• What Are You Working On? V10 -- April 2012 Edition
    313 replies, posted
  • Avatar of DarkShadow6
  • [QUOTE=CowThing;35694120]I too would love to see it finished! It looked so much smoother than Wiremod. I think it was called chump'em or something.[/QUOTE] Chump'em? lolwut Also, 4,000th post, nice.
  • Avatar of mmmono
  • [QUOTE=CowThing;35694120]I too would love to see it finished! It looked so much smoother than Wiremod. I think it was called chump'em or something.[/QUOTE] Yeah, yeah I remember that. I thought it was called Checkmate. In any case it looked really cool, I just hope he adds wiremod support.
  • Avatar of DarkShadow6
  • [QUOTE=mmmono;35694157]Yeah, yeah I remember that. I thought it was called Checkmate. In any case it looked really cool, I just hope he adds wiremod support.[/QUOTE] Checkmate sounds much better than Chump'em :p [editline]23rd April 2012[/editline] [QUOTE=Hentie;35693134]-snip-[/QUOTE] Got it to work, kaythanks.
  • Avatar of Aska49
  • Thanks for the interest. :smile: Sorry about being so flaky when it comes to my projects. I don't do it intentionally. Since I got into the GMod 13 beta awhile ago, I had decided to rewrite Check 'Em from scratch and fix some things I really hated about it. So I started doing that. It'll be nice using the workshop to keep updates synced and managed. I don't know when I'll put it up, but it probably won't be too long since workshop is so cool and easy. I still have a lot to do, but here's some of the cool new stuff that's immediately obvious about new Check 'Em. New Tweak Menu. Spawning tools are now compressed into a single tool + embedded tweak menu. [img_thumb]http://screenshooter.net/data/uploads/zt/pt/ygjd.jpg[/img_thumb] [img_thumb]http://screenshooter.net/data/uploads/um/lj/fndm.jpg[/img_thumb] Completely cosmetic, wireless connections: [vid]http://dl.dropbox.com/u/61834656/Videos/gm_construct%202012-4-24%2000-09-18.webm[/vid] Freeze Mod has an option to maintain velocity when unfrozen: [vid]http://dl.dropbox.com/u/61834656/Videos/gm_construct%202012-4-24%2000-08-18.webm[/vid] Probably the coolest thing, sequencer: [vid]http://dl.dropbox.com/u/61834656/Videos/gm_construct%202012-4-24%2000-19-14.webm[/vid] I hope dropbox doesn't squawk at me for traffic, they're pretty small files...
  • Avatar of jackool
  • Amazing post Aska49 (above) Just working on a map vote for any gamemode. Nothing special [img]http://puu.sh/rbXW[/img]
  • Avatar of LemONPLaNE
  • [QUOTE=jackool;35694914]Amazing post Aska49 (above) Just working on a map vote for any gamemode. Nothing special [img]http://puu.sh/rbXW[/img][/QUOTE] That is not a good choice of font.
  • Avatar of Instant Mix
  • [QUOTE=FoohyAB;35689944] I [i]really[/i] want to make a dynamicly generated mesh track, but I don't really know enough about meshes/assembling them to look like a track to do it.[/QUOTE] Well , to be honest, it's nothing more than 2 cylinders and three rectangles. The basis would be two cylinders offset on the X axis either side of the track , one rectangle below the track , and every 64 units or so putting in a "tie" of two rectangles , going from the main rectangle to the two cylinders. The guys who were making that Frontier gamemode managed to make what looked like a cylinder mesh from beizer curves for their wires, so if you got in contact with them i'm sure they could show you how they did it.
  • Avatar of DarkShadow6
  • [QUOTE=Aska49;35694665]-kersnip-[/QUOTE] So... Were you going for a LBP2 look :u? I'm guessing you were... It's not possible to not be referencing the LBP2 wiring system by the looks of the item icons. I think the concept is nice (like it is in LBP2), the menus look nice and the functions seem to work quite well. But, for my taste, it's just too simplistic in function and concept. Simplicity means that it's easy to make small, simple things, but very complex for more advanced things. You have to put together a bunch of stuff to do certain processes that with other sources, like simply making it in Lua yourself or using Wiremod, would solve easily. I can guess you're going to be adding more than just the items that I saw in the screenshot, but my point still stands. Not sure if any of this still applies and you have some sort of super-hidden-mega-awesome-hax-code-thing up your sleeve that will make all this redundant, but oh well, just voicing my opinion. To be honest, I'd rather have Wire. I enjoy having so much control over what I make (the fact that this makes it more complicated is a small price to pay). And, no offense, but I think Check'em is sort of a silly name. Regardless, it looks really nice and it looks like you put a lot of work into it. Even if I don't like the functionality of it, you still did a great job with it. Don't take my opinion to heart.
