1. Post #81
    Gold Member
    Kogitsune's Avatar
    September 2005
    2,796 Posts
    Just a hud

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  2. Post #82
    Conna is finally become inter-national dick. Conna 애미뒤진 씹새끼^^
    rebel1324's Avatar
    December 2008
    1,735 Posts
    I love that smooth movements of hud elements.
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  3. Post #83
    Dragon Dildoes
    Dennab
    April 2009
    4,432 Posts
    Tons of lerping stencils and getting the reload anim time?
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  4. Post #84
    Gold Member
    Commander11's Avatar
    February 2007
    295 Posts
    Just a hud

    I like the reloading sequence :)
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  5. Post #85
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    Stencils turn me fucking on.
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  6. Post #86
    Gold Member
    Kogitsune's Avatar
    September 2005
    2,796 Posts
    The ring itself is an animated material. The reload time is done by monitoring the cycle of the view model.

    I have just ruined the magic.
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  7. Post #87
    Gold Member
    BlackAwps's Avatar
    July 2011
    765 Posts


    New vote thing I just finished. The bars represent what is currently winning and the small bar at the bottom is how much time is left.
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  8. Post #88
    We Are No Idiots
    Aide's Avatar
    March 2010
    4,659 Posts
    Required.

    [URL]
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  9. Post #89
    Gold Member
    DrogenViech's Avatar
    December 2006
    821 Posts


    New vote thing I just finished. The bars represent what is currently winning and the small bar at the bottom is how much time is left.
    The question should have a lighter drop shadow, red text with a black drop shadow is hard to read imo
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  10. Post #90
    krassell's Avatar
    January 2009
    341 Posts
    The ring itself is an animated material. The reload time is done by monitoring the cycle of the view model.

    I have just ruined the magic.
    Well that explains a lot.

    I tried making circular hud in the past but it kept eating my fps away. Rendering 6 rings would drop my fps from ~300 to ~30.
    I really should re-write that using something more efficient than surface.DrawPoly.
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  11. Post #91
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    This looks boring as hell, but an item library using metatables...

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  12. Post #92
    Lua is a powerful, fast, lightweight, embeddable scripting language
    Noztra's Avatar
    March 2012
    230 Posts
    Don't laugh at it :P
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  13. Post #93
    likes men
    Python1320's Avatar
    May 2007
    1,717 Posts
    Working on lua and gmod related serverside stuff:

    Okay so, who knows about nosend.txt? No? Good! I don't want to know about it either.
    What I am working on is doing my best to forget about it forever:
    Code:
    #!/bin/bash
    cd "`dirname \"$0\"`" #I want to go home
    . ./.header.sh #Folders and such
    
    echo -n "" > "$SERVERDIR"/cfg/nosend.txt.new || fatal "Could not write nosend.txt.new"
    
    cd "$SRV_SKELETON" || fatal "No skeleton found"
    gamemodes=`find gamemodes -maxdepth 2 -type d | grep -v backgrounds`
    
    cd "$SERVERDIR" || fatal "No SERVERDIR found"
    gamemodes_real=`find gamemodes -maxdepth 2 -type d | grep -v backgrounds`
    
    cd "$SRV_SKELETON"
    
    tmp_nosendfile="nosend.txt.new"
    
    add() {
    	echo "$1" >> "$SERVERDIR"/cfg/$tmp_nosendfile
    }
    addfinish() {
    	cp "$SERVERDIR"/cfg/$tmp_nosendfile "$SERVERDIR"/cfg/nosend.txt --remove-destination || err "wtf?"
    	rm "$SERVERDIR"/cfg/$tmp_nosendfile || err "banni"
    }
    
    proc() {
    	if [ -a "$SERVERDIR"/"$1" ];then
    		
    		set +e
    			unprotect
    				diff -q "$SRV_SKELETON"/"$1" "$SERVERDIR"/"$1" > /dev/null
    				ret=$?
    			set -e
    		protect
    		
    		if [ $ret -eq 1 ];then
    			echo "<Differs>" "$1"
    		elif [ $ret -eq 2 ];then
    			echo "DIFF ERROR" "$1"
    		else
    			add "$1"
     		fi
    	else
    		err "OUT OF SYNC: $1"
    	fi
    }
    serversearch(){
    	cd "$SERVERDIR" || fatal "No SERVERDIR found"
    	results=0
    	path=""
    	for basepath in lua $gamemodes_real ; do
    		tmp="$basepath"/"$1"
    		if [ -a $tmp ]; then
    			path=$tmp
    			results=$(( $results + 1 ))
    		fi
    	done
    	
    	if [ $results -eq 1 ]; then
    		if [ -a $path ]; then
    			proc "$path"
    			return 0
    		fi
    	elif [ $results -ge 1 ]; then
    		echo "Too many hits ($results) on $path"
    	else
    		echo "not found ($results): $1"
    	fi
    }
    
    basesearch(){
    	cd "$SRV_SKELETON" || fatal "No skeleton found"
    	results=0
    	path=""
    	for basepath in lua $gamemodes ; do
    		
    		
    		tmp="$basepath"/"$1"
    		if [ -a $tmp ]; then
    			path=$tmp
    			results=$(( $results + 1 ))
    		fi
    		
