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Other Forums => Old Forum Boards => Scrapyard => Development => Topic started by: Silver Knight on 30-11-2008

Title: Development Team Application Thread
Post by: Silver Knight on 30-11-2008
Interested in becoming a developer? have a useful skill that could contribute to the community?

You must be at skilled in your ability, we arn't looking for people who know alittle, or want to learn, we need our development team to be able to take on a big responsibility, if your really serious about this, then you will be subject to work and be part of our team, it's not a easy task, and you are expected to be dedicated and work throughout your free time.

Think you have got what it takes?

We are looking for:

-Mappers
-Modelers
-Scripters/Coders
-Sound Artists

and other unique skills !

If you are interested, please fill out this application!

Gamer name:
Timezone: (UK, US etc)
Skills:
What can you contribute to the development of this project:
Portfolio: (previous work etc)

We will get back to you soon !
Title: Re: Development Team Application Thread
Post by: Sickness on 30-11-2008
Gamer name: SicKNeSS
Timezone: (UK, US etc) GMT -6, US
Skills: Some Mapping.
What can you contribute to the development of this project: Well I am not the best mapper. Not so good with all those hills and stuff, but I can contribute some buildings that can help in future maps.
Portfolio: (previous work etc) Well like a year ago, I was better at mapping than I am now, and I was working on a small rp/build map, I got some buildings done, then I stopped because I had no free time on my hands. Well yeah, I used to make small fun maps, I was learning how to make the buildings very detailed with sprays on them, like the ones you can find in TnB maps.
Title: Re: Development Team Application Thread
Post by: zer0 on 01-12-2008
Quote from: Jammymanrock Gamer name: Jammymanrock
Timezone: (UK, US etc) GMT 0, UK
Skills: Lua coding, some mapping.
What can you contribute to the development of this project: I am the one that fixed the slow bullets in the script that zer0 gave you and I also coded better ragdolls with proper physics, basically I can fix things (Since the script is really only an alpha)
Portfolio: (previous work etc) I fixed the slow bullets and ragdolls, trading permits, and other stuff like that. I also am coding a guitar swep that works well. For my maps I don't have that much to display since I have never released them but I am competent in lighting and entity work.


Yap,he's good,he helped me create maps,and is good at map making himself(GODLIKE LIGHTNING... :V). And he really did fix the shitty "physics simulated bullets". And he's not a retard either.
Title: Re: Development Team Application Thread
Post by: Silver Knight on 02-12-2008
Quote from: Jammymanrock Gamer name: Jammymanrock
Timezone: (UK, US etc) GMT 0, UK
Skills: Lua coding, some mapping.
What can you contribute to the development of this project: I am the one that fixed the slow bullets in the script that zer0 gave you and I also coded better ragdolls with proper physics, basically I can fix things (Since the script is really only an alpha)
Portfolio: (previous work etc) I fixed the slow bullets and ragdolls, trading permits, and other stuff like that. I also am coding a guitar swep that works well. For my maps I don't have that much to display since I have never released them but I am competent in lighting and entity work.

Accepted, alot of people have backed you up on your skills, so i trust their judgement, welcome to the development team !
Title: Re: Development Team Application Thread
Post by: Silver Knight on 02-12-2008
Quote from: SicKNeSS Gamer name: SicKNeSS
Timezone: (UK, US etc) GMT -6, US
Skills: Some Mapping.
What can you contribute to the development of this project: Well I am not the best mapper. Not so good with all those hills and stuff, but I can contribute some buildings that can help in future maps.
Portfolio: (previous work etc) Well like a year ago, I was better at mapping than I am now, and I was working on a small rp/build map, I got some buildings done, then I stopped because I had no free time on my hands. Well yeah, I used to make small fun maps, I was learning how to make the buildings very detailed with sprays on them, like the ones you can find in TnB maps.

Please show me some of your work first sickness.
Title: Re: Development Team Application Thread
Post by: Jazer on 04-12-2008
Gamer name: Hostel
Timezone: (UK, US etc) GMT -6, US
Skills: Mapping
What can you contribute to the development of this project: I can map, I want to expand my knowledge of it while serving the community. Plus I really want this gamemode to kick off well.

