• Gravity Hull Designator - a true Localized Physics mod
    2,122 replies, posted
  • Avatar of Bletotum
  • Llama, what tool options do you have planned? Checkbox to start with inverted gravity?
  • Avatar of Lyokanthrope
  • [QUOTE=SuperLlama;29674287]It'd help if there were specific reports about what exactly isn't working in SB/Env. I'd download and test them myself, but it's easier to fix the issues that I don't need to download something for first-- any SPECIFIC bug reports regarding SB/Env will be investigated. That said, I just fixed the Sharpeye (and hopefully all other calcview) conflict! Not only that, but your calcview mods should work inside of the ships as well, due to the fact that I used hook.Call with some anti-recursion rather than straight-off calling the gamemode hook. As a test I wrote a quick thirdperson script in luapad, and when I walked into the ship, my third person camera was present and properly transformed. Next up is the smartsnap fix, but I might as well commit this one first.[/QUOTE] You are just what this part of the community needed. :buddy:
  • Avatar of Treelor
  • Goodness, a developer who actually cares about his product? In [b]Garry's Mod?[/b] I never thought it possible. [editline]7th May 2011[/editline] I've recorded a demo of a few guys and myself going for a romp in the classic gm_spacebuild_v3, haven't gotten around to source-recordin' it yet.
  • Avatar of SuperLlama
  • So apparently the entity fix was messing with the eyetrace override and buttons and chairs stopped working because it thought they were props. This is part of a larger issue and I'll need to do some big overhauls in that regard, but I have a quick fix for this specific one and it's been applied. Smartsnap appears to be part of this issue as well, but it's not fixed just yet because it requires a change that might break other things that already work, and they'll need to be redone too eventually. Anyhow I just committed revision 5, which should fix: • Physghosts-- they were utterly non-functional for some reason • Chairs/Buttons and other traces • Sharpeye and other calcview-using mod compatbility EDIT: [b]to clarify[/b] if you were having [b]the camera issue[/b], update. if you couldn't [b]press buttons[/b] or [b]sit in chairs[/b], update. if your [b]physgun[/b] isn't working, update.
  • Avatar of Bletotum
  • Some idiot was shoving explosive barrels into the blue dumpster model that was acting as a hull, it made several non interactive floating ghosts of the barrel in the world, shortly after that the server crashed. [editline]7th May 2011[/editline] [@addons\localphysicss\lua\autorun\shipdef.lua:619] bad argument #1 to 'SetPhysicsAttacker' (Entity expected, got no value)
  • Avatar of SuperLlama
  • [QUOTE=Bletotum;29675938]Some idiot was shoving explosive barrels into the blue dumpster model that was acting as a hull, it made several non interactive floating ghosts of the barrel in the world, shortly after that the server crashed. [editline]7th May 2011[/editline] [@addons\localphysicss\lua\autorun\shipdef.lua:619] bad argument #1 to 'SetPhysicsAttacker' (Entity expected, got no value)[/QUOTE] Gah, why do all the bugs that I fix keep coming back... brb fixing EDIT: Fixed and committed, that was a nasty one
  • Avatar of LoLWaT?
  • Glad to see there's so many updates going on. [b]EPIC SERVICE[/b] :pcgaming:
  • Avatar of Ac!dL3ak
  • [QUOTE=SuperLlama;29676166]Also [media]http://www.youtube.com/watch?v=AfKmuqUaMR0[/media][/QUOTE] what do the buttons do
  • Avatar of SuperLlama
  • [QUOTE=Ac!dL3ak;29676445]what do the buttons do[/QUOTE] They activate the lifts (which are actually sbep lifts, somehow they worked in there) which launch you into the upside-down tube.
  • Avatar of Grea$eMonkey
  • [QUOTE=The Spie;29666099]Made it myself [img_thumb]http://img849.imageshack.us/img849/7822/luaking.png[/img_thumb] also, crown isn't tilted because paint.net doesn't have a rotate tool[/QUOTE] Or he can have my old ego-avatar. [img]http://i.imgur.com/OWwp9.gif[/img][img]http://i.imgur.com/LeQXK.gif[/img][img]http://i.imgur.com/yfFfa.gif[/img] You just got served.
  • Avatar of CmdrMatthew
  • I've had people report that your addon breaks the gravity on my addon [url]http://www.facepunch.com/threads/1063437-Environments[/url] when you are in your ship. This is most likely because, they players are no longer touching the planet, so it thinks they are in space. I can fix this if you give me a way to tell when and what players enter a ship. So like when a player enters, it runs a hook or something, then I can get the position and tell it the correct planet.
