• GMod - What are you working on? - March 2014
    802 replies, posted
  • [thumb]http://puu.sh/7GlgZ.png[/thumb] Anybody interested in scripting gmod in C#? :dance:
  • [QUOTE=cartman300;44329611][thumb]http://puu.sh/7GlgZ.png[/thumb] Anybody interested in scripting gmod in C#? :dance:[/QUOTE] Yes please tia <3
  • [QUOTE=cartman300;44329611] Anybody interested in scripting gmod in C#? :dance:[/QUOTE] Damn! i lost my vs2012 installer!
  • Mmmmmmmm Ask me about turret fetish [t]http://i.imgur.com/Rzeer88.jpg[/t] [t]http://i.imgur.com/2AQ3R2R.jpg[/t] [img]http://s22.postimg.org/f3cuq325r/2014_03_24_01_06_39.gif[/img] [img]http://s29.postimg.org/d301h13ol/2014_03_24_01_20_54.gif[/img]
  • [media]http://www.youtube.com/watch?v=SJPoqs8vYMk&feature=youtu.be[/media] Pistols that lock onto people's heads and SMGs that shoot around corners. What whacky ideas will they invent next.
  • [URL="https://github.com/cartman300/GMOD-NET-API"]Repo[/URL] (Binaries are in bin/ folder) Files go as follows: * gmsv_netscript_win32.dll into garrysmod/garrysmod/lua/bin * ManagedWrapper.dll into garrysmod/ It loads all .cs files from the folder garrysmod/garrysmod/netscript/ Example script can be found [URL="https://github.com/cartman300/GMOD-NET-API/blob/master/netscript/test.cs"]here[/URL] It also adds following lua functions * Netscript.Load(PATH) - Load file and all containing scripts, relative to garrysmod/ folder (the one with hl2.exe) * Netscript.Unload(ID) - Unload script by id (not file, a file can contain multiple scripts) * Netscript.Reload() - Unloads all scripts and reloads them from netscript folder The script files have the System, ManagedWrapper and gmsv_netscript_win32 dlls referenced.
  • I started screwing around with Gcompute and had this an hour later. [video=youtube;xSz4LsY057g]http://www.youtube.com/watch?v=xSz4LsY057g[/video] I should totally try selling it to RP servers. :v:
  • I've already posted this in the gamemode thread, but I figured it wouldn't hurt for more publicity on an awesome gamemode. It's not a lot but there is quite a lot of back-end that is being worked on. [video=youtube;SLXPgfOLf3E]http://www.youtube.com/watch?v=SLXPgfOLf3E[/video] I'll post more as things progress
  • Was messing around with my auto-montage feature and decided that it was not extreme enough, so I added screen shake and music. Yeah I don't know Headphones and epilepsy warning [VIDEO=youtube;zIc0bCVQ54s]http://www.youtube.com/watch?v=zIc0bCVQ54s[/VIDEO]
  • [QUOTE=Extronic;44334681]Was messing around with my auto-montage feature and decided that it was not extreme enough, so I added screen shake and music. Yeah I don't know Headphones and epilepsy warning [VIDEO=youtube;zIc0bCVQ54s]http://www.youtube.com/watch?v=zIc0bCVQ54s[/VIDEO][/QUOTE] This is better than CoD. Where do I buy it?
  • I decided to wait this time instead of posting you a processing video. This was just a little something I scripted to keep me muy ocupado, and for fun as well :smile: [video=youtube;Vd7OeCoiCvQ]http://www.youtube.com/watch?v=Vd7OeCoiCvQ&feature=youtu.be[/video] Nothing special... but for some reason I had fun killing things with these! Especially scanners I forgot to demonstrate the HUD color changing when you get suit armor. I laid out all the batteries and forgot to record picking them up... oops! :downs:
  • I doubt we needed a four minute plus video to see how you created simple melee weapons.
  • Crew roles and damage for NeuroTanks :v: [img_thumb]http://puu.sh/7FkZW[/img_thumb] [img_thumb]http://puu.sh/7Em3C[/img_thumb] Crew gets randomized on tank spawn using 206 possible faces. All tanks have weak spots that can be utilized to deal damage on the crew members. (look for cupolas and hatches mainly) High Explosive rounds will not hurt the crew but AP, APHE and Kinetic ammo is pretty devastating. The tank is affected based on what role gets killed. If the driver goes down the tank stops until you r-enter it to assume his role. If the loader dies it will take twice as long to chamber a new round. Next up is the commander and gunner but I haven't decided what their death should impact. To summarize the tank damage system: Damage scales based on armor thickness around the tank. Ass takes more damage, front takes less, sides takes slightly lower damage. Shells can bounce if you hit at bad angles. Armor and tank size is taken into consideration. Damage taken from behind can result in either gearbox breakdown, engine coolant leak or oil leak. If gearbox goes the tank stops and cant be repaired in the field. If coolant or oil starts leaking the tank will overheat after a short while where you have wait a minute or two before you can keep driving another short distance before overheating again. There's a sweet spot for the ammo rack that instantly cooks the tank if you hit it. Seated at the base of the turret. I've only seen this occur maybe 2-3 times over several days of testing. If you focus your fire on the tower the tank will cook. Threads can take damage and will affect tank accordingly, if both tracks gets broken the tank stops.
