[QUOTE=Flubadoo;23443624]The way you add updates seriously reminds me of Zoey. It can send in updates at breakneck pace, just like you...[/QUOTE]
I'm not sure if I should take it as an insult or a compliment. Or is there something wrong about lots of new stuff/bug fixes?
LEET There nothing bad about bug fixes.I think he means how many fixes.
Plus how you write the change-log is like her/him/it.
Anyway thanks for 1.02 :3
[QUOTE=LEETNOOB;23446916]I'm not sure if I should take it as an insult or a compliment. Or is there something wrong about lots of new stuff/bug fixes?[/QUOTE]
Take it as a compliment.
[QUOTE=Flubadoo;23443624]The way you add updates seriously reminds me of Zoey. It can send in updates at breakneck pace, just like you...[/QUOTE]
I swear your obsessed with him...
Anyhow, nice job.
[QUOTE=Jamie932;23463773]I swear your obsessed with him...
Anyhow, nice job.[/QUOTE]
No? Also, this can get really laggy, even though I'm running this off of a magic computer.
[QUOTE=Flubadoo;23463869]No? Also, this can get really laggy, even though I'm running this off of a magic computer.[/QUOTE]
Blame GMod's unoptimized dynamic lights for that.
The only thing you can do to reduce the lagginess is to decrease your illumination radius.
[QUOTE=LEETNOOB;23465632]Blame GMod's unoptimized dynamic lights for that.
The only thing you can do to reduce the lagginess is to decrease your illumination radius.[/QUOTE]
Or use it on an area with less light map luxels.
A small update, link:
[url=http://www.garrysmod.org/downloads/?a=view&id=104553][img]http://www.garrysmod.org/img/?t=dll&id=104553[/img][/url]
1.03:
+ Added in ISIB (Illumination-Smart Intensity Balancing)
ISIB (Illumination-Smart Intensity Balancing):
Automatically balances the intensity of your night-vision depending on the level of darkness in the area you're in.
Sorry for the bump guys, but I've decided to update this after almost 2 years of no updates. (I did update it for the past two years and I did upload it on GMod.org, but I never bumped this thread)
1.3:
+ FLIR-type thermal vision has been added:
* All living things and dead bodies are white, while the surroundings are darkened
* Dead bodies become "cold" over time
* The goggles still create light to help increase visibility in pitch-black areas
* Keep in mind that this is not a 100% correct representation of FLIR, here are a few reasons why:
- There are no ways to modify a map's lightmap (or disable it) that I'm aware of
- There are no ways of making living things leave thermal marks on what they touched/where they walked that I'm aware of (would probably require more than just Lua for that)
- There are no ways to make the vision ignore particles (smoke clouds, etc.) that I'm aware of
+ Added a non spawn menu settings menu. You can open it by typing nv_menu into your console.
/\ Optimized the code even more - MUCH less (20x less, I think) garbage generated
/\ Changed the technique used for black overlay dissapearing when turning on the night vision - it's now not FPS-dependant (as such, nv_toggspeed is now at 0.2 by default)
/\ Goggle overlay effect is now on by default
/\ Various text correction
[url=http://www.garrysmod.org/downloads/?a=view&id=130837][img]http://www.garrysmod.org/img/?t=dll&id=130837[/img][/url]
Direct link: [url]http://www.garrysmod.org/downloads/?a=view&id=130837[/url]
[QUOTE=Rinfect;36527652]Why be sorry for the bump? when its not a shit post like most bumps are.[/QUOTE]
I generally feel bad about bumping my own threads.
its nice but i have a question. what is different between this vision and pp_colormod 1 ? pp_colormod can change color too.
[QUOTE=!!!WARLOCK!!!;36541546]its nice but i have a question. what is different between this vision and pp_colormod 1 ? pp_colormod can change color too.[/QUOTE]
Way to read the top of the OP!
[quote=OP]Q: How different is it from other night vision scripts?
A: Unlike most scripts, this script actually illuminates the area around you instead of simply modifying on-screen colors[/quote]
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