    		# too many results, definitely don't add
    		#if [ $results -ge 1 ]; then break;fi
    	done
    	
    	if [ $results -eq 1 ]; then
    		if [ -a $path ]; then
    			serversearch "$1"
    			return 0
    		else
    			fatal "WTF???"
    		fi
    	elif [ $results -ge 1 ]; then
    		echo "Too many hits ($results) on $path"
    	else
    		echo "Not adding: $1"
    	fi
    }
    
    while read -r a
    do
    	a=$( echo "$a" | awk '{gsub("\r","")}1' | awk '{gsub("\\","/")}1' )
    	if [ ! -z "$a" ]; then
    		basesearch "$a"
    	else
    		echo "BAD LINE IN FILE: $a"
    	fi
    done < cfg/nosend.txt
    TLDR: Files which are marked as "don't send" by Garry are sent if they actually did need to be sent.

    What I would instead rather see is Garry making nosend.txt also have a CRC of the files and add check if the CRCs are the same. If they're different then don't obey the nosend.txt rule.


    Edit: Another thing I could do is just emptying the nosend.txt file but where's the fun in that.
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  14. Post #94
    Gold Member
    DrogenViech's Avatar
    December 2006
    821 Posts
    Working on lua and gmod related serverside stuff:

    Okay so, who knows about nosend.txt? No? Good! I don't want to know about it either.
    What I am working on is doing my best to forget about it forever:


    TLDR: Files which are marked as "don't send" by Garry are sent if they actually did need to be sent.

    What I would instead rather see is Garry making nosend.txt also have a CRC of the files and add check if the CRCs are the same. If they're different then don't obey the nosend.txt rule.


    Edit: Another thing I could do is just emptying the nosend.txt file but where's the fun in that.
    You should create a thread with all your nifty server managing scripts, they're awesome
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  15. Post #95
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    Don't laugh at it :P
    What?
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  16. Post #96
    Dennab
    July 2009
    1,603 Posts
    I made a sent that acts as a safe spot, if anything that can die gets in the safe spot's radius then the sent will electrocute it.

    The spark effect is kind of cheezy but it looks alright since it only gets shown for a few seconds:



    for each kill it increases the damage per second and the radius.

    Here's a video of it:

    (Typo in the console screen thingy, I know, fixed, sorry.)
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  17. Post #97
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    It seems like your rendering order for the spark effect is a bit off...

    Where are you rendering it?
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  18. Post #98
    Gold Member
    Feihc's Avatar
    October 2006
    1,073 Posts
    I made a sent that acts as a safe spot, if anything that can die gets in the safe spot's radius then the sent will electrocute it.

    The spark effect is kind of cheezy but it looks alright since it only gets shown for a few seconds:



    for each kill it increases the damage per second and the radius.

    Here's a video of it:

    (Typo in the console screen thingy, I know, fixed, sorry.)
    You should draw your laser in PostDrawTranslucentRenderables - it will draw in front of the buildings then. Also set the renderbounds of the area circle so it draws properly when you dont have the tower in view.

    Otherwise looks good
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  19. Post #99
    Dennab
    July 2009
    1,603 Posts
    It seems like your rendering order for the spark effect is a bit off...

    Where are you rendering it?
    On the draw hook of the sent, actually I hadn't noticed it would cut off when the ent wasn't drawing either, didn't think about that. Thanks Feihc
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  20. Post #100
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    Okay. After 2 days of work I finally got a visible clip on the inventory system.



    It looks ugly as shit right now but no worries, I'm just reliefed I got it this far.

    All items and inventories are metatables. This will make it easier to apply inventories to things like storage crates and whatnot around a map. When you give an inventory an item it will find the next free space availible and store it there. It'll then network the item data (as each individual item can have it's own meta data).



    Time to make items draggable :)

    Edited:


    SODA CANS YAAAY

    Edited:

    Okay so I made them draggable..


    Now I gotta make them clamp to the grid spaces and network the item move. Woo!
    I might add rotation too...

