• MurphyRP - WIP and all.
    78 replies, posted
the HUD looks like nevec's example hud...
I hope the common user can set up an sql table.
I just like the simplicity of it.
[QUOTE=ZenX2;18101601]the HUD looks like nevec's example hud...[/QUOTE] Yep, you're right, I based it off in beggining (I coded the HUD part.. 5 months ago? I only tried coding in Lua, but couldn't get Lua's programming style / got bored quickly), but I've changed it around a bit since, and it's probably still not the end of the modifications it gets. [QUOTE=Anonymous 057;18105573]I hope the common user can set up an sql table.[/QUOTE] Tables get set up automagically if they don't exist. [QUOTE=Blah360;18105630]I just like the simplicity of it.[/QUOTE] Thanks. Also, yesterday I finished programming a Table Tree parser for client-side menus, including meta data. This is how an example menu structure can look like, if anyone's interested. [url]http://pastebin.ca/1650198[/url] All the nodes containing #META(SomeDataSource)[SomeTagDefinitions] get copied in the tree as many times as there are results in the DtaaSource, then all child's hashtags are replaced according to the Tag Definitions. Also, everything has been made hookable, so both Data Source definitions and additional Tag parsers can be added in plugins, without modifying existing base code. I can't wait to apply this code to some DermaMenu's / custom constructs and replace that flaky ContextMenu (visible in the screenshots). EDIT: Well, this seems to be working: [url]http://q3k.org/mrp_fp/menu.png[/url]
Interesting.. I did this based on clicking on each DermaMenu row opening a new DermaMenu... it looks nice!
I prefer it to be so that anyone that wants to create such a menu doesn't need to know anything about DMenus and all the dirty hacks I used to do this, instead, all they do is declare a Table-Tree (with a really simple structure, like the one I posted before), and then do q3k.Plugins.Stored.q3kmenu.ShowMenu(TheMenuTree). That is all., the menu automagically appears.
[quote]q3k.Plugins.Stored.q3kmenu.ShowMenu(TheMenuTree)[/quote] Wow. Couldn't you use something like GetPlugin?
You can always q3kmenu = q3k.Plugins.Stored.q3kmenu. Although I will probably add this sort of nifty getters later on.
I like your software engineering approach here.
DarkRP is not a bad gamemode.
Of course it's not a bad gamemode, it's just badly written. ;)
DarkRP is not too bad. I wanted to fix it up so that it didn't have such a bad reputation since I based SeriousRP on it. That said, I have removed a lot of the code because DarkRP doesn't yet support non-team based groups and other things which will be a part of SeriousRP, MurphyRP and probably also CityLife RP
[QUOTE=philxyz;18113609]DarkRP is not too bad. I wanted to fix it up so that it didn't have such a bad reputation since I based SeriousRP on it. That said, I have removed a lot of the code because DarkRP doesn't yet support non-team based groups and other things which will be a part of SeriousRP, MurphyRP and probably also CityLife RP[/QUOTE] I feel saddened about the fact that you are not mentioning Shadow. Probably it's just that nobody pays attention to it any more. What a shame. I'm currently programming a property system for it, and then a flag system. (Hinthint: Flags == non-team based groups!)
[QUOTE=esalaka;18113864]I feel saddened about the fact that you are not mentioning Shadow. Probably it's just that nobody pays attention to it any more. What a shame. I'm currently programming a property system for it, and then a flag system. (Hinthint: Flags == non-team based groups!)[/QUOTE] [url]http://pastebin.ca/1650655[/url] [lua]Ply:AddFlag("RMA"); //Respected, Admin, Moderator Msg(Ply:HasFlags("M")); //Prints true Msg(Ply:GetFlags()); //Prints RMA[/lua] You mean something like this? ;) Feel free to use the code if you find it useful.
and of course you guys forgot my ZenRP gamemode, because my WIP thread is on a different forum...
