Development Team Application Thread

Started by Silver Knight, 30-11-2008

0 Members and 8 Guests are viewing this topic.

Ravanger

Check in the main area and dont post in here this is a app. Look in the main stalker fourm area and got to the pack post.

Subzero

Guys , I would earn to map but i dont have time :P

Bielecki

Gamer name: Bielecki

Timezone: Uk

Skills: Mapping, texture's

What can you contribute to the development of this project: Detail within maps, to
produce atmospheric area's for the gamemode.

Portfolio:
Here are some pictures of some maps im working on, showcasing some custom textures aswell.







Locke

Usually I wouldn't say anything in this thread, but the post above me looks great.

Supercool

Gamer name: Porcupine
Timezone: US east, but doing college 3 days a week so its kind of an odd schedule
Skills: Lua, Basic Mapping, Sound, C++ (although I really don't wanna make modules because they suck ass), Obscure Knowledge about the Source Engine
What can you contribute to the development of this project: Lua, Sounds, Knowledge
Portfolio: I lost the majority of my old shit in a hard drive failure, but here is some stuff I was goofing around with in lua

mapcount = 0
function GM:PlayerSpawn( pl )

pl:Give( "weapon_physgun" )
pl:Give( "weapon_physcannon" )
pl:Give( "gmod_tool" )
pl:Give( "weapon_physgun" )
pl:Give( "gmod_camera" )
end

startingpoint = Vector( 709.549622, 599.371338, 201.464890)
function SpawnMeshMap()
spawncoordy = 0
spawncoordx = 0
for i=1,table.getn(map2) do

if( map2[i] != "." and map2[i] != "E" and map2[i] != "A" and map2[i] != "#") then
spawncoordx = 0
spawncoordy = spawncoordy + 1
spawncoordx = 0
end
if( map2[i] == "#" ) then
spawncoordx = spawncoordx + 1
end

if( map2[i] == "." or map2[i] == "A" or map2[i] == "E") then

local meshfwidth = 100
local meshfdepth = 100
local meshfheight = 15
local meshfspawnheight = 5
local meshfmaterial = "models/props_pipes/Pipesystem01a_skin3"

local newmeshfobject = ents.Create("MeshMaker_MeshObject")
//MsgAll( startingpoint.x + (spawncoordx * 100) .. "is where x should be spawning" )
newmeshfobject:SetPos(Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z))
newmeshfobject:SetKeyValue( "mymeshwidth", meshfwidth )
newmeshfobject:SetKeyValue( "mymeshdepth", meshfdepth )
newmeshfobject:SetKeyValue( "mymeshheight", meshfheight )
newmeshfobject:Spawn()
newmeshfobject:SetMeshData( meshfwidth, meshfdepth, meshfheight, meshfmaterial )

if( map2[i - 31] != "." and  map2[i - 31] != "A" and  map2[i - 31] != "E"  ) then
local meshwidth = 100
local meshdepth = 100
local meshheight = 150
local meshspawnheight = 5
local meshmaterial = "brick/brick_model"

local newmeshobject = ents.Create("MeshMaker_MeshObject")
newmeshobject:SetPos(Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + ((spawncoordy - 1) * 100), startingpoint.z))
newmeshobject:SetKeyValue( "mymeshwidth", meshwidth )
newmeshobject:SetKeyValue( "mymeshdepth", meshdepth )
newmeshobject:SetKeyValue( "mymeshheight", meshheight )
newmeshobject:Spawn()
newmeshobject:SetMeshData( meshwidth, meshdepth, meshheight, meshmaterial )
end
if( map2[i + 31] != "." and  map2[i + 31] != "A" and  map2[i + 31] != "E" ) then
local meshwidth = 100
local meshdepth = 100
local meshheight = 150
local meshspawnheight = 5
local meshmaterial = "brick/brick_model"

local newmeshobject = ents.Create("MeshMaker_MeshObject")
newmeshobject:SetPos(Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + ((spawncoordy + 1) * 100), startingpoint.z))
newmeshobject:SetKeyValue( "mymeshwidth", meshwidth )
newmeshobject:SetKeyValue( "mymeshdepth", meshdepth )
newmeshobject:SetKeyValue( "mymeshheight", meshheight )
newmeshobject:Spawn()
newmeshobject:SetMeshData( meshwidth, meshdepth, meshheight, meshmaterial )
end
if( map2[i - 1] != "." and  map2[i - 1] != "A" and  map2[i - 1] != "E" ) then
local meshwidth = 100
local meshdepth = 100
local meshheight = 150
local meshspawnheight = 5
local meshmaterial = "brick/brick_model"

