[QUOTE=LauScript;34798388]Does SetGlobalString not send to newly connected clients?
PS why is there no umsg.Table that sends glon encoded strings and bfread:ReadTable() that just decodes a table. I mean I know you can just umsg.String but still..[/QUOTE]
You don't understand the concept. SetGlobalString is networked. I'm not asking for a networked string, I'm asking for a string which you can change any time and [i]new clients[/i] will receive it BEFORE addons/gamemodes are loaded.
[QUOTE=LauScript;34798388]PS why is there no umsg.Table that sends glon encoded strings and bfread:ReadTable() that just decodes a table. I mean I know you can just umsg.String but still..[/QUOTE]
because of the new net library?
[QUOTE=Fantym420;34799419]Why not add a second argument to SetModel, a fall back variable, if the model doesn't exisit then the fall back is used instead, this would also allow custom error models if someone wanted.[/QUOTE]
Why don't you just use util.IsValidModel?
[QUOTE=Fantym420;34799419]Why not add a second argument to SetModel, a fall back variable, if the model doesn't exisit then the fall back is used instead, this would also allow custom error models if someone wanted.[/QUOTE]
That would be useful for custom placeholder models, but there should still be something that does this automatically in case no fallback model is set.
How about adding new ammo types? Maybe a function which will allow to do that. Or simply template ammo types (e.g "ammo_type_1" to "ammo_type_25").
[QUOTE=Panto;34802842]How about adding new ammo types? Maybe a function which will allow to do that. Or simply template ammo types (e.g "ammo_type_1" to "ammo_type_25").[/QUOTE]
hmm that's maybe a good idea.
like - util.AddAmmoType( uniqueID, lang )
[QUOTE=GranPC;34802431]Why don't you just use util.IsValidModel?[/QUOTE]
I agree that would work, I was just thinking it would be a more streamlined option that would do it as part of the function, and I also know that I could store a copy of the original SetModel, and make a replacement that does this, but it was just an idea, Personally I prefer using only vanilla models and custom content to avoid needing to check for things like this.
Adding SB_Gonniverse.bsp to default maps would be nice
[QUOTE=JackTheKnife22;34856182]Adding SB_Gonniverse.bsp to default maps would be nice[/QUOTE]
Why every one rate dumb if I can ask ?
that is still a good idea.
Because it's completely unrelated to vanilla gmod?
1st Add a Gamemode Downloader in GMOD ( something like Toybox,but it adds on the Gamemodes list)
2nd make a Gamemode menu,it's annoying a bit to choose from the list.
3rd - add more Gamemodes in the menu!
Elevator: Source is a good one.
If GMT was working, it should be added.
GM theater is a good place.
Zombie survival is classic.
Deathrun if fun.
Campaigns will be cool - BUT you can choose what guy to play :3 [Between those you have - HL:S,HL2,HL2:EP1/EP2,TF2,DOD:S,CS:S,Etc...(Other mods will be DLC which should be downloaded.)]
If your gonna go dumping this,then go ahead - i'm not afraid.
[QUOTE=butilka4;34863141]1st Add a Gamemode Downloader in GMOD ( something like Toybox,but it adds on the Gamemodes list)
2nd make a Gamemode menu,it's annoying a bit to choose from the list.
3rd - add more Gamemodes in the menu!
Elevator: Source is a good one.
If GMT was working, it should be added.
GM theater is a good place.
Zombie survival is classic.
Deathrun if fun.
Campaigns will be cool - BUT you can choose what guy to play :3 [Between those you have - HL:S,HL2,HL2:EP1/EP2,TF2,DOD:S,CS:S,Etc...(Other mods will be DLC which should be downloaded.)]
If your gonna go dumping this,then go ahead - i'm not afraid.[/QUOTE]
He's not adding default gamemodes. He's asking what he can add to [b]make gamemodes better[/b].
Adding those gamemodes wouldn't benefit other gamemodes in anyway, so basically: [b]no.[/b]
Perhaps a better skeleton for developers to start off with.
