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 Post #121
 11th November 2009
ZenX2's Avatar
February 2009
611 Posts
if it's not broken, fix it.
 Post #122
 11th November 2009
esalaka's Avatar
July 2007
1,894 Posts
if it's not broken, fix it.
I fail to see logic here. It is broken, but I can't figure out why.

(The project is kinda frozen for now. Prepare to hear more of it later, though!)
 Post #123
 16th November 2009
LordPikachu's Avatar
August 2009
23 Posts
can't wait to see how this mod will look like when its 100% ;D
 Post #124
 4th December 2009
esalaka's Avatar
July 2007
1,894 Posts


/|------|\
||Rev 55||
\|------|/

Apparently I've been modifying the inventory. I wonder what changes I made :/

In other news, I'm probably moving the development version of Shadow to git, or at least another repository. This repo will then be used for the public releases.

[Files]
modified gamemode/blocks/inventory/init.lua
modified gamemode/blocks/property/load.lua
modified gamemode/blocks/property/property.lua


And as said in the release notes, I'm gonna move the development to another repository, most likely a Git repo. Partially the reason I want Git is because I won't need a remote repository for every single change, partially because it'll make it a tad harder for newbies to grab the source, then tell me it doesn't work. :D

(Also, the commit contains some edits to inventory files. Diff them yourselves, there's nothing that actually should change usability)

Edited:

Yes, that means I'm continuing work on Shadow.

Now worship me.

Edited:

Well, forget about git. It'd be totally awsome, except that it insists on creating a folder inside the folder I want to clone from the repository.

FFFUUUU-

Edited:

Unless...

Edited:

Holy shit, it actually worked

Edited:

Uhh, fuck that. the development is staying in this SVN repo :DD
 Post #125
 4th December 2009
masterj1337's Avatar
November 2009
9 Posts
is there a server running this that i can join to see if i liek it
 Post #126
 4th December 2009
esalaka's Avatar
July 2007
1,894 Posts
To be honest, I have no idea. I at least used to have access to a four-slot server I could quickly set up, but I'm not sure any more. Why don't you download the gamemode and play around a bit? There are only chat commands and no GUIs, so it'll be a bit hard, I guess...
 Post #127
 4th December 2009
mars7a's Avatar
July 2009
1,448 Posts
What does the current gamemode have now?
 Post #128
 5th December 2009
masterj1337's Avatar
November 2009
9 Posts
yeah what features and if i dl the gamemode how do i run it in single or multi
 Post #129
 5th December 2009
mogey5101's Avatar
January 2009
114 Posts
Ill start running this once I talk this over.
 Post #130
 5th December 2009
esalaka's Avatar
July 2007
1,894 Posts
What does the current gamemode have now?
I can't be bothered to tell you everything there is, but let's see...
-A module system that supports hotswappable modules
(Item system is a module, all basic chat commands are a module, the RP chat is a module)
-A class system, that doesn't work correctly IIRC
-Lots of other stuff.

A paste containing most of the features (That's a paste of all the most relevant commit logs)

yeah what features and if i dl the gamemode how do i run it in single or multi
To run it you simply pluck the gamemode in your gamemodes-folder (You DO know how to use SVN, right?) and start a server. Of course, it would be beneficial to check out the file gamemode/convars.lua, because it contains all the convars you'll be needing to configure the gamemode.

Ill start running this once I talk this over.
I fail to understand you.
talk over: speak with others about (something); talk (something) over in detail; have a discussion
Who are you discussing with, and about what? o_O

Edited:



Imported the new folder structure.
This revision is not numbered because Hitler.

/|------|\
||Rev 57||
\|------|/

On the other hand, this commit is numbered because Hitler.
tl;dr: From now on checkout http://subversion.assembla.com/svn/shadow/trunk instead of the old url ( http://subversion.assembla.com/svn/shadow/ )

[Modified]
Folder structure. The repository is now divided in three categories: trunk, branches and tags. You want to checkout either the trunk, even though it can be unstable, or one of the tags (When some are committed, obviously) because tags should mostly be stable.

