• GMod Gamemodes & Addon- WAYWO - #27
    1,001 replies, posted
[QUOTE=FPtje;40168631]how about a built in think hook that resumes all registered colourings every frame? that could be useful for generating systems, and prevents users from having to make this think hook themselves.[/QUOTE] That's kind of what I was thinking. A fire and forget system.
[QUOTE=Map in a box;40164824]A bullet falls at the same rate as every other object, i.e. a marble. Source maps are maxed out at 2048 feet, and I'm pretty sure gmod maps are more than that. That's plenty of room for bullet drop. Not saying that it can't be made dramatic, either.[/QUOTE] The thing is just that with a machine gun or a rifle you are barely gone hit a target far away enough for bullet drop to be important. If you are making a sniper warfare mod where every target is over 500 meters away, then yes ofc you should calculate in bullet drop, but on a sub-machinegun where the everything you are supposed to be able to hit with it is within 50-100 meters there is absolutely no reason for physical bullets.
Wiremod has a think hook for generating stuff too. It's mostly used for file listing. To make stuff easy it has [URL="https://github.com/wiremod/wire/blob/master/lua/wire/Timedpairs.lua"]central functions[/URL] in the main library of Wiremod. It goes through a table like a for pairs loop does, but over several frames. A build-in Timedpairs function using coroutines in GMod could have many uses. I have seen (smaller) game freezings that could be avoided by adding and apply something like this. It would replace timers in many cases too.
When I generate lists of things I usually do it over frames to prevent lag and make things visual. Coroutines fix this. Go coroutines go!
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[QUOTE=LEETNOOB;40166610]It has physical bullets for single player, yes, but it can be disabled and then you just have hitscan bullets that penetrate surfaces and ricochet off surfaces.[/QUOTE] I can't think of any way make physical bullets predicted without trusting the client. I guess that's why it's SP only? What's your experience with this'?
[QUOTE=CapsAdmin;40176432]I can't think of any way make physical bullets predicted without trusting the client. I guess that's why it's SP only? What's your experience with this'?[/QUOTE] Simulating them on the server?
[hd]http://www.youtube.com/watch?v=jpfO7BwqDWA&feature=youtu.be[/hd] Nothing special but I was thinking about it all day.
[QUOTE=Kogitsune;40177483]Nothing special but I was thinking about it all day.[/QUOTE] I liked it, but it's too bad he turned around. They always know
Source is fun: [t]http://i.imgur.com/kRpmgJH.jpg[/t] [code] > print(game.GetWorld())... Entity [0][prop_physics] [/code]
[QUOTE=CapsAdmin;40176432]I can't think of any way make physical bullets predicted without trusting the client. I guess that's why it's SP only? What's your experience with this'?[/QUOTE] Yeah, I couldn't properly predict the bullet on the client and then ran into a bunch more problems in multiplayer.
Got a feature I have never seen before in any Parkour game modes. Pretty new to all this too. [media]http://www.youtube.com/watch?v=1BeGTnpt8u8[/media] I compare the player's velocity angle yaw and their eye angle yaw to make sure they are looking within 30 degrees of their direction of travel upon landing.
[QUOTE=LEETNOOB;40179866]Yeah, I couldn't properly predict the bullet on the client and then ran into a bunch more problems in multiplayer.[/QUOTE] if only source could lift the task of loads of entities flying around. Also, Why not just make the predicted hitscan bullet serverside and make the server calculate it?
Working on a gamemode for a client, it's just a basic team typed fretta kinda thing. With rounds, teams and stats. We're gonna use it as a base to make a few gamemodes. Join team menu: [thumb]http://puu.sh/2uXuC[/thumb] [thumb]http://puu.sh/2uXCP[/thumb] Notifications (they slide in): [thumb]http://puu.sh/2uXxT[/thumb] Spectating: [thumb]http://puu.sh/2uXv0[/thumb] Round over screen: [thumb]http://puu.sh/2uXxN[/thumb] Help menu: [thumb]http://puu.sh/2uXEE[/thumb] (Ugh, puush seems to have compressed my screenshots a lot)
[QUOTE=MadPro119;40180130]Got a feature I have never seen before in any Parkour game modes. Pretty new to all this too. [media]http://www.youtube.com/watch?v=1BeGTnpt8u8[/media] I compare the player's velocity angle yaw and their eye angle yaw to make sure they are looking within 30 degrees of their direction of travel upon landing.[/QUOTE] Would be sick if you could do a backwards roll
Can't you rotate in the direction of the movement? If you look sideways, your screen would roll. Would that look good?