local newmeshobject = ents.Create("MeshMaker_MeshObject")
newmeshobject:SetPos(Vector( startingpoint.x + ((spawncoordx - 1) * 100), startingpoint.y + ((spawncoordy ) * 100), startingpoint.z))
newmeshobject:SetKeyValue( "mymeshwidth", meshwidth )
newmeshobject:SetKeyValue( "mymeshdepth", meshdepth )
newmeshobject:SetKeyValue( "mymeshheight", meshheight )
newmeshobject:Spawn()
newmeshobject:SetMeshData( meshwidth, meshdepth, meshheight, meshmaterial )
end
if(map2[i + 1] != "." and  map2[i + 1] != "A" and  map2[i + 1] != "E" ) then
local meshwidth = 100
local meshdepth = 100
local meshheight = 150
local meshspawnheight = 5
local meshmaterial = "brick/brick_model"

local newmeshobject = ents.Create("MeshMaker_MeshObject")
newmeshobject:SetPos(Vector( startingpoint.x + ((spawncoordx + 1) * 100), startingpoint.y + ((spawncoordy) * 100), startingpoint.z))
newmeshobject:SetKeyValue( "mymeshwidth", meshwidth )
newmeshobject:SetKeyValue( "mymeshdepth", meshdepth )
newmeshobject:SetKeyValue( "mymeshheight", meshheight )
newmeshobject:Spawn()
newmeshobject:SetMeshData( meshwidth, meshdepth, meshheight, meshmaterial )
end
spawncoordx = spawncoordx + 1
    end
if( map2[i] == "A") then
playerspawn = Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z + 150)
local ent = ents.Create( "LadderUp" )
if ( !ent:IsValid() ) then return end
ent:SetModel("models/props_c17/gate_door01a.mdl")
ent:SetPos( Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z + 75) )
ent:Spawn()
//player1:SetPos(Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z) )
end
if( map2[i] == "E") then
playerspawn = Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z + 150)
local ent = ents.Create( "LadderDown" )
if ( !ent:IsValid() ) then return end
ent:SetModel("models/props_c17/gate_door01a.mdl")
ent:SetPos( Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z + 75) )
ent:Spawn()
//player1:SetPos(Vector( startingpoint.x + (spawncoordx * 100), startingpoint.y + (spawncoordy * 100), startingpoint.z) )
end
//end
end
end
map = [[##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
##############################
]]
map2 = string.ToTable(map)
function GenerateNewMap()
//map = [[##############################
//##############################
//##############################]]
//map2 = string.ToTable(map)
newbranchx = math.random(1,30)
newbranchy = math.random(1,30)
startx = newbranchx
starty = newbranchy
endnum = math.random(1000,1000)
for i=1,endnum do
if( i == endnum ) then
map2[ ((newbranchy - 1) * 31) + newbranchx] = "E"
map2[ ((starty - 1) * 31) + startx] = "A"
end
local rand = math.random(1,4)
if rand == 1 then
if newbranchx == 1 and newbranchy == 1  then

map2[ ((newbranchy - 1) * 31) + newbranchx + 1 ] = "."
newbranchx = newbranchx + 1
else if newbranchx == 1 and newbranchy == 30  then
map2[ ((newbranchy - 1) * 31) + newbranchx + 1 ] = "."
newbranchx = newbranchx + 1
else if newbranchx == 1 then
map2[ ((newbranchy - 2) * 31) + newbranchx] = "."
newbranchy = newbranchy - 1
else
map2[ ((newbranchy - 1 ) * 31) + newbranchx - 1] = "."
newbranchx = newbranchx - 1
end
end
end
end
if rand == 2 then
if newbranchx == 30 and newbranchy == 1  then
map2[ ((newbranchy - 1) * 31) + newbranchx - 1 ] = "."
newbranchx = newbranchx - 1
else if newbranchx == 30 and newbranchy == 30  then
map2[ ((newbranchy - 1) * 31) + newbranchx - 1 ] = "."
newbranchx = newbranchx - 1
else if newbranchx == 30 then
map2[ ((newbranchy) * 31) + newbranchx] = "."
newbranchy = newbranchy + 1
else
map2[ ((newbranchy - 1 ) * 31) + newbranchx + 1] = "."
newbranchx = newbranchx + 1
end
end
end
end
if rand == 3 then
if newbranchx == 1 and newbranchy == 1  then
map2[ ((newbranchy ) * 31) + newbranchx ] = "."
newbranchy = newbranchy + 1
else if newbranchx == 30 and newbranchy == 1  then
map2[ ((newbranchy) * 31) + newbranchx ] = "."
newbranchy = newbranchy + 1
else if newbranchy == 1 then
map2[ ((newbranchy - 1) * 31) + newbranchx + 1] = "."
newbranchx = newbranchx + 1
else
map2[ ((newbranchy - 2) * 31) + newbranchx] = "."
newbranchy = newbranchy - 1
end
end
end
end
if rand == 4 then
if newbranchx == 1 and newbranchy == 30  then
map2[ ((newbranchy - 2) * 31) + newbranchx ] = "."
newbranchy = newbranchy - 1
else if newbranchx == 30 and newbranchy == 30  then
map2[ ((newbranchy - 2) * 31) + newbranchx ] = "."
newbranchy = newbranchy - 1
else if newbranchy == 30 then
map2[ ((newbranchy - 1) * 31) + newbranchx - 1] = "."
newbranchx = newbranchx - 1
else
map2[ ((newbranchy) * 31) + newbranchx] = "."
newbranchy = newbranchy + 1
end
end
end
end
end
map =  table.ToString( map2 )
local map = string.gsub(map,[[","]],"")
local map = string.gsub(map,[["]],"")
local map = string.gsub(map,[[,]],"")
local map = string.gsub(map,[[{]],"")
local map = string.gsub(map,[[}]],"")
file.Write("my_mod/data.txt",map)
end

