1. Post #201
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    Two things changed to the 'Speed Booster' addon.

    A) I added a little check to see if your Z is the same after a second.
    B) Added 'Fusion' and 'Super Metroid' style Speed Boosters (SM requires to be running). Fusion sounds were hard to get, as there's no quiet place to get the sounds, while finding the Zero Mission charge sound was hard because the just mentioned reason. At least ZSNES supports disabling the channels music were playing on.

    Edited:

    Tweaked up some sound loops, decreased the time required to check if the player's Z coordinate is the same as before (meaning if they are stuck going up and up at the skybox, it'll disable), and also added some "hooks" per variant of the Speed Booster.


    Speed Booster in    even more    action. ('loud alert')
    I should probably disable the Speed Booster when the player's dead.

    Obliterating NPC's is next on my agenda. As soon as I remember how to make explosions again or successfully kill NPC's again due to the lack of an actual 'Kill()' function.

    Edited:
    Disintegration is now included!

    'ShouldCollide()' is horrendous.
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  2. Post #202
    Ghor's Avatar
    February 2009
    194 Posts
    Two things changed to the 'Speed Booster' addon.

    A) I added a little check to see if your Z is the same after a second.
    B) Added 'Fusion' and 'Super Metroid' style Speed Boosters (SM requires to be running). Fusion sounds were hard to get, as there's no quiet place to get the sounds, while finding the Zero Mission charge sound was hard because the just mentioned reason. At least ZSNES supports disabling the channels music were playing on.

    Edited:

    Tweaked up some sound loops, decreased the time required to check if the player's Z coordinate is the same as before (meaning if they are stuck going up and up at the skybox, it'll disable), and also added some "hooks" per variate of the Speed Booster.


    Speed Booster in    even more    action. ('loud alert')
    I should probably disable the Speed Booster when the player's dead.

    Obliterating NPC's is next on my agenda. As soon as I remember how to make explosions again or successfully kill NPC's again due to the lack of an actual 'Kill()' function.

    Edited:
    Disintegration is now included!

    'ShouldCollide()' is horrendous.
    You really shouldn't be using ShouldCollide for anything but telling the game which objects are and aren't permitted to collide, it's not made for collision callbacks, which is what I'm assuming you're attempting from watching the npc dissolve as you approached it. It's called whenever the game wants to know if two objects are capable of colliding, not necessarily when there is a collision that needs to be resolved. My only suggestion is the use of trace hulls, maybe using ShouldCollide solely to prevent collisions that would cause the player to hit the object and stop moving. Enemies should also explode instead of dissolving, which would be both more satisfying and truer to the source material.

    I've tried doing this years ago and it was a bitch to figure out how to deal with the player crashing through stuff, so hopefully you'll have better luck.
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  3. Post #203
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    -snip of helpful content-
    I figured that's what the old wiki meant by "simply to poll if they should collide when they are about to touch each other." I was going to use an alternative since I'm being too reliant on it, mostly for stopping the player when Shinesparking. Exploding was an option, but it is explosions. It'll hurt the player in the process, more/less that deafening whine.

    My only suggestion is the use of trace hulls
    Hm. I guess it would be better than using something complex like calling a check to see if a player is near an entity by using some ugly math.

    Edited:
    Wow. I just realized 'Ghor' is from Prime 3.
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  4. Post #204
    Map in a box's Avatar
    July 2009
    7,314 Posts
    in addition don't have dynamically changing collisions in the hook or eventually the server physics will break, needing a relaunch of the server
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  5. Post #205
    Ghor's Avatar
    February 2009
    194 Posts
    Exploding was an option, but it is explosions. It'll hurt the player in the process, more/less that deafening whine.
    Code:
    local ef = EffectData()
    ef:SetOrigin(roadkill:GetPos()+roadkill:OBBCenter())
    util.Effect("Explosion", ef)
    Damageless explosion. Kill the entity and dispatch the explosion effect.

    I also tried taking another crack at it, first disabling player collisions with enemies, then parenting an entity to the player that copies the bbox and does damage on touched NPCs seemed to work alright at first. At higher speeds, though, you start to run straight through enemies without doing any damage, which tells me the touch event doesn't take velocity into account.
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  6. Post #206
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    I give up on having a constant Z value horizontal Shinespark without having it look horrible. Leaving it like it is in Other M.


