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 Post #81
 14th October 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
Polly is Rabbish?
 Post #82
 14th October 2009
Dennab
July 2009
1,159 Posts
The name code is broken Ill try to fix it and patch it up on the svn
 Post #83
 15th October 2009
esalaka's Avatar
July 2007
1,894 Posts
What? The name code isn't broken, dummy! I just removed all data loading procedures!

Edited:

Umm.. I think I should add them back, right?

First gotta go play NVN2 :3
 Post #84
 20th October 2009 Last edited by esalaka; 21st October 2009 at 11:55AM..
esalaka's Avatar
July 2007
1,894 Posts
Ah, the clarity of debug messages!
Code:
] lua_run block.Fetch()
> block.Fetch()...
[BLOCK] AUTOFETCH	
base	is a folder! Storing...	
classes	is a folder! Storing...	
client	is a folder! Storing...	
core	is a folder! Storing...	
inventory	is a folder! Storing...	
radio	is a folder! Storing...	
server	is a folder! Storing...	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/base/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/base/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/classes/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/classes/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/client/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/client/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/core/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/core/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/inventory/block.txt. Locating...	
[INI PARSE] Located ../gamemodes/shadow/gamemode/blocks/inventory/block.txt.	
[INI PARSE] Header found:	[Settings]	
[INI PARSE] Setting found:	Autoload = true	
[INI PARSE] Setting found:	Init = init.lua	
[INI PARSE] Setting found:	Name = Item system	
[INI PARSE] Setting found:	Author = Polly (raBBish) and Esalaka	
[INI PARSE] Setting found:	Platform = BLOCK_SHARED	
[INI PARSE] Setting found:	OverrideULS = true	
[BLOCK] Block "inventory": Settings found. Parsing!	
[BLOCK] Settings set:	
Autoload	=	true
Init	=	init.lua
Loaded	=	false
Author	=	Polly (raBBish) and Esalaka
LuaPath	=	shadow/gamemode/blocks/inventory/
Folder	=	../gamemodes/shadow/gamemode/blocks/inventory
Name	=	Item system
Locked	=	true
blockName	=	inventory
Fetched	=	true
Platform	=	3
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/radio/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/radio/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!	
[INI PARSE] Input given: ../gamemodes/shadow/gamemode/blocks/server/block.txt. Locating...	
[INI PARSE] No INI file found at ../gamemodes/shadow/gamemode/blocks/server/block.txt! Terminating parsing!	
[BLOCK] Fetching failed: No block INI file found!
Yes, that means that we have a new, better Block (modules, in case you haven't seem earlier threads) system! I just have to convert the other blocks of raBBish's, and it'll work flawlessly. I hope. :D

Also, two SVN commits, but they mostly break stuff. This ain't on the SVN yet, don't bother updating!

Edited:

I feel slightly offended by the fact I have not yet been rated dumb.

Or received any answers. (Automerge, DO NOT FAIL ME.)

Edited:

Yay, automerge didn't fail me!

Yays, I've been rated dumb. Thus, somebody has read at least some part of my message!
 Post #85
 22nd October 2009
esalaka's Avatar
July 2007
1,894 Posts
PIE MENUS! (Screenies later, they're still ugly)
Code:
/|------|\
||Rev 41||
\|------|/

WTH, I don't have the log for rev 40?!? Oh, I had a double 36...

Anyway... 

[Added]
PIE MENUS.
YES.
UNCOMMENT LINE 146 TO UNLEASH THE PIE MENU'S WRATH!
Edited:

Also, raBBish got most of the shit working, so wait for his commit to actually have your data back!
 Post #86
 22nd October 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
Could you stop your change logs from being sarcastic? I would far prefer a nice straight to the point change log (Formal),
 Post #87
 23rd October 2009
ZenX2's Avatar
February 2009
611 Posts
What exactly does this menu accomplish?
 Post #88
 23rd October 2009
Netheous's Avatar
June 2009
1,030 Posts
I want to play it.... now ...
 Post #89
 23rd October 2009
esalaka's Avatar
July 2007
1,894 Posts
What exactly does this menu accomplish?
Um, nothing. It's just there, and I can now make pie menus. All that needs to be done is to convert the pie menu into a derma panel (And set it to use the schema colors, even!)

