1. Post #121
    Jvs
    PENISCorp's First Employee
    Jvs's Avatar
    June 2009
    1,598 Posts

    Lua only. The only custom content in this video is the HUD. And the hand textures too.
    Man, that weapon sucks.





    Also, managed to use garry's spawnicon system to render my own stuff into it.
    It's still a bit buggy, but it works.

    Also no, there's no such thing as that jetpack .mdl, but the spawnicon requires a model path, even if it doesn't exist.
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  2. Post #122
    Dragon Dildoes
    Dennab
    April 2009
    4,432 Posts
    My attempt of making a proper lua class system:

    local tinsert = table.insert
    local tremove = table.remove
    local tostring = tostring
    local setmetatable = setmetatable
    local getmetatable = getmetatable
    local pairs = pairs
    
    function class(name, statics, methodes, parentClass)
    	local classTbl = {__parentClass = parentClass}--The actual class table
    	
    	if(parentClass) then--we require a reference to the parent class
    		classTbl.super = parentClass.__methodes
    	end
    	
    	if(not methodes.__tostring) then--implementing tostring if not existant
    		methodes.__tostring = function(self)
    			return name ..": " .. self.__address--"CLASSNAME: ADDRESS"
    		end
    	end
    	
    	if(parentClass) then
    		for k, v in pairs(parentClass.__methodes) do--copying methodes from superclass
    			if(not methodes[k]) then
    				methodes[k] = v
    			end
    		end
    	end
    	
    	classTbl.__methodes = methodes--needed for later access
    	
    	classTbl.__methodes.__index = methodes--Required
    
    	local ClassMeta = {--Class metatable needed to "call" the class itself
    		__call = function(self, ...)--constructor
    			local instance = {}
    			local hexAddress = tostring(instance):sub(-8)--saving the hex address for tostring use
    			setmetatable(instance, methodes)--required
    			instance.__address = hexAddress--setting the address
    			
    			local currParent = parentClass
    			local constructorStack = {instance.__construct}--the constructors need to be called in the opposite inheritance order
    			while currParent do
    				if(not currParent.__methodes.__construct) then--If we have a superclass
    					break
    				end
    				tinsert(constructorStack, currParent.__methodes.__construct)--pushing the function onto the stack
    				
    				currParent = currParent.__parentClass
    			end
    			
    			while(constructorStack[1]) do--calling all constructors
    				tremove(constructorStack)(instance, ...)--hacky :3
    			end
    			
    			return instance
    		end
    	}
    	
    	for k, v in pairs(statics) do--copy statics into our table
    		ClassMeta[k] = v
    	end
    	
    	if(parentClass) then--copying statics
    		for k, v in pairs(getmetatable(parentClass)) do
    			if(not ClassMeta[k]) then
    				ClassMeta[k] = v
    			end
    		end
    	end
    
    	ClassMeta.__index = ClassMeta--required
    	setmetatable(classTbl, ClassMeta)--required
    	return classTbl
    end
    

    Supports, methods, statics, inheritance.

    Also the constructor works neat here:

    Vector2 = class("Vector2", {}, {
    	__construct = function(self, x, y)
    		self.x = x or 0
    		self.y = y or 0
    	end,
    	__add = function(a, b) 
    		return Vector2(a.x + b.x, a.y + b.y)
    	end,
    	__tostring = function(self)
    		return "Vector2: " .. tostring(self.__address) .. ", " .. tostring(self.x) .. ", " .. tostring(self.y)
    	end
    })
    
    vecA = Vector2(25, 24)
    vecB = Vector2(50, 26)
    
    print(vecA + vecB)
    
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  3. Post #123
    Gold Member
    Feihc's Avatar
    October 2006
    1,077 Posts
    FINALLY! Some good fucking OC - THIS is the Facepunch I miss. Good job WAYWO, you've giving me faith in GMod Scripters once again.
    It's been years since I've looked through a thread like this and been so excited.
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  4. Post #124
    kp3
    Gold Member
    kp3's Avatar
    January 2008
    2,986 Posts
    FINALLY! Some good fucking OC - THIS is the Facepunch I miss. Good job WAYWO, you've giving me faith in GMod Scripters once again.
    It's been years since I've looked through a thread like this and been so excited.
    There's 12 of them. Enjoy
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  5. Post #125

    December 2011
    350 Posts

    Lua only. The only custom content in this video is the HUD. And the hand textures too.
    Glad to see you working on Darkrp again I rather enjoyed this gamemode
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  6. Post #126
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    Also, managed to use garry's spawnicon system to render my own stuff into it.
    It's still a bit buggy, but it works.

    Also no, there's no such thing as that jetpack .mdl, but the spawnicon requires a model path, even if it doesn't exist.
    Care to explain? :3
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  7. Post #127
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Do you need a binary module? :(
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  8. Post #128
    Dragon Dildoes
    Dennab
    April 2009
    4,432 Posts
    Care to explain? :3
    I assume the icon catches some render target.