  • Avatar of SuperLlama
  • [QUOTE=CmdrMatthew;29676722]I've had people report that your addon breaks the gravity on my addon [url]http://www.facepunch.com/threads/1063437-Environments[/url] when you are in your ship. This is most likely because, they players are no longer touching the planet, so it thinks they are in space. I can fix this if you give me a way to tell when and what players enter a ship. So like when a player enters, it runs a hook or something, then I can get the position and tell it the correct planet.[/QUOTE] For any entity in a ship, ent.InShip will be equal to the prop they initially shot for the ship they're in. If you need to get the other props, SL_SHIPS[ent.InShip] will contain loads of data about the ship. Technically it'd be even better if I could find the right overrides for it so my code can do the work rather than yours, but there's nothing stopping you from adding a quick check. InShip will be nil if the entity isn't in a ship. [b]So I just fixed smartsnap[/b] as it turns out it was easier to fix that I had expected. I think I might have actually permanently fixed the trace issue-- basically GetEyeTrace will ALWAYS return the transformed trace-- so the "outside" trace essentially. However, GetPlayerTrace, which is what the toolgun uses for its traces, will return an internal, non-transformed player trace in the event that the transformed player trace hits the inside of a ship. This should fix a lot of aim-based E2's as well. EDIT: Committed revision 7.
  • Avatar of CmdrMatthew
  • [QUOTE=SuperLlama;29676913]-snip-[/QUOTE] I need to know when and where they leave and enter, I'm not going to go sacrifice my performance by constantly checking. Just to point this out being in a ship would stop all brushes and things that use ENT:Touch() from working :(
  • Avatar of SuperLlama
  • I actually have a team of enslaved vortigaunts. I hope gordon freeman doesn't find me. EDIT: Hmm, for leave and enter... didn't think of that actually. Going to go ahead and make a hook module so other mods have an easier time working with it. A "gravhull" module sounds reasonable.
  • Avatar of GuyRun01
  • [code] [gamemodes\sandbox\entities\effects\propspawn\init.lua:109] attempt to call method 'StartClip' (a nil value) [lua\includes\util.lua:176] stack overflow[lua\includes\util.lua:176] stack overflow [/code] Created when you spawn a "models/phx/phxafterburner1medium.mdl" or huge / small THRUSTER on a 16x16 or 32x32 phx prop Hull (One above the other). It seriously lags, and had a few people minging with it today, seems it's getting rather well known.
  • Avatar of SuperLlama
  • [QUOTE=GuyRun01;29677056][code] [gamemodes\sandbox\entities\effects\propspawn\init.lua:109] attempt to call method 'StartClip' (a nil value) [lua\includes\util.lua:176] stack overflow[lua\includes\util.lua:176] stack overflow [/code] Created when you spawn a "models/phx/phxafterburner1medium.mdl" or huge / small THRUSTER on a 16x16 or 32x32 phx prop Hull (One above the other). It seriously lags, and had a few people minging with it today, seems it's getting rather well known.[/QUOTE] Saw that one myself a few times, it's really unpredictable. Going to do some tracebacks and see what's causing it.
  • Avatar of EastBayWilly
  • I'm trying to get back the Spacebuild Enhancement Pack so I can really enjoy this. Stupid me had to delete everything when Gmod wouldn't work yesterday...
  • Avatar of ElectricSquid
  • The server hosting this was great. Had some good fun with some surreal stuff, until someone came in and spammed skyscrapers and lagged the server to hell.
  • Avatar of EastBayWilly
  • [QUOTE=ElectricSquid;29677273]The server hosting this was great. Had some good fun with some surreal stuff, until someone came in and spammed skyscrapers and lagged the server to hell.[/QUOTE] Mingebags still exist? I thought I'd been gone from Gmod long enough that they'd be extinct.
  • Avatar of TheForeigner
  • [QUOTE=The Spie;29666099]Made it myself [img_thumb]http://img849.imageshack.us/img849/7822/luaking.png[/img_thumb] also, crown isn't tilted because paint.net doesn't have a rotate tool[/QUOTE] hold down right mouse button and it will rotate instead of resize :tiphat:
  • Avatar of Bletotum
  • [QUOTE=Bletotum;29674511]Llama, what tool options do you have planned? Checkbox to start with inverted gravity?[/QUOTE] ;
  • Avatar of CmdrMatthew
  • [QUOTE=SuperLlama;29677051]I actually have a team of enslaved vortigaunts. I hope gordon freeman doesn't find me. EDIT: Hmm, for leave and enter... didn't think of that actually. Going to go ahead and make a hook module so other mods have an easier time working with it. A "gravhull" module sounds reasonable.[/QUOTE] Just use the normal hook.Call() you can call anything you please with it, and create your own hooks too.
  • Avatar of SuperLlama
  • [QUOTE=Bletotum;29677325];[/QUOTE] Inertial dampening slider, gravity percentage slider, inertia threshold slider, and a checkbox to orient gravity backwards along the trace hitnormal. [QUOTE=CmdrMatthew;29677338]Just use the normal hook.Call() you can call anything you please with it, and create your own hooks too.[/QUOTE] oh yeah, forgot it worked that way, thanks for the reminder. I'll add that along with the fix to whatever is causing this util thing.
  • Avatar of blackt12
  • It does't seem to be working for me, I've downloaded the SVN to a folder on the desktop then exported to the Addons folder. When I open singleplayer I can get the tool in hand and fire things and it will say the appropriate message in the chat box but when I got stand on the prop and stuff it is just the same as normal. There is nothing in the right side i.e sliders. Am I missing something here?