1. Post #521
    EmoMark's Avatar
    May 2008
    119 Posts
    These are Linux SRCDS problems I haven't been able to fix (Due to them being entirely bizarre and not related to code). Hopefully the changes to the file library will fix this in GMod 13.

    Also Tiramisu is not dead, yet. I'm gonna try to make the GMod 13 release my final one, and fix some bugs and add some stuff alongside it. Don't expect big features to be added in though.

    Oh Really? ... SO i wont be able to get it work right? great T__T
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  2. Post #522
    RedNinja's Avatar
    July 2011
    404 Posts
    Players spawn without tooltrust, although i have set this:

    CAKE.ConVars[ "DefaultToolTrust" ] = 1 -- Do players start with tooltrust on? Set to 1 for true
    Also, how do i add clothes? I've made a clothes file based on the clothes_base, do i just leave it in that folder? Because it wouldnt show up.

    Also, a bug is when you set it so they lose their weapons on death, they instantly respawn, and there is no body..
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  3. Post #523
    KatNotDinner's Avatar
    June 2011
    792 Posts
    Oh Really? ... SO i wont be able to get it work right? great T__T
    Knock on Garry's door and rage at his face until he fixes it. I see no other solution.
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  4. Post #524
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Might change the inventory so it doesn't work using containers. It's a shame cause it removes some positioning stuff that was rather handy, but whatever.
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  5. Post #525
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,537 Posts
    Might change the inventory so it doesn't work using containers. It's a shame cause it removes some positioning stuff that was rather handy, but whatever.
    what for
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  6. Post #526
    KatNotDinner's Avatar
    June 2011
    792 Posts
    I 'd like to suggest something. Why don't you do some minor optimizations like making functions, that are used for console commands only, local?
    Also adding something like this:
    local math, surface, CreateClientConVar, util, RunConsoleCommand, usermessage = 
          math, surface, CreateClientConVar, util, RunConsoleCommand, usermessage
    
    on top of the cl_init file might improve speed a bit.
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  7. Post #527
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    I 'd like to suggest something. Why don't you do some minor optimizations like making functions, that are used for console commands only, local?
    Also adding something like this:
    local math, surface, CreateClientConVar, util, RunConsoleCommand, usermessage = 
          math, surface, CreateClientConVar, util, RunConsoleCommand, usermessage
    
    on top of the cl_init file might improve speed a bit.
    I would have to do that in all files as this is simply indexing the whole library on another scope. It DOES add a tiny benefit considering Lua is so slow on this kind of stuff, but the benefit is only noticeable when doing lots of operations that require external functions every tick or so, and I already do it on the cl_skin file.

    Why I don't do them? Micro optimization adds an entirely negligible boost to operations that theoretically are done in constant or linear time. To actually optimize something, you either reduce it's time complexity, or you take it to a lower level language (Like C++ in comparison to Lua)

    Many things in Tiramisu don't involve complex algorithms to begin with (The most complex I can think of right now is searching on tables, which is linear time anyway), so there's no much room for improvement here.

    for one the current one doesn't work on linux.
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  8. Post #528
    KatNotDinner's Avatar
    June 2011
    792 Posts
    Hey, thanks for the answer.

    I looked into your code deeply and you are right. Tiramisu is as light weight as possible.
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  9. Post #529
    Gold Member
    cis.joshb's Avatar
    January 2011
    1,877 Posts
    Doh. . .Doesn't work on linux. . .
    I would be the happiest person in the world if you changed the inventory system to work with Linux (maybe make it a separate version or something so those with windows could enjoy the benefits of containers).
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  10. Post #530
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Is this like 100% done gamemode? or is it just a foundation/base for own RP?
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  11. Post #531
    PLEASE DON'T EAT ME!
    Doritos_Man's Avatar
    June 2009
    2,944 Posts
    I'm getting this weird bug where the Breen Playermodel will be in your player.
    Any fixes?
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  12. Post #532
    DeveloperConsol's Avatar
    August 2009
    804 Posts
    Is this like 100% done gamemode? or is it just a foundation/base for own RP?
    It's unfinished and you're going to have to heavily edit it to make it somewhat playable.
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  13. Post #533
    Ah... tits!
    sam6420's Avatar
    August 2009
    4,415 Posts
    It's unfinished and you're going to have to heavily edit it to make it somewhat playable.
    Uhm, no.
    Its complete. It comes with HL2RP and making your own schemas takes an hour at MOST.
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  14. Post #534
    I love bestiality!
    a-cookie's Avatar
    May 2009
    4,855 Posts
    In configuration.lua there's the ConVar
    CAKE.ConVars[ "DefaultClothing" ] = { } --Clothing you can choose on startup
    
    I've tried putting item names in the brackets quoted, unquoted, without clothing_ and without the brackets yet I can't seem to find any way to choose listed clothing.
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  15. Post #535
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    I'm getting this weird bug where the Breen Playermodel will be in your player.
    Any fixes?
    Extract the content of your "content" folder to the garrysmod root folder.