    That's for tomorrow though. Goodnight lua.
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  21. Post #101
    Flora KEidran's Avatar
    May 2012
    63 Posts

    Messing around with first person view effects and stuff.

    Also implemented Kamerns idea for a diffrent slide animation, Hurray for blending.
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  22. Post #102
    Conna is finally become inter-national dick. Conna 애미뒤진 씹새끼^^
    rebel1324's Avatar
    December 2008
    1,735 Posts
    Wub wub wub slowmotion! wow! what a mess!
    anyway, You made some cool stuff again. good for you.
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  23. Post #103
    likes men
    Python1320's Avatar
    May 2007
    1,717 Posts
    Mostly fixed EPOE for GMod 13 and added some new features.
    It's still not merged with the EPOE's SVN but can be found at svn://g.metastruct.uk.to/srvaddonsbeta/EPOE
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  24. Post #104
    PencilOnDesk's Avatar
    October 2011
    120 Posts

    Messing around with first person view effects and stuff.

    Also implemented Kamerns idea for a diffrent slide animation, Hurray for blending.
    Be honest, how many times did you have to film that until the combine missed every shot
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  25. Post #105
    Flora KEidran's Avatar
    May 2012
    63 Posts
    Be honest, how many times did you have to film that until the combine missed every shot
    Well, i tested it out once on a pistol combine. Without recording.

    Then i recorded shooting an SMG combine, But sadly he never fell off the edge.

    And on my second recording, Which is the one you see, The combine fell off succesfully and i got shot Once, just before i fired.
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  26. Post #106
    Gold Member
    Kogitsune's Avatar
    September 2005
    2,796 Posts
    I did some digging around in the player's save table yesterday and a found a few interesting fields.

    m_bPreventWeaponPickup - Prevents the player from picking up weapons, and Give doesn't spawn the weapon.
    m_flLastDamageTime - ( time - CurTime( ) ) of when the player was last damaged, which is handy for regeneration and simpler to use than tracking it yourself across a few hooks.

    I made a wrapper that behaves like AccessorFunc does:

    Code:
    DF_READ = 1
    DF_WRITE = 2
    DF_BOTH = 3
    
    function DataField( ent, key, name, force, fl )
        fl = fl or DF_BOTH
        
        if fl & DF_READ ~= 0 then
            ent[ "Get" .. name ] = function( e )
                local res = e:GetSaveTable( )[ key ]
            
                if force == FORCE_NUMBER then
                    return tonumber( res ) or 0
                elseif force == FORCE_STRING then
                    return tostring( res )
                elseif force == FORCE_BOOL then
                    return tobool( res )
                else
                    return res
                end
            end
        end
        
        if fl & DF_WRITE ~= 0 then
            ent[ "Set" .. name ] = function( e, v )
                if force == FORCE_NUMBER then
                    e:SetSaveValue( key, tonumber( v ) or 0 )
                elseif force == FORCE_STRING then
                    e:SetSaveValue( key, tostring( v ) )
                elseif force == FORCE_BOOL then
                    e:SetSaveValue( key, tobool( v ) )
                else
                    e:SetSaveValue( key, v )
                end
            end
        end
    end
    Which would be used like:

    Code:
    DataField( _R.Player, "m_bPreventWeaponPickup", "AllowWeaponPickup", FORCE_BOOL )
    DataField( _R.Player, "m_hUseEntity", "UseEntity" )
    DataField( _R.Player, "m_flLastDamageTime", "LastDamagedTime", FORCE_NUMBER )
    Which makes a health regeneration script pretty simple:

    Code:
    local function Tick( )
      for k, v in ipairs( player.GetAll( ) ) do
        if v:Alive( ) and v:Health( ) < 100 and v:GetLastDamagedTime( ) <= -10 then
          v:SetHealth( math.min( 100, v:Health( ) + 5 ) )
          v:SetLastDamagedTime( -8.5 )
        end
      end
    end
    
    hook.Add( "Tick", "Regeneration.Tick", Tick )
    This would make the player regenerate 5 health every 1.5 seconds starting 10 seconds after they were last damaged.
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  27. Post #107
    Gold Member
    Feihc's Avatar
    October 2006
    1,073 Posts
    Health Regen and notification added.
    If you dont take damage for 10 seconds you regen 5% of your max health - using the above method


    Sorry for it looking like shit, my encoder seems to like to do that..
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  28. Post #108
    TGiFallen's Avatar
    January 2010
    1,440 Posts

    Messing around with first person view effects and stuff.