Accepted :walkman:
Title: Re: Development Team Application Thread
Post by: Turnkey on 06-12-2008
Gamer name: Turnkey
Timezone: GMT +1 (Denmark)
Skills: Mapper
What can you contribute to the development of this project: I can help you with your maps
Portfolio: Dont really got anything on picture. But I sure can use hammer editor.
Title: Re: Development Team Application Thread
Post by: Silver Knight on 10-12-2008
Quote from: Turnkey Gamer name: Turnkey
Timezone: GMT +1 (Denmark)
Skills: Mapper
What can you contribute to the development of this project: I can help you with your maps
Portfolio: Dont really got anything on picture. But I sure can use hammer editor.

I need to see some of your previous work Turnkeym get in contact with me.
Title: Re: Development Team Application Thread
Post by: Locke on 12-12-2008
Gamer name: Locke

Timezone: (UK, US etc) Winnipeg Canada, Central Canada timezone

Skills: Hammer skills, good mental pictures of what needs to be done. Aspiring architect, and Hammer is very much like a program used to model out houses and other buildings, so It was easy for me to learn. I am not bad with some things like entities amd npc spawn points, but I would much rather work on the infrastructre anad leave the skyboxes/enitities/final touches to someone else.

What can you contribute to the development of this project: I can give ideas for buildings , contruct them and model them on hammer, and I can also help some people find the resources on a certain mapping technique

Portfolio: (previous work etc) I have a thread in the Dev. Section, this is the first part of a self teaching project for hammer, and I would gladly give that map in all it's entirety, to the HGN stalker roleplay community.
Title: Re: Development Team Application Thread
Post by: Rico on 13-12-2008
Gamer name: Rico
Timezone: GMT -5(United states, east coast)
Skills: Mapping
What can you contribute to the development of this project: Mapping
Portfolio: I've mapped for the in development modification of Half-Life 2: Deathmatch
But i was sent to alpha tester, because there was more than enough mappers
Title: Re: Development Team Application Thread
Post by: Starce3 on 14-12-2008
Gamer name: Starce3.
Timezone: US EST -5
Skills: Scripting, Skinning
What can you contribute to the development of this project: Alot of models.
Portfolio: Not sure how I can show this, but I have one screenshot

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fimg354.imageshack.us%2Fimg354%2F3987%2Fgmurbex0000bd4.jpg&hash=80bca2c7152aba0416456894275b6091df8b576c)
Title: Re: Development Team Application Thread
Post by: PirateX on 18-12-2008
Gamer name: PirateX
Timezone: GMT (UTC0)
Skills: Mapper
What can you contribute to the development of this project: I can help create S.T.A.L.K.E.R maps :)
Portfolio: I'm mapping for a new source mod called "Eclipse Hour" Mapping leader :)

Map I made a few weeks ago.

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm47%2Fckckck666%2Frevshot0.jpg&hash=78c709f8a1218a50f84e389d1e6eaf4a31c140c9)
Title: Re: Development Team Application Thread
Post by: Alek Kenenday on 13-01-2009
Gamer name: Alek Kenenday
Timezone: (UK, US etc) US Central Time zone
Skills: I can Map.
What can you contribute to the development of this project: I'm not awesome at mapping but im pretty good and have had some experienced with mapping
Portfolio: (previous work etc) I've made some maps (Below screenshot) and have just applied and am waiting for a response for the mod Star wars: The New Era

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo108%2FDarkhunter217%2Fcp_lazytown.jpg&hash=231f7e376f47baffca4e702503eeae5f5470b557)
Title: Re: Development Team Application Thread
Post by: Torch on 19-06-2009
Gamer name: Torch
Timezone: (UK, US etc) Eastern Standard Time, GMT-5
Skills: Skinning, rigging, basic animations, limited sound knowledge
What can you contribute to the development of this project: New models (Rip n' Rig), new skins, some basic animations for v_models, good understanding of vmt commands (such as phong, rim lighting, ect.). Know my way around Audicity (Sound recording/editing program). Also my schedule coming up may make my times during the week scarce, thought I should be fairly solid Fridays-Saturdays though June-July.
Portfolio:

Textures
Reskin of EU Recon (http://img132.imageshack.us/img132/6456/rpwastelandsb510000.jpg)
FREEDOM Logo as a spray (http://img31.imageshack.us/img31/6342/mdS.T.A.L.K.E.Rreduxb40001.jpg)

