• GMod - What are you working on? April 2015 (#44)
    626 replies, posted
[QUOTE=James xX;47562755]I'm not quite sure what you mean. It prints lua errors as a stack trace if that's what you mean? Well, only errors from the server and client state, menu state is being pissy with me.[/QUOTE] I think he means grouping the messages, Instead of displaying the same message 1000 00000 0000 times you'd only display it once and a small counter next to the error to indicate that it happened more than once. It's just lovely getting an error from the initialization of something just to have the console eat the text due to the follow-up spam from a Think hook that had dependencies in init.
[QUOTE=Hoffa1337;47562807]I think he means grouping the messages, Instead of displaying the same message 1000 00000 0000 times you'd only display it once and a small counter next to the error to indicate that it happened more than once. It's just lovely getting an error from the initialization of something just to have the console eat the text due to the follow-up spam from a Think hook that had dependencies in init.[/QUOTE] Oh yeah I'll be adding that in soonish, will be in another tab I think. Maybe some nice collapsible panels.
[QUOTE=sabadyCZ;47552445]Does it reacting on all types of songs or only if that detection was configured by the specific song?[/QUOTE] Not on all types of songs, it needs to have a clear beat. Mostly, no configuration is needed (it uses multiple dynamic "thresholds" that automatically adjust after having the song play for some time). For extreme cases (e.g. 200+ BPM), you have to change some of the auto-adjustment "weights" / factors, though. (I know, it's not optimal.) To put it simply, it tries to find out when "sudden changes" happen and also keeps calculating some kind of "average noise average". Then, based on those values, it generates a set of always changing, dynamic thresholds. If the majority of the computed values exceed the threshold, it interprets that as a kick. Those kick patterns can then be used to find out the numeric BPM, if needed. It's not hard, but I was primarily interested in the actual kick detection, so you don't see that in the video. Unfortunately, I can't find the code right now. I planned to add something like a "bpm stabilizer" by comparing the current "sample window" to the "averaged bpm model" using [URL="https://en.wikipedia.org/wiki/Cross-correlation"]cross-correlation[/URL], but I haven't really done anything with this code since last year. In addition to that, it's quite ugly. (I should point out that none of these things I'm doing should be considered [I]professional[/I]. In fact, I initially wanted to start doing something with [URL="https://en.wikipedia.org/wiki/Comb_filter"]comb filters[/URL], but that entire topic quickly exploded over my head and I got scared.)
This is like the Helicopter gun, except imagining one that has different mechanics. [t]http://i.imgur.com/lAOa7Er.png[/t] If I can make a SENT Helicopter (MAYBE NPC... doubtfully) I would make this Helicopter in question. While the mechanics can be expressed in a SWEP, they would be much nicer in full sexy helicopter action. [sp]Air nodes, if even in a map, are shite anyway, so doing a SENT with pathfinding code of some sort I believe is a much better alternative.[/sp] [editline]20th April 2015[/editline] [t]http://i.imgur.com/NZjuamQ.gif[/t] [editline]20th April 2015[/editline] If you want to know the planned mechanics, just ask. I don't want to flood the post any more than the images do.
[t]http://i.imgur.com/BTloHyQ.jpg[/t] I'm jumping on the "Let us Copy Girraffen" öhhm i mean SubMaterial Bandwagon. [url]https://gfycat.com/GlitteringWeepyCoelacanth[/url]
[QUOTE=Luni;47560942]Dude that'd be great. I still don't have any idea what I'm doing with pathfinding, I'm just relying on the NextBot functions and since they can't even avoid other NPCs I couldn't really put much serious effort into it. e: alternatively i may just have a really shitty navmesh, i'm really new to nextbots e2: it's weird because the VDC wiki mentions disabling 'local obstacle avoidance', so i guess it's just not implemented in gmod?[/QUOTE] In order to make the pathfinding as efficient as possible I don't think VALVe makes nextbots use any sort of trace checking and thus doesn't do any sort of real-time object avoidance. The navmesh generation also ignores entities (I think all but map entities or something) due to the fact that the original navmesh/nextbot stuff is used in TF2 which doesn't really have any sort of dynamic objects. The problem basically doesn't lie with your navmesh. Also, I've been working on making a dev version of the pathfinder and I've gotten quite far, but now the binary heaps are erroring which is NOT good at all. Binary heaps are an [I]absolute bitch[/I] to debug and it's super tiring doing it. I'll get to looking at it again. EDIT: Seems that I managed to fix it by some last minute change last night, gonna do a bit more testing then post the code here. EDIT2: Video! [video=youtube;k4w2VeY9OCk]http://www.youtube.com/watch?v=k4w2VeY9OCk&feature=youtu.be[/video] It allows for an infinite (theoretically) amount of pathfinders running simultaneously and will modify the performance so you keep a steady fps no matter how many pathfinders are running. The actual pathfinding stuff for each path happens in a for loop which goes from 1 to 30, but the 30 is divided by the amount of pathfinders currently running so as to keep the performance hit constant instead of exponential as the amount of pathfinders running increases. It works much better than I expected and I'm happy with its results.