    Edited:

    Actually, I was wrong.

    As seen here:

    function PANEL:RenderIcon()
    	
    	local ent = self.ModelPanel:GetEntity()
    	
    	local tab = {}
    	tab.ent		= ent
    	
    	tab.cam_pos = self.ModelPanel:GetCamPos()
    	tab.cam_ang = self.ModelPanel:GetLookAng()
    	tab.cam_fov = self.ModelPanel:GetFOV()
    	
    	self.SpawnIcon:RebuildSpawnIconEx( tab )
    
    end
    

    It takes a entity to render, I assume you just need your custom entity that renders all it's childs manually.
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  9. Post #129
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    try parenting

    Edited:

    doesn't work ^

    replacing RenderOverride and have your stuff drawn in there will probably work though
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  10. Post #130
    Jvs
    PENISCorp's First Employee
    Jvs's Avatar
    June 2009
    1,598 Posts
    replacing RenderOverride and have your stuff drawn in there will probably work though
    Yeah, that's exactly how I do it.
    I just create a clientside model and override its RenderOverride to draw custom stuff in there.
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  11. Post #131
    Flora KEidran's Avatar
    May 2012
    63 Posts
    I have no idea why but im full of ideas recently.

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  12. Post #132
    Gold Member
    Silverlan's Avatar
    October 2005
    745 Posts
    Form what game is he ported or just none and you made your self?
    The guardian is from doom 3.

    Anyway, I thought about resuming an old project of mine, an ingame map-editor.


    However I'm not sure if people would actually use something like this.
    So, what do you guys think? Should I continue working on this?
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  13. Post #133
    Gold Member

    July 2009
    11 Posts
    The guardian is from doom 3.

    Anyway, I thought about resuming an old project of mine, an ingame map-editor.


    However I'm not sure if people would actually use something like this.
    So, what do you guys think? Should I continue working on this?
    That is so awesome i would like to try it
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  14. Post #134
    wishbone's Avatar
    October 2008
    450 Posts
    However I'm not sure if people would actually use something like this.
    So, what do you guys think? Should I continue working on this?
    It's looking quite good so far. I can think of a few ways this could be useful and help mappers. I would use it most likely. Anyways, very nice job!
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  15. Post #135
    im gay
    _Kilburn's Avatar
    July 2007
    3,698 Posts
    Glad to see you working on Darkrp again I rather enjoyed this gamemode
    Wait, but have you ever tested it?

    Ah who am I kidding, Gran probably showed it to you a while ago.
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  16. Post #136
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,114 Posts
    Wait, but have you ever tested it?

    Ah who am I kidding, Gran probably showed it to you a while ago.
    Flawless is my favourite alt of a permabanned user, of course I did
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  17. Post #137
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    The guardian is from doom 3.

    Anyway, I thought about resuming an old project of mine, an ingame map-editor.


    However I'm not sure if people would actually use something like this.
    So, what do you guys think? Should I continue working on this?
    This looks pretty amazing and all that, but I have some questions:

    Do you want it to behave just like the hammer editor or do you want to add improvements as well?

    Like, if I personally were to make an in game map editor, I would probably go for something that'd let you use gmod tools and drag brushes around with the physgun.

    Can you explain your goal?
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  18. Post #138

    December 2011
    350 Posts
    Wait, but have you ever tested it?

    Ah who am I kidding, Gran probably showed it to you a while ago.
    You were in the server when I was playing
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  19. Post #139
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    I completely forgot about who Flawless was, oh my.
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  20. Post #140
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,173 Posts
    I have no idea why but im full of ideas recently.

    thats pretty damn ninja
    i like it!
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  21. Post #141

    June 2012
    15 Posts
    I'm working on a hud:
    Almost finished but this is what it's going to look like.
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  22. Post #142
    Gold Member
    Feihc's Avatar
    October 2006
    1,077 Posts
    I'm working on a hud:
    Almost finished but this is what it's going to look like.
    I like it, but the ammo icon is too big in relation to the health and ammo ones.
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  23. Post #143

    June 2012
    15 Posts
    I like it, but the ammo icon is too big in relation to the health and ammo ones.
    Now that I look at it that way I find it too big myself...
    I'll change it into a little icon then.
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  24. Post #144
    pointblankrp
    TylerB's Avatar
    October 2011
    873 Posts
    I'm setting up a 28 slot Fretta server, and the syncing fastdl was kind of difficult, so I made a script to do it automatically.

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  25. Post #145
    MadParakeet's Avatar
    November 2009
    192 Posts

    Neural Network+Evolutionary Algorithm. Both of which are pretty shitty. They are supposed to go from point A to point B, and they do figure it out if the route is really simple. The main cause of fuckuppery right now is that the fitness function is just the distance from the goal, which doesn't exactly work for advanced routes. Sorry you can hear me mumbling in the background.
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  26. Post #146
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    I'm setting up a 28 slot Fretta server, and the syncing fastdl was kind of difficult, so I made a script to do it automatically.