function math.AdvRound( val, d )
d = d or 0;

return math.Round( val * (10 ^ d) ) / (10 ^ d);
end

function SpawnPlayerMap( ply, cmd, args )
ply:SetPos(playerspawn)
end

concommand.Add( "MapGen", GenerateNewMap )
concommand.Add( "MapSpawn", SpawnMeshMap )
concommand.Add( "PlayerSpawn", SpawnPlayerMap )

Just a quick test of meshes and if they were useable for a randomly generated map (they ended up being laggy enough and without shadows that you had to limit the render distance and then it just looked like shit)


function NPCAnim.SetPlayerAnimation( ply, weapanim )
// DO NOT REMOVE THE LINE BELOW THIS! IT ENSURES THE SCRIPT WILL RUN PROPERLY!
if( CurTime() - ply:GetNWInt( "JoinTime" ) >= 10 ) then
ply:StripWeapons( )
local AnimTable = GetAnimTable( ply );
local pos = ply:GetAngles()
local weap = ply:GetActiveWeapon();
local animname = "";


if( weap:IsValid() ) then
animname = GetWeaponAct( ply, ply:Weapon_TranslateActivity( ACT_HL2MP_IDLE ) or -1 );
end
local seqname = animname;
local crouch = "";

if( ply:OnGround() and ply:KeyDown( IN_DUCK ) ) then
crouch = "crouch";
end

if( ply:GetVelocity():Length() >= 120 and ply:KeyDown( IN_SPEED ) or ply:GetVelocity():Length() >= 120 and ply:KeyDown( IN_ALT1 )) then

seqname = seqname .. crouch .. "run";

elseif( ply:GetVelocity():Length() >= 1 ) then

seqname = seqname .. crouch .. "walk";

else

if( crouch == "crouch" ) then
seqname = seqname .. crouch;
else
seqname = seqname .. crouch .. "idle";
// Beta for the turning. I recommend adding a math check on how large the change was, to ensure it only turns when you move quickly.
/* timer.Simple(.001,function()
if( ply:GetAngles().y > pos.y ) then
ply:RestartGesture( ACT_GESTURE_TURN_LEFT90_FLAT )
pos = ply:GetAngles()
else
if( ply:GetAngles().y < pos.y ) then
ply:RestartGesture( ACT_GESTURE_TURN_RIGHT90_FLAT )
end
end
end )
*/
end
end



if( ( weapanim == PLAYER_ATTACK1 or weapanim == PLAYER_RELOAD ) and weap:IsValid() ) then


if( weapanim == PLAYER_RELOAD ) then
seqname1 = animname .. "reload"

ply:RestartGesture( AnimTable[seqname1] )
else
seqname1 = animname .. "fire"

if ( !AnimTable[seqname1] == nil ) then
MsgAll("poop")
MsgAll( AnimTable[seqname1] )
ply:RestartGesture( AnimTable[seqname1] )
MsgAll( AnimTable[seqname1] )
else
seqname1 = animname

end
end


end

//MsgAll( ply:GetSequence() )
if ( ( not ply:OnGround() or ply:WaterLevel() > 4 ) and
   not ply:InVehicle() ) then

seqname = "glide"

end

if ( ply:InVehicle() ) then
seqname = "sit";
end

local actid = AnimTable[seqname];