    That rogue timer that will not die is raping my sanity and mentality. Fixed it. I'm going to bed. I'm tired, and I cannot continue working with the current state my psyche is in


    Recoded; Optimized; Less sound    overlaying   ; No fucking timers going rogue.

    Next on my agenda: Obliteration. (I'll go back to horizontal Shinespark later, if I just keep setting the Z value each tick, it'll eventually put you in the ground.)

    Workshop is updated to the current build of it.
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  7. Post #207
    Ghor's Avatar
    February 2009
    194 Posts
    You should just use MOVETYPE_FLY, player:Freeze(), and set a velocity if you want to do a shinespark that doesn't get mucked up by gravity.



    The trace hull method also seems to be a clear winner over the touch method. It works by performing tracehulls in SetupMove or Move with a while loop that keeps testing the area that's velocity * FrameTime() ahead of the player and adding hit objects to the trace's filter until all possible objects have been exhausted and the trace only hits NULL. There seems to be some problem that causes you to come to a total halt when you hit an uphill enemy but I'm sure that further development would see that sorted out. Applying force correctly through the damageinfo object also seems to have the nice effect of kicking obstacle props out of your way without slowing you down.
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  8. Post #208
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,754 Posts
    I got a little upset at the (ugly) Fretta map voting system......

    Edited:

    version 2.0 (thanks monkey and spencer!)

    I got the bottom of the last page so I'm posting this again. Also, I was wondering if you guys think doing away with proper 800x600 support is a bad idea (there will be a legacy map vote button!).

    and by "do away with proper 800x600 support" I mean I'm not going to sit here and fight with how the page is designed to support the tiny ass screens, they'll just have to scroll, endlessly
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  9. Post #209
    Map in a box's Avatar
    July 2009
    7,314 Posts
    Why do people honestly always think that others just skip the last post. It's a forum, and even then this thread rarely gets content so I'm sure people scavenge for whatever content they can get. It wouldn't surprise me if they do it just for attention though.
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  10. Post #210
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,754 Posts
    Why do people honestly always think that others just skip the last post. It's a forum, and even then this thread rarely gets content so I'm sure people scavenge for whatever content they can get. It wouldn't surprise me if they do it just for attention though.
    I didn't ask the question in the old post ;)
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  11. Post #211
    Map in a box's Avatar
    July 2009
    7,314 Posts
    That doesn't need a repost.
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  12. Post #212
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts

    New features added, and some spontaneous tricks executes (Such as running off the building and Shinesparking numerous times). I really need to stop droning on with these videos. It always happens. Every one of them... I'm doing it now, am I?


    Some other features added:

    o When 'sm' mode is active, health drains every ~4 ticks, and will stop, and prevent, you when your health is below 29.
    o Horizontal Shinesparking can now be done in 4 directions (Up, Down, Left Right).
    o Eye angle determines how much vertical force is exerted. (ie. Look up for a short but high jump. Look as close to 0 or 180 degrees for a long jump). REMEMBER: It's not just applied to forward Shinesparking.

    I'm sure I left other features out. I'll work on obliterating enemies, and Ghor reminded me to have the trails of yourself behind. How to pull that off... Maybe some 'Tick'/timer magic.

    Sounds are really whack lately, like it won't play the sound when your Z is high enough. Heheh... Offset to create the timer was whack. Also it seems after the second Shinespark, the initial sound doesn't play. Recreated the sounds everytime the player Shinesparks, just to be safe.
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  13. Post #213
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    A chatbox With tabs!



    Oh and the actual content of the boxes with the chat text is all HTML. I hope this plays out nicely, and it gives easy manipulation abilities for interactive-ness in the chatbox :> Yay HTML.
    Don't bitch that "it's not efficient" - because afaik it only renders ONE texture as it's updated... which isn't that often. The new HTML renderer is very nice.

    Oh also I made some new entity menus.
    This video is slightly old and outdated and a few things are fixed... like they now fade out as you get past a certain distance and farther away-



    Oh and model selection is finalized. I'll take a video of it soon. The models kinda spin...
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  14. Post #214
    Jocken300's Avatar
    February 2009
    1,357 Posts
    A chatbox With tabs!

    Enviso rises.
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  15. Post #215
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    No it's not Enviso.
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  16. Post #216
    Jocken300's Avatar
    February 2009
    1,357 Posts
    No it's not Enviso.
    Ah, alright. Updated OA based on the new content?
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  17. Post #217
    Gold Member
    bobthe2lol's Avatar
    July 2007
    1,370 Posts
    A chatbox With tabs!