Models
MC model with extra addons (http://img198.imageshack.us/img198/7883/rpwastelandsfinal0008.jpg)
Working v_model of Koeing AVR (http://img34.imageshack.us/img34/4533/rpwastelandsfinal0009.jpg)
S.T.A.L.K.E.R gear on the Tactical Rebel (http://img34.imageshack.us/img34/3349/gmconstruct0008c.jpg)
Female Halo 1 Marine (Improved Normals & Phong'd) (http://img40.imageshack.us/img40/8153/gmconstruct0039.jpg)
Original & Reworked EU Recon (http://img268.imageshack.us/img268/460/csoffice0001.jpg)

Title: Re: Development Team Application Thread
Post by: MDDBULLDOGG on 02-07-2009
Gamer name: MDDBULLDOGG
Timezone: (UK, US etc) Eastern Standard Time, GMT-5
Skills: Mapper.
What can you contribute to the development of this project: I could edit the current map (redemption), or I could help in the making of new maps. I would be very active because lately we've been real slow due to timezones in the mod I'm working on.
Portfolio: (Only two pictures because they're from the mod. The rest of my maps have not been released.)
http://img196.imageshack.us/gal.php?g=prison0006.jpg (http://img196.imageshack.us/gal.php?g=prison0006.jpg)
Title: Re: Development Team Application Thread
Post by: surgeon on 03-07-2009
Gamer name: Surgeon
Timezone: UK
Skills: Lua coding in: Sweps, classes and npc's.
What can you contribute to the development of this project: I would be able to contribute multiple sweps, classes and npc's, I am also able to fix any errors that I am faced with, and if I cannot I will contact someone I know who will help.
Portfolio: An example of a previous swep I did was created a fire extinguisher which removes the entity_flame from an object or person, however this file and many others was lost when the owner of the server pulled out from the G mod scene. I would also like to help develop my knowledge and increase the popularity of this community. My Schedule is evenings during the week and weekends. 

Thankyou
Surgeon
Title: Re: Development Team Application Thread
Post by: KillSlim on 10-08-2009
Gamer name: KillSlim.
Timezone (UK, US etc): Uk.
Skills: Mapping.
What can you contribute to the development of this project: I have the know-how on how to create maps. I've been mapping for around half a year and I learned a lot since I started. I've been practicing with small mini-projects which has given me experience in Hammer World Editor. (Please note, I was forced to delete my mini projects due to lack of hard drive space.)
Portfolio (previous work etc):
Upcoming project of mine: Srp_Deadfront.
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0000.jpg&hash=d50aed11bdd6ed6344d36354a92f461dd1373c55)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0003.jpg&hash=1b9ca9d1d4e35fcfa40a44dded99ab5426761335)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0004.jpg&hash=fce1cc645b0606d6e4084a703a71a6af064f0e77)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0005.jpg&hash=53662df1f333f0e55e960942fa223e51faa706ce)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0006.jpg&hash=ac1bc40ee7eea8eefd803af20b761184038f58df)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0009.jpg&hash=738172e7e2485e46d89e09b84113a54fc1d4c4c6)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0012.jpg&hash=080c8afdf0d574f7b5b533417a5702ff31ad1b01)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0013.jpg&hash=5e0ff0e3eda6f3b3ada0dd5cfbfa663d3ca613fa)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0016.jpg&hash=5f7cce2971ca905f08efc60ab33c3d420880f9a0)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0017.jpg&hash=5f8920015c1c1004e12dbe52fce33dac12aaf2fa)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0018.jpg&hash=842cc86cf4be1339cd276af3e3fed54deed5b565)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi424.photobucket.com%2Falbums%2Fpp329%2FKillSlim%2Fdeadfront0020.jpg&hash=e571fc5989336466a6ffc06900522d6d953121c7)

The map is currently in very early stages and a lot of new features are to be added.
Thanks for reading.
Title: Re: Development Team Application Thread
Post by: Caboose on 10-08-2009
Heyy Silver, firstly its nice to finally be on the forums again and with my new intarnetz you'll find me alot more active with you guys, when i have time of course. Any ways i already talked to u about this but i though i'd make it offical.