if( ply:GetVelocity():Length() >= 180 and ply:KeyDown( IN_ALT1 )) then

actid = "run_all_panicked"
end

if( ply:GetTable().maleanim == nil ) then
else
if ( ply:GetTable().maleanim.seqoverride != 0) then
actid = ply:GetTable().maleanim.seqoverride
if( ply:GetTable().maleanim.seqoverride == "headcrabbed" ) then
ply:SetPlaybackRate( 1 );
end
else
ply:SetPlaybackRate( 1 );
end
if ( ply:GetTable().maleanim.gesoverride != 0) then
ply:RestartGesture( ply:GetTable().maleanim.gesoverride )
end
local seq = nil;
if( actid == nil or actid == -1 ) then
seq = ply:GetSequence();
else
if ( type( actid ) == "string" ) then
seq = ply:LookupSequence( actid )
else
seq = ply:SelectWeightedSequence( actid );

end
end
if ( ply:GetSequence() == seq ) then return true; end
// Those two are generally unneeded. Do what you want with them.
// ply:SetPlaybackRate( 1 );
ply:ResetSequence( seq );
// ply:SetCycle( 1 );

return true;

end

end
end


I have a more finished version of this function somewhere, but it was a full radial menu system for animations that had quite a few animations that you guys are missing. I also have an animation tester that lets you find any bit of info you need about an animation on any gmod models including the ActID (the number used for most gmod animation systems.)

Neither of these are really my best stuff, but it is what I have at the moment.

As for sound, its just a quick test of DI with an acoustic. Sound card is not really the best, if you need proper music I have a few tube amps, a Gibson lieing around, a 12 string Breedlove, an old venetian grand, a player piano from the 50s, a few solid state amps, and a bunch of other random instruments about. As for software I am just running off of Audacity and some random version of FL studio my friend gave me. The song is just a stalker song, and I tried to play it in the style Firelake is always using for those things.
Click here to download SIT1.wav

Its pretty much totally uncompressed so =O

Astarathia

#30
QuoteGamer name: Laraunya ( at the moment :P )
Timezone: (UK, US etc) GMT +1  , Europe
Skills: Some sound knowledge ( Fruity Loops )
What can you contribute to the development of this project: Sure could make weapon sounds or something else. Music would also be some idea , I know how to make creepy music.
Portfolio:
Yah ,it's made by me.

Raidenator

#31
That sounded crisp as can be, very good quality audio.

Remove the clap all together.

The stringed instrument (almost sounded like a sitar?) was a good addition.

I didn't care for the snare, and I think you should take a look into making a low pitch, grand piano melody.

Penumbra OST teaser video

Even just hearing it in this Youtube video takes me to that place I want to be.

We (we meaning I) want that horror feeling from a piano.

Might I recommend playing through Ben "Yahtzee" Croshaw's Trilby series?

While it's 2D and the sound quality isn't spectacular, the atmosphere he creates with sounds is brilliant.

If you don't want to be assed with that, look into Penumbra.

Even if you're not going to be doing ambient tracks, still play Penumbra and the Trilby series, both are phenomenal.

Turkey

#32
Gamer name: Turkey
Timezone: (UK, US etc) US
Skills: Sound
What can you contribute to the development of this project: Ambient music. Any other type of sound.
Portfolio: (previous work etc)
My bro is showing me a bunch of new things. But for a test I made this in about 4 minutes
After looking at that a few times i realized it's not good x(
Trade Theme~ |HGN| Turkey

Overwatch

Gamer name: |HGN| Harbinger

Timezone: (UK, US etc) : UK GMT+0

Skills: Mapping, mostly touching up and patching already existing maps.
What can you contribute to the development of this project: I'm looking to put some time back into the community, and touch up existing maps to make them look better, mostly lighting and fake tessellation.

Portfolio: (previous work etc): Its not much, because I've not mapped in a while, but I still have all the basics down such as water, shapes, cutting, lighting, skyboxes ect. I'm not a fast mapper but I pay attention to detail.
This was my old first attempt, I've not got screenshots of anything beyond that. But it'd be nice to see Stalker getting some developer attention again.
http://steamcommunity.com/id/X-Rayc/screenshot/596943538434220131/?tab=public

Kelse

Gamer name: |HGN| Daz

Timezone: (UK, US etc) : US -5 GMT

Skills:I've been learning LUA for ~1 year now, I've been working recently with the group known as Slidefuse and Spencer Sharkey on a GMod13 RP gamemode and a framework for our roleplay gamemodes, while I don't do much with MySQL and stuff I do know how to work with sweps and fix derma issues (like the derma panel thing a while back that broke a ton of gamemodes) I also helped Spencer Sharkey fix a gamemode from 2009 that had basically everything about it broken. I am also great at working in teams of people so I can work the other developers to fix anything that's broken or any lua errors (like earlier I got a lua error that was just a missing model)

