Reminds me of the Borderlands dispenser, which is awesome!
[QUOTE=Roag15;47576818]Reminds me of the Borderlands dispenser, which is awesome!
I think that's the idea.
Alright, this shit is worth advertising:
I made a new program based on gmosh, with some more features, but mostly:
a [B]super awesome gui:[/B]
[t]https://cloud.githubusercontent.com/assets/1202014/7282869/0e3001a4-e933-11e4-81a7-5567787ac1de.png[/t] - [t]https://cloud.githubusercontent.com/assets/1202014/7282871/0f7bf068-e933-11e4-924b-c94a0b67c4f6.png[/t] - [t]https://cloud.githubusercontent.com/assets/1202014/7282872/11a11652-e933-11e4-8311-b653cd64931a.png[/t]
- Create/View/Extract GMA files
- [B]Open/extract individual files from the GMA file.[/B] Useful as [I]fuck[/I] if you want to know about just [I]one[/I] file. (gmoshui only)
- Publish addons to the workshop. [I]It even saves your recent addons[/I]. [B]Updating your workshop addon is at most two clicks away,[/B] or [url=http://i.imgur.com/IUEmXlE.png]one command[/url] if you use the cli.
- [B]Download workshop addons[/B], because [B]Fuck[/B] subscribing and then starting gmod.
- Works on Linux AND Windows, with OSX support coming somewhat soonish I guess.
It's still WIP. This release is an alpha version. I'd like you guys to test it and report bugs. It's rough in a few edges, but I want you to have this tool.
[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 [B][I][U]arbitrary scene from within the map directly[/U][/I][/B] 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]
How does that solve the issue? You're just re-creating a screenshot feature. That is not what we were talking about. Loading up models/entities/players/brushes/etc. in any portion of the map (Even out of the view of the player, or the "Entity transmission" area or w/e it was called where entities are no longer sent to the client due to being out of view) and taking a picture of THAT is what we were talking about.
Not only that, but youre still limited to having to use a player to capture that data to send off to the web-server. If you are using a binary module such as Bromsock to send that data to the server, you would have to send the picture from the client to the server and then from the server to the website...
[QUOTE=SeveredSkull;47578403]How does that solve the issue? You're just re-creating a screenshot feature. That is not what we were talking about. Loading up models/entities/players/brushes/etc. in any portion of the map (Even out of the view of the player, or the "Entity transmission" area or w/e it was called where entities are no longer sent to the client due to being out of view) and taking a picture of THAT is what we were talking about.
Not only that, but youre still limited to having to use a player to capture that data to send off to the web-server. If you are using a binary module such as Bromsock to send that data to the server, you would have to send the picture from the client to the server and then from the server to the website...[/QUOTE]
as far as needing a player, I don't think there's a way around that
EDIT: Dropbox account suspended, FUCK[/B]
Edit: Youtube doesn't ban people for a 45.5MB video >.>
[QUOTE=Freezebug;47579899]Big ass video[/QUOTE]
Please make a pull request on [URL="https://github.com/aStonedPenguin/fprp"]fprp[/URL]. Your skills are greatly needed.
can't wrap my head around custom physics meshes though, anyone know?
Finally got around to making this tutorial.
thank god, goldwave gave me nightmares
Finally got around to making this tutorial.[/QUOTE]
You should also add that if you are trying to play these looping sounds with BASS functions, they will refuse to play and cause error -1.
I've been working on heatmaps for my prop hunt game mode, I have no web design skills though :(
I always liked to create one for ttt, but i never knew how heat maps works :v
[QUOTE=gonzalolog;47582493]I always liked to create one for ttt, but i never knew how heat maps works :v[/QUOTE]
I found an API that does the image processing, all I had to do was mess around in-game to generate map overlays, photoshop some bits together for maps that won't let me grab the picture in one go, gather the co-ordinate data, convert the coordinates to fit the image and feed them all in.
The most difficult bit is creating the map overlays :(
[QUOTE=gonzalolog;47582493]I always liked to create one for ttt, but i never knew how heat maps works :v[/QUOTE]
Google Maps has a very easy API for it, and given that you have the map overlay, it's just a matter of plotting points. The API does the heatmapping for you with that information.
Another example, a map showing all of the players in my gamemodes (so I could relocated the server to the best location):
Here is the basic plotted points map you'd see anywhere:
And here is that same data turned into a heatmap:
now I can move onto m-80, m-100 and m-1000 crackers
[B]Finally get to show off my gamemode.[/B]
I've always been a really big fan of The Hidden. It was an awesome game and I was really quite sad that it had pretty much died (at least here in Australia). So, I decided it take it upon myself to make a recreation of the game inside of Garrys Mod.
If you don't know what The Hidden is, you can read about it [URL="http://www.hidden-source.com/"]here[/URL]. I'm aware there is already a Hidden inspired gamemode in Garrys Mod called "The Stalker", but I wanted to create my own version that was closer to the original mod.
It's obviously not 100% true to the original game, with some stuff being left out and new features added, but the core idea is the same.
I'm not done yet, but when I do finish, I'm going to be releasing it for [B]free.[/B]
[B]Sorry about the music in the videos, I had it playing in the background and it picked it up :V[/B]
I tried to keep the movement of the hidden as nice as possible. In this video you can see some of the mechanics of the Hidden.
This is something unique to the recreation - custom mode. If this mode is enabled, the Hidden can choose their stats at the start of the round. These stats influence everything from hp, stamina, speed to damage reduction and stamina recharge time.
This shows the "Hidden Vision", which allows the Hidden to see through walls.