Could you stop your change logs from being sarcastic? I would far prefer a nice straight to the point change log (Formal),
Meheheh... In my opinion, there isn't really much sarcasm in the logs. Of course, yes, the wrath of pie menus, but I just wanted to provide you with a proof that something has been actually done. there have been a few other commits before #40, too, but they didn't include a revision log. That was because we had to do some serious rewriting to get the code back to a state where it works. RaBBish told me last night that he had the data system fixed, but I don't know anything more from that... From rev 36 onwards the code has been broken, and as of revision 41, it still is. The last semi-serious revision log was 35 (Since the code still worked, there was progress to report.) Its humour factor consisted of the fact that a certain function actually returns 'tits or "GTFO"' (It's got a thing to do with the data system; That's why all player names used to be GTFO at one point in the testing :D)

Anyway, as soon as raBBish commits his data system fix, we'll probably get back to serious logs :)

Edited:

I want to play it.... now ...
Why? :D
 Post #90
 23rd October 2009
esalaka's Avatar
July 2007
1,894 Posts
Guess what.
Code:
/|------|\
||Rev 42||
\|------|/

FINALLY, A PATCH!
(Blocks are still broken)

[Fixed]
Data system and all/(most) problems related to it
Payday system errors

[Changed]
Tweaked pie menu a bit
Edited:

Oh yay. How old can a post be to automerge?

Edited:

An hour?

Edited:

Less than an hour, I mean.
 Post #91
 24th October 2009
DarkendSky's Avatar
July 2009
669 Posts
Looks awesome.

Finish, or I cut you.
 Post #92
 24th October 2009
esalaka's Avatar
July 2007
1,894 Posts
How come it looks awesome. You most likely haven't downloaded it, nor seen any screenshots (For there are none)

How can you say it looks awesome? :D (Although it does)

Edited:

I couldn't update this yesterday:
Code:
/|------|\
||Rev 43||
\|------|/

You were wrong, Polly, the data is still broken. At least on me :<
And no wonder:
--player.LoadData() --WTH?
--settings.Init() --WTH?

I uncommented those. I hope it works now :D

Version promotion to 1.2 just for the small amount of eye candy :D

[Added]
New shiny bar function (Clientside GUI candy, replaces the health bars with new ones. I'll return the old ones if someone likes them better)
Hacky changes that won't make the data system work :P
A system that should make blocks work, but probly doesn't
Bananas
The util file on clientside (They need it :P)

[Changed]
The advantage from bunyhopping has been removed. Jumping now reduces your stamina, but stamina does not affect your ability to jump. (With default settings this means a bit over ten jumps in quick succession) This was done because you used to be able to bunnyhop at sprint speed without losing nearly any stamina, and thus speed.

[Files]
(This can be pasted using TortoiseSVN: Just right-click and select "Paste filename list")
modified   block.lua
modified   cl_init.lua
modified   data.lua
modified   init.lua
modified   player.lua
modified   shared.lua
Edited:

Wows, just one post away from 600!
 Post #93
 24th October 2009
raBBish's Avatar
March 2007
897 Posts

/|--------|\
||Rev 44||
\|--------|/

[Fixed]
Blocks
Parts of inventory (won't cause errors unless used)
Core and radio blocks
printd and tables

[Broken]
Menu

[Files]
modified block.lua
modified blocks/core/cl_umsg.lua
modified blocks/core/cmd.lua
modified blocks/core/init.lua
modified blocks/inventory/container.lua
modified blocks/inventory/init.lua
modified blocks/inventory/item.lua
modified blocks/inventory/vgui/inventory.lua
modified blocks/radio/cl_umsg.lua
modified blocks/radio/cmd.lua
modified blocks/radio/init.lua
modified cl_init.lua
modified init.lua
modified shared.lua
modified vgui/menu.lua
added blocks/core/block.txt
added blocks/radio/block.txt


Some bug fixes and a broken menu when trying to fix a bug
 Post #94
 24th October 2009
esalaka's Avatar
July 2007
1,894 Posts
POST #600

I'm gonna try and fix those errors soon, so no worries :3
 Post #95
 24th October 2009 Last edited by esalaka; 24th October 2009 at 06:32PM..
esalaka's Avatar
July 2007
1,894 Posts

/|--------|\
||Rev 45||
\|--------|/

IMPORTANT: Below is a fix if it seems that the data system is still broken.