[worldscript\gamemode\core\libraries\sh_animation.lua:886] Model missing: models/tiramisu/animationtrees/playeranimtree.mdl
(


What can you contribute to the development of this project: I'm one of those guys who sparks up an idea while roleplaying and then starts straight away, so I can contribute ideas and LUA, I've worked with the frameworks Kurozael has made in the past like Blueprint 2, OpenAura, and Clockwork, Nexus is a new one for me though but I'll probably get a quick grip on it considering how fast I've learned these frameworks, I also test any modifications I make to the scripts before I release them just incase I break something (which happens often for me, we're not all flawless coders.) I can bring to the table anything you guys could pretty much want whether it be a swep, or an entire gamemode using skeleton.

Portfolio: (previous work etc):
Some networking code that I've been working on (not going to post the entire thing, don't want anyone getting any ideas)

--[[
    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

if (!SF) then
    SF = {}
end

SF.dataHooks = {};
SF.netDebug = false;

SF.netCache = {};

if (datastream) then
    if (SERVER) then

        function SF:AcceptStream(player, data, id)
            return true;
        end;

        function SF:NetAll(name, data)
            players = _player.GetAll();
            datastream.StreamToClients(players, name, data);
        end;   
       
        function SF:Net(player, name, data)
            if (!player or player == nil) then
                print("---ERROR! Datastream: '"..name.."' players table is nil!");
                return false;
            end;
            datastream.StreamToClients(player, name, data);
        end;

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
            datastream.Hook(name, function (player, handler, id, encoded, decoded)
                self.dataHooks[name](player, decoded);
            end);
        end;   
       
    else

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
            datastream.Hook(name, function(handler, id, encoded, decoded)
                self.dataHooks[name](decoded)
            end);
        end;   

        function SF:Net(name, data)
            datastream.StreamToServer(name, data);
        end;
       
    end;
else
    if (SERVER) then
        util.AddNetworkString("SFNet");

        function SF:NetAll(name, data)
            net.Start("SFNet")
                net.WriteString(name);
                net.WriteTable(data);
            net.Send(_player.GetAll());
        end;   
       
        function SF:Net(player, name, data)   
            if (!player or player == nil) then
                print("---ERROR! NETWORK: '"..name.."' players table is nil!");
                return false;
            end;
            net.Start("SFNet")
                net.WriteString(name);
                net.WriteTable(data);
            net.Send(player);

            if (self.netDebug) then
                print("_ SERVER _ SF-NET: Sent '"..name.."'\n");
            end;
        end;

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
  end;

Some plugin code I've been working with (one again, just a portion)

--[[
    The plugin library is inspired by Cloud Sixteen's openAura/Clockwork framework

    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

SF.plugin = {};
SF.plugin.hooks = {};
SF.plugin.stored = {};
SF.plugin.buffer = {};
SF.plugin.modules = {};

if (SERVER) then
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin and plugin != SF.theme) then
            if (isUnloaded) then
                self.unloaded[plugin.folderName] = true;
            else
                self.unloaded[plugin.folderName] = nil;
            end;
           
            SF:SavethemeData("plugins", self.unloaded);
           
            return true;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme
                    and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;
        elseif (name != "theme") then
            for k, v in pairs(self.unloaded) do
                local unloaded = self:Get(k);
               
                if (unloaded and unloaded != SF.theme and name != unloaded.folderName) then
                    if ( table.HasValue(unloaded.plugins, name) ) then
                        return true;
                    end;
                end;
            end;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is unloaded.
    function SF.plugin:IsUnloaded(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                return (self.unloaded[plugin.folderName] == true);
            end;
        elseif (name != "theme") then
            return (self.unloaded[name] == true);
        end;
       
        return false;
    end;
else
    SF.plugin.override = {};
   
    -- A function to set whether a plugin is unloaded.
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin) then
            self.override[plugin.folderName] = isUnloaded;
        end;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;

Some networked variables that I've been working with (Not complete once again.)

SF.vars = {};
SF.vars.stored = {}
local meta = FindMetaTable("Player");

if (SERVER) then

    function SF.vars:NetworkVarSelf(player, name)
        SF:Net(player, "NetVarSelf", {name, player:GetNVar(name)});
    end;

    function meta:SetNVar(name, value)
        if (!SF.vars.stored[self:SteamID()]) then
            SF.vars.stored[self:SteamID()] = {};
        end;

        SF.vars.stored[self:SteamID()][name] = value;
        SF.vars:NetworkVarSelf(self, name);
    end;

Some shared stuff.