I wanted it to be easily customizable for those who don't know lua, so I've been making sure to add config options for just about everything.
For those who do know lua, I will be making it dev friendly. It's going to have plenty of hooks so you wont need to modify core content too much.
Now that I'm done announcing it, I'd like some opinions on some stuff:
This is the humans loadout menu, where they can select their weapon, equipment, etc. What do you think?
This is the scoreboard, I can't decide if I like this design or not.
There's lots of little things that you can't see in these examples, such as sounds and little visuals etc, but they're there. I've got a few more core features to get done, then I can get to work polishing it off.
Oh, and it hasn't got a name yet.
Let me know what you think :D
I nearly destroyed GMod with about 50k particles [video=youtube;T_a71EtA7e0]http://www.youtube.com/watch?v=T_a71EtA7e0[/video]
sony vegas totally fucked up my video
The close button in the top right is a bit awkward, and I can tell that the other ones are silkicons too. That's my only 'complaint' everything else looks very nice. I like the scoreboard, too. I would love to play around with this and host it. Good work!
[editline]23rd April 2015[/editline]
Oh also, perhaps re-skin the scroll bars while you're at it, but these are all small details that I can make PR's out of later down the road if you decide to host this on a public repo.
This is really really good, can't wait to try it.
[QUOTE=Fortune11709;47586610][B]Finally get to show off my gamemode.[/B]
- tons of awesome shit - [/QUOTE]
The Hidden was the first PC game I ever played (other than minecraft). It's basically died here in the US too (things are dying down from when some really popular youtubers brought it back to life a few years bacK) but jesus I loved this game so much.
Keep us updated. I really can't wait to see more.
[QUOTE=xaviergmail;47587036]The close button in the top right is a bit awkward, and I can tell that the other ones are silkicons too. That's my only 'complaint' everything else looks very nice. I like the scoreboard, too. I would love to play around with this and host it. Good work!
[QUOTE=Th3applek1d;47587316]Keep us updated. I really can't wait to see more.[/QUOTE]
I will. :D
Also, is anyone good with stencils? I'm having a problem.
I'm trying to draw a halo around the weapon you've selected, but I've run into this issue.
I can draw the halo that's going to be drawn over:
But if I try and draw the model over it, this happens:
[CODE] weapon_option.Paint = function( self )
if ( !IsValid( self.Entity ) ) then return end
local x, y = self:LocalToScreen( 0, 0 )
self:LayoutEntity( self.Entity )
local ang = self.aLookAngle
if ( !ang ) then
ang = (self.vLookatPos-self.vCamPos):Angle()
local function model_draw( blend )
local w, h = self:GetSize( )
cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, self.FarZ )
cam.IgnoreZ( true )
render.SuppressEngineLighting( true )
render.SetLightingOrigin( self.Entity:GetPos() )
render.ResetModelLighting( self.colAmbientLight.r/255, self.colAmbientLight.g/255, self.colAmbientLight.b/255 )
render.SetColorModulation( self.colColor.r/255, self.colColor.g/255, self.colColor.b/255 )
render.SetBlend( blend )
for i=0, 6 do
local col = self.DirectionalLight[ i ]
if ( col ) then
render.SetModelLighting( i, col.r/255, col.g/255, col.b/255 )
render.SetBlend( 1 )
render.SuppressEngineLighting( false )
cam.IgnoreZ( false )
render.ClearStencil() --Clear stencil
render.SetStencilEnable( true ) --Enable stencil
render.SetStencilReferenceValue( 15 )
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS ) --Draw everything
render.SetStencilFailOperation( STENCILOPERATION_ZERO ) --If we fail, set the pixel value to 0.
render.SetStencilPassOperation( STENCILOPERATION_REPLACE ) --If we pass (we see it), set the pixels value to the reference value.
render.SetStencilZFailOperation( STENCILOPERATION_REPLACE ) --If it's behind something, set the pixels value to the reference value.
self.Entity:SetModelScale( 1.1, 0 )
model_draw( 1 )
self.Entity:SetModelScale( 1, 0 )
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL ) --Only draw if pixel value == reference value
surface.SetDrawColor( Color( 0, 255, 0, 255 ) )
surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
render.SetStencilEnable( false )
model_draw( 1 ) -- If I draw this, it just draws over the whole thing.
self.LastPaint = RealTime()
I will. :D[/QUOTE]
Is bunnyhopping going to be a feature? Not sure how I feel about that, might want to make it use stamina.
[QUOTE=Ott;47587501]Is bunnyhopping going to be a feature? Not sure how I feel about that, might want to make it use stamina.[/QUOTE]
At the moment it's an unintentional feature. I'll make an option to disable it, either by making jumping use stamina or some other hacky thing I can come up with.
I've made a script that lets users have an FOV offset so you can go beyond the 90 limit. Currently the offset is limited to 0-30 so you can have a max of 120.
Submarine Extension for the Micro rides :v:
Sub gets crushed if you dive too deep :v:
Recompiled the Hidden model from the mod so that it works with Gmod. :D
[QUOTE=isnipeu;47588977]I've made a script that lets users have an FOV offset so you can go beyond the 90 limit. Currently the offset is limited to 0-30 so you can have a max of 120.
That is really helpfull. even with my 90 FoV its still way to less for gmod tbh.
[QUOTE=Tomelyr;47590313]That is really helpfull. even with my 90 FoV its still way to less for gmod tbh.[/QUOTE] It's a shame that the max FOV in games is almost always 90 or lower, I find the sweet spot to be around 105. Hopefully sometime soon games will start increasing it.
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