BluShell Puzzles

You mention that you give VIP players a unique glow, and the screenshots show multiple glow colors. This surely isn’t being done with the halo library, right? Having 12 unique glow colors at once, even not on screen, severely harms FPS.

Yes, we are doing this with halos, and there are only two glows: a purple one for VIPS and an orange one for developers. We said a neat glow, not a unique glow. I didn’t think that adding a bit of pizazz to that would cause confusions haha

I’m not sure if people were having FPS issues over that though. As far as I know, there wasn’t any FPS issues besides with the scoreboard or BluShell Store open. I’ll be sure to keep a heads up about this though, thanks!

[editline]21st February 2013[/editline]

I just updated the server. The updates will be live whenever someone wants to boot up the server.

Here’s the changelog:
February 21st, 2013
Fixed and readded the chat bubbles for when a player voice chats. (They were removed in a hotfix yesterday)
When a player uses voice chat, their location will also show on the voice chat panel thing on the right. (It looks kind of awkward now. I’ll look into it later)
Fixed the bug where Lua errors are constantly spammed when a player leaves the server with their chat bubble out.
Otimized the scoreboard a bit.
Reduced the prices for the store.
Reworked the Gravity Gun respawning script.
Fixed new players being unable to open the BluShell Store.
Added additional adverts.

Looks awesome, I’ll have to join and try it out.

The server is back up! Sorry about the 15 hour downtime. It will not happen again.

Funbags, not sure how you used the halo library, but if you just copied over garrys code, I believe there is a client convar in there in which players can turn off the halos. You may want to add an option somewhere to do that as like this Bletotum said, the FPS can plummet with halos. I’ve messed with them a bit and even having 1 halo up can drop your FPS by 30.
Feel free to contact me whenever as well if you have lua related questions.

A single halo could only harm your FPS if it had crazy settings. Only two colors the way he’s doing it is fine.

This code adds a slightly fuzzy white border around entities using stencils.
It does NOT work on players though, because ent:SetModelScale() is broken when used clientside on players.
This is much faster than the halos, but also slightly less visually interesting; every player could have a unique color without significant FPS loss, though.

[lua]
hook.Add(“PostDrawOpaqueRenderables”,“PlayerBorders”,function()
–stencil work is done in postdrawopaquerenderables, where surface doesn’t work correctly
–workaround via 3D2D
local pos = LocalPlayer():EyePos()+LocalPlayer():EyeAngles():Forward()*10
local ang = LocalPlayer():EyeAngles()
ang = Angle(ang.p+90,ang.y,0)
for k, v in pairs(ents.FindByClass(“prop_physics”)) do
render.ClearStencil()
render.SetStencilEnable(true)
render.SetStencilWriteMask(255)
render.SetStencilTestMask(255)
render.SetStencilReferenceValue(15)
render.SetStencilFailOperation(STENCILOPERATION_KEEP)
render.SetStencilZFailOperation(STENCILOPERATION_KEEP)
render.SetStencilPassOperation(STENCILOPERATION_REPLACE)
render.SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_ALWAYS)
render.SetBlend(0) --don’t visually draw, just stencil
v:SetModelScale(1.0+math.Rand(0.01,0.013),0) --slightly fuzzy, looks better this way
v:DrawModel()
v:SetModelScale(1,0)
render.SetBlend(1)
render.SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_EQUAL)
cam.Start3D2D(pos,ang,1)
surface.SetDrawColor(math.Rand(200,255),math.Rand(200,255),math.Rand(200,255),255)
surface.DrawRect(-ScrW(),-ScrH(),ScrW()*2,ScrH()*2)
cam.End3D2D()
v:DrawModel()
render.SetStencilEnable(false)
end
end)
[/lua]

Here’s what it looks like, minus the fuzzy and white part in the above code, with anything other than players:

http://i.imgur.com/kxPRS6M.jpg[/thumb]
[thumb]http://i.imgur.com/pGuwoKk.jpg[/thumb]
[thumb]http://i.imgur.com/GKMoEx3.jpg[/thumb]
[thumb]http://i.imgur.com/Ju3SzK0.jpg

Garry’s halos use stencils too, but with a bunch of filtering stuff to smooth it out that makes them slow. This code keeps me rocking 110 FPS with more customizability.