If you have used Shadow before Rev 44, we request that you remove all SQLite player data tables. It seems that using the old tables breaks the updated data system. If you don't remove the old data tables, you may get lua errors, and any player data (Names, money) will NOT be saved!

[Changed]
Removed redundancy, such as multiple definitions of the same usermessage hook. cl_chat lua must not be removed, although it only contains two functions!

[Fixed]

Block loading should work now (The block.txt files should now be sent to clients)
Blocks, apart from inventory, should now be fixed
Unlocked all blocks (So that they can be unloaded)
Chat code should work now (The last commit disabled all kinds of chat apart from global :D)

[Removed]
Global chat no longer shows any tags in front of the message. The other tags will soon be turned into something more subtle, too. (Maybe slightly differing colors? Give me ideas on this!)
Old blocks, they no longer serve any purpose.

[Tickets]
fixes #1
(FINALLY)

[Files]
modified gamemode/block.lua
deleted gamemode/blocks/base
deleted gamemode/blocks/classes
deleted gamemode/blocks/client
modified gamemode/blocks/core/block.txt
modified gamemode/blocks/core/cl_umsg.lua
modified gamemode/blocks/core/cmd.lua
deleted gamemode/blocks/DarkRPClasses.lua
modified gamemode/blocks/inventory/block.txt
modified gamemode/blocks/radio/block.txt
deleted gamemode/blocks/server
deleted gamemode/blocks/What goes where.txt
modified gamemode/chatcmd.lua
modified gamemode/cl_chat.lua
modified gamemode/data.lua
modified gamemode/init.lua
modified gamemode/player_extend.lua


Edited:

Don't betray me, automerge...

Anyway, I redid the first post, and added a new logo in there. Tell me what you think about it.



Edited:

Hmm, so it is an hour that's the borderline for automerge!
 Post #96
 25th October 2009 Last edited by esalaka; 25th October 2009 at 04:38PM..
esalaka's Avatar
July 2007
1,894 Posts
This revision is commited by Polly, but we wrote the code online :P

Also, if you think you can help in coding the gamemode, post me a snippet of code as an application, and I'll look if you could help us!


/|-------|\
||Rev 46||
\|-------|/


WIP stuff

[Added]
Experimental item system á la ItemForge
Experimental character menu á la foszor
New variable for items, Unique (determines if PrintName uses 'the' article)

[Changed]
Unique ID system for containers

[Files]
modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
modified gamemode/blocks/inventory/item.lua
modified gamemode/cl_init.lua
modified gamemode/init.lua
modified gamemode/items/base.lua
modified gamemode/items/healthkit.lua
added gamemode/item-experimental.lua
added gamemode/vgui/charmenu.lua


Edited:

The mention of "'the' article" should read "the 'the'-article"
This means that if the value ITEM.Unique is true, any instances of that item will be named "The itemname" instead of "An itemname"
 Post #97
 25th October 2009
esalaka's Avatar
July 2007
1,894 Posts

/|------|\
||Rev 47||
\|------|/

Fixed and tweaked the item system... Contact me for a better list of modifications.
NO IRONY, SARCASM OR HUMOUR TODAY!

[Fixed]

item-experimental.lua was in the wrong place
Bugs in the item system

[Changed]

Removed redundancy in the container system
Simple modifications to further hasten the development of the new item system (Such as modifying functions to take different input and give different output, removed useless parts...)

[Removed]

Old item.lua

[Files]

modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
deleted gamemode/item-experimental.lua
deleted gamemode/item.lua
added gamemode/blocks/inventory/item-experimental.lua


Edited:

Scary... Quadruple post...
 Post #98
 25th October 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
Looking good. I shall keep on looking at this thread.
 Post #99
 26th October 2009
Dennab
August 2009
1,082 Posts
Pictures please
 Post #100
 26th October 2009
esalaka's Avatar
July 2007
1,894 Posts
Well, then, Infinity, what should I take pictures of?

Edited:

I mean, there's the tiny HUD in the corner of your screen, then there's the dysfunct inventory menu, and finally the WIP Pie menu. :P
 Post #101
 26th October 2009
Dennab
August 2009
1,082 Posts
I would still like to see a picture
 Post #102
 26th October 2009
esalaka's Avatar
July 2007
1,894 Posts
You know, maybe you should tell me what you want a picture of?
 Post #103
 26th October 2009
Dennab
July 2009
1,255 Posts
You know, maybe you should tell me what you want a picture of?
Everything!
 Post #104
 26th October 2009
esalaka's Avatar
July 2007
1,894 Posts
Pfft, fine. But I'll still upload them in ImageShack.