Gamer name: Caboose
Timezone: (UK, US etc) eastern
Skills: video making and editing
What can you contribute to the development of this project: Im no mapper thats fo sho, and i know to little of scripting to be of much help but... since you guys could use some promotional stuff i thought i could record some live feed from in game of every one roleplaying ( with a little cooperation of everyone of course) post it all over the web like youtube and what not, and that would make alot of people want to play this, even buy gmod if they don't have it even.
Title: Re: Development Team Application Thread
Post by: Horsey on 18-09-2009
Gamer name:
Horsey

Timezone: (UK, US etc)
UK, GMT

Skills:
Lua and Mapping

What can you contribute to the development of this project:
Anything, I can do a bit of mapping or scripting for you if you like.

Portfolio: (previous work etc)
Nothing really, I've made a few unreleased maps and gamemodes, I currently work on the offical TacoScript and I have around a year of mapping experience and 8-9 months of Lua.
Title: Re: Development Team Application Thread
Post by: Tunddruff on 08-10-2009
Gamer name: Tunddruff
Timezone: Canada ((GMT-05:00) Eastern Time (US & Canada))
Skills: Photoshop
Im a going to be converting models....
What can you contribute to the development of this project: I have good photoshop skills. I am dedicated and you know that I have content from Clear Sky.
Portfolio: Tunddruff.deviantart.com         'Nuff said.
Title: Re: Development Team Application Thread
Post by: Moordact on 17-10-2009
Gamer name:Moordact
Timezone: (UK, US etc)gmt+1
Skills:lua
What can you contribute to the development of this project: stuff like the current project i'm on
Portfolio: well i'm making the mission npc..
I think it's a big thing when i got that working
Title: Re: Development Team Application Thread
Post by: SFAriel on 20-10-2009
Gamer name: +[SP]+ SFAriel
Timezone: GMT+1
Skills: Lua scripting, advanced mapping, little to no C++
What can you contribute to the development of this project: I would really like to do Lua, I'm not really into mapping because it gets boring for me pretty fast.
Portfolio: I can't really mention any Lua scripts I made, however I'm the lead scripter for our zombie survival server and I do Lua scripting for over a year now. I know how to get done a script polished and efficient. While I'm not a professional I still consider myself an advanced Lua scripter. I just find a workaround for most of the things.

I know that I'm a kind of new guy around here, but I play on the stalker rp server often and I'm just not really familiar with this forum yet.

Map example: (https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fhunter.fpsbanana.com%2Fss%2Fmaps%2F173410.jpg&hash=e24cc6a48a8da6245d29428def0a4315b0ca1aff)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Ffirstperson0001.jpg&hash=9d6dbf0ba1723882939f58050ffc478afa143d77)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Ffirstperson0002.jpg&hash=72a9b17abdc3ffbf95d169a39c6e5e98e1fa57ad)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Ffirstperson0000.jpg&hash=ca162cf5dc199826ef4e43e980574f1c0efeeedd)

And an unfinished zombie survival project (kinda early shots):
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Fzs_awsimlot0000.jpg&hash=337e1efb77400d39b91a4266b40b6d06719e6ce3)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Fzs_awsimlot0001.jpg&hash=c35c0897f39219e4994008e17fb23cd72c7ff7e2)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Fzs_awsimlot0002.jpg&hash=b2b85d0e87ab51879a24955656b8d24d69668cad)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh273%2FSFAriel%2Fhammershot01.jpg&hash=a83bdc7ea3de917e57024098e471fcac09cfb747)

Sorry for the mass pictures...
Title: Re: Development Team Application Thread
Post by: Dutch on 10-11-2009
Gamer name: Dutch
Timezone: GMT -5 (US)
Skills: Skinning, basic mapping, .vmt stuff, (I'll try to learn hexing), Photoshop skillz, concept art/ideas
What can you contribute to the development of this project: I'm not sure if you've seen several of my skinning-related threads, but I'd like to consider myself pretty good at it. As of yet, I haven't done anything major with my skins, at least not SRP related. I'm currently working on several projects, however, and I'm attempting to drastically improve my skinning skills. I can create custom textures for maps, as well as the required .vmt's, as my (advanced) knowledge of .vmt's would come in handy. However, I italicized can because that's not necessarily my forté. I excel, however, in the creation of textures using something as a base. By that, I mean reskinning, not custom texture creation.
Portfolio: In the process of digging up past work to produce a presentable portfolio, but as of yet this will have to do:

Military suit reskin (http://www.forums.hypergamer.net/development/military-reskinning/msg48027/#msg48027)
-Items listed above are works in progress.-
SEVA suit normal map fix (http://www.forums.hypergamer.net/the-cordon/faction-seva-suit-%28lack-of%29-normal-map-fix/)
Title: Re: Development Team Application Thread
Post by: LinkinEleven on 14-11-2009
Gamer name: LinkinEleven
Timezone: EST
Skills: C++ and Lua Scripting
What can you contribute to the development of this project: I can provide any maintance on your gamemode / scripts, create weaponry, hell even create a new gamemode,

Proof of my knowlage on scripting...


function Hatemenu()
Hatemenu = vgui,create( "DFrame")
Hatemenu:SetPos( 100, Scrh() /2)
Hatemenu:SetSize( 200, 210)
Hatemenu:SetTitle( "Teams" )
Hatemenu:SetVisible( true )
Hatemenu:SetDragable( true )
Hatemenu:SetCloseButton( true )
HatemenuLMakePopup()

TeamHatred = vgui.Create ("DButton" , Frame)
TeamHatred:SetPos (30, 30)
TeamHatred:SetSize (100, 50)
TeamHatred:SetText( "Team Hatred" )
TeamHatred.DoClick = function()

   RunConsoleCommand( "Hatred ")
end

function Krull
ImaginaryMan=Gay
if ImaginaryMan==HeteroSexual then
Msg("You're not gay!!\n")
else
Msg("You're gay! \n")

end
concommand.Add ( "gay" , Krull )

 end
Title: Re: Development Team Application Thread
Post by: Hacha on 27-11-2009
where can i find all the moddels and maps for the stalker server??
Title: Re: Development Team Application Thread
Post by: Ravanger on 27-11-2009
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.
Title: Re: Development Team Application Thread
Post by: Subzero on 25-12-2009
Guys , I would earn to map but i dont have time :P
Title: Re: Development Team Application Thread
Post by: Bielecki on 18-01-2010
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.
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fboltimore0020.jpg&hash=36180032c0b3b3a2ea821161abd7c0c39170dc1b)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fboltimore0017.jpg&hash=12b6bd16ac30db1a921fd6008d9a7750450966f3)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Ffilm_idea0048.jpg&hash=911026a5e5a7694e51618e837ae0ed05ac8f1f5f)
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fgm_paschendale0000.jpg&hash=63a4e6f2e98e399d7e3f967cf394cf5c7a80dc93)


Title: Re: Development Team Application Thread
Post by: Locke on 18-01-2010
Usually I wouldn't say anything in this thread, but the post above me looks great.
Title: Re: Development Team Application Thread
Post by: Supercool on 18-02-2010
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 (http://tindeck.com/listen/dbov)

Its pretty much totally uncompressed so =O
Title: Re: Development Team Application Thread
Post by: Astarathia on 06-05-2010
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:
Check the song here.  (http://www.youtube.com/watch?v=Spf8qrSdTmY)
Yah ,it's made by me.
Title: Re: Development Team Application Thread
Post by: Raidenator on 16-07-2010
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 (http://www.youtube.com/watch?v=HLoNBRBq9Y8#normal)

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.
Title: Re: Development Team Application Thread
Post by: Turkey on 23-11-2010
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 (http://www.youtube.com/watch?v=10Y3rr5qSx8#)
Title: Re: Development Team Application Thread
Post by: Overwatch on 11-03-2012
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 (http://steamcommunity.com/id/X-Rayc/screenshot/596943538434220131/?tab=public)
Title: Re: Development Team Application Thread
Post by: 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 (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.
Title: Re: Development Team Application Thread
Post by: jaik on 04-04-2012
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 (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.
Title: Re: Development Team Application Thread
Post by: jaik 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.
Title: Re: Development Team Application Thread
Post by: Kelse on 05-04-2012
SNIP.
Title: Re: Development Team Application Thread
Post by: Overwatch on 05-04-2012
Im shit it coding, but even I can see the only variables in OA > 'Your' Version is

all instances of openaura
changed to
SF
Title: Re: Development Team Application Thread
Post by: jaik on 05-04-2012
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.