    What program is the server ran in..? o_o
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  27. Post #147
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,843 Posts
    What program is the server ran in..? o_o
    that's a TCAdmin "Live Console" window

    Edited:

    I'm setting up a 28 slot Fretta server, and the syncing fastdl was kind of difficult, so I made a script to do it automatically.

    fyi you have a ton of lua errors
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  28. Post #148
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    Not completely lua related I guess but I've been working on/using PAC3 lately so I decided to make some sort of mmorpg ish character with tf2 hats:



    (this needs sorting!)

    Which ended up with me finding a couple of bugs and coming up with some new ideas. :)

    gmod 13 note:

    I noticed that Entity.SetModelScale doesn't work on the local player, I realized by accident that if you turn off IK on the player (LocalPlayer():SetIK(false)) it will work, but it makes bones behave like in gmod 12 again where when you modify a bone, all of the bone's children are also modified.

    Bu it also for some reason fixes the arm bug garry left in for fun in the current version. (the above screenshot is gmod 13)
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  29. Post #149
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    My life goal is to be CapsAdmin.
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  30. Post #150
    werewolf0020's Avatar
    October 2009
    5,812 Posts
    there is a small capsadmin in every one of us
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  31. Post #151
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    Uhh... Just an HTML menu for character creation x_x

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  32. Post #152
    "The superior man understands what is right; the inferior man understands what will sell"
    Chessnut's Avatar
    August 2011
    3,543 Posts
    So much empty space.
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  33. Post #153
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    It's planned to be filled I just haven't gotten there yet.
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  34. Post #154
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    The interface looks so much like Google.
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  35. Post #155
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    It actually uses Twitter Bootstrap
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  36. Post #156
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Damn, haven't seen that before.
    I've been using Foundation, but bootstrap has like way more components and is more flexible.

    Looks like I'll be ditching foundation.
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  37. Post #157
    im gay
    _Kilburn's Avatar
    July 2007
    3,698 Posts
    Not completely lua related I guess but I've been working on/using PAC3 lately so I decided to make some sort of mmorpg ish character with tf2 hats:
    That's a pretty damn creative use of those hats.
    Hey you should totally make an entire gamemode based on that concept. I've always wanted to see a proper RPG in GMod.
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  38. Post #158
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    I finally had some free time to record some videos on my projects (Mainly Legend of Zelda addon and my chunks project). Alas, I forgot to render it in Sony Vegas before heading to my room, and it would have been wise to render it for the night. Oh well, that's for another day.

    For my chunks project, I'm not sure what else to add. Maybe remove using an entity all-together and have it regions/theoretical chunks, and use an entity like my Region system did back in my old gamemode, to allow it to be useful in other gamemodes (Example: An RP gamemode that wants to have pseudo-random props, spawn positions, and NPCs / entities ).

    As for my gamemode... Little progress to itself has been made. I changed the target category it's going to be (From RP to, let's just say a TF2-esque Deathmatch), for now. I've been busy with optimizing my Chunks (Now called 'World Handler', due to it's functions are not just chunks), and tweaking my little API (I guess that's the right term...) to allow easy addition of plugins/modules and keep them all in a table, for when I start my indie-project.

    Now... What should I do with my chunks ('World Handler') project now? I would love to have it where it can be easily used with just about any gamemode, but right now it serves not much purpose. Maybe add something where it'll pseudo-randomly spawn schtuff from a table based on a seed? I have ZERO ideas on how to have it serve an actual use, due to the finite-cy of Source. For other engines, however...

    I apologize if things aren't easily understandable, and lack of content. It's 1:50 AM Central Time, and ideas aren't best when formed at this time.

    [offtopic]
    Would TF2 be classified as an RTS FPS, since only the character technically dies, but even then they just respawn. In CS, you have to re-buy equipment and weapons every round, unless you lived and won that round, giving that 'starting-over' feel, while in TF2 it's just like being sent to the beginning of the map. And the item-drop mechanic of TF2 where after an X amount of time, you 'find' an item, seems rather RTS-ee to me, as you're acquiring things to help with your strategy / play style. Oh, and hats.

    Something that I've wanted to confirm.

    Edited:
    I need to stop thinking that having something hooked to Tick or anything like that would create lag, when it's more optimal to use for loops on all theoretical-chunks in a table, and a for loop for players, see if a player is inside the ents.FindInBox() of the theoretical-chunk's bounds, and set the player's current chunk as the chunk that the player is in.

    I do need to find a way to unload chunks easily. That shouldn't be too difficult.
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  39. Post #159
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts

    Progressed a bit further before bed.
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  40. Post #160
    Gold Member
    alexanderk's Avatar
    May 2007
    1,355 Posts

    Progressed a bit further before bed.
    show us your secrets
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