--[[
    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

SF:IncludePrefixed("sh_networking.lua");
SF:IncludePrefixed("sv_database.lua");
SF:IncludePrefixed("sv_auto.lua");
SF:IncludePrefixed("cl_auto.lua");
SF:IncludePrefixed("sh_plugin.lua");

SF:IncludeDirectory("core/libraries", true);
SF:IncludeDirectory("core/derma", true);
SF:IncludeDirectory("core/autorun", true);

local themeFolder = SF:GetThemeFolder();
       
if (themeFolder and type(themeFolder) == "string") then
    SF.plugin:Include(themeFolder.."/theme", true);
end;

function SF:Initialize()
    if (self.Init) then
        self:Init()
    end;
    if (self.theme.Init) then
        self.theme:Init()
    end
end;

function ScaleToWideScreen(size)
    return math.min(math.max(ScreenScale(size / 2.62467192), math.min(size, 16)), size);
end;


You can also find some stuff (nothing specifically important, no images, no code or anything) at my blog @
http://www.jakewall.net

Remember, not all this was created by just me so if you see [email protected] that's because Spencer did most of the work, I just finished it and vice versa.


the permaban queen.

jaik

#35
wow holy shit i mean did you seriously expect to trick other people into believing that you're some sort ~pro~ coder or just trolling?
most of that code he posted is renamed variables of conna's kuroscript i mean really how did you even think that NOBODY would check what the code looks like?

ye man we just look at the 'size' and 'amount' of this & judge it from its ~~complexity~~

im not going to fit all of OA's code for this, but just some evidence:

sh_plugin.lua from OA compared to "HIS" plugin code

--[[
   © 2011 CloudSixteen.com do not share, re-distribute or modify
   without permission of its author ([email protected]).
--]]

openAura.plugin = {};
openAura.plugin.hooks = {};
openAura.plugin.stored = {};
openAura.plugin.buffer = {};
openAura.plugin.modules = {};

if (SERVER) then
   function openAura.plugin:SetUnloaded(name, isUnloaded)
      local plugin = self:Get(name);
     
      if (plugin and plugin != openAura.schema) then
         if (isUnloaded) then
            self.unloaded[plugin.folderName] = true;
         else
            self.unloaded[plugin.folderName] = nil;
         end;
         
         openAura:SaveSchemaData("plugins", self.unloaded);
         
         return true;
      end;
     
      return false;
   end;
   
   -- A function to get whether a plugin is disabled.
   function openAura.plugin:IsDisabled(name, bFolder)
      if (!bFolder) then
         local plugin = self:Get(name);
         
         if (plugin and plugin != openAura.schema) then
            for k, v in pairs(self.unloaded) do
               local unloaded = self:Get(k);
               
               if (unloaded and unloaded != openAura.schema
               and plugin.folderName != unloaded.folderName) then
                  if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                     return true;
                  end;
               end;
            end;
         end;
      elseif (name != "schema") then
         for k, v in pairs(self.unloaded) do
            local unloaded = self:Get(k);
           
            if (unloaded and unloaded != openAura.schema and name != unloaded.folderName) then
               if ( table.HasValue(unloaded.plugins, name) ) then
                  return true;
               end;
            end;
         end;
      end;
     
      return false;
   end;
   
   -- A function to get whether a plugin is unloaded.
   function openAura.plugin:IsUnloaded(name, bFolder)
      if (!bFolder) then
         local plugin = self:Get(name);
         
         if (plugin and plugin != openAura.schema) then
            return (self.unloaded[plugin.folderName] == true);
         end;
      elseif (name != "schema") then
         return (self.unloaded[name] == true);
      end;
     
      return false;
   end;
else
   openAura.plugin.override = {};
   
   -- A function to set whether a plugin is unloaded.
   function openAura.plugin:SetUnloaded(name, isUnloaded)
      local plugin = self:Get(name);
     
      if (plugin) then
         self.override[plugin.folderName] = isUnloaded;
      end;
   end;
   
   -- A function to get whether a plugin is disabled.

