1. This forum is ARCHIVED! Visit the new Cloud Sixteen forums, codename Eden, at https://eden.cloudsixteen.com. These forums will remain archived for a few months before being closed down, so try to encourage plugin developers to begin moving their content across to the new forums.
Dismiss Notice
Hi Guest, you need a Steam account to register and post on these forums. Login with Steam at the top of the forums to get started!
Dismiss Notice
Hi Guest, do you want to buy HL2RP or another Clockwork schema? Visit the Cloud Sixteen Store to get started!

0.94 Beta on GitHub

Discussion in 'Discussion' started by NightAngel, Oct 22, 2015.

  1. NightAngel

    NightAngel Fuck off Lev

    https://github.com/CloudSixteen/Clockwork

    Code:
    * Added entity relationships, to make NPCs hostile/friendly/fearful towards players of certain factions.
        * *Contributed by Vortix.*
    * Added a rank system to Clockwork.
        * *Contributed by Vortix.*
    * Added starting inventory and respawn inventory for factions.
        * *Contributed by Vortix.*
    * Moved and improved voice library from HL2RP to Clockwork
        * *Contributed by Gr4Ss and Vortix.*
    * Fixed GetPrintName bug relating to AdminESP.
        * *Contributed by NightAngel.*
    * Created Clockwork workshop addon and linked it to the framework for clients to auto-download.
        * *Contributed by NightAngel.*
    * Added function to toggle allow (or disallow) tab menu activation.
        * *Contributed by NightAngel.*
    * Cleaned up and added ThirdPerson plugin native to Clockwork.
        * *Contributed by NightAngel and RJ.*
    * Organized sh_kernel code into sv_ and cl_kernel.
        * *Contributed by NightAngel.*
    * Organized Clockwork.entity:IsDoor function for clarity.
        * *Contributed by RJ.*
    * Moved code that broadcasts voice commands from HL2RP to Clockwork.
        * *Contributed by Vortix.*
    * Overhauled the Static Entities plugin, compatible with Static Props and backs up prop file from old static ents.
        * *Contributed by NightAngel.*
    * Fixed 'Clockwork' typo in codebase and IncludeDirectory.
        * *Contributed by RJ.*
    * Added Plugin Compatibility value to plugin.ini
        * *Contributed by Trurascalz.*
    * Added GetDefaultRank function
        * *Contributed by Vortix.*
    * Updated Faction Specific Commands for multiple access
        * *Contributed by Vortix.*
    * Updated to allow multiple owners
        * *Contributed by Vortix.*
    * Added disease library
        * *Contributed by Vortix.*
    * Added WIP language selector
        * *Contributed by NightAngel.*
    * Added scrollbar to quiz
        * *Contributed by NightAngel.*
    * Added recognize option for the character the player is looking at
        * *Contributed by NightAngel.*
    * Added extra checks to chatbubble to fix NULL error
        * *Contributed by NightAngel.*
    * Fixed issues with chatbox custom position
        * *Contributed by NightAngel.*
    * Added runSound, walkSound and pickupSound to item metaTable
        * *Contributed by NightAngel.*
    * Changed ShowGradient to be off by default to make default tab menu tidier
        * *Contributed by NightAngel.*
    * Added OnAttributeProgress hook
        * *Contributed by NightAngel.*
    * Framework now prints schema name, author and version on boot.
        * *Contributed by NightAngel.*
    * Added "Center Hints", like the hints in the top-right but appear in the center of the screen.
      * *Contributed by kurozael.*
    * Updated the entire UI and derma panels for better customizable themes.
      * *Contributed by kurozael.*
    * Fixed some issues with wages and implemented new Wage hooks.
      * *Contributed by kurozael.*
    * Added shared post-hook for when items have initialized.
      * *Contributed by kurozael.*
    * Added pre-hook for when players have taken damage.
      * *Contributed by kurozael.*
    * Fixed Limb Damage not resetting properly.
      * *Contributed by kurozael.*
    * Added Clockwork.kernel:DrawInfoScaled for drawing a scaled font.
      * *Contributed by kurozael.*
    * The character creation screen will open automatically when no characters exist.
      * *Contributed by kurozael.*
    * Added DrawGeneratorTargetID hook and ability to customize generator target ID.
      * *Contributed by kurozael.*
    * Added hint to press 'Use' to resupply a generator, some people didn't realize.
      * *Contributed by kurozael.*
    * General fixes for Player Property entities not networking properly.
      * *Contributed by kurozael.*
    * Fixed Stamina not draining and regenerating properly using customized settings.
      * *Contributed by kurozael.*
    * Added some new language strings to the general codebase.
      * *Contributed by kurozael.*
    * Added option to scale the width of the top bars.
      * *Contributed by kurozael.*
    * Added system to add icons to menu items in the TAB menu.
      * *Contributed by kurozael.*
     
    • Winner Winner x 1
    • Informative Informative x 1
    Last edited by a moderator: Oct 23, 2015
  2. prom queen

    prom queen Guest

    wasn't it already released and then taken down?
     