  • [QUOTE=Hoffa1337;44337254]TANKS[/QUOTE] Commander death: forced lag. Every action gets a 0.5 second delay. Gunner death: Extra cannon spread so you miss more often
  • [QUOTE=Divran;44337620]Commander death: forced lag. Every action gets a 0.5 second delay. Gunner death: Extra cannon spread so you miss more often[/QUOTE] excellent ideas.
  • [QUOTE=Hoffa1337;44337254]-ultra sexy tanks-[/QUOTE] It would be cool (Although a bit ineffective) if there was an option to have actual players fill the roles of the fo-players. (Using their playermodel's faces in replacement of the fo-player's ones.) Only bad thing is almost everyone would have to use mics to be effective OR each member would have to be able to point at a location and be able to place a marker at said location that only the tank crew can see.
  • [QUOTE=TheMrFailz;44337959]It would be cool (Although a bit ineffective) if there was an option to have actual players fill the roles of the fo-players. (Using their playermodel's faces in replacement of the fo-player's ones.) Only bad thing is almost everyone would have to use mics to be effective OR each member would have to be able to point at a location and be able to place a marker at said location that only the tank crew can see.[/QUOTE] If you add the feature to allow players to be in the same tank, I suggest giving them a bonus to reload speed and accuracy and other things to compensate, and also to give some incentive to actually do it.
  • [QUOTE=Hoffa1337;44337668]Tanks[/QUOTE] Cannon recoil and throttle control would be cool.
  • Update on that evocity patch: [thumb]http://i.imgur.com/C8Hol1Y.jpg[/thumb] McSimp wrote a module to load my modified map on the server, while the clients load the regular map, the cave no longer crashes, the way it's patched at the moment, it has very weird collisions, I intend to remove the collisions all together eventually :D
  • A friend of mine uploaded 22 minutes of Razborka!'s 7 Bandit War gametype gameplay. [media]http://www.youtube.com/watch?v=J3AJ-zE3iWg[/media] [sp]possibly contains footage of me being an asshole[/sp]
  • Just finished writing a system which automatically registers any unregistered vehicles into my vehicle system. It also converts VC Mod lights into my format. Some manual changes are needed such as repositioning lights if they aren't absolutely perfect using a tool I wrote, moving it into a proper category, pricing, filling out random vehicle data which isn't included. I wrote it because TDM updates his svn frequently along with others. I couldn't keep up manually pulling the info over so... Now I have something that generates them for me. I'm going to write another to export all the data from all registered vehicles into txt files ( lights, manufacturer etc etc ) so that I can use cached data to regenerate all files ( useful in case I change the layout, add new features, etc to avoid editing 300 vehicle files... )
  • I wrote this up just last night, nothing too spectacular, just something I wanted to try out since I was looking into have my addon automatically include and AddCSLuaFile all the code files without manually adding them. I know this has been done before but I thought I'd share it anyways. [IMG]http://i.imgur.com/4QraYiH.gif[/IMG] Basically it's going to allow me to check my player's lua files via net messages, I already have the string splitting and rebuilding done so that it can successfully send files bigger than 64kb using multiple net messages, I just have to do the net functionality now which is the easy part in my opinion. Although I understand this is kind of a fucked up this to make/do, I don't plan on releasing it to the public because if I did and it got into malicious hands it'd make it that much easier to steal code. Not that it's hard to make, but it definitely doesn't belong in the hands of a code thief. I plan to just use it for investigating clients who I believe may be hacking, although I know it may prove futile if the hacker knows what they're doing. If even that, I mostly just made this for the learning experience. Also I wouldn't solely take action on a player just because they had a hack in their gmod folder, but it could be grounds for further investigation of the player. Obviously if I want to use this on a public server I will need to make sure that the net messages are secured and won't allow players that bypassed sv_allowcslua to access this control. Possibly just going to add in an super-admin check server-side. I want to assure you guys that if I did end up using this, I wouldn't steal code, I hate using other people's code in the first place I prefer to make my own/learn to. I know that sounds suspicious that I'm even saying that but I know by the looks of it and how other people reacted to a script like this before that it's pretty obvious it has potential for malicious use. I'm mainly trying to focus on net message related things, because of an addon I'm working on right now that will be released on the workshop, unrelated to this one, and I will also show pictures of it when it's near completion here. It is going to revolve around the use of net messages/sending potentially large amounts of data and I need to practice securing them and overall just efficient ways of sending data between the user and the server and vise-versa. To give a hint of what it is, it's going to be a sort of in-game support/ticket system. Anyways I've read too many horror stories to even put the littlest amount of trust in the client. :v: [B]Edit: I got the basics of the networking done now, it was a bit more difficult than I expected, I just need to make sure the networking is secure and clean up the code. I'll work on that when I get home from school because I'm fucking exhausted I've been up for countless hours working on this. >.<[/B]
  • Razborka!®™ presents an authentic Bandit Vision®™ bloody screen. [media]http://www.youtube.com/watch?v=Jutn84TJiRs&[/media]
  • [QUOTE=Jeezy;44340458]-snip-[/QUOTE] Make sure you incorporate message signing for that ( to ensure complete messages have a unique non-colliding key, and security on top of that ).