Quote
Some plugin code I've been working with (one again, just a portion)

--[[
    The plugin library is inspired by Cloud Sixteen's openAura/Clockwork framework

    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

SF.plugin = {};
SF.plugin.hooks = {};
SF.plugin.stored = {};
SF.plugin.buffer = {};
SF.plugin.modules = {};

if (SERVER) then
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin and plugin != SF.theme) then
            if (isUnloaded) then
                self.unloaded[plugin.folderName] = true;
            else
                self.unloaded[plugin.folderName] = nil;
            end;
           
            SF:SavethemeData("plugins", self.unloaded);
           
            return true;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme
                    and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;
        elseif (name != "theme") then
            for k, v in pairs(self.unloaded) do
                local unloaded = self:Get(k);
               
                if (unloaded and unloaded != SF.theme and name != unloaded.folderName) then
                    if ( table.HasValue(unloaded.plugins, name) ) then
                        return true;
                    end;
                end;
            end;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is unloaded.
    function SF.plugin:IsUnloaded(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                return (self.unloaded[plugin.folderName] == true);
            end;
        elseif (name != "theme") then
            return (self.unloaded[name] == true);
        end;
       
        return false;
    end;
else
    SF.plugin.override = {};
   
    -- A function to set whether a plugin is unloaded.
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin) then
            self.override[plugin.folderName] = isUnloaded;
        end;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;

quoting in case he edits

Quote from: Kelse on 04-04-2012
Gamer name: |HGN| Daz

Timezone: (UK, US etc) : US -5 GMT

Skills:I've been learning LUA for ~1 year now, I've been working recently with the group known as Slidefuse and Spencer Sharkey on a GMod13 RP gamemode and a framework for our roleplay gamemodes, while I don't do much with MySQL and stuff I do know how to work with sweps and fix derma issues (like the derma panel thing a while back that broke a ton of gamemodes) I also helped Spencer Sharkey fix a gamemode from 2009 that had basically everything about it broken. I am also great at working in teams of people so I can work the other developers to fix anything that's broken or any lua errors (like earlier I got a lua error that was just a missing model)

[worldscript\gamemode\core\libraries\sh_animation.lua:886] Model missing: models/tiramisu/animationtrees/playeranimtree.mdl
(


What can you contribute to the development of this project: I'm one of those guys who sparks up an idea while roleplaying and then starts straight away, so I can contribute ideas and LUA, I've worked with the frameworks Kurozael has made in the past like Blueprint 2, OpenAura, and Clockwork, Nexus is a new one for me though but I'll probably get a quick grip on it considering how fast I've learned these frameworks, I also test any modifications I make to the scripts before I release them just incase I break something (which happens often for me, we're not all flawless coders.) I can bring to the table anything you guys could pretty much want whether it be a swep, or an entire gamemode using skeleton.

Portfolio: (previous work etc):
Some networking code that I've been working on (not going to post the entire thing, don't want anyone getting any ideas)

--[[
    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

if (!SF) then
    SF = {}
end

SF.dataHooks = {};
SF.netDebug = false;

SF.netCache = {};

if (datastream) then
    if (SERVER) then

        function SF:AcceptStream(player, data, id)
            return true;
        end;

        function SF:NetAll(name, data)
            players = _player.GetAll();
            datastream.StreamToClients(players, name, data);
        end;   
       
        function SF:Net(player, name, data)
            if (!player or player == nil) then
                print("---ERROR! Datastream: '"..name.."' players table is nil!");
                return false;
            end;
            datastream.StreamToClients(player, name, data);
        end;

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
            datastream.Hook(name, function (player, handler, id, encoded, decoded)
                self.dataHooks[name](player, decoded);
            end);
        end;   
       
    else

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
            datastream.Hook(name, function(handler, id, encoded, decoded)
                self.dataHooks[name](decoded)
            end);
        end;   

        function SF:Net(name, data)
            datastream.StreamToServer(name, data);
        end;
       
    end;
else
    if (SERVER) then
        util.AddNetworkString("SFNet");

        function SF:NetAll(name, data)
            net.Start("SFNet")
                net.WriteString(name);
                net.WriteTable(data);
            net.Send(_player.GetAll());
        end;   
       
        function SF:Net(player, name, data)   
            if (!player or player == nil) then
                print("---ERROR! NETWORK: '"..name.."' players table is nil!");
                return false;
            end;
            net.Start("SFNet")
                net.WriteString(name);
                net.WriteTable(data);
            net.Send(player);

            if (self.netDebug) then
                print("_ SERVER _ SF-NET: Sent '"..name.."'\n");
            end;
        end;

        function SF:NetHook(name, Callback)
            self.dataHooks[name] = Callback;
  end;

Some plugin code I've been working with (one again, just a portion)

--[[
    The plugin library is inspired by Cloud Sixteen's openAura/Clockwork framework

    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

SF.plugin = {};
SF.plugin.hooks = {};
SF.plugin.stored = {};
SF.plugin.buffer = {};
SF.plugin.modules = {};

if (SERVER) then
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin and plugin != SF.theme) then
            if (isUnloaded) then
                self.unloaded[plugin.folderName] = true;
            else
                self.unloaded[plugin.folderName] = nil;
            end;
           