Edited:

Sorry for not taking screenshots.. There really isn't much to screenshot.
 Post #105
 27th October 2009
ZenX2's Avatar
February 2009
611 Posts
here's some of the code from the sql.lua file from ZenRP...


local meta = FindMetaTable( "Player" );

function meta:GetCharacter()

	return self:GetNWString( "character" )
	
end

function meta:ChangeCharacter( name )
	self:SaveCharacter( name )
	Characters = sql.QueryValue("SELECT "..self:SteamID().." FROM Characters")
	Character = sql.QueryValue("SELECT "..name.." FROM ".. Characters)
	if (Character) then
		Name = sql.QueryValue("SELECT name FROM " .. Character)
		Desc = sql.QueryValue("SELECT desc FROM " .. Character)
		Money = sql.QueryValue("SELECT money FROM " .. Character)
		Inv = sql.QueryValue("SELECT inv FROM " .. Character)
		Team = sql.QueryValue("SELECT team FROM " .. Character)
		Dead = sql.QueryValue("SELECT dead FROM " .. Character)
		if (self:GetStat(name, "dead")) then 
			Derma_Query("Revive Character? (900" .. CUR .. ")", "Hospital",
				"Yes", function() 
					if (self:GetStat(name, "money") - 900 >= 0) then				
						self:SetStat(name, "dead", false)
						self:SetStat(name, "money", self:GetStat(name, "money") - 900)
					elseif (self:GetStat(name, "money") - 900 < 0) then
						self:SetStat(name, "dead", false)
						self:SetStat(name, "money", 0)
						ply:ChatPrint("This character no longer has any money.")
					end
				end,
				"No", function() 
					ply:ChatPrint("You won't be able to play that character until they're revived.") 
			end)
		else
			self:SetNWString("character", name)
			Zen.SetPoints(self, Money)
			self:SetNWString("name", Name)
			self:SetInv( Inv )
			self:SetTeam(Team)
			self:Spawn()
		end
	else
		self:ChatPrint("Invalid Character!")
	end
end

function PlyChangeCharacter( ply, cmd, args )

	ply:ChangeCharacter( args[1] )
	
end
concommand.Add( "zen_changecharacter", PlyChangeCharacter )

function PlySaveCharacter( ply, cmd, args )

	ply:SaveCharacter( ply:GetCharacter() )
	
end
concommand.Add( "zen_savecharacter", PlySaveCharacter )
 
function meta:SaveCharacter( name )
	Characters = sql.QueryValue("SELECT "self:SteamID()" FROM Characters")
	Character = sql.QueryValue("SELECT "..name.." FROM ".. Characters)
	if (Character) then
		Name = self:Nick()
		Desc = sql.QueryValue("SELECT desc FROM " .. Character)
		Money = Zen.Points( self )
		Inv = self:Inv()
		Team = self:Team()
		Dead = sql.QueryValue("SELECT dead FROM " .. Character)
		sql.Query("UPDATE "..Character.." SET name = "..Name..", desc = "..Desc..", money = "..Money..", creatorname = "..self:Name()..", inv = "..Inv..", team = "..Team..", dead = "..Dead.."")
		Msg("[ZENRP]Character Saved.")
	else
		self:ChatPrint("Invalid Character") 
	end
end
 
function tables_exist()
 
	if (sql.TableExists("Characters")) then
		Msg("Character table already exists!")
	else
		if (!sql.TableExists("Characters")) then
			query = "CREATE TABLE Characters (  )"
			result = sql.Query(query)
			if (sql.TableExists("Characters")) then
				Msg("Success! Character Table Created! \n")
			else
				Msg("Somthing went wrong with the Character query ! \n")
				Msg( sql.LastError( result ) .. "\n" )
			end	
		end
	end
 
end
 
function NewCharacter( ply, cmd, args )
 