[Added]
Failure message in case you checkout the root folder and not trunk. You clearly have not read these logs in any case. :D

/|------|\
||Rev 58||
\|------|/

[Tagged]
Tagged current HEAD with version number 1.2

The permanent checkout URL for this tag is
http://subversion.assembla.com/svn/shadow/tags/1.2

/|------|\
||Rev 59||
\|------|/

And finally...

[Branched]
Branched my working copy under the working name "Photon"

The checkout URL for this tag is:
http://subversion.assembla.com/svn/s...ranches/photon


Enjoy. Or suffer, whichever you prefer.

Edited:

The one time I wanted to break automerge it didn't :D

Quoting the release logs:
 Post #131
 5th December 2009
mr g's Avatar
January 2006
502 Posts
Then just disable it.


Here's what I'm interested in adding to the gamemode (probably as blocks, to keep it modular) in addition to working on the core:

Skills (Exp, Intelligence, Strength, etc...)
Weapons
Custom classes w/ custom models
Shop NPC's
Enemy NPC's w/ loot or rewards (money and/or exp)
Player groups/factions
Random item pick-ups
Containers (chests, etc.)
Dynamic player models depending on what they are wearing (For example: a player wearing a helmet would have a helmet model on his head)
RPG-style equipment system

More may follow... this is what I can think of right now. My use of the script extends beyond just a Roleplay script and into RPG territory with RP roots.
DarkRP - Borderlands edition
 Post #132
 5th December 2009
esalaka's Avatar
July 2007
1,894 Posts
DarkRP - Borderlands edition
Obviously you just read the thread and noticed that only items and containers from that list have actually been implemented :D

Edited:

Actually, just read the whole thread. It's only four pages

Edited:

Oh, just a suggestion
 Post #133
 5th December 2009 Last edited by esalaka; 6th December 2009 at 09:36AM..
esalaka's Avatar
July 2007
1,894 Posts

Code:
 |      ^
<-PHOTON--
 |Rev 60|
--------->
 v      |
Photon updates!

[Added]
Panicking functionality (Boy, Photon sure likes to panic!)
Interfaces: ExposeInterface to expose interfaces. The ironic thing is that I only wrapped the ExposeInterface-function, you have to expose RegisterInterface by yourself:
local RegisterInterface = ExposeInterface( "electron" ).RegisterInterface
!

[Panic?]
Yes.
Do(es) panic.
:D


Progress on the Photon-branch. Nothing in the trunk.
 Post #134
 7th December 2009
esalaka's Avatar
July 2007
1,894 Posts

Code:
 |      ^
<-PHOTON--
 |Rev 61|
--------->
 v      |
Completely panic-free!

[Added]
More interface functionality
Some parts of a module interface
Lots o' debug functions

[Modified]
Tweaked Panic and Critical. Panic now raises an error, which can result in a long chain of Panic messages, with every single one citing the last one.

[Files]
modified gamemode/cl_init.lua
modified gamemode/electron/load.lua
modified gamemode/init.lua
modified gamemode/shared.lua
added gamemode/electron/module.lua


Edited:

Uh oh, six posts in this thread by me without other ratings than Optimistic x2 O_O

Edited:

And a triple post, yay.
 Post #135
 7th December 2009
esalaka's Avatar
July 2007
1,894 Posts
Err... Yay? My last post was apparently dumb. The agree probably means someone agrees on the Dumb-rating. :D

May a quadruple post be enough for now:

(Oh, BTW, the "logo" is in code-tags because there is no other tag allowing preformatted text with a monospace font :D)

Code:
 |      ^
<-PHOTON--
 |Rev 62|
--------->
 v      |
[Added]
Todo-list

[Modified]
Now it actually makes some sense to _load_ modules (Ask me for a module guide :P)