Yo garry can you make it possible so we can have more NPC's in a map without any lag. That would help alot when it comes down to makign gamemodes with very large amounts of NPC's like zombies, combines and stuff. :D
I would certainly like to see more support for story based gamemodes, would give something for all those "ideas people" to do :v:
These suggestion are sort of extreme, and I have no idea if you could pull these off garry, but a map designer/editor similar to Portal 2's, and an improved, "official" version of some of the cinematic/animation tools on garrysmod.org, such as the Carpull Rom cameras (or something like that), keyframe animator, and lip-syncing tools would allow for some awesome scripted, story-based gamemodes.
This is me being optimistic as hell here, of course.
I want gamemodes to lean more towards being a server's own 'source mod' type thing.
Please fix dogfight.
[QUOTE='[LOA] SonofBrim;34871946']I would certainly like to see more support for story based gamemodes, would give something for all those "ideas people" to do :v:
These suggestion are sort of extreme, and I have no idea if you could pull these off garry, but a map designer/editor similar to Portal 2's, and an improved, "official" version of some of the cinematic/animation tools on garrysmod.org, such as the Carpull Rom cameras (or something like that), keyframe animator, and lip-syncing tools would allow for some awesome scripted, story-based gamemodes.
This is me being optimistic as hell here, of course.[/QUOTE]
I've tried to pull off story based gamemodes before, if you remember or have seen an old gamemode that me and Thomasfn made Raamatukogu(GMod Library). Problem I had with story based gamemodes is trying to find a mapper for the gamemode since a story game relies quite heavy on scenery, its hard to come across mappers that is willing and are good enough to work on an idea that you have. I think this is one of the bigger problems Singleplayer games have in Garry'smod. Going back in the thread to the Elevator which if I remember right, seems to be very heavily map based. The programming for the gamemode is just basically for accessories.
How about allowing devs to modify the player's flashlight?
[QUOTE=Nerdeboy;34881223]How about allowing devs to modify the player's flashlight?[/QUOTE]
impulse 100 (IIRC)
He meant modify it, not turn it on.
[QUOTE=Darkwater124;34881702]impulse 100 (IIRC)[/QUOTE]
Excuse me sir I believe you mean player.Flashlight()
[QUOTE=Nerdeboy;34883204]Excuse me sir I believe you mean player.Flashlight()[/QUOTE]
Don't overestimate him.
I'd like to see a system that enables the superseding of noncritical data in a client's data – less ambiguously put; the selective "forgetting" of data not permitted by the server's own "reference sheet" would be automatically completed before the client is able to play.
With a clear and concise autoparsing system of some sort, every server would automatically produce its own "inhibitor file" on start-up to tell the client's computer what data to permit – anything that fails to fall within this file's rule list.
EDIT: Well, I'd assumed I was an idiot, Lexic, and that this already existed; but because I didn't see any example of this in use as a STANDARD element in all servers, I thought perhaps I should say something. Thank you for proving me wrong.
Do you mean scriptenforcer?
[QUOTE=Lexic;34939740]Do you mean scriptenforcer?[/QUOTE]
that's too simple for him.
If we had access to some of the funky content streaming stuff, that would be great too. Maybe adding a library for streamed media specifically? I would love to have things like audio being able to be streamed instead of having to be previously downloaded.
Make it so you can have people join the server without fully downloading all the content, and then they finish downloading some of it (like some materials or sound) while they are in the game.
ResourceX did something like this, was great. Integrating it would be fantastic!
(Technical: Like a 2nd resource.AddFile function but this one just makes them download it once ingame)
[QUOTE=Remscar;34949351]Make it so you can have people join the server without fully downloading all the content, and then they finish downloading some of it (like some materials or sound) while they are in the game.
ResourceX did something like this, was great. Integrating it would be fantastic!
(Technical: Like a 2nd resource.AddFile function but this one just makes them download it once ingame)[/QUOTE]
So essentially the same thing Toybox does now, except for server content?
Why didn't we think of that before?
[QUOTE=Remscar;34949351]ResourceX did something like this, was great. Integrating it would be fantastic!
(Technical: Like a 2nd resource.AddFile function but this one just makes them download it once ingame)[/QUOTE]
why not resource.AddFile( sFile, bDownloadIngame );
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