Everything wont look that horrible, just had to reduce my game's resolution to use ShareX. Inventory system I started yesterday to work with my scrap armor and weaponry. It uses a slightly modified DModelPanel (code I posted above I think) to draw the client's armor and then SpawnIcons, DButtons, and good old DragNDrop. Should be cool [vid]https://giant.gfycat.com/NegligibleDirtyAnchovy.webm[/vid]
[t]http://puu.sh/hi4zG/6c8d40d14e.jpg[/t] Added some graphics to the radar and I wrote a neat little thing for syncronizing Ammo Counts between server and client HUD. Ships like the King George have 24 individually usable weapons so it only syncs when something changes keeping the traffic down :)
So here's a very insubstantial video of a shitty ingame lua editor I stuck together today. [video=youtube;wGDMfngqLDk]http://www.youtube.com/watch?v=wGDMfngqLDk[/video] I know there are at least three of these, but mine is special because it sandboxes everything via my even more shitty VM. I am planning on making an entire gamemode centered around this. Calling it "Shitty Lua Anarchy Gamemode", or something equally unclever. [URL="http://cogg.rocks/slag/doc.html"]Here[/URL]'s the WIP turd API, if anyone's even slightly interested.
[QUOTE=MadParakeet;47567556]So here's a very insubstantial video of a shitty ingame lua editor I stuck together today. [video=youtube;wGDMfngqLDk]http://www.youtube.com/watch?v=wGDMfngqLDk[/video] I know there are at least three of these, but mine is special because it sandboxes everything via my even more shitty VM. I am planning on making an entire gamemode centered around this. Calling it "Shitty Lua Anarchy Gamemode", or something equally unclever. [URL="http://cogg.rocks/slag/doc.html"]Here[/URL]'s the WIP turd API, if anyone's even slightly interested.[/QUOTE] Jesus that Barney sound is terrifying.
[QUOTE=MadParakeet;47567556]"Shitty Lua Anarchy Gamemode"[/QUOTE] [url=http://metastruct.org/]Sounds familiar[/url].
[img]http://rp.braxnet.org/scr/2015-04-21_11-28-35.png[/img] no sleep makes me come up with ideas i felt that itemstore needed more use options :v:
Long time lurker here, finally got something to show. Using bromsock, I made a glua implementation of Websockets and DDP, so you can now hookup Gmod to Meteor.js [media]http://www.youtube.com/watch?v=zqDZAgWzJLY[/media]
-snip wrong thread forgive me please :(, wanted to post in next update.-
Decided to jump on the whole 3D2D menu thing [img]http://i.imgur.com/WV91Wpz.jpg[/img]
[QUOTE=Atomsk.;47571711]Decided to jump on the whole 3D2D menu thing [T]http://i.imgur.com/WV91Wpz.jpg[/T][/QUOTE] [T][/T] man please
[QUOTE=Hunter234564;47570789]Long time lurker here, finally got something to show. Using bromsock, I made a glua implementation of Websockets and DDP, so you can now hookup Gmod to Meteor.js [media]http://www.youtube.com/watch?v=zqDZAgWzJLY[/media][/QUOTE] It would be really interesting if you used the spawnicon .pngs that are rendered and had them on the webserver to represent the entity. That also could make for a really interesting gamemode if you integrated it correctly.
