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Weird line in gamemodes>clockwork>framework>sh_enum.lua

Discussion in 'Discussion' started by bender971, Apr 29, 2014.

  1. bender971

    bender971 condescending, self important teenage boy

    Hey everyone, I've recently decided to poke around the clockwork framework files and I found something strange, and a little alarming.I found this guy's steam community ID. This is a fresh copy of clockwork as well.

    On line nine of
    Code:
    gamemodes>clockwork>framework>sh_enum.lua
    [​IMG]

    this ID belongs to a guy by the name of Matt, as it seems.

    [​IMG]
















    Does anyone know anything about this?
     
  2. I... have no clue. I'm not sure if it's someone who worked on it like a past Clockwork contributor or someone. Never seen this before.
     
  3. bender971

    bender971 condescending, self important teenage boy

    That's what I'm thinking, someone who helped a past Clockwork contributor wanted to leave his mark on the gamemode, still pretty strange though. I'm probably going to comment it out, it doesn't look like anything i want being run on my server.
     
  4. Valterain1

    Valterain1 Guest

    Let me look into this hold on.
    Edit: Found it, quite odd, really.
     
  5. MrSky

    MrSky player:NotifyAll("hitler is best") Clockwork Customer

    Very strange indeed...
     
  6. Mr. Meow

    Mr. Meow will code for food Clockwork Customer

    It's nothing. It's used for converting a Steam ID.
     
  7. But who is it?
     
  8. kurozael

    kurozael Cloud Sixteen Director Staff Member Administrator Investor

    This was one of the first things I put in the framework. It's used for converting a Steam Community ID to a Steam ID. Back then, there wasn't an easy function to do this for you.

    Also can we stop talking like a past Clockwork contributor created Clockwork. I started coding Clockwork in late 2010, and I publicly announced it early 2011. By this time it was nearly done, but GMod 13 came out and caused a lot of bugs I didn't have time to fix because I was at university, so I paid a past Clockwork contributor to fix them while I was away.

    Clockwork - VERY ALPHA TEST
     
  9. Sir Trolled

    Sir Trolled Guest

    a past Clockwork contributor helped. He didn't create Clockwork completely.
     
  10. Dub

    Dub Guest

    The Alpha looks better than the final product. Huh.
     
  11. Mr. Meow

    Mr. Meow will code for food Clockwork Customer

    If Alex really only fixed things, why is it that he's the only person that ever updated Clockwork for a long time?
     
  12. kurozael

    kurozael Cloud Sixteen Director Staff Member Administrator Investor

    The core framework; the inventory and persistent item system; the user interface; all of the schemas; 95% of the plugins, and 95% of the libraries were all created by me through many iterations over many years. The reason Clockwork hasn't been updated for a while, is because there hasn't been anything major to do, and if there is anything major to do, it's in my local copy and isn't ready to be pushed to Git yet.

    The only reason why it seems like Alex pushed more commits, is because I only created the Git repository when I hired him, my 2-3 years of work before that was not logged.
     
  13. bender971

    bender971 condescending, self important teenage boy

    I sort of agree, I'm digging the way the menu looked in that video kuro posted. I think that was back before the script was absolutely littered with gradient. I tried to get rid of the gradient on my server and it pretty much broke almost half the visuals. There was no graphic that comes up upon death (and this is just the result of commenting out a single line in base clockwork), no text while dead, no progress bar, not even the simple square. I do have to wonder why so many things were seemingly based around that one gradient texture, it just seems, to me anyway, just a headache for anyone wanting to modifiy the script's derma. I can pull up the line I commented out, and you can see for yourself what a profound effect that one line has on the visuals. I personally hate the gradient CW uses and am trying yo remove it, as well as restructure the main menu and tab menu to look more minimal, as well as remove that square triangle texture thing that again, seems to be used everywhere.

    It's really difficult to do.

    Also, where is the combine derma located? I can't find that shit anywhere, more specifically, I can't find the part that sets the screen texture overlay nor the part that gives it a green hue.
     
  14. Mr. Meow

    Mr. Meow will code for food Clockwork Customer

    Derma panels are actually the easiest thing you ever get to edit in CW.

    It was fun re-designing CW though, before kuro said that he does it himself.
     
  15. bender971

    bender971 condescending, self important teenage boy

    Yeah, I'm sure it is, but I'm someone who's only ever worked with DarkRP derma, and by worked with I mean modifying base hud and menus, in my experience with CW, CW and DarkRP are totally different beasts just based on how the scripts themselves are set up.
     

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