  3. alexanderk

    alexanderk a Legend

    Early access pre alpha
     
    • Agree Agree x 1
    • Informative Informative x 1
  4. Any screenshots?
     
  5. NightAngel

    NightAngel Fuck off Lev

    Yeah, but they're all on Atomic.
     
  6. Please tell me this is able to be used by new vegas... I'm getting the no such column error.
     
  7. NightAngel

    NightAngel Fuck off Lev

    paste a console.log from startup to the point the error occurs.
     
  8. kurozael

    kurozael Cloud Sixteen Director Staff Member Administrator Investor

    Updated the changelog to include my contributions in detail, so you know exactly what has been changed/added.
     
    • Like Like x 1
  9. When is the updated hl2rp coming out?
     
  10. NightAngel

    NightAngel Fuck off Lev

    After kuro is done making it, that's what the upcoming test server is for.
     
  11. Why? There's been no updates in over 2 months? Why not just release what's there now?

    http://git.cloudsixteen.com/?id=cwhl2rp
     
  12. NightAngel

    NightAngel Fuck off Lev

  13. kurozael

    kurozael Cloud Sixteen Director Staff Member Administrator Investor

    That HL2 RP repository is for something different than the update that is coming and to be honest shouldn't even be on the Git dev log.
     
  14. Cinder

    Cinder psychopathic furry with anxiety Clockwork Customer

    I love how clicking Severence that it's still blank.
     
  15. Don't worry, because "HL2RP update will happen".
     
  16. vexus

    vexus ej rockwell's worst nightmare Staff Member Manager Legend Clockwork Customer

    what are you even saying at this point
     
    • Good Coder Good Coder x 2
  17. NightAngel

    NightAngel Fuck off Lev

    You guys are silly.
     
    • Like Like x 1
  18. duck

    duck Phant0m Legend

    • Winner Winner x 1
  19. NightAngel

    NightAngel Fuck off Lev

    • Good Coder Good Coder x 1
  20. duck

    duck Phant0m Legend

    Flags allow you to store pieces of information inside a single number. Using them, you can provide many different attributes to things. For example, Clockwork commands. What if I want a command that can't be used during certain situations, such as if they're knocked out, in a vehicle, or dead? What if I want it so that they can't use it if in a vehicle, but can use it while knocked out or dead? What if I want it so you can use it while knocked out, but not dead? It's not so simple to do this with tables. Sure, you can have a command that creates fields called COMMAND.canUseIfDead, COMMAND.canUseIfInVehicle, etc, but that gets complicated and messy. With flags, you can compact it all to a single line.

    First, you must define your flags. These numbers are useless to you, and you'll never have to deal with them again after defining them. I recommend you start from 1 and go up from there.
    Code:
    Clockwork.bitFlags:Define("Command", {
        CMD_KNOCKEDOUT = 1,
        CMD_FALLENOVER = 2,
        CMD_VEHICLE = 3,
        CMD_DEAD = 4
    });
    
    After that, you're all set to use flags.
    Code:
    COMMAND.flags = Clockwork.bitFlags:Combine(CMD_DEAD, CMD_VEHICLE)
    If you want a command that you can only use while dead or in a vehicle, using the PlayerCanUseCommand hook, you check if they're dead and see if the command has the CMD_DEAD flag.
    Code:
    local canUse = Clockwork.bitFlags:Has(commandTable.flags, CMD_DEAD)
    If they're in a vehicle, you check if the command has the CMD_VEHICLE flag.
    Code:
    local canUse = Clockwork.bitFlags:Has(commandTable.flags, CMD_VEHICLE)
    This library uses bit flags differently. Normally bit flags are like this:

    2
    4
    8
    16
    32
    64
    etc...

    but I've simplified it so that you can use them much easier, by just defining a table with consecutive numbers. The command library actually already uses bit flags, but in the way I just showed you right now where the numbers double (they're actually powers of 2). You can see that here and here.

    Bit flags basically allow you to combine numbers into one unique number that you can apply and extract many different attributes to and from.
     
    • Winner Winner x 3
    • Good Coder Good Coder x 1

Previous Readers (Total: 0)