  • Avatar of Bambo.
  • I found this really old (?) UtilX.lua file hiding in one of my old gmod lua project files, I have no idea if anyone still has this but I uploaded it as a gist to github if anyone wants to take a look. Like I said I have no idea if anyone actually needs this but to stay on the safe side I put it up so I don't loose it. [url]https://gist.github.com/2482747[/url]
  • Avatar of CowThing
  • [QUOTE=DarkShadow6;35699491]So... Were you going for a LBP2 look :u? I'm guessing you were... It's not possible to not be referencing the LBP2 wiring system by the looks of the item icons. I think the concept is nice (like it is in LBP2), the menus look nice and the functions seem to work quite well. But, for my taste, it's just too simplistic in function and concept. Simplicity means that it's easy to make small, simple things, but very complex for more advanced things. You have to put together a bunch of stuff to do certain processes that with other sources, like simply making it in Lua yourself or using Wiremod, would solve easily. I can guess you're going to be adding more than just the items that I saw in the screenshot, but my point still stands. Not sure if any of this still applies and you have some sort of super-hidden-mega-awesome-hax-code-thing up your sleeve that will make all this redundant, but oh well, just voicing my opinion. To be honest, I'd rather have Wire. I enjoy having so much control over what I make (the fact that this makes it more complicated is a small price to pay). And, no offense, but I think Check'em is sort of a silly name. Regardless, it looks really nice and it looks like you put a lot of work into it. Even if I don't like the functionality of it, you still did a great job with it. Don't take my opinion to heart.[/QUOTE] If I'm not mistaken it was based on the LBP2 style. But of course that was based on real logic gates with actual logic icons. I don't think it's too simple, have you ever played minecraft? minecraft has a logic system that is literally just 1's and 0's, not even any logic gates, and yet people have made insanely complex creations with it(albeit insanely huge as well). You're right that Check'em will probably take up more space in creations than wiremod, but that's only because wiremod has expression gates and a few other gates that allow you to bypass needing tons of gates, which really renders most of wiremod useless in the first place. And, again if I'm not mistaken, Check'em is supposed to be a sleek and simple logic system that could be put in vanilla Gmod for people who don't know how to use lua to be quick and easy to use, but still very powerful.
  • Avatar of DarkShadow6
  • [QUOTE=Bambo.;35700612][url]https://gist.github.com/2482747[/url][/QUOTE] [quote][code]function utilx.FindPointsInLine(vec1,vec2) local ptstbl = {} for i=1,100 do ptstbl[i] = LerpVector(i*0.01,vec1,vec2) end return ptstbl end[/code][/quote] [code] function utilx.FindPointsInLine(vec1,vec2) local ptstbl = {} for i=0,1, 0.01 do ptstbl[i] = LerpVector(i,vec1,vec2) end return ptstbl end [/code] :u ... [QUOTE=CowThing;35700674]If I'm not mistaken it was based on the LBP2 style. But of course that was based on real logic gates with actual logic icons.[/quote] I really liked the LBP2 system, but I can say from experience that it's nearly impossible to do complex things because of how simplistic, and as such limited, the tools are. Then again, that could also be the fact that there are not enough tools to interact with and modify the environment, and not the simplistic aspect (though this can be attuned to it). [QUOTE=CowThing;35700674]I don't think it's too simple, have you ever played minecraft? minecraft has a logic system that is literally just 1's and 0's, not even any logic gates, and yet people have made insanely complex creations with it(albeit insanely huge as well).[/quote] Redstone wiring works like binary programming. And, actually, the wires can be configured certain ways to make gates using Redstone Torches and Redstone Dust. You can make AND, OR, XOR, etc. using that system. It just takes a little more time and effort :u. [QUOTE=CowThing;35700674]You're right that Check'em will probably take up more space in creations than wiremod, but that's only because wiremod has expression gates and a few other gates that allow you to bypass needing tons of gates, which really renders most of wiremod useless in the first place.[/quote] That just depends on what you want out of Wiremod. I personally use E2 more than the rest of it, but sometimes I enjoy using the gates, or may use them because the solution doesn't require E2 to function. The thing about Wiremod is that it has something for everyone. The gates, at first glance, are really quite simple. Once you get used to the Wire tool you can do some pretty simple things quickly. If you would want to, you can try out the more advanced tools (ex. E2). [QUOTE=Bambo.;35700612]And, again if I'm not mistaken, Check'em is supposed to be a sleek and simple logic system that could be put in vanilla Gmod for people who don't know how to use lua to be quick and easy to use, but still very powerful.[/QUOTE] Now, I agree with this. But the real challenge will be whether or not Check'em will have advanced features or not. Having the choice between simple and advanced will allow new and old players to use it. Only time will tell C: Though, I'm not sure I would want to give up E2. I really do enjoy using it.
