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Tag Archive for 'script'

Team Fortress 2 Update Released (8/19/2008)

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Added 3 Heavy unlockables

  • Natascha, The Sandvich, The Killing Gloves of Boxing
  • Added 35 new Heavy achievements

Added Arena game mode

  • 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands

Added 2 new maps

  • Badwater Basin, a new payload map
  • cp_steel, a community map by Jamie “Fishbus” Manson

Changes

  • Added server map timeleft to upper right of scoreboard
  • Added new firing sounds to The Backburner
  • Removed the Custom Tab in the serverbrowser, and added the Tags field to the base Internet Tab
  • Increased The Kritzkrieg’s uber-charge rate bonus from 10% to 25%
  • 32 player servers can now support an extra slot of SourceTV
  • Made the freezecam item panel description easier to read
  • Players now broadcast whether they chose a team directly or use autoteam
  • Added proper handling of cart blocking recognition to Payload maps

Bug fixes

  • Fixed bug where switching from flaregun-wielding Pyro to another class meant you didn’t get a full ammo loadout on first spawn
  • Fixed Spy watch arm not using team skins
  • Fixed weapon switching preventing you from using secondary attacks for a 0.2s window after the primary became available
  • Fixed players getting stuck in a bad animation state when class switching while spinning the minigun
  • Fixed a loophole that allowed players to pickup weapons of other classes
  • Fixed a bug that resulted in players earning more crit chance bonus in large, single damage events than they are supposed to
  • Fixed an issue with the floating HUD +X health indicators that resulted in them appearing incorrectly
  • Fixed a bug which caused the minigun spinning & firing sounds to occasionally stop while the Heavy was still firing
  • Fixes the Loadout player model panel causing the in-game player facial animation to perform incorrectly
  • Fixed spectators not having the target ID labels display correctly
  • Fixed the cart alarm sound occasionally getting stuck on in Payload maps

Crazy video editing stuff


Using Photographs to Enhance Videos of a Static Scene from pro on Vimeo

GMod Top 100

Over the last week I have been developing this site, and it is now ready for the public. It is, like all other “Top” sites, about ranking various communities, groups, and services out there for GMod users. I’m sure most of you have used a Top site before, but for those of you that haven’t this is what it’s useful for:

Community leaders may sign up their website on GMod Top 100 and are given a small HTML code that they then need to place on their site. This code displays a picture ( With your ranking on it, if you are in the top 25 ), as well as counting the hints that website receives, and allowing the community’s users to click and vote for that particular site. Over at GMod Top 100 all the registered sites are then ranked based on there “Ins”, or the votes the site receives from users clicking on the image, “Outs”, or the clicks from GMod Top 100 to the community site, and the community website’s total hits. The Ins, Outs, and Hits are all reset at the end of each month to insure that newcomers will have a chance to get there site, community, or hosting service out to the public.

The main use of this script is to spread information about lesser-known communities, developers, and other hosting services. Everyone is invited to come, wether it be to sign your community, discussion site, download center, server hosting, or developer blog up for ranking, or just to find something new to explore on GMod.

Click here to visit GMod Top 100 ( http://www.gmodtop100.com/ )[…]

Go to Source

Garry’s Mod Physics barrier has been broken

For years we have struggled to cope with a fatal flaw in Garry’s Mod physics. Objects can only move at a maximum of 50.8 m / s.

Now, we have broken it.

The post

Alright, this will let you increase the maximum velocity of physics objects, currently 2000 in/s or 113mph, among other things. I wrote this a while ago, was going to add more stuff to it, but chose to remove it and release it as a simple performance/settings module. Here is a list of extra ConVars this adds.
ConVars:

  • phys_maxvelocity
    • Default: 2000 in/sec
  • phys_maxangularvelocity
    • Default: 3600 deg/sec
  • phys_collisions_object_timestep
    • Default: 10
    • Description: Objects may collide this many times before they are frozen for performance reasons.
  • phys_collisions_timestep
    • Default: 250
    • Description: Same as phys_collisions_object_timestep, but against the world.
  • phys_minfrictionmass
    • Default: 10
  • phys_maxfrictionmass
    • Default: 2500
  • phys_gravity_x
  • phys_gravity_y
  • phys_gravity_z
    • Description: Changes gravity for physics objects on any combination of axes.
  • phys_airdensity
    • Description: Changes the density of air in the physics simulation ( Doesn’t require cheats ).

Module:

  • physics.GetPerformanceSettings()
  • physics.SetPerformanceSettings( [table] settings )
  • physics.GetGravity()
  • physics.SetGravity( [vector] gravity )
  • physics.GetAirDensity()
  • physics.SetAirDensity( [float] density )

For a list of the fields SetPerformanceSettings uses, check physics.lua.
Download:
http://cdbarrett.com/dump/physics.zip
Download:

Good Luck!

Processing Tree

This is a little tree algorithm I made in processing. Just move your mouse left to right and it will do stuff. Basically every line is the exact same angle to the one previous.

This is a little tree algorithm I made in processing.

Click Here