GMod Update

GMod’s development is steaming ahead.

A lot of people don’t know what’s going on so here’s a quick update. We started GMod again, kind of from scratch. We’re looking at the old code and copying/updating/cleaning/revising. So pretty much everything is better. Plus no random garbled text bug!

As I’ve probably said 100 times before, I’m concentrating on the Lua implementation first. The new Lua implementation exists on both client and server at the same time. If the client’s files are out of date they download the new files automatically from the server.

Having Lua on the clientside means we can do awesome things. We can draw to the HUD, we can use VGUI to do cool stuff, we can smoothly control the camera and movement and we can actually render stuff. Plus it doesn’t feel like a serverside mod because it’s clientside.

Here’s some screenshots. Bear in mind that these are just proof of concepts at the moment so I know that the Lua implementation can be used.

  • New Physgun – Can pick up any entity
  • Literally – Any Entity
  • Hud Drawing – Drawing rects around entities.. that’s right Dystopia – melons gonna get ya.
  • New Physgun again – Yay – can see other people’s beams!
  • Projectile Test – Hey I’ve gotta make sure you idiots can make baby shooting guns.
  • SWEP Info – This was taken to show people how the SWEPs are derived from a base SWEP. They can override any of the SWEPs functions. The weapon selection icon is drawn using Lua – so you can animate it or whatever.
  • Working sniper rifile – not much to say about this. The scope is drawn by the Scripted Weapon.
  • Screen to World Coord test – This was just a test of a new input method. The screen is locked at a certain angle and the cursor is visible. Click and drag on the screen to draw a line – but when the camera moves you realise that it’s actually drawn in the world in 3D.. not on the HUD.