Edited:

Well, I could've just edited the last post >.<
Is there some way to remove a post?
 Post #136
 7th December 2009
Trivkz's Avatar
April 2009
401 Posts
Just to stop u from making 5 posts ;) and to say that it looks good, keep up the good work :)
 Post #137
 8th December 2009
esalaka's Avatar
July 2007
1,894 Posts
Thanks :DD (Hehe, how was the last post useful? :D)

Edited:

I typed in a long post but removed it :<
 Post #138
 8th December 2009
masterj1337's Avatar
November 2009
9 Posts
just to stop u from making 5 posts ;) and to say that it looks good, keep up the good work :)
combo killer !!!!!!!!!!!!!!!!!!!!!!1
 Post #139
 9th December 2009
LordPikachu's Avatar
August 2009
23 Posts
combo killer !!!!!!!!!!!!!!!!!!!!!!1
Combo Breaker
 Post #140
 9th December 2009
esalaka's Avatar
July 2007
1,894 Posts
Stop derailing my topic :<
 Post #141
 10th December 2009
masterj1337's Avatar
November 2009
9 Posts
esa how would i put this on my hosted server and have it auto update instead of having to ftp everytime
 Post #142
 10th December 2009 Last edited by esalaka; 10th December 2009 at 02:14PM..
esalaka's Avatar
July 2007
1,894 Posts
To auto-update it, just set up a cron job on your server to update the gamemode every day or so. If that's not allowed, I suppose there's no way. (Except if the server has some kind of an auto-svn, in which case this gamemode could be added to that system)

And shadow is kinda outdated now that Polly stopped working on it and I'm creating the Photon-branch.

Edited:



That's my current development plan.
Wrote it last night :D
 Post #143
 10th December 2009 Last edited by masterj1337; 10th December 2009 at 08:42PM..
masterj1337's Avatar
November 2009
9 Posts
is photon the same base just new name and different direction

EDIT:
scratch that i looked at the pic after
 Post #144
 10th December 2009
oO0Virus0Oo's Avatar
April 2009
379 Posts
Ohh, this gamemode seems nice.
I am going to try it myself soon. :3
 Post #145
 10th December 2009
Dennab
June 2008
1,479 Posts
lol
 Post #146
 10th December 2009
oO0Virus0Oo's Avatar
April 2009
379 Posts
You took a look at the briefcase O:
"!INTRUDER ALERT! Nori is in the base!"
 Post #147
 11th December 2009
esalaka's Avatar
July 2007
1,894 Posts
What's actually funny is that people are agreeing with you :D


Also, to one of the earlier responses, Photon has only a couple of utility functions from the trunk (Namely player.FindInSphere and ini parsing)
 Post #148
 11th December 2009
Dennab
June 2008
627 Posts
lol
 Post #149
 11th December 2009
esalaka's Avatar
July 2007
1,894 Posts
lol

Now, more content in messages, please :)

Edited:

I actually made a wiki for Shadow and Photon :DD
http://shadow.kotsc.info/?page=index

Edited:

Refer to http://shadow.kotsc.info/?page=Bugs for current bugs in the wiki software (And report new ones if you find any!)
 Post #150
 13th December 2009
esalaka's Avatar
July 2007
1,894 Posts

Code:
 |      ^
<-PHOTON--
 |Rev 64|
--------->
 v      |
It still doesn't work :<

[Todo]
Hooks, so that it _finally_ will work (Currently throws a stack overflow :P)

[Added]
Analyzing functionality (al.GraphFromTable() generates code that can be sent to GraphViz Dot)
Debug functions
The beginnings of a hook system
A central include file because of laziness ._. There *WILL* be modules, though!
The Photon base namespace. Read more about it in hook.lua

[Modified]
Mmm...