    Read the thread man.


    It's unfinished and you're going to have to heavily edit it to make it somewhat playable.
    It's finished and better than half the crap out there. Since nobody at HGN can code to save their lives it don't mean my script is bad.
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  16. Post #536
    I love bestiality!
    a-cookie's Avatar
    May 2009
    4,855 Posts
    Extract the content of your "content" folder to the garrysmod root folder.

    Read the thread man.




    It's finished and better than half the crap out there. Since nobody at HGN can code to save their lives it don't mean my script is bad.
    You don't really need any coding experience to make something good with this anyway, it really is a quality script.
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  17. Post #537
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Fuck it, gonna call it.

    Tiramisu 3. It's (probably) coming.
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  18. Post #538
    I love bestiality!
    a-cookie's Avatar
    May 2009
    4,855 Posts
    Can you help me with this issue while you're here? I can't seem to get DefaultClothing to work, you don't spawn with any of the specified clothing or have the ability to choose it, any idea why?
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  19. Post #539
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Can you help me with this issue while you're here? I can't seem to get DefaultClothing to work, you don't spawn with any of the specified clothing or have the ability to choose it, any idea why?
    that's on the freeform schema, on the skin file somewhere. it's disabled for HL2RP.
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  20. Post #540
    PLEASE DON'T EAT ME!
    Doritos_Man's Avatar
    June 2009
    2,944 Posts
    Extract the content of your "content" folder to the garrysmod root folder.

    Read the thread man.
    Sorry, didn't see that.
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  21. Post #541
    Ah... tits!
    sam6420's Avatar
    August 2009
    4,415 Posts
    Skip straight to Tiramisu6, that's what kuro does and he seems successful with that method.
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  22. Post #542
    Gold Member
    cis.joshb's Avatar
    January 2011
    1,877 Posts
    Make a company called Cake16.
    Anyways, I thought you quit, but now you're making Tiramisu 3?
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  23. Post #543
    Fixed's Avatar
    March 2010
    1,240 Posts
    Will Tiramisu 3 only include GMod 13 support or will you do other features/bugfixes?
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  24. Post #544
    skullorz's Avatar
    May 2009
    942 Posts
    Will Tiramisu 3 only include GMod 13 support or will you do other features/bugfixes?
    If anyting Tiramisu 3 will come out after GMod 13 anyway, unless he's planning to not write it from scratch.
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  25. Post #545
    Fixed's Avatar
    March 2010
    1,240 Posts
    If anyting Tiramisu 3 will come out after GMod 13 anyway, unless he's planning to not write it from scratch.
    Really? Does GMod 13 change so much?
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  26. Post #546
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    I think I'm changing the Tiramisu name altogether, probably retaking the name Castella for it. The Tiramisu name lost it's jingle a long time ago.

    Also, the focus of Castella would be rather different from Tiramisu. I'm looking into making more of a unscripted roleplay sandbox, like Second Life, where you can do basically anything out of bits and pieces the script itself gives you.
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  27. Post #547
    Fixed's Avatar
    March 2010
    1,240 Posts
    I think I'm changing the Tiramisu name altogether, probably retaking the name Castella for it. The Tiramisu name lost it's jingle a long time ago.

    Also, the focus of Castella would be rather different from Tiramisu. I'm looking into making more of a unscripted roleplay sandbox, like Second Life, where you can do basically anything out of bits and pieces the script itself gives you.
    Sounds like a lot of work :S
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  28. Post #548
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Sounds like a lot of work :S
    Currently I have a bunch of ideas on what to do:

    * Animations loaded from external files, parsed and animated through Lua. This means ANY skeleton can be animated without much issue, and it would allow us to have a massive amount of animations, and not only that, but it would also grant people the ability of creating their own animations.