[editline]21st February 2013[/editline]

a bit of randomization to the alpha color of these borders could look nice too

[editline]21st February 2013[/editline]

You could make my code sample a bit better by using stenciling to remove the player’s real size from the stencil selection, again using setblend(0), before drawing the 3D2D coloring to the screen, and then not draw the player after (the player is drawn again at the end in the sample to appear over the color, but i’m suggesting to make the color only exist around the edge in the first place). It would still look the same, though, and the FPS difference is too small to be seen.

I think I will stick with halos for now. I don’t think we’re having any issues with it right now. If lag issues start to occur, I’ll be sure to check back with you guys. Thanks for the help!

Also a small update: VIP is no longer subscription based, and the price has been upped to $10. Also, VIPs get a 25% boost to their point gain.

All I can say is that from what I’m seeing here this looks like a really well done gamemode and server. I’m going to have to stop by and check it out sometime.

Do you guys mind if I bump this thread? Development has started back up again.

I released an update today:
June 17th, 2013
Converted the gamemode to the new BluShell base - Credits to SW
New loading screen - Credits to Cep
Changed the death log on the top right to show the location that a player has died
Changed the donation page in-game. It is nicer looking and makes it much easier to donate - Credits to Cep
Updated the info in the F1 Menu
Added a few more models to the playermodel packs: Burnt Zombie and Skeleton to the Zombie pack, Female Metro Cop to the Combine pack, Arctic Mossman and Chell from Portal 2 to the HL2 Main pack, all refugee models to the Citizen pack, and all medic models to the Rebel Pack.
Fixed the mixup with the Counter-Terrorist Pack and the Terrorist Pack
Fixed the Gman player model
Fixed viewmodel hands being invisible
Fixed death by drowning not having the death logged
Fixed bug in Map 1 Puzzle 1 where the second box spawner would spawn a strange, unbreakable box
Admins can now physgun players
Removed 2 moderators and added 2 new ones: Kush and Ditto. Congratulations!

Isn’t this section for actually releasing gamemodes/addons?

Not server advertisement?

Not only did this thread exist before the new GMod forum setup, and was thus put/left in this forum for a reason, but it entails a gamemode currently in private development for a possible future public release.

See:

There are many examples in this forum of WIP gamemodes that will be privately hosted. Surprising that you would make such a statement in a thread with an actual possible release.

In other news:

  • We’ve recently been in touch with the map creators, DST, and are looking to add more of their Puzzles maps in the near future.
  • Fixed the Hat preview not showing correctly for all resolutions in the shop.
  • Added a complimentary (free) hat for all players for the next week.

TBH you would be safer with a new thread, the only bit that isn’t advertising is the small middle section. At the same time I would imagine it would be considered taking advantage if you never actually did release it.

I love the design. Nice to see something unique here for once, as well. I’ll be checking this out ASAP!

I don’t often venture out of the RP areas… :expressionless:

Thanks!

Well as far as I know there is no rule against server advertisement in this section. I know Facepunch unofficially has a forum already for server advertisement, but as Cep said I made this thread a long time ago when this section was filled with server advertisement. We may just post in that other forum also because we’d probably have better luck with getting new players.

Looks pretty nice, I checked it out back when I was running a puzzle server. There’s a few things I dislike about your gamemode, compared to the one I was running.

I don’t like how it has a timelimit on the map, how it auto changes after 2 hours or what ever it was. I’d much rather it if you added a “vote to skip puzzle #x”, where users can create a vote to skip any puzzle in the map, just means they wont score any points for that puzzle, and it means users can actually finish a map, even if they get stuck on one stupidly hard puzzle.

I found that once people have played all the maps, they’ve usually had enough…

Not sure if you’ve ever heard of it, but I used to play a mod called Synergy. It has some interesting maps such as syn_trials4, you should look into adding that into your server, it’s much like these maps except the puzzles are called ‘trials’ and they have to be completed in order. I was able to port the first 3 to gmod (custom entities etc), and would be willing to share my code (it’s pretty dodgy because it was one of the first things I wrote in LUA)

Another feature I really enjoyed on my server (couldn’t see any mention of it here), was save states, players could save their state (guns, ammo, position, velocity, etc), and load it at any time, which made those stupidly hard puzzles much easier, and meant players could take more risks etc

Another thing that I had that would be cool to add, vote TP to people, where people can ask to TP to a player, and that player can say “yes” or “no”, if the player says yes, you then load that players state (weapons, ammo, position, velocity, etc)…

Another map suggestion, on my server, the MOST POPULAR map was syn_towerclimb, a map where players worked as a team to climb a 50 floor tower, with puzzles on each floor, people loved it, and I was working on a randomly generating version of this, which partially works at this stage, but I never finished it :frowning:

tr; dr
Nice server, add vote skipping for puzzles, add syn_trials4, add syn_towerclimb

Thanks for the criticism.