            SF:SavethemeData("plugins", self.unloaded);
           
            return true;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme
                    and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;
        elseif (name != "theme") then
            for k, v in pairs(self.unloaded) do
                local unloaded = self:Get(k);
               
                if (unloaded and unloaded != SF.theme and name != unloaded.folderName) then
                    if ( table.HasValue(unloaded.plugins, name) ) then
                        return true;
                    end;
                end;
            end;
        end;
       
        return false;
    end;
   
    -- A function to get whether a plugin is unloaded.
    function SF.plugin:IsUnloaded(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                return (self.unloaded[plugin.folderName] == true);
            end;
        elseif (name != "theme") then
            return (self.unloaded[name] == true);
        end;
       
        return false;
    end;
else
    SF.plugin.override = {};
   
    -- A function to set whether a plugin is unloaded.
    function SF.plugin:SetUnloaded(name, isUnloaded)
        local plugin = self:Get(name);
       
        if (plugin) then
            self.override[plugin.folderName] = isUnloaded;
        end;
    end;
   
    -- A function to get whether a plugin is disabled.
    function SF.plugin:IsDisabled(name, bFolder)
        if (!bFolder) then
            local plugin = self:Get(name);
           
            if (plugin and plugin != SF.theme) then
                for k, v in pairs(self.unloaded) do
                    local unloaded = self:Get(k);
                   
                    if (unloaded and unloaded != SF.theme and plugin.folderName != unloaded.folderName) then
                        if ( table.HasValue(unloaded.plugins, plugin.folderName) ) then
                            return true;
                        end;
                    end;
                end;
            end;

Some networked variables that I've been working with (Not complete once again.)

SF.vars = {};
SF.vars.stored = {}
local meta = FindMetaTable("Player");

if (SERVER) then

    function SF.vars:NetworkVarSelf(player, name)
        SF:Net(player, "NetVarSelf", {name, player:GetNVar(name)});
    end;

    function meta:SetNVar(name, value)
        if (!SF.vars.stored[self:SteamID()]) then
            SF.vars.stored[self:SteamID()] = {};
        end;

        SF.vars.stored[self:SteamID()][name] = value;
        SF.vars:NetworkVarSelf(self, name);
    end;

Some shared stuff.

--[[
    © 2012 Slidefuse.net do not share, re-distribute or modify
    without permission of its author ([email protected]).
--]]

SF:IncludePrefixed("sh_networking.lua");
SF:IncludePrefixed("sv_database.lua");
SF:IncludePrefixed("sv_auto.lua");
SF:IncludePrefixed("cl_auto.lua");
SF:IncludePrefixed("sh_plugin.lua");

SF:IncludeDirectory("core/libraries", true);
SF:IncludeDirectory("core/derma", true);
SF:IncludeDirectory("core/autorun", true);

local themeFolder = SF:GetThemeFolder();
       
if (themeFolder and type(themeFolder) == "string") then
    SF.plugin:Include(themeFolder.."/theme", true);
end;

function SF:Initialize()
    if (self.Init) then
        self:Init()
    end;
    if (self.theme.Init) then
        self.theme:Init()
    end
end;

function ScaleToWideScreen(size)
    return math.min(math.max(ScreenScale(size / 2.62467192), math.min(size, 16)), size);
end;


You can also find some stuff (nothing specifically important, no images, no code or anything) at my blog @
http://www.jakewall.net

Remember, not all this was created by just me so if you see [email protected] that's because Spencer did most of the work, I just finished it and vice versa.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

jaik

#36
Quote from: Kelse on 05-04-2012
Remember, not all this was created by just me so if you see [email protected] that's because Spencer did most of the work, I just finished it and vice versa.

let me fix that for you, mate.
if the majority of what you posted was created by conna, ADDITIONALLY edited by some other dude - what is there left? definitely not a developer worth counting.
you also ironically managed to steal conna's credits.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

Kelse

#37
SNIP.


the permaban queen.

Overwatch

Im shit it coding, but even I can see the only variables in OA > 'Your' Version is

all instances of openaura
changed to
SF

jaik

Quote from: Kelse on 05-04-2012
Quote from: Jake on 05-04-2012
Quote from: Kelse on 05-04-2012
Remember, not all this was created by just me so if you see [email protected] that's because Spencer did most of the work, I just finished it and vice versa.

let me fix that for you, mate.
if the majority of what you posted was created by conna, ADDITIONALLY edited by some other dude - what is there left? definitely not a developer worth counting.
you also ironically managed to steal conna's credits.

I don't care enough to bother with you.

then don't care enough to bother at all with anything.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway