• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
  • Way too bouncy, do a distance check or something or change how bouncy they are over distance.
  • I disagree, the video is zoomed in a lot too btw, so it might not look right due to that. Compare this [video=youtube;3F7HDUwrMEs]http://www.youtube.com/watch?v=3F7HDUwrMEs[/video] to this [video=youtube;8OGtCfZTrAg]http://www.youtube.com/watch?v=8OGtCfZTrAg[/video]
  • [QUOTE=COBRAa;37448964]I disagree, the video is zoomed in a lot too btw, so it might not look right due to that. Compare this [video=youtube;3F7HDUwrMEs]http://www.youtube.com/watch?v=3F7HDUwrMEs[/video] to this [video=youtube;8OGtCfZTrAg]http://www.youtube.com/watch?v=8OGtCfZTrAg[/video][/QUOTE] Well nevermind then! :v:
  • I heard some default plastic collision sounds in there... are you sure you're not using entities...? Or perhaps you just EmitSound at the location of impact with a default physics soundscript? Regardless, as far as visual go, it looks great.
  • [QUOTE=amcfaggot;37450837]I heard some default plastic collision sounds in there... are you sure you're not using entities...? Or perhaps you just EmitSound at the location of impact with a default physics soundscript? Regardless, as far as visual go, it looks great.[/QUOTE] That's exactly what I suspected, however he hasn't elaborated on the method he's currently using :(
  • [QUOTE=amcfaggot;37450837]I heard some default plastic collision sounds in there... are you sure you're not using entities...? Or perhaps you just EmitSound at the location of impact with a default physics soundscript? Regardless, as far as visual go, it looks great.[/QUOTE] If it hits a surface, it bullet decals; regardless if it ricochets. There are 0 entities being created :v:
  • [quote][img]http://cloud.steampowered.com/ugc/540684781132895863/186B6A2C1235ADDDFF6FD1B8FA5609D5C96936F3/1024x576.resizedimage[/img][/quote] eheuheueheuheuh Got to work on achievements in my gamemode, first time taking it on and got it done within 30 minutes of starting it :v: Anyone have any ideas for achievements?
  • [vid]https://dl.dropbox.com/u/4838268/gm_flatgrass%202012-8-29%2009-48-15.webm[/vid] Penetration! Its really buggy against props though becuse FractionLeftSolid only functions on brushes, I need an accurate way to figure out the thickness of a proper along a line I'm thinking of just spamming util.PointContents until it finds air [editline]29th August 2012[/editline] Oh and assuming the skybox is high enough you can shoot a bullet in the air and have it come down into your face
  • How're you doing yours (simulating them, or ents)? Also, I was going to put penetration in mine, but ultimately I thought it was too unrealistic so I didn't implement it (unless it's going through a piece of cardboard, a thin piece of wood or similar they don't really penetrate; not only that but they lose so much of their energy they barely do anything). I may put it in at a later date, but I consider it a low priority for now.
  • Traces, lots of them I had to separate gravity and the bullets movement speed though because it steps 50 units at a time, making the timestep a lot less than fixed, which causes some issues at times Penetration slows them down a lot, most HL2 NPCs die from a bullet in the head no matter the damage though [editline]29th August 2012[/editline] Oh and you have full control over the penetration via a callback when it hits anything if you want you could make concrete stop bullets only a few cm in Oh yeah and theres a callback when the bullet stops, either by getting shot into something (e.g a block of concrete that it cant penetrate) or simply from ricochetting 15 times across the room
  • That's pretty slow (50 units per tick); mine go about 30000 units per second, 500 units per tick for the M4A1. [editline]29th August 2012[/editline] How well does yours handle a laggy server?
  • Its not 50 units per tick, its just that the traces are 50 units long, it does like 100 traces a tick
  • [media]http://www.youtube.com/watch?v=OXWgrZDZQ88[/media] Drawing stuff with ropes using a Galaxy Note 10.1. Still an alpha version of the Android > gmod interaction. It stopped working for gingerbread :v: So I still have to clean some stuff up and fix some major bugs before I release this. But hey, shit works and I want to show you. Edit: Ah getting it to work on Android Gingerbread again was easier than I thought.
  • [QUOTE=FPtje;37454363][media]http://www.youtube.com/watch?v=OXWgrZDZQ88[/media] Drawing stuff with ropes using a Galaxy Note 10.1. Still an alpha version of the Android > gmod interaction. It stopped working for gingerbread :v: So I still have to clean some stuff up and fix some major bugs before I release this. But hey, shit works and I want to show you.[/QUOTE] I like your accent. But that's a neat demonstration
  • [QUOTE=FPtje;37454363][media]http://www.youtube.com/watch?v=OXWgrZDZQ88[/media] Drawing stuff with ropes using a Galaxy Note 10.1. Still an alpha version of the Android > gmod interaction. It stopped working for gingerbread :v: So I still have to clean some stuff up and fix some major bugs before I release this. But hey, shit works and I want to show you. Edit: Ah getting it to work on Android Gingerbread again was easier than I thought.[/QUOTE] That is literally the first time I have ever out loud talked to myself about how badass a project is while watching the video. Well done.
  • [url=https://github.com/FPtje/AndroidGmod]Galaxy Note 10.1 (and other stylus enabled tablets) update released, download here :D[/url]
  • I am trying to make a maze generator. ( With meshes of course! :eng101: ) But handling two dimensional arrays in lua, after years of Java programming... [sp]Lua is indexing from 1, but Java is from 0...[/sp] [editline]29th August 2012[/editline] Finally, after an hour of head scratching, and a broken pencil... The result of my first GLua script after a year or two! [IMG]https://dl.dropbox.com/u/7659139/Facepunch/maaze.png[/IMG] [I]( Yeah, I rotated and rescaled the image to look nicer, but certainly MS Paint does not like me.. )[/I]
  • [QUOTE=FPtje;37454363][media]http://www.youtube.com/watch?v=OXWgrZDZQ88[/media] Drawing stuff with ropes using a Galaxy Note 10.1. Still an alpha version of the Android > gmod interaction. It stopped working for gingerbread :v: So I still have to clean some stuff up and fix some major bugs before I release this. But hey, shit works and I want to show you. Edit: Ah getting it to work on Android Gingerbread again was easier than I thought.[/QUOTE] u sexy man put ur hands on my gooch!!! [sp](no homo)[/sp] Also, I've been working on Stealth-Life (what a cheesy name, fuck) some more and made this menu for the loadout and weapon upgrades. Still a WIP, but looks pretty damn good IMO. (Click to enlarge) [img_thumb]http://cloud-2.steampowered.com/ugc/938127448201818498/5AB1BDA6A6CF4DF33ED22FFA3768AD69E7EAA12C/[/img_thumb] Gonna replace the scrollbar with a custom one later, because the stock one obviously doesn't fit with the color theme.
  • Talking about menus, what do you guys take into account when making Derma controls? Multitude of resolutions (oh god the pain), style, easyness to use, etc.
  • [QUOTE=werewolf0020;37457860]it may just be me but isnt better to have an bigger menu?[/QUOTE] Bigger how? Width? Height? It's narrow because there's no need for it to be any wider. And it's not that tall because some people still have toasters for computers and have a resolution of 1024x768, which is why I don't want to increase it's height. [editline]29th August 2012[/editline] [QUOTE=danielga;37457925]Talking about menus, what do you guys take into account when making Derma controls? Multitude of resolutions (oh god the pain), style, easyness to use, etc.[/QUOTE] I always make sure that various parts of a menu are easy to distinguish, make them stand out, make them easy to use and use ~~fancy~~ colors.
  • [QUOTE=werewolf0020;37457860]it may just be me but isnt better to have an bigger menu?[/QUOTE] slightly but i suggest collapse categories for the upgrades so you see more weapons and when you click on one it expands and if another was open it(the other one) minimizes that makes you see more weapons but thats just my opinion -Uke
  • [video=youtube;ysawJY9wpD8]http://www.youtube.com/watch?v=ysawJY9wpD8[/video] This is too fun.
  • [QUOTE=LEETNOOB;37456535]u sexy man put ur hands on my gooch!!! [sp](no homo)[/sp] Also, I've been working on Stealth-Life (what a cheesy name, fuck) some more and made this menu for the loadout and weapon upgrades. Still a WIP, but looks pretty damn good IMO. (Click to enlarge) [img_thumb]http://cloud-2.steampowered.com/ugc/938127448201818498/5AB1BDA6A6CF4DF33ED22FFA3768AD69E7EAA12C/[/img_thumb] Gonna replace the scrollbar with a custom one later, because the stock one obviously doesn't fit with the color theme.[/QUOTE] Your GUI's always trickle my tralalala
  • [QUOTE=COBRAa;37458707][video=youtube;ysawJY9wpD8]http://www.youtube.com/watch?v=ysawJY9wpD8[/video] This is too fun.[/QUOTE] [video=youtube;LremLkhUzc]http://www.youtube.com/watch?v=aLremLkhUzc[/video] Now make the skull and stuff appear that sniper V2 Elite does and watch me cream myself.