You make it sound like the puzzles are ridiculously difficult, which they aren’t. I agree that some puzzles are pretty damn hard, but having saves and whatnot takes away the fun. Most of the things you suggested that I add seem to be completely unnecessary and looks like it would just over complicate and possibly ruin the game. I don’t like having a vote to skip whatever because it makes players just skip all the hard puzzles. Back very early in development, before Puzzles was part of BluShell, I had a server for this gamemode with an RTV system so that players could vote to change the map when they didn’t want to play the current map anymore. It resulted in players just playing all the easy puzzles for points, then RTVing to another map when only the hard puzzles were left. Those puzzles are there for a reason. I want players to play the map to its entirety, not play half of it. I find it silly to purposely allow players to experience only half of your game. I know I tend to lose players like this, but I feel like I have a strong playerbase right now. I’m sorry that you dislike the way I want my server to be, but I’m happy with the way it is now.

Right now, development on Puzzles is focused on porting all the other puzzles maps to the server. Currently, we have 6 more maps planned to be ported. I agree that players will eventually get bored of Puzzles after playing the same 13 maps (soon to be 19 maps) over and over again. It wouldn’t help that I make the puzzles easier for players because then they’d get bored even faster. I cannot stop this without continuously adding new maps. This is partially the reason why I plan on releasing Puzzles to the public one day so that other developers can make my gamemode fun again.

I have actually played on those Synergy maps before because a lot of servers had those maps in map rotations with puzzle maps. I’ve had great times, but I don’t think I want those maps to be part of the Puzzles server. Maybe I’ll consider hosting a new server focused on co-op maps if I can find many. The thing with co-op gamemodes is that they get dull after awhile, so I think I’d have better luck working on the other gamemodes that BluShell has planned. You can share your code with me if you like and I’ll look into it and try it out, but me making a co-op gamemode like that would be very unlikely right now.

With that, I released an update today (or yesterday for some of you guys) which includes a new map:
June 19th, 2013
Added new map!: Map 16 (dst_puzzle16)
Polished and optimized the BluShell Store a lot. Significant changes include: Playermodels no longer rotate in the playermodel preview areas, removed clicking on the equipped items, and hat previews visible/in the correct area
Increased jump power
Increased the price for the flying boost. Sorry!
Disabled flying in Puzzle 13 for the time being
Fixed the corner of the lobby in Map 3 saying that you were in Puzzle 12
Fixed a lot of issues with new players
Fixed the Mario playermodel dying on spawn in Puzzle 19
Fixed Chat bubbles not properly removing if a player disconnects while having one out
Fixed many texture issues (You may need to delete your old textures):
Playermodels: All of Zelda’s textures, Boba Fett’s head, Harry Potter’s hands, Gordon’s eyes.
Hats: Captain’s Hat, Bunny Ears, Top Hat, Mario Hat, Paper Bag, BluShell Hat

You’re running different maps to what I was running, no dought you’ve played the original js_build puzzles, most of those ARE much much harder, or impossible in some cases.

Do you still have that thing where the map auto changes after 2 hours (or there abouts) ?

Another random puzzle map you may like (or not) is “dr_puzzle_mario_final”, same format as the js_build puzzles, just all the puzzles are mario themed.

edit: And one other less good one “ow_puzzleoflove_one_v10”

Every map has a timelimit of 3 hours to be completed. If the 3 hours are up then a map voting screen is put up so players can vote for a new map.

I have seen the other puzzle maps, but I have no current plans to add them to the server yet. I will not rule out the possibility of adding them though.

Could you put single map downloads when I download in gmod its really slow.
And I only download the full map thing yesterday .-.

We are actually going to be using bz2 in the next update. This will probably make maps download twice as fast.

If this doesn’t work out then I’ll probably just upload all the map files one by one on garrysmod.org or something.