    * Build mode. A non physgun, non toolgun system that will use something similar to what currently exists as the bone editing tool in GMod 13 to position, rotate and scale props around precisely, allowing for better scene building as opposed to the regular construction scheme which is tailored for contraptions. Same system would allow reskins using PNG textures (Loaded on the run, from external sources), and grouping of multiple props into a singular item, allowing for more customization.

    * Modernized and simplified UI with GWEN skin support.

    * SQL based, using SQLite by default but supporting tmysql.

    * Weapon and damage system for in game weapon creation.

    * NPCs, essentially a base you can use to create your own NPCs in game.

    * The role of groups and factions is to be expanded. Factions can now have ranks which work more like the jobs commonly seen in DarkRP (Revised of course, so it works in a more fair fashion). Groups can now sell items as a business. This allows for a small and somewhat manageable economy to take place.

    * Item permissions. Since the item creation system is going to be expanded, you will be able to decide who and what use can someone give to your item.

    * Profiles, for players. It will have an OOC section and an IC section, so you can describe your character, and well, yourself, better. Just right click on someone, read their profile.

    * Extended admin functionality.
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  29. Post #549
    PLEASE DON'T EAT ME!
    Doritos_Man's Avatar
    June 2009
    2,944 Posts
    Currently I have a bunch of ideas on what to do:

    * Animations loaded from external files, parsed and animated through Lua. This means ANY skeleton can be animated without much issue, and it would allow us to have a massive amount of animations, and not only that, but it would also grant people the ability of creating their own animations.

    * Build mode. A non physgun, non toolgun system that will use something similar to what currently exists as the bone editing tool in GMod 13 to position, rotate and scale props around precisely, allowing for better scene building as opposed to the regular construction scheme which is tailored for contraptions. Same system would allow reskins using PNG textures (Loaded on the run, from external sources), and grouping of multiple props into a singular item, allowing for more customization.

    * Modernized and simplified UI with GWEN skin support.

    * SQL based, using SQLite by default but supporting tmysql.

    * Weapon and damage system for in game weapon creation.

    * NPCs, essentially a base you can use to create your own NPCs in game.

    * The role of groups and factions is to be expanded. Factions can now have ranks which work more like the jobs commonly seen in DarkRP (Revised of course, so it works in a more fair fashion). Groups can now sell items as a business. This allows for a small and somewhat manageable economy to take place.

    * Item permissions. Since the item creation system is going to be expanded, you will be able to decide who and what use can someone give to your item.

    * Profiles, for players. It will have an OOC section and an IC section, so you can describe your character, and well, yourself, better. Just right click on someone, read their profile.

    * Extended admin functionality.
    All of those seem like awesome ideas!
    Just hope it has better Linux support.
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  30. Post #550
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    All of those seem like awesome ideas!
    Just hope it has better Linux support.
    I'm ditching the inventory in favor of a better one. This should fix the Linux issues.
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  31. Post #551
    Ah... tits!
    sam6420's Avatar
    August 2009
    4,415 Posts
    Just keep trying til it picks up, I guarantee you'll get it.
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  32. Post #552
    Fixed's Avatar
    March 2010
    1,240 Posts
    Those features sounds awesome, though I guess it'll take some time?

    Working on a modified Tiramisu 2, hope I can run a server some weeks before I'll have to redo everything again.
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  33. Post #553
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Those features sounds awesome, though I guess it'll take some time?
    It will but I kind of promised myself not to set due dates since I can mostly not keep them. I want to also improve the delivery system on Castella, so it's easier for everyone.

    I'll also document features, at least on a basic level.
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  34. Post #554
    Fixed's Avatar
    March 2010
    1,240 Posts
    It will but I kind of promised myself not to set due dates since I can mostly not keep them.
    I understand, real life first :)

    Also I'm not sure what you mean with delivery system?
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  35. Post #555
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    I understand, real life first :)

    Also I'm not sure what you mean with delivery system?
    So you can for example know when the script in your server is outdated. This would require a few changes in logistics from my end.
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  36. Post #556
    KatNotDinner's Avatar
    June 2011
    792 Posts
    Currently I have a bunch of ideas on what to do:

    * Animations loaded from external files, parsed and animated through Lua. This means ANY skeleton can be animated without much issue, and it would allow us to have a massive amount of animations, and not only that, but it would also grant people the ability of creating their own animations.

    * Build mode. A non physgun, non toolgun system that will use something similar to what currently exists as the bone editing tool in GMod 13 to position, rotate and scale props around precisely, allowing for better scene building as opposed to the regular construction scheme which is tailored for contraptions. Same system would allow reskins using PNG textures (Loaded on the run, from external sources), and grouping of multiple props into a singular item, allowing for more customization.

    * Modernized and simplified UI with GWEN skin support.

    * SQL based, using SQLite by default but supporting tmysql.

    * Weapon and damage system for in game weapon creation.

    * NPCs, essentially a base you can use to create your own NPCs in game.

    * The role of groups and factions is to be expanded. Factions can now have ranks which work more like the jobs commonly seen in DarkRP (Revised of course, so it works in a more fair fashion). Groups can now sell items as a business. This allows for a small and somewhat manageable economy to take place.

    * Item permissions. Since the item creation system is going to be expanded, you will be able to decide who and what use can someone give to your item.

    * Profiles, for players. It will have an OOC section and an IC section, so you can describe your character, and well, yourself, better. Just right click on someone, read their profile.

    * Extended admin functionality.
    Great ideas. All of them aren't really hard to implent exepct the first one. Could you please share your way for adding such animations cause I need such thing but I don't know where to start?
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  37. Post #557
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,419 Posts
    Great ideas. All of them aren't really hard to implent exepct the first one. Could you please share your way for adding such animations cause I need such thing but I don't know where to start?
    If I were to use animation files compiled for a whole different engine I'd have to make a parser for the files (a binary module most likely), with the actual animating taking place in Lua entirely (bone matrices rotation and translations) using the SetupBonePositions hook. It'd be somewhat similar to the Lua animation library made by Jetboom.

    If I manage to pull that off I'll actually ask Garry to include it in GMod, since everyone could benefit of better animations.
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  38. Post #558
    DrStealth's Avatar
    February 2008
    83 Posts
    Howdy everyone. I've been working on modifying a Tira2 server for my friends and I've been having an issue with groups and factions.
    The groups and factions are set up with different ranks, etc. but whenever I try to promote a player to a rank it disregards the rank I input and automatically sets them to the highest rank available. Does anyone know how this could be fixed?
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  39. Post #559
    KatNotDinner's Avatar
    June 2011
    792 Posts
    If I were to use animation files compiled for a whole different engine I'd have to make a parser for the files (a binary module most likely), with the actual animating taking place in Lua entirely (bone matrices rotation and translations) using the SetupBonePositions hook. It'd be somewhat similar to the Lua animation library made by Jetboom.

    If I manage to pull that off I'll actually ask Garry to include it in GMod, since everyone could benefit of better animations.
    If you manage to do this and Garry adds this to GMod, you sir will be my god. I'm having extremely hard time figuring out how such thing would work and I don't feel like using JetBoom's script because it won't be made by me.
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  40. Post #560
    Gordy H.'s Avatar
    April 2010
    1,206 Posts
    Currently I have a bunch of ideas on what to do:

    * Animations loaded from external files, parsed and animated through Lua. This means ANY skeleton can be animated without much issue, and it would allow us to have a massive amount of animations, and not only that, but it would also grant people the ability of creating their own animations.

    * Build mode. A non physgun, non toolgun system that will use something similar to what currently exists as the bone editing tool in GMod 13 to position, rotate and scale props around precisely, allowing for better scene building as opposed to the regular construction scheme which is tailored for contraptions. Same system would allow reskins using PNG textures (Loaded on the run, from external sources), and grouping of multiple props into a singular item, allowing for more customization.

    * Modernized and simplified UI with GWEN skin support.

    * SQL based, using SQLite by default but supporting tmysql.

    * Weapon and damage system for in game weapon creation.

    * NPCs, essentially a base you can use to create your own NPCs in game.

    * The role of groups and factions is to be expanded. Factions can now have ranks which work more like the jobs commonly seen in DarkRP (Revised of course, so it works in a more fair fashion). Groups can now sell items as a business. This allows for a small and somewhat manageable economy to take place.

    * Item permissions. Since the item creation system is going to be expanded, you will be able to decide who and what use can someone give to your item.

    * Profiles, for players. It will have an OOC section and an IC section, so you can describe your character, and well, yourself, better. Just right click on someone, read their profile.

    * Extended admin functionality.
    That sounds incredibly awesome. If there's anything people can do to help you out, just say so.
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