[QUOTE=q3k;18113975][url]http://pastebin.ca/1650655[/url] You mean something like this? ;) Feel free to use the code if you find it useful.[/QUOTE] Yeah, something like that. Except that I'm not making the flags persistent at first, and that we're using a custom interface to access player data and such (So that we won't have to write all the queries directly in the code. Lazy bums, aren't we.) Also, I'll be adding a 'flag hook' system, where you could simply add a function to be executed, for example, on player spawn. [editline]07:43PM[/editline] Oh, how are you implementing the flags? Are they like single letters, every one meaning something different?
[QUOTE=esalaka;18114058]Yeah, something like that. Except that I'm not making the flags persistent at first, and that we're using a custom interface to access player data and such (So that we won't have to write all the queries directly in the code. Lazy bums, aren't we.) Also, I'll be adding a 'flag hook' system, where you could simply add a function to be executed, for example, on player spawn. [editline]07:43PM[/editline] Oh, how are you implementing the flags? Are they like single letters, every one meaning something different?[/QUOTE] Some basic hook code on which you can build: [url]http://pastebin.ca/1650662[/url] And yeah, every letter represents a different flag.
I didn't ask for code, did I? :D My implementation will probly look something like that, except without all the fancy error checks. I like my errors raw :)
I just wanted to be helpful :P. Best error handling ever: [lua]local OK = pcall(functionThatCrashesALot()) if !OK then //TODO: Error handling end[/lua] ;)
If you have a function that crashes a lot, something is wrong ;)
[QUOTE=esalaka;18113864]I feel saddened about the fact that you are not mentioning Shadow. Probably it's just that nobody pays attention to it any more. What a shame. I'm currently programming a property system for it, and then a flag system. (Hinthint: Flags == non-team based groups!)[/QUOTE] Sorry about that. There are probably a few good RP gamemodes in development. I'm not sure which will be public and which not.
Ahh. Well, Shadow'll be public, anyway. Just for clarity. And thus I stop hijacking threads. Enough for today :)
[QUOTE=q3k;18114220] [lua]local OK = pcall(functionThatCrashesALot()) if !OK then //TODO: Error handling end[/lua])[/QUOTE] More like... [lua]local OK, err = pcall(functionThatCrashesALot()) if !OK then //TODO: Error handling end[/lua] You forgot to get the error :v:
Dayung. You're right. Anyhoo, I'm off to bed. Wrote a crapload of backend stuff, including a command & command argument parsing system, some standards commands like goto, kick and ban on top of it, a flag system, a Table to SQL Table abstraction, and some API documentation for internal use. This is coming together nicely.
[QUOTE=raBBish;18118304]More like... [lua]local OK, err = pcall(functionThatCrashesALot()) if !OK then //TODO: Error handling end[/lua] You forgot to get the error :v:[/QUOTE] Still wrong. [lua]local OK, err = pcall(functionThatCrashesALot) if !OK then //TODO: Error handling end[/lua] Since you're passing the function itself to the pcall, it does the calling.
That was abit random FPtje OffTopic: you asshole FPtje. You got me banned of infnity ward server
Today I implemented a new chatbox and some chat commands (including proximity talk, OOC and whatnot). Also a better item system is on the way. [url]http://q3k.org/mrp_fp/chat.png[/url] [editline]10:48PM[/editline] Oi, I would also love to get on or two persons, preferably with some Lua knowledge, to test what is already here.
I like the chat, but I'd change the colors...... And add Local OOC with [[ , it's really useful
[QUOTE=q3k;18135993]Today I implemented a new chatbox and some chat commands (including proximity talk, OOC and whatnot). Also a better item system is on the way. [url]http://q3k.org/mrp_fp/chat.png[/url] [editline]10:48PM[/editline] Oi, I would also love to get on or two persons, preferably with some Lua knowledge, to test what is already here.[/QUOTE] Add me on steam: modegg, i would be happy to help (Im CityLife Dude)d
Keep it up Sarge! :downs:
Sorry, you need to Log In to post a reply to this thread.