	steamID = ply:SteamID()
	sql.Query( "INSERT INTO Characters (`"..steamID.."`)VALUES ( '"..args[1].."' )" )
	Blah1 = sql.Query("SELECT "..steamID.." FROM Characters")
	Blah2 = sql.Query("SELECT "..args[1].." FROM "..Blah1.."")
	sql.Query( "INSERT INTO "..Blah2.." ('name', 'desc', 'money', 'creatorname', 'inv', 'team', 'dead')VALUES ('"..args[1].."', '"..args[2].."', '"..tonumber(ConVars["StartingPoints"]).."', '', '"..TEAM_CITIZEN.."', '"..false.."')")
	result1 = sql.Query( "SELECT "..steamID.." FROM Characters")
	result2 = sql.Query("SELECT "..args[1].." FROM "..result1.."")
	if (result2) then
		Msg("Character Created!\n")
	else
		Msg("Something went wrong with creating the character!\n")
	end
		
end
concommand.Add("zen_createcharacter", NewCharacter)
 
function meta:GetStat( name, stat )

	ID = self:SteamID()
	P1 = sql.Query("SELECT "..ID.." FROM Characters")
	P2 = sql.Query("SELECT "..name.." FROM "..P1.."")
	P3 = sql.QueryValue("SELECT "..stat.." FROM "..P2.."")
	
	return P3
	
end

function meta:SetStat( name, stat, amt )

	ID = self:SteamID()
	P1 = sql.Query("SELECT "..ID.." FROM Characters")
	P2 = sql.Query("SELECT "..name.." FROM "..P1.."")
	sql.Query("UPDATE "..P2.." SET "..stat.." = "..amt)

end

i can help you, if i finish it soon... (i'm close to beta )
 Post #106
 31st October 2009
esalaka's Avatar
July 2007
1,894 Posts
Just a note, we're still alive and well. I'm finally starting the property owning system. This also means I gotta create one of the batch of in-game editors!

Edited:

Apparently nobody's interested in this anymore. Why? (Rate me dumb if you read this post :3)
 Post #107
 31st October 2009
ZenX2's Avatar
February 2009
611 Posts
will this have guns?
 Post #108
 31st October 2009
esalaka's Avatar
July 2007
1,894 Posts
Yeah.
If you add all them by yourself :D


Edited:

SO no weapons yet. Some weapons will probably be added.
 Post #109
 2nd November 2009
esalaka's Avatar
July 2007
1,894 Posts
How was the last post late o_O

Well, anyway, I've been tweaking the system, but still too lazy to complete that property system!



/|------|\
||Rev 48||
\|------|/

More stuff for items and containers

[Fixed]
Various bugs in item and container systems
info.txt

[Changed]
_C:Update now takes an item as first argument, instead of item ID
Various stuff for items and inventory

[Bugs]
_C:Update won't update FreeSlots and FreeWeight on client, caused by line 184 probably

[Files]
modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
modified gamemode/blocks/inventory/item-experimental.lua
modified gamemode/blocks/inventory/item.lua
modified gamemode/init.lua
modified info.txt

/|------|\
||Rev 49||
\|------|/

Moar inventory system!

[Fixed]
Lots of bugs in inventory system
ent:HasItem and container:HasItem

[Changed]
Improved character menu a bit

[Added]
Lots of AccessorFunc's for items and containers

/|------|\
||Rev 50||
\|------|/

[Added]
Moving items between containers with _I:Move
_C:RemoveItem for removing items from containers
_C:Get/SetOwner for settings owner entity

[Removed]
Unneeded files

/|------|\
||Rev 51||
\|------|/

ASD

[Added]
Epic debug traces and messages an' shits in item.lua
Something epic in inventory (mostly fixes)
ITEM:*Model-accessors
something

[Fixed]
Bugs?

[Files]
modified gamemode/blocks/inventory/item-experimental.lua
modified gamemode/blocks/inventory/vgui/inventory.lua
modified gamemode/blocks/inventory/vgui/item.lua
modified gamemode/vgui/menu.lua

/|------|\
||Rev 52||
\|------|/

LOLOL

[Added]
Some kinda property system
A fancy new replacement for the sandbox hint system

[Modified]
Vgui (error fixes that don't fix errors)
Stuff (Too tired!)