I think the point is that you're only able to make a soft landing without taking damage if you face the direction you're going.
[QUOTE=ralle105;40184514]I think the point is that you're only able to make a soft landing without taking damage if you face the direction you're going.[/QUOTE] Right, I am trying to have some sort of realism and skill involved, and by forcing the player to return to looking forward at the last second is pretty fun. [editline]6th April 2013[/editline] [QUOTE=kp3;40183831]Would be sick if you could do a backwards roll[/QUOTE] I'm considering it like seen in this video [media]https://www.youtube.com/watch?v=FHPu0Oetw-s[/media] Just seems kinda useless to do compared to a standard forward roll.
Don't want to shit up my thread on this too much will little updates, but I figured this was worth showing. [vid]https://dl.dropbox.com/u/9780864/Pokemon Return.webm[/vid]
[QUOTE=CapsAdmin;40176432]I can't think of any way make physical bullets predicted without trusting the client. I guess that's why it's SP only? What's your experience with this'?[/QUOTE] I did predicted physical bullets in Awesome Strike: Source.
[QUOTE=CapsAdmin;40176432]I can't think of any way make physical bullets predicted without trusting the client. I guess that's why it's SP only? What's your experience with this'?[/QUOTE] Oh predicted. Just use UserCommand:CommandNumber for the random seed.
[QUOTE=Map in a box;40177822]Source is fun: [t]http://i.imgur.com/kRpmgJH.jpg[/t] [code] > print(game.GetWorld())... Entity [0][prop_physics] [/code][/QUOTE] Despite all the informative ratings, I really don't get what's going on there. :v:
I changed worldspawns classname and then rendered the world twice(the one I'm on is the fake one). :GetMesh works on the world, too.
[QUOTE=JetBoom;40186184]I did predicted physical bullets in Awesome Strike: Source.[/QUOTE] This is what I'm thinking: shoot projectile simulate projectile clientside send message to the server that you shot the projectile move players back to where they were when you shot the projectile on client (using ping and all that) simulate projectile <<<<< this is where I'm stumped. Wouldn't you have to wait until the bullet hits the player? Isn't waiting too long going to cause problems? move players back [QUOTE=Map in a box;40186241]Oh predicted. Just use UserCommand:CommandNumber for the random seed.[/QUOTE] I don't understand what that has to do with this. [editline]7th April 2013[/editline] [QUOTE=Map in a box;40186623]I changed worldspawns classname and then rendered the world twice(the one I'm on is the fake one). :GetMesh works on the world, too.[/QUOTE] Are you just calling DrawModel on the world? What does changing the classname do? (i assume you're setting the keyvalue classname)
Turn-based FPS, the only solution!
Got a new track design going: [img_thumb]http://i.imgur.com/9e2EwP2.jpg[/img_thumb]
[QUOTE=CapsAdmin;40186794] I don't understand what that has to do with this. [editline]7th April 2013[/editline] Are you just calling DrawModel on the world? What does changing the classname do? (i assume you're setting the keyvalue classname)[/QUOTE] You'd have to use random for spread, so you'd use :CommandNumber. It's what source does. I call :DrawModel on world yeah, fell in love with it. Changing the classname does nothing at all, depressingly.
How are you not crashing from using DrawModel on the world?
Update on WebSockets from a few weeks ago: [QUOTE=samm5506;39942544]Implementing WebSockets for cross-server and web chat support. Both Foohy and I are on separate servers. :smile: Also, just to clarify, this is being implemented on the server; not using the HTML derma panel. [thumb]http://i.imgur.com/3GX1jwp.png[/thumb][/QUOTE] The WebSocket server I'm working on has matured quite a bit. I'm working on a loading screen which displays other connecting users and relays the GMT Lobby and web chat. A progress bar appears below the player while they're connecting and changes depending on their loading status and files needed to be downloaded. The progress bar disappears and their avatar frame turns green when they've connected. [thumb]https://trello-attachments.s3.amazonaws.com/4f8d1e6c691fc20475374ff0/51436c4efca546234b000059/2422e3926dfe4cd6385a04ea978cfee1/2013-04-07_00-35-24.png[/thumb] The image above is taken in my own web browser with fake connecting players data. It works in game as well, it was just easier to fake it for having more players. The chatbox data is real though. Also, I know that the loading screen freezes for a lot of people, but the amount of time it freezes depends per-user anyway.
I'm working on my original gamemode Blark Bloleplay.
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