I've just released a beta of a logic simulator similar to Wiremod here: http://www.facepunch.com/showthread.php?t=1196152
It's got Lua scripting implemented so you can make your own addons and stuff, something I thought you guys might be interested in!
So I finally decided to implement an attachment selection menu for my Customizable Weaponry similar to that one that's in Crysis.
anyway wouldnt it be better to have the buttons to appear In the weapon model? sort of like crysis does
you could get the position of the "Attachment" bone and place them there
Marty, I'm scared!
I added props to spawn at each chunks position to see if they are loaded, and added the function to see if a chunk is going to be unloaded anyways, and... this. I really need to recode this. The C# interpretation in Unity3D for this chunk project is more efficient than... this! And I'm great at Lua... Where did I go wrong!? I know what I'm doing tonight... And I don't like it.
I'm trying my best to keep Unity3D's and Garry's Mod's chunk projects in sync of progress, so if one thing goes wrong I can fall back on another to rescript it (*cough* especially what happened above *cough*). Anyways, since I can parent props to the chunk tables, I could parent entities to the chunks with it's soul purpose of rendering the meshes.
Can you draw an entities model multiple times? I don't think you can.
However, I plan to make them meshes anyways.
Can someone say terraformable mega-worlds... Long-term-goal building/survival mmo? In Gmod..?!
You don't say!
So I've been thinking of how it'd be possible to do the "MASSIVE MULTIPLAYER" part...
Multiple 32 or 64 slot servers that are all running on different cores of a server (since srcds is only single-cored )
Use sockets to communicate player positions between servers, so every server has an updated version of what's going on, but dedicated the server the players are on to do their computations and networking.
Did that make much sense?
Basically a chain of servers that are stream the same data to all their clients basically, so that if you have a player on Server A, and another player on server B, they can still seem as if they're in the same "world"....
This should be especially easy because I'm writing my own basic physics rather than using vphysics for anything. All I need players to be able to do is walk along the mesh with a simple gravity, nothing fancy.
Yeah. This will be fun.
I found the issue with the chunks. I had the chunk sizes square rooted... Why the fuck did I do that!?
Everything is running smooth, and just like the C# interpretation is. I'll make a video on this later. I've been in a video making mood.
Off to implement meshes to this whole system.
Also, you do know that you still need to take into consideration with using meshes for blocks, that you need chunks. Even using bytes to represent blocks, and just using those as references, it's going to eat up a lot of RAM.
What I'm using for assistance is this. Both good for my C# Unity3D interpretation and Garry's Mod. The entire thread is a pseudo-tutorial on how to do this, except it's not pertaining to Garry's Mod, but it'll be easy to translate it.
You can indeed draw a model multiple times, just do clientsidemodel:SetRenderOrigin( vec ) and clientsidemodel:SetupBones() (I've always had to call this to get it to work, even if the prop has only 1 root bone) and call finally call clientsidemodel:DrawModel() on it.
And if you do this you aren't limited by the number of clienside models (which actually is pretty high but hey), only how efficiently your computer can draw them!
I know I have to get around to chunks, but I decided to take the rendering path first, no idea why.
From here, I have to do chunks..
Thanks for the reference :)
Also thanks Foohy, I didn't know you had to set their bones up. I thought that only applied for models with more than one bone.
For a mixed-key table, like in the example you referred to, you can mix non-numerical keys in between numerical keys without changing the numerical order (example: http://codepad.org/AY05PvYV)
e: Also his Lua code was generated by his serializer; he can't switch the values around himself.
e2: Now I'm not even sure about your point. He should call SortedPairs on the inputted table, then serialize the sorted table? That won't have any effect on the data; it's the same even without sorting.
Would rather use Edison to test circuits in general.
# only counts numbered indices
table.Count was written to index every last key value pair
tinkering around with gm_bass
unfortunately, gm_video does not pick up the sound from the bass module, but in both examples the song is hl2_song14
and secondly with a delay rippling from the center (you can set up multiple center points and the affected radius, but since these are using physicssimulate its rather slow to have a large grid)
Chunks! Not the one that comes out from your stomach through your mouth.
I was going to record a video on the "Legend of Zelda" addon, but Net.WriteTable seems to return... well Garry's Mod 13 seems to be wanting to obey my whims. I'll provide a screenshot of the error.
Here's the error. Sometimes it's on line 77, if memory from earlier wants to obey my whimsical wishes. I guess I could use alternatives, like sending numbers for updating the time. I bet there's one person who's going to say don't use "net" and use another thing to keep things in sync, resulting in breaking it even more.
Also, did Garry remove the thing where you click on an error and it drops down a stack trace or whatever?
but it was laggy when it was spammed.
Constants like the world seed will be sent on initial spawns. I removed that since I didn't really have a need for that, plus I sort of accidentallied when I was diagnosing the nasty issue caused by square rooting the chunk sizes...
The lag, IMO, is Garry's way of saying, "Fix your code."
I don't think the world seed needs to be sent at all, as it's only purpose is to generate the terrain, which is being done server side since the blocks are being parented to the chunks. I could have it generate on the client and cut out the need to send the blocks list, but that's only if the world isn't modifiable...
yeah that's the thing- I plan to use a height map-like table that's stored somewhere.... because its editable and whatnot.
gunna have to read up on this
when its not 5:30 am.
that probably made no sense
Yeah, I was late I know... Didnt see the post under it till after I posted. >.>
I made some more and compiled all the birds into one video.
This is why # is only viable on numerically indexed tables that are in-order from 1 to n and may return higher or lower values than the actual count.