  • More snips of code that probably doesn't even work, but it won't hurt to give it a shot. I still need to fix client-side... [lua] -- Player:RayCast() [Returns the trace from the player to the block hit. Traditionally called 'RayCast()' since it's used in Unity3D's engine.] function Player:RayCast() -- Trace. Later to be properly done to have it reach a total of X units. local TRACE = self:GetEyeTrace(); return ({ Position = TRACE.HitPos, Player = self, Block = WORLD_HANDLER_MODULE.Functions.GetBlockViaPosition( Trace.HitPos ), }); end -- VectorInBoundsOfChunk( [Vector/X], Y, Z, Chunk ) [Calculates if a vector is in the bounds of a chunk. Used for block targeting and player locating] Uforzyx.Modules["World Handler"].Functions.VectorInBoundsOfChunk = function( X, Y, Z, Chunk ) -- Creates a vector if Y and Z are present, or uses X, implying that it's a vector. local Origin = Vector( X, Y, Z ) or X; if (!CHUNKS[Chunk] || !CHUNKS[Chunk].Position) then return false; end return ((Origin.x >= CHUNKS[Chunk].Position.X - (CHUNK_SCALE * CHUNK_SIZE.X / 2) and Origin.x <= CHUNKS[Chunk].Position.X + (CHUNK_SCALE * CHUNK_SIZE.X / 2)) and ( Origin.y >= CHUNKS[Chunk].Position.Y - (CHUNK_SCALE * CHUNK_SIZE.Y / 2) and Origin.y <= CHUNKS[Chunk].Position.Y + (CHUNK_SCALE * CHUNK_SIZE.Y / 2)) and (Origin.z >= CHUNKS[Chunk].Position.Z - (CHUNK_SCALE * CHUNK_SIZE.Z / 2) and Origin.z <= CHUNKS[Chunk].Position.Z + (CHUNK_SCALE * CHUNK_SIZE.Z / 2))) end -- GetBlockViaPosition( [Vector/X], Y, Z ) Uforzyx.Modules["World Handler"].Functions.GetBlockViaPosition = function( X, Y, Z ) -- Table to contain our data of the original vector, the chunk the target is in, the scaled position, and the block. local Data = { -- Creates a vector if Y and Z are present, or uses X, implying that it's a vector. Vector = Vector( X, Y, Z ) or X, }; -- Loop through our list of active chunks for k, v in pairs( CHUNKS ) do -- If the target vector is in the bounds of the chunk... if (WORLD_HANDLER_MODULE.Functions.VectorInBoundsOfChunk( Data.Vector, nil, nil, CHUNKS[k].Name )) then -- set it as the active chunk. Data.Chunk = CHUNKS[k].Name; end end -- Offset the position, and round it off. Floored due to get the correct block. Data.Position = { X = math.floor( CHUNKS[Data.Chunk].Position.x ); Y = math.floor( CHUNKS[Data.Chunk].Position.y ); Z = math.floor( CHUNKS[Data.Chunk].Position.z ); }; -- Calculate the block. Data.Block = CHUNKS[Data.Chunk].Blocks[Data.Position.x][Data.Position.y][Data.Position.z]; return ( Data ); end -- AddBlock( X, Y, Z, Chunk, Block ) [Used to add a block in a chunk. Essentially, this can double as a remove function too.] Uforzyx.Modules["World Handler"].Functions.AddBlock = function( X, Y, Z, Chunk, ID ) -- Sets the block to the ID given. Uforzyx.Modules["World Handler"].Variables.Chunks[Chunk].Blocks[X][Y][Z] = BLOCKS[ID].ID; end -- RemoveBlock( X, Y, Z, Chunk ) [Used to remove a block in a chunk] Uforzyx.Modules["World Handler"].Functions.RemoveBlock = function( X, Y, Z, Chunk ) -- Sets the block to 0, which is air. Uforzyx.Modules["World Handler"].Variables.Chunks[Chunk].Blocks[X][Y][Z] = BLOCKS[0].ID; end [/lua] Quickly written on notebook paper during study hall, and I haven't even tried it out yet, or even removed some redundancy, such as having a function take either a vector or X, Y, and Z numbers when the function isn't used as such. If there was... what's the term? Not polymorphism, but where you can have two functions that takes different arguments... Method overloading. Time to get cracking on fixing things, and adding blocks. [editline]Now now[/editline] Gross. [code] tag still has that gap. [editline]Now[/editline] [QUOTE=MDave;37455682][sp]Lua is indexing from 1, but Java is from 0...[/sp][/QUOTE] That was the issue I had when wanting to easily transition my code over to C#. Had to convert my multidimensional tables to proper arrays and offset it by 1.
  • is anyone interested in writing something to parse + store functions and hooks and whatnot for glua.me? I don't have the time or patience to do it. Your contribution would be greatly appreciated by everyone, I'm sure..contact me via PM if you're interested, thanks! and sorry if this is in the wrong thread, it's been a long day and I'm not sure where else this should really go