    Oh and the actual content of the boxes with the chat text is all HTML. I hope this plays out nicely, and it gives easy manipulation abilities for interactive-ness in the chatbox :> Yay HTML.
    Don't bitch that "it's not efficient" - because afaik it only renders ONE texture as it's updated... which isn't that often. The new HTML renderer is very nice.

    Oh also I made some new entity menus.
    This video is slightly old and outdated and a few things are fixed... like they now fade out as you get past a certain distance and farther away-

    Oh and model selection is finalized. I'll take a video of it soon. The models kinda spin...
    Get back to work on Sassilization! Please? Pretty please?
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  18. Post #218
    Gold Member
    MDave's Avatar
    April 2010
    639 Posts
    Since I could not find Wizard Of Ass, or Overvs 3D2D VGUI wrapper implementation, I decided to make my own!

    Panel tracing:


    Early tests:
    [URL]

    My only problem with it is that in gmod 13, paint manual broke, I hope that garry will fix it soon.
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  19. Post #219
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    Get back to work on Sassilization! Please? Pretty please?
    I got banned for posting a photshopped picture of someone sucking a dick.
    Talk about butthurt :>

    So yeah I really won't do any more work even though I spent two weeks after getting banned finishing it anyways :V Hmm, gives me ideas.
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  20. Post #220
    Gold Member
    bobthe2lol's Avatar
    July 2007
    1,370 Posts
    Oh for fucks sake I wanted to play... :(
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  21. Post #221
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,216 Posts
    I got banned for posting a photshopped picture of someone sucking a dick.
    Talk about butthurt :>

    So yeah I really won't do any more work even though I spent two weeks after getting banned finishing it anyways :V Hmm, gives me ideas.
    Why not include the part where it was child porn?
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  22. Post #222
    Fight for justice, fight for Manning and Snowden.
    Persious's Avatar
    April 2010
    2,594 Posts
    The fuck. Too much info.
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  23. Post #223
    Gold Member
    The freeman's Avatar
    October 2007
    6,554 Posts
    I got banned for posting a photshopped picture of someone sucking a dick.
    Talk about butthurt :>

    So yeah I really won't do any more work even though I spent two weeks after getting banned finishing it anyways :V Hmm, gives me ideas.
    no idea why you were banned
    every forum should allow hardcore img tagged pornography.
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  24. Post #224
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    Yeah it was some 16 year old kid with a photoshopped cartoon dick, watch out it's "child porn"! Lmfao, I look back now and the community was full of power-hungry admin-dictators that most of which have never even played the RTS. Plus lazy developers, and the ones who wern't (at least in my eyes) lazy never got access to the crap they needed to get things done. But who's me to know anything... I posted "child porn"



    On topic though, I have a "new message" alert for chatbox tabs. Don't mind the DFrame controls smashed on the left I was testing things.

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  25. Post #225
    King of the Oil Refinery
    Tobba's Avatar
    December 2008
    6,222 Posts
    A bit late but you should theoretically be able to hack around ShouldCollide by constantly changing the collision group, I noticed setting the collision group tried to flush some ShouldCollide cache stuff inside VPhysics when I was working on that
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  26. Post #226
    Gold Member
    DrogenViech's Avatar
    December 2006
    823 Posts
    A bit late but you should theoretically be able to hack around ShouldCollide by constantly changing the collision group, I noticed setting the collision group tried to flush some ShouldCollide cache stuff inside VPhysics when I was working on that

    You'll need Garry to bind either IPhysicsObject::RecheckCollisionFilter or CBaseEntity::CollisionRulesChanged.

    Edited:

    For now, you can just change the collision group and reset it (CBaseEntity::SetCollisionGroup calls CollisionRulesChanged); much better than creating new entities every time.

    http://facepunch.com/showthread.php?...1#post33930453
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  27. Post #227
    >:C
    Chulo Arco's Avatar
    January 2011
    335 Posts
    Yeah it was some 16 year old kid with a photoshopped cartoon dick, watch out it's "child porn"! Lmfao, I look back now and the community was full of power-hungry admin-dictators that most of which have never even played the RTS. Plus lazy developers, and the ones who wern't (at least in my eyes) lazy never got access to the crap they needed to get things done. But who's me to know anything... I posted "child porn"



    On topic though, I have a "new message" alert for chatbox tabs. Don't mind the DFrame controls smashed on the left I was testing things.