  • Created a model that only has a single ValveBiped.Bip01_Head1 bone, and parented/bonemerged it to a player model. Then attached other junk to it to make stuff. [t]http://puu.sh/7HLSc/fbf11dede5.png[/t] [t]http://puu.sh/7HMXv/e40f16e563.png[/t]
  • [QUOTE=Jeezy;44340458]I wrote this up just last night, nothing too spectacular, just something I wanted to try out since I was looking into have my addon automatically include and AddCSLuaFile all the code files without manually adding them. I know this has been done before but I thought I'd share it anyways. [IMG]http://i.imgur.com/4QraYiH.gif[/IMG] Basically it's going to allow me to check my player's lua files via net messages, I already have the string splitting and rebuilding done so that it can successfully send files bigger than 64kb using multiple net messages, I just have to do the net functionality now which is the easy part in my opinion. Although I understand this is kind of a fucked up this to make/do, I don't plan on releasing it to the public because if I did and it got into malicious hands it'd make it that much easier to steal code. Not that it's hard to make, but it definitely doesn't belong in the hands of a code thief. I plan to just use it for investigating clients who I believe may be hacking, although I know it may prove futile if the hacker knows what they're doing. If even that, I mostly just made this for the learning experience. Also I wouldn't solely take action on a player just because they had a hack in their gmod folder, but it could be grounds for further investigation of the player. Obviously if I want to use this on a public server I will need to make sure that the net messages are secured and won't allow players that bypassed sv_allowcslua to access this control. Possibly just going to add in an super-admin check server-side. I want to assure you guys that if I did end up using this, I wouldn't steal code, I hate using other people's code in the first place I prefer to make my own/learn to. I know that sounds suspicious that I'm even saying that but I know by the looks of it and how other people reacted to a script like this before that it's pretty obvious it has potential for malicious use. I'm mainly trying to focus on net message related things, because of an addon I'm working on right now that will be released on the workshop, unrelated to this one, and I will also show pictures of it when it's near completion here. It is going to revolve around the use of net messages/sending potentially large amounts of data and I need to practice securing them and overall just efficient ways of sending data between the user and the server and vise-versa. To give a hint of what it is, it's going to be a sort of in-game support/ticket system. Anyways I've read too many horror stories to even put the littlest amount of trust in the client. :v:[/QUOTE] If you did find a hack on a client, wouldn't the easiest way be finding a global variable in the script that is unique and do some kind of check on it when it is changed or used? I think that would be pretty cool, you could make a library of individual hack checks which could work for others that use the same script.
  • [QUOTE=Walrus Viking;44340694]Bonemerging normal props to specific bones using only SetParent. [t]http://puu.sh/7HLSc/fbf11dede5.png[/t] Made this headset thing with 2 models, took me like 5 minutes bc manually positioning and respawning entity [t]http://puu.sh/7HMXv/e40f16e563.png[/t][/QUOTE] It's not bonemerging, it's parenting to attachment.
  • [QUOTE=Robotboy655;44340734]It's not bonemerging, it's parenting to attachment.[/QUOTE] I apologize if this is a dumb question, but isn't that part of bone merging? I only suggest that because I see that this bone-merging script I found by a google search does so via the fire function, along with adding the bone merge effect. I still have yet to attempt bone-merging and am interested in experimenting with it. [url]http://source.maxofs2d.net/lua/autorun/bonemerging.lua[/url]