/|------|\
||Rev 53||
\|------|/

LOLOL redux

[Added]
Editor mode (Not working currently)

[Modified]
The HUD no longer shows any data about you except for health and stamina (Don't worry, It'll be fixed!
Chat texts are now nicer IMO, and more "Roleplay-ish" (Eg. when you say something, the text is X says Y, when you yell it's X yells Y, when you say it over the radio, it's X says Y over the radio.
Completely replaced the sandbox hint system with mine. I know you hate it, but STFU :D (I'll make it so that you can swap between the two systems)

[Fixed]
Broken stamina bar
Notifications using the NOTIFY_ERROR-code when they were supposed to use NOTIFY_GENERIC
Some delays on notifications were too long
There's no need for fiddling with timers in PlayerSpawn :P
Some chatnotices to Notify, looks better
Generic oddities in the notifications

[Removed]
Why did the radio code have a duplicate of the yell/whisper code? o_O

[Files]
modified gamemode/blocks/core/cl_umsg.lua
modified gamemode/blocks/core/cmd.lua
modified gamemode/blocks/radio/cl_umsg.lua
modified gamemode/cl_init.lua
modified gamemode/cl_shadownotify.lua
modified gamemode/init.lua
modified gamemode/payday.lua
modified gamemode/player.lua
modified gamemode/player_extend.lua
modified gamemode/util.lua
added gamemode/editormode.lua


Edited:

Kept you waiting, huh?

I just had to say that -.-'
 Post #110
 2nd November 2009
q3k's Avatar
October 2009
56 Posts
Completely replaced the sandbox hint system with mine. I know you hate it, but STFU :D (I'll make it so that you can swap between the two systems)
Oi, the hint system worked? I thought it was broken, so I wrote my own and made it look exactly like normal hints.
 Post #111
 2nd November 2009 Last edited by esalaka; 2nd November 2009 at 05:02PM.. (Lol HUDPain :D)
esalaka's Avatar
July 2007
1,894 Posts
Yeah, it works. They're just not drawn unless you add these to your HUDPaint-func :D
self:PaintWorldTips() --In the beginning.
--Doesn't actually relate to hints, this just draws the balloons and things you see on SENTs!
self:PaintNotes() --This calls the hint drawing function. Should be the last call in HUDPaint (so that it doesn't get drawn under anything)
 Post #112
 2nd November 2009
q3k's Avatar
October 2009
56 Posts
Damn, well, I like my system but I spent way too much time on making it work well. Should have read more about sandbox hints.
 Post #113
 3rd November 2009
LordPikachu's Avatar
August 2009
23 Posts
Im looking over this project

willing to see on how will be it when it's done ^^
 Post #114
 4th November 2009
Netheous's Avatar
June 2009
1,030 Posts
Why? :D
Sorry for late reply ^^, I WANT TO PLAY CAUSE IT SEEMS TO ROCK !
 Post #115
 4th November 2009
esalaka's Avatar
July 2007
1,894 Posts
Oh, thanks. But why don't you first try it and then tell me how much it rocks :3
(Hint: It doesn't, since it's not yet finished. The property and class systems will probly make it pretty playable, though)
 Post #116
 5th November 2009
esalaka's Avatar
July 2007
1,894 Posts

/|------|\
||Rev 54||
\|------|/

LOLOL redux remixed V3

[TODO]
A GUI for the property system:
-Door titles visible (ent:SetTitle, ent:GetTitle )
-Owner (_P:AddOwner, _P:RemoveOwner )

[Added]
A pretty much working property system!
YES, IT IS MULTIOWNER!

[Files]
modified gamemode/blocks/property/property.lua
 Post #117
 6th November 2009
101kl's Avatar
March 2008
308 Posts
Any chance you could take a screenie of the menu or somthing and post it here?
i would prefure to see somthing before i download it.
 Post #118
 6th November 2009
esalaka's Avatar
July 2007
1,894 Posts
There really isn't any menu... The only actual menu is the inventory.

And the GUI just had personal information removed. It's not playable, yet.

Edited:

"Personal information" being RP name and title/job

Edited:

And cash

Edited:

Just to derail the topic: I didn't get Hoff'd :<
 Post #119
 7th November 2009
Dennab
October 2009
106 Posts
I like the coding style for this.

Could you take any pics of the hud / existing menus?
 Post #120
 7th November 2009
esalaka's Avatar
July 2007
1,894 Posts
Sure thing, but there really isn't any HUD right now.
Imagine a red bar with a blue bar on top of it. Until I'll re-create the HUD, it'll be temporarily like that. And the inventory GUI is broken (I seriously can't think of a real reason for that anymore. It's like it breaks itself!)
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