    Let's not forget you promoted two people to VIP for free. (And that you leaked files onto the internet)

    On topic: Nice gamemode you has thar.
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  28. Post #228
    EthanTheGreat's Avatar
    September 2010
    266 Posts
    Let's not forget you promoted two people to VIP for free. (And that you leaked files onto the internet)

    On topic: Nice gamemode you has thar.
    So he bumped TWO people up to VIP and leaked files but the line was drawn when he photoshop'd a kid sucking a dick?

    Am I the only one that sees something wrong with this?

    Also, I'm curious as to what files he supposedly leaked?
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  29. Post #229
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    So he bumped TWO people up to VIP and leaked files but the line was drawn when he photoshop'd a kid sucking a dick?

    Am I the only one that sees something wrong with this?

    Also, I'm curious as to what files he supposedly leaked?
    That was all after I got banned anyways.

    1. I actually paid for those player's VIP because they couldn't afford it to join the Beta... too bad your automatic donation was (and maybe still is) down for months (that you said you'll "look at" the next day over this period ), or else you'd have logs.

    2. A database dump was deep inside some miscellaneous folder from a LUA dump of stuff I've done that I gave to a few people, and someone got a hold of it and leaked it, I openly admitted as it was a mistake. That was after I got banned anyways. I don't think it contained anything really personal or anything that invades people's major privacy... besides maybe a few month old "staff area" posts that weren't anything seriously useful.

    Their SVN actually did get hacked by someone though who released all their files. Kinda sucks because a lot of work was put into the RTS and it's content... It's all on the internet now :( Oh well, I guess since it's never coming out someone else can take it up and make something great out of it if that community won't. Opensource yay! (Even though it was leaked... I guess it's not really opensource... oh well, someone could still adapt it)

    Edited:

    Finally got around to taking that small vid of my mostly finalized character creation screen too.


    I think it's more or less finished after I went back and tweaked it a bit earlier this morning.
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  30. Post #230
    kp3
    Gold Member
    kp3's Avatar
    January 2008
    2,986 Posts
    I personally don't like how they overlap but still cool.
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  31. Post #231
    Gold Member
    meazum's Avatar
    January 2005
    258 Posts
    I think it wouldn't look that bad if the background cards overlapped the models as they slide in front of them.
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  32. Post #232
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    I'll see what I can do... that should be possible.
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  33. Post #233
    kaade's Avatar
    June 2012
    58 Posts
    dat ui

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  34. Post #234
    Gold Member
    FoohyAB's Avatar
    July 2009
    945 Posts
    Is it possible to access a model's root bone? GetBoneMatrix always returns nil on non-ragdoll entities.
    Code:
    	for i=0, ent:GetBoneCount() - 1 do
     		 local bone = ent:GetBoneMatrix(i)
     		 print("bone: " .. i .. ", " .. tostring( bone ) ) //bone: 0, nil on non-ragdoll entities. 
     	end
    Also, ent:LookupBone("static_prop") returns 0, where if the bone doesn't exist it instead returns nil. So the bone definitely exists.
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  35. Post #235
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,958 Posts
    I don't think you can get the root bone of an entity... at that point it's just transforming the entire bone matrix. (SetPos, SetAngles, etc)
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  36. Post #236
    Gold Member
    FoohyAB's Avatar
    July 2009
    945 Posts
    Well that's what I'm trying to do basically. I'd like to use Scale on the bone so I can have the old functionality of SetModelScale

    Edited:

    I'm really bad with bones
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  37. Post #237
    Gold Member
    FoohyAB's Avatar
    July 2009
    945 Posts
    So I'm gonna take the wild guess that it isn't possible? Garry mentioned it could be done with the bone functions, so am I approaching this wrong or something?
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  38. Post #238
    Gold Member
    MDave's Avatar
    April 2010
    639 Posts
    I am not sure, but in case you dont read the GMOD13 forum, I place JetBooms solution there:

    entity:ManipulateBoneScale(0, vecscale)


    Doesn't work on clientside entities.
    He posted it in this thread: http://facepunch.com/showthread.php?t=1214986
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  39. Post #239
    Gold Member
    FoohyAB's Avatar
    July 2009
    945 Posts
    Yeah that won't work for me, I'm dealing with explicitly clientside entities for scaling. But in that thread garry mentioned something else he'll work on, so I'll wait it out.
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  40. Post #240
    Minelayer's Avatar
    July 2010
    1,722 Posts
    I used to play on a server that was just like this. Ima check it out right now.
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