhere else, and stop wasting people's time in a WIP-Thread that's for showing off contraptions. Have a nice day, sir.
Let's keep it civil, people.
Will you calm down the both of you, and have a cup of tea. wtf pageking... will try to have some content... soon
My coding works. It isn't pretty but it works well and makes sense to me. I don't care if it makes sense to anyone else or looks pretty or that i wrote the bulk of it almost a year ago. That's not relevant. On the "120ms", I knew exactly what you meant. You misunderstood me. Referring to the op/s, I'm referring to the fact that increasing speed over the same roughness of terrain requires more ops. You have to maintain a certain amount of information on the ground regardless of speed; if you go faster you have to refresh that information faster to maintain the same information on ground conditions. It's not too different from the exposure on a camera. Your assumption is absurd. There were holo track things back in like 2009. I never intended to replicate that. I never claimed to be the first and I have no competition with you because I'm doing something completely different in application; apart from being both holo track chips they have different priorities and goals. I'm giving out for free a simple, no frills easy-to-use tool to the community. I've done the things you're doing and found [I]why they weren't needed[/I]. I don't particularly care about what you make, and I don't particularly care about you. not trying to be harsh, but really, I just don't care. Stop getting butthurt and pissy. Stop acting like a twat, get off your high horse, and stifle.
Why here.
it's a fucking video game, not rocket science.
[QUOTE=RedReaper;37235258]My coding works. It isn't pretty but it works well and makes sense to me. I don't care if it makes sense to anyone else or looks pretty or that i wrote the bulk of it almost a year ago. That's not relevant. On the "120ms", I knew exactly what you meant. You misunderstood me. Referring to the op/s, I'm referring to the fact that increasing speed over the same roughness of terrain requires more ops. You have to maintain a certain amount of information on the ground regardless of speed; if you go faster you have to refresh that information faster to maintain the same information on ground conditions. It's not too different from the exposure on a camera. Your assumption is absurd. There were holo track things back in like 2009. I never intended to replicate that. I never claimed to be the first and I have no competition with you because I'm doing something completely different in application; apart from being both holo track chips they have different priorities and goals. I'm giving out for free a simple, no frills easy-to-use tool to the community. I've done the things you're doing and found [I]why they weren't needed[/I]. I don't particularly care about what you make, and I don't particularly care about you. not trying to be harsh, but really, I just don't care. Stop getting butthurt and pissy. Stop acting like a twat, get off your high horse, and stifle.[/QUOTE] If you don't particularly care about what I make why did you start this? And what exactly have you done that I am doing that you found out weren't needed? No, scratch that. I don't want to waste more time on you, arguing on the internet just makes both of us look like idiots.
8 new posts in the WIP thread, lets see what wonderful contraptions people are bui.......oh.
[QUOTE=unrezt;37235497]8 new posts in the WIP thread, lets see what wonderful contraptions people are bui.......oh.[/QUOTE] exactly what i said <3
Some content. [IMG]http://cloud.steampowered.com/ugc/955014677882779526/CE63674F26A0E534BA0E89BB75D71D9D86662AAF/[/IMG] [IMG]http://cloud.steampowered.com/ugc/955014677882776070/E548A99A5F11244ADE7ADEFDD8FC7F6B3A9868D3/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/955014677882781829/8B88741537979306296376743BEC553BCF9B2C20/[/IMG] Material sucks.
[IMG]http://puu.sh/VhT5[/IMG] For the [URL="http://www.youtube.com/watch?v=2VfwPGRCgt0"]ForkLift Competition[/URL]
[QUOTE=VODKAH;37235816] [IMG]http://cloud.steampowered.com/ugc/955014677882779526/CE63674F26A0E534BA0E89BB75D71D9D86662AAF/[/IMG][/QUOTE] It's like an Austin martin Vantage and a 1st Gen Benz SLK had a baby. I love it.
[QUOTE=unrezt;37235497]8 new posts in the WIP thread, lets see what wonderful contraptions people are bui.......oh.[/QUOTE] welcome to facepunch. I didn't mean to start drama. Oh well.
Tanks are serious business
[img]http://img339.imageshack.us/img339/3812/gmbuttes0043.jpg[/img] buggy stuff
what would everyone think if I added tools pertaining to acf to the acf svn? things like the acf mass tools, makespherical, visclip, etc (they're all seprate svns and it'll be good to keep all servers with svn pretty equal) i'll obviously rename the tools so they won't conflict with servers who have the existing tools (owners can just remove the other ones) the tools i wish to include are rarely updated, so it's not like it'll be painful would you be ok with this, Falcqn? I can just talk to TGI on steam I don't really think any of the authors will give a fuck, I will be sure to fully credit them
[QUOTE=MrWhite;37236454]It's like an Austin martin Vantage and a 1st Gen Benz SLK had a baby. I love it.[/QUOTE] I'm guessing it's one of them Volvo P1800 things.
[QUOTE=Amplar;37242147]svn[/QUOTE] good idea.
it is done. ACF now includes a bunch of shit to help keep all acf servers pretty equal so peoples stuff will work everywhere that has acf. [IMG]http://puu.sh/VqKV[/IMG] Current list if anyone has any ideas for stuff to add, let me know. I'm adding things that cause vehicles to not work on servers that don't have the usual things (like spheres, visclip, etc)
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