[Removed]
Too much to tell :D


What needs to be implemented? Tell me now! I approve of turning this into an ideas thread!
 Post #151
 13th December 2009
LordPikachu's Avatar
August 2009
23 Posts
one question, there will be jobs like Gundealer and etc within this rp(i hope no gundealer or its optional to have it) :D, and how easy it will be to make other jobs?
 Post #152
 14th December 2009
esalaka's Avatar
July 2007
1,894 Posts
No gundealer job. Creating new jobs is very simple: Just RP them.

No, seriously. I'm providing flags, but somebody else will have to code jobs if that's what you want :P

Edited:

Hmm, latespammers.
 Post #153
 14th December 2009
LordPikachu's Avatar
August 2009
23 Posts
No gundealer job. Creating new jobs is very simple: Just RP them.

No, seriously. I'm providing flags, but somebody else will have to code jobs if that's what you want :P

Edited:

Hmm, latespammers.
seems good, how simple will be to implement new flags?
 Post #154
 14th December 2009
esalaka's Avatar
July 2007
1,894 Posts
Most likely there'll be two versions.

V1: Easy flags
-- Name, description, loadout (There'll be a easy wrapper for loadout ), description.
-- The last argument should be true if the flag is restricted (ie. only admins and other privileged may give the flag)
FLAG_ID = photon.flags.create( "flagname", { { "weapon_mp5"} { "pistol", 50 } }, "description", true )

V2: "Hard" flags
local FLAG = {}
FLAG.Name = "flagname"
function FLAG:PlayerSpawn( ply ) -- Sorry for kinda stealing your shits, nori :P
   print "lol"                                 -- Should support hooks very much like the new CakeScript
end
FLAG_ID = photon.flags.register( FLAG )
FLAG = {} -- We won't be using the table any more :P

In both cases, FLAG_ID would be used to refer to the class from that point on (Eg. FLAG_BANANAS = photon.flags.register( FLAG ) would make FLAG_BANANAS refer to the flag. The actual flag ID will be a number stored in that variable.)
 Post #155
 14th December 2009
LordPikachu's Avatar
August 2009
23 Posts
Most likely there'll be two versions.

V1: Easy flags
-- Name, description, loadout (There'll be a easy wrapper for loadout ), description.
-- The last argument should be true if the flag is restricted (ie. only admins and other privileged may give the flag)
FLAG_ID = photon.flags.create( "flagname", { { "weapon_mp5"} { "pistol", 50 } }, "description", true )

V2: "Hard" flags
local FLAG = {}
FLAG.Name = "flagname"
function FLAG:PlayerSpawn( ply ) -- Sorry for kinda stealing your shits, nori :P
   print "lol"                                 -- Should support hooks very much like the new CakeScript
end
FLAG_ID = photon.flags.register( FLAG )
FLAG = {} -- We won't be using the table any more :P

In both cases, FLAG_ID would be used to refer to the class from that point on (Eg. FLAG_BANANAS = photon.flags.register( FLAG ) would make FLAG_BANANAS refer to the flag. The actual flag ID will be a number stored in that variable.)
looks kinda easy and clean to use. and should give us multiple options to create things.
 Post #156
 14th December 2009
esalaka's Avatar
July 2007
1,894 Posts
And now I'm dumb?

Edited:

You stole mah... Double post?

Edited:

Also, none of that is implemented yet. I'll be starting tomorrow. Or this week. :P
 Post #157
 14th December 2009
Freakie's Avatar
April 2009
768 Posts
Now that I think of it, I've never actually seen any media of this. Care to provide?
 Post #158
 14th December 2009
esalaka's Avatar
July 2007
1,894 Posts
I'm afraid you are asking for pictures of nothing. Unless you want to see the code, which is publicly available.
 Post #159
 14th December 2009
LordPikachu's Avatar
August 2009
23 Posts
how can i say?


c-c-c-c-combo breaker
 Post #160
 28th December 2009
kiloy's Avatar
April 2008
11 Posts
Is there a reccomended map for this or can i use any map?
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