  • Avatar of Foohy
  • [QUOTE=Instant Mix;35698108]Well , to be honest, it's nothing more than 2 cylinders and three rectangles. The basis would be two cylinders offset on the X axis either side of the track , one rectangle below the track , and every 64 units or so putting in a "tie" of two rectangles , going from the main rectangle to the two cylinders. The guys who were making that Frontier gamemode managed to make what looked like a cylinder mesh from beizer curves for their wires, so if you got in contact with them i'm sure they could show you how they did it.[/QUOTE] That'd be excellent, thanks for the tip.
  • Avatar of meazum
  • To be honest with you DarkShadow I couldn't disagree more. Wire is clunky, ugly and has far too many objects in it to make the supposedly easily-understandable part be just that. Even wiring my first thrusters felt kind of strange until I got the hang of the lettered outputs. While I can do most things in wire except for expression programming I still think it's got a very strangely put together list of features bundled with poor graphical representation. I enjoy doing input/output chains and advanced systems though. I just think that this system is looking far better for entry level logic users, such as myself.
  • Avatar of DarkShadow6
  • [QUOTE=meazum;35704621]Wire is clunky, ugly and has far too many objects in it to make the supposedly easily-understandable part be just that.[/QUOTE] I guess it doesn't help the fact that I don't like simple things in general; I like to challenge myself :\ As such I usually take up on things quickly. I totally agree with you, Wire is bloated with thing some people will never use, could-be-better UI, and a host of iffy models. But I guess that's why I like it. Not to mention I have been using it for most of my GMod life. Ehh, I guess I'm just biased. I still voiced a few valid points that could be taken into consideration. [editline]24th April 2012[/editline] In other news, IT'S DONE (RagMod 2 v4): [url]http://facepunch.com/threads/1179711[/url]
  • Avatar of Divran
  • That's because Wiremod is jumbled together by a bunch of random people, most of which knew little or nothing about (neat and orderly) programming when they contributed. Myself included. EDIT: About the UI... the same could be said for any old Gmod project.
  • Avatar of Iskuri
  • [QUOTE=Divran;35708038]That's because Wiremod is jumbled together by a bunch of random people, most of which knew little or nothing about (neat and orderly) programming when they contributed. Myself included.[/QUOTE] I can vouch for this. >.>
  • DModelPanels hate being clipped if they're parent is not the DPanelList... so I had to use scissorrects to cut them between the DPanelList boundaries when there's a scrollbar -_- If somoene has an actual solution that'd be great but I finally got it. [url=http://4stor.com/PPmi][img]http://4stor.com/images/PPmi.png[/img][/url]
  • Well, Here is what i am working on: [code] local Sphere local function Distance(p1,p2) local offsets = p1:GetPos()-p2:GetPos() return math.sqrt(offets.z^2 + math.sqrt(offsets.x^2 + offsets.y^2)) end function UpdateProp() for k,v in pairs(player.GetAll()) do if !v.Prop then return end local p = v.Prop local Sp = Sphere:GetPos() local Pp = v:GetPos() local Pitch = math.atan((Sp.z-Pp.z)/math.sqrt((Sp.x-Pp.x)^2 + (Sp.y-Pp.y)^2)) local Yaw = math.atan((Pp.x-Sp.x)/(Pp.y-Sp.y)) p:SetAngles(Angle(Pitch,Yaw,0)) p:SetPos(Pp) local v2 = (Sp:GetPos()-p:GetPos())* 20 v:SetVelocity(v2) end end hook.Add("think","Uprop",UpdateProp) function MakeProp(p) if !Sphere then MakeSphere() end local ent = ents.Create("prop_physics") ent:SetPos(p:GetPos() + Vector(0,0,10)) ent:SetModel("models/props_junk/PopCan01a.mdl") ent:SetAngles(p:GetAngles()) ent:Spawn() ent:GetPhysicsObject():EnableGravity( false ) ent:SetCollisionGroup(COLLISION_GROUP_DEBRIS) p:SetParent(ent) p:SetOwner(ent) p.Prop = ent p:SetGravity(0.01) ent:GetPhysicsObject():Sleep() ent:Activate() end hook.Add("PlayerInitialSpawn","PropS",MakeProp) function MakeSphere() local ent = ents.Create("prop_physics") ent:SetModel("models/hunter/misc/sphere375x375.mdl") ent:SetPos(Vector(0,0,200)) ent:Spawn() ent:GetPhysicsObject():Sleep() Sphere = ent end [/code] I am trying to get a spherical gravity thingy, But so far it is yeilding no positive results... Anybody got some surgestions?