    Also implemented Kamerns idea for a diffrent slide animation, Hurray for blending.
    How do you make these animations? do you just make them with an animation editor like 3ds max or do you have your own lua animations system?
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  29. Post #109
    Map in a box's Avatar
    July 2009
    7,199 Posts
    A map/gamemode selection screen for a gamemode base me and BlackAwps are working on
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  30. Post #110
    Gold Member
    Feihc's Avatar
    October 2006
    1,073 Posts
    Old HUD I made implemented in.
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  31. Post #111
    JustSoFaded's Avatar
    December 2011
    432 Posts
    I did some digging around in the player's save table yesterday and a found a few interesting fields.

    m_bPreventWeaponPickup - Prevents the player from picking up weapons, and Give doesn't spawn the weapon.
    m_flLastDamageTime - ( time - CurTime( ) ) of when the player was last damaged, which is handy for regeneration and simpler to use than tracking it yourself across a few hooks.

    I made a wrapper that behaves like AccessorFunc does:

    Code:
    DF_READ = 1
    DF_WRITE = 2
    DF_BOTH = 3
    
    function DataField( ent, key, name, force, fl )
        fl = fl or DF_BOTH
        
        if fl & DF_READ ~= 0 then
            ent[ "Get" .. name ] = function( e )
                local res = e:GetSaveTable( )[ key ]
            
                if force == FORCE_NUMBER then
                    return tonumber( res ) or 0
                elseif force == FORCE_STRING then
                    return tostring( res )
                elseif force == FORCE_BOOL then
                    return tobool( res )
                else
                    return res
                end
            end
        end
        
        if fl & DF_WRITE ~= 0 then
            ent[ "Set" .. name ] = function( e, v )
                if force == FORCE_NUMBER then
                    e:SetSaveValue( key, tonumber( v ) or 0 )
                elseif force == FORCE_STRING then
                    e:SetSaveValue( key, tostring( v ) )
                elseif force == FORCE_BOOL then
                    e:SetSaveValue( key, tobool( v ) )
                else
                    e:SetSaveValue( key, v )
                end
            end
        end
    end
    Which would be used like:

    Code:
    DataField( _R.Player, "m_bPreventWeaponPickup", "AllowWeaponPickup", FORCE_BOOL )
    DataField( _R.Player, "m_hUseEntity", "UseEntity" )
    DataField( _R.Player, "m_flLastDamageTime", "LastDamagedTime", FORCE_NUMBER )
    Which makes a health regeneration script pretty simple:

    Code:
    local function Tick( )
      for k, v in ipairs( player.GetAll( ) ) do
        if v:Alive( ) and v:Health( ) < 100 and v:GetLastDamagedTime( ) <= -10 then
          v:SetHealth( math.min( 100, v:Health( ) + 5 ) )
          v:SetLastDamagedTime( -8.5 )
        end
      end
    end
    
    hook.Add( "Tick", "Regeneration.Tick", Tick )
    This would make the player regenerate 5 health every 1.5 seconds starting 10 seconds after they were last damaged.
    Why has no one quoted this yet? This is super handy, thanks! I was literally just looking for something similar to this.
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  32. Post #112
    flyguy88's Avatar
    July 2007
    336 Posts
    A game-mode me and some friends have been working on.





    It is based off tribes starseige/tribes 2.
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  33. Post #113
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,949 Posts
    Is that an explosion effect in the first screenshot..? o.o
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  34. Post #114
    Gold Member
    TJ062's Avatar
    April 2011
    23 Posts
    The hud is too blurred.
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  35. Post #115
    Gold Member
    Silverlan's Avatar
    October 2005
    745 Posts
    Some new SNPCs and bot AI I've been working on:
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  36. Post #116
    mvr
    mvr's Avatar
    August 2008
    802 Posts
    Some new SNPCs and bot AI I've been working on:
    Form what game is he ported or just none and you made your self?
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  37. Post #117
    Megolas's Avatar
    August 2011
    118 Posts
    fallout...
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  38. Post #118
    burak575's Avatar
    January 2008
    83 Posts
    Some new SNPCs and bot AI I've been working on:
    Everything seems perfect but only sound effects seems too much repeating and boring.
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  39. Post #119
    Flora KEidran's Avatar
    May 2012
    63 Posts
    How do you make these animations? do you just make them with an animation editor like 3ds max or do you have your own lua animations system?
    I use 3DS Max, All the animations on the legs are just SMD based, I never even bothered to IK Rig the skeleton.

    On another note.

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  40. Post #120
    im gay
    _Kilburn's Avatar
    July 2007
    3,639 Posts

    Lua only. The only custom content in this video is the HUD. And the hand textures too.
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