[QUOTE=Llamalord;47572063]It would be really interesting if you used the spawnicon .pngs that are rendered and had them on the webserver to represent the entity. That also could make for a really interesting gamemode if you integrated it correctly.[/QUOTE] You could actually make a cctv camera for your server :v:
[QUOTE=James xX;47572085]You could actually make a cctv camera for your server :v:[/QUOTE] Interesting idea... How would one go about doing such a thing? I would imagine trying to stream anything over 5 png files a second over the web to be pretty intensive both on the network and on the game to try and render that to an image.
[QUOTE=SeveredSkull;47572112]Interesting idea... How would one go about doing such a thing? I would imagine trying to stream anything over 5 png files a second over the web to be pretty intensive both on the network and on the game to try and render that to an image.[/QUOTE] Not really, the game renders it anyway. All you are doing is sending it to the server. 5 images per second wouldn't impact on performance unless the module you are using is synchronous.
[QUOTE=James xX;47572144]Not really, the game renders it anyway. All you are doing is sending it to the server. 5 images per second wouldn't impact on performance unless the module you are using is synchronous.[/QUOTE] Unless there has been some serious changes to the code base while I have been away, I'm not aware of the game being capable of just rendering some arbitrary scene from within the map directly to an encoded .png file. The only thing that I am aware of remotely close is the spawn icons. Please correct me if I am wrong.
[QUOTE=SeveredSkull;47572255]Unless there has been some serious changes to the code base while I have been away, I'm not aware of the game being capable of just rendering some arbitrary scene from within the map directly to an encoded .png file. The only thing that I am aware of remotely close is the spawn icons. Please correct me if I am wrong.[/QUOTE] Snipety, listen to PortalGod. He knows his shit.
Ohh, I love the idea of a camera rendering and saving images to a webserver. Could run some motion detection over it and save interesting pictures. And I don't think low FPS is that big of an issue if its styled to be some outdated camera anyway. I think this would be neat for admin interfaces, just use a proper website to manage everything instead of some glued together gmod menu, or in RP where you could have a real, but in-rp-universe website linked to the server with news, elections, webstore, citizen tweets ect... Bonus points for using an ingame browser to visit it. If anybody got ideas how you would like to use this please let me know. I'm still trying to figure out how the final API should work like, and having some use-cases in mind would help.
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/Capture]render.Capture[/url]
[QUOTE=PortalGod;47572595][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/Capture]render.Capture[/url][/QUOTE] I feel dumb now.
[media]http://www.youtube.com/watch?v=sOWvJDfofig[/media] taking furnishing to a whole new level
Having fun with nextbot and ExpAdv2. [video=youtube;W1BYuEgFcXY]http://www.youtube.com/watch?v=W1BYuEgFcXY[/video]
[QUOTE=Giraffen93;47572931][media]http://www.youtube.com/watch?v=sOWvJDfofig[/media] taking furnishing to a whole new level[/QUOTE] Fuuuuck, you could totally do some Sims level house customization if you used SetRenderBounds, InitPhysicsBox and meshes.
[QUOTE=James xX;47572596]I feel dumb now.[/QUOTE] have a 4 fps proof of concept: -snip- this is a stream of me playing live using render.capture (this is technically an mjpeg, I'm not sure which browsers support it but it works for me on firefox) [editline]21st April 2015[/editline] [url]https://github.com/PortalGod/gmodstream/tree/master[/url] also, I'm pretty sure I found a bug doing this
So I've started working on a vending machine that dispenses weapons I've designed. Right now it only tosses guns out randomly, but once it gets further into development, it'll actually have UI menus and a function I like to call "Prize Mode". Might also make an Ammo and Medical variant to go with it. I can't take any screens at the moment since I have to head to class, but I can show off the texture I'm gonna use for the machine's face: [t]http://i.imgur.com/31cm7gI.png[/t] I'll post some actual screens of the machine later when I get out of class. [editline]update[/editline] Here's a video showing off the random dispense function with a horrible FPS rate because Macbook: [video=youtube;x0GkpfZco50]http://www.youtube.com/watch?v=x0GkpfZco50&feature=youtu.be[/video] And here are some images of a "prize" you can get from Prize Mode as well as what happens when the vending machine takes too much damage: [t]http://i.imgur.com/gj9rElK.jpg[/t][t]http://i.imgur.com/NTvrtPX.jpg[/t] Still very WIP at the moment, though at some point in the next two weeks, it'll be skinned and hopefully have some sort of UI in place.
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