  • Avatar of garry
  • [QUOTE=Spencer Sharkey;35709355]DModelPanels hate being clipped if they're parent is not the DPanelList... so I had to use scissorrects to cut them between the DPanelList boundaries when there's a scrollbar -_- If somoene has an actual solution that'd be great but I finally got it. [url=http://4stor.com/PPmi][img]http://4stor.com/images/PPmi.png[/img][/url][/QUOTE] Best and only way right now is to render to a render target and then render that render target. Which i know is some bullshit - but I'm gonna look into fixing it in gmod13
  • Avatar of Drakehawke
  • Less ideal but probably much easier solution, size the DPanelList to a multiple of the size of each icon, then override OnVScroll like so: [lua] function panel:OnVScroll( offset ) local ypos = -- round offset to the nearest multiple of each icons size self.pnlCanvas:SetPos( 0, ypos ) end [/lua]
  • Avatar of Instant Mix
  • [QUOTE=FoohyAB;35702934]That'd be excellent, thanks for the tip.[/QUOTE] [media]http://www.youtube.com/watch?v=QLlbtO6wB1E[/media] Was quite some time ago so I've no idea if they still have the code , but it certainly looks like what you'd need. This is a more advanced version of what I meant , but you can see what I mean. [img_thumb]http://www.rollercoasterpro.com/basics/ids/b_and_m/b_and_m_dive.jpg[/img_thumb] Two cylinders , one big ass-rectangle , and occasional rectangles connecting all 3.
  • Avatar of Bambo.
  • [QUOTE=DarkShadow6;35701007][code] function utilx.FindPointsInLine(vec1,vec2) local ptstbl = {} for i=0,1, 0.01 do ptstbl[i] = LerpVector(i,vec1,vec2) end return ptstbl end [/code] :u ... [/QUOTE] Why don't you update it and commit to the gist? That's partly why I put it up there in the first place...
  • Avatar of Bletotum
  • [QUOTE=DarkShadow6;35692292]... werewolf0020 is a fag[/QUOTE] Where do you think you are? Chillin' with your homies?
  • Avatar of Hentie
  • Nothing cool like bezier curves and dynamic meshes, but just another update on my gamemode. I call it the ballet tank. [media]http://www.youtube.com/watch?v=2ya8wjfhRvk&feature=youtu.be[/media] Because it tippy toes everywhere. I just played ReDead/ToxSin and I honestly have to say that the direction I was taking Help! Zombies! is the exact same direction as ReDead. I'm just going to scrap the whole idea of HZ and use the new base I made to make a gears of war 3 horde mode clone, with not only zombies but combine and other npc's. :D
  • [QUOTE=Hentie;35716727]Nothing cool like bezier curves and dynamic meshes, but just another update on my gamemode. I call it the ballet tank. [media]http://www.youtube.com/watch?v=2ya8wjfhRvk&feature=youtu.be[/media] Because it tippy toes everywhere. I just played ReDead/ToxSin and I honestly have to say that the direction I was taking Help! Zombies! is the exact same direction as ReDead. I'm just going to scrap the whole idea of HZ and use the new base I made to make a gears of war 3 horde mode clone, with not only zombies but combine and other npc's. :D[/QUOTE] And there goes onslaught, except in your's you aren't building bases.
  • Avatar of DarkShadow6
  • [QUOTE=Bambo.;35715013]Why don't you update it and commit to the gist? That's partly why I put it up there in the first place...[/QUOTE] No idea how to. I do use SVN, but I've never used it from the developer side of things. It's probably really simple but I'm just really lazy. [QUOTE=Bletotum;35715136]Where do you think you are? Chillin' with your homies?[/QUOTE] Yo dawg. [QUOTE=Hentie;35716727] I call it the ballet tank. Because it tippy toes everywhere. :D[/QUOTE] Oh noes! I hope it doesn't put on a pink, frilly tutu! Then we'd all be [i]dead![/i] :u Again, Hentie, thanks for that function. It pretty much fixed all of the problems I was having. And I still feel like an ass for not thinking of it.
  • Avatar of Divran
  • [QUOTE=DarkShadow6;35722878]No idea how to. I do use SVN, but I've never used it from the developer side of things. It's probably really simple but I'm just really lazy.[/QUOTE] 1. Right click 2. "SVN Commit..." 3. Enter username and password (Only needed once) 4. Done