1. Post #161
    Gold Member
    Sam Za Nemesis's Avatar
    November 2007
    5,792 Posts
    I think I've figured out how this works, It's pretty clever, It puts the player in a isolated position but inserts the camera where the prop is + player position in the isolated space, at least that's what it looks like, Really clever and interesting, but this can cause a lot of problems, still the best method so far in gmod without a external binary module to simulate something like that
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  2. Post #162
    scratch (nl)'s Avatar
    January 2010
    9,769 Posts
    I think I've figured out how this works, It's pretty clever, It puts the player in a isolated position but inserts the camera where the prop is + player position in the isolated space, at least that's what it looks like, Really clever and interesting
    It's good enough to make you loose any sence of what's up or down in a closed cube
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  3. Post #163
    Otherworldy Aviation Enthusiast
    Flyboi's Avatar
    May 2007
    663 Posts
    Would this work on a large sphere? if so, real spherical space build planets here we come!
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  4. Post #164
    King Flawless's Avatar
    July 2010
    1,625 Posts
    I think I've figured out how this works, It's pretty clever, It puts the player in a isolated position but inserts the camera where the prop is + player position in the isolated space, at least that's what it looks like, Really clever and interesting
    If you watched the first video it would have told you how it works
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  5. Post #165
    Nick Clegg's Avatar
    April 2011
    223 Posts
    I think I've figured out how this works, It's pretty clever, It puts the player in a isolated position but inserts the camera where the prop is + player position in the isolated space, at least that's what it looks like, Really clever and interesting
    Not quite. It places the player and props into an isolated position and does engine physics calculations. Then props and the player are moved back to their "original" place, and drawn. So what you see isn't exactly what's happening - but it looks like it is.
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  6. Post #166
    SuperLlama's Avatar
    May 2011
    439 Posts
    It does the moving back clientside though, as far as the server is concerned they are moved to the isolated position once and for all until they leave the ship again. Ragdolls, players, and vehicles have to be rendered using a different method though, which renders lighting wrong and will probably be replaced (specifically it moves the camera TO the isolated position before drawing the entities normally, since clientside SetPos doesn't work on things with more than one bone).

    EDIT: And no, it doesn't work on a sphere the way you would expect, but I will continue to ponder the possibility of doing this. It will probably require a different method and perhaps multiple ghosts.
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  7. Post #167
    Gold Member

    October 2008
    3,838 Posts
    That method of doing things highly reminds me of the Portal 2 opening cutscene, the player is actually in a separate room but the view is parented to the moving room. Very clever stuff.
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  8. Post #168
    SuperLlama's Avatar
    May 2011
    439 Posts
    Like I've said before, though I had the idea way before portal 2 (it was actually may 6th, 2010, hence the may 6th, 2011 release date), it was that commentary node that reminded me about it after a long period of it simply being too broken to work on.
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  9. Post #169

    April 2011
    854 Posts
    Very cool!
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  10. Post #170
    Unbanned User's Avatar
    May 2011
    235 Posts
    Wall... walking... IN GMOD?!

    [h2]FUCKING FINALLY![/h2]
    Nox net did it first but team play 2 died

    Edited:

    also this is one step closer to making source the last game engine ever needed
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  11. Post #171
    Slacker101's Avatar
    July 2007
    1,609 Posts
    Hamster balls are fun.
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  12. Post #172
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    Shut off my server for a few minutes, and surprisingly that fixed it(as opposed to the many tries of simply shutting it off for a few seconds).

    69.197.189.12:27015

    Edited:

    having fun on gm_wave_v2 at the moment

    edit

    pic unrelated to addon
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  13. Post #173
    Slacker101's Avatar
    July 2007
    1,609 Posts
    Thank you for this mod. Greatly looking forward to tomorrow!
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  14. Post #174
    Gold Member
    Karmah's Avatar
    December 2007
    5,050 Posts
    Implement into space build!
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  15. Post #175
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts


    edit

    server crash, back up

    i believe it was unrelated to the tool
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  16. Post #176
    Hello, my name is Penis. Please refer to me as such. I'm totally cool with it.
    SPESSMEHREN's Avatar
    November 2009
    4,837 Posts
    I might have to re-install GMod and all of my favorite mods for this!
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  17. Post #177
    Gold Member
    SteelReal's Avatar
    May 2009
    1,434 Posts
    This fixes pretty much everything wrong with gmod for me other than the max map size.
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  18. Post #178
    Will polyweld work with this ?
    (Assuming polyweld works anymore in the first place)
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  19. Post #179
    SuperLlama's Avatar
    May 2011
    439 Posts
    if polyweld is that tool that welds things multiple times, then it should.
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  20. Post #180
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    if polyweld is that tool that welds things multiple times, then it should.
    I believe he means this:
    http://www.facepunch.com/threads/950817-Perma-Poly-Weld

    In which case I doubt it works.
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  21. Post #181
    Gold Member
    bobsmit's Avatar
    January 2007
    1,235 Posts
    I am giddy like a twelve year old girl. This is something I think everyone who has ever played gmod has been hoping for since the day they bought it. Is there any way the method you are using can be expanded to support spherical spacebuild planets?
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  22. Post #182
    SuperLlama's Avatar
    May 2011
    439 Posts
    oh yeah, that one. I could probably make polyweld work with minimal effort, just need to add a queryphys check for GhostSetup.

    EDIT: Spherical planets will probably be my next project-- it'll probably be a SENT separate from the gravity hull designator, but I think I have a way to do it. It's pretty complicated and involves layers of overlapping invisible plates, but I think it will work.
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  23. Post #183
    woolio1's Avatar
    November 2009
    9,540 Posts
    I believe he means this:
    http://www.facepunch.com/threads/950817-Perma-Poly-Weld

    In which case I doubt it works.
    Well, it works on SBEP items. It should, theoretically, work on single-prop models, as long as there's a closed space inside.
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  24. Post #184
    Gold Member
    mecaguy03's Avatar
    December 2007
    2,170 Posts
    :aaaaa:

    Can you freeze props? I never saw you do so in the videos. I sure hope so.
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  25. Post #185
    SuperLlama's Avatar
    May 2011
    439 Posts
    Yeah, if you freeze a prop inside it'll stay oriented within the hull as if it was welded to the ship. Same with player noclip.
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  26. Post #186
    I believe he means this:
    http://www.facepunch.com/threads/950817-Perma-Poly-Weld

    In which case I doubt it works.
    (yes that)
    Polyweld was such an awesome idea; it just needed some bugfixes so it wouldn't crash.
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  27. Post #187
    SuperLlama's Avatar
    May 2011
    439 Posts
    Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.
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  28. Post #188
    Gold Member
    SteelReal's Avatar
    May 2009
    1,434 Posts
    Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.
    Please just work on this for now.
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  29. Post #189
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.
    Doing it that way would be practically a Lua version of weld. Haza's module edits the physics objects, which makes it much, much better than traditional welds or parenting.
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  30. Post #190
    SuperLlama's Avatar
    May 2011
    439 Posts
    Yeah, I won't start on any other projects until this one is perfect. I'm definitely not going to abandon it, but it might go through a slow time now and then while obligations are performed (existing projects, like runecraft and a game engine I'm writing), but I won't leave it until it's finished. EDIT: And yeah, I was going to work with ENT:PhysicsFromMesh.
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  31. Post #191
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    Yeah, I won't start on any other projects until this one is perfect. I'm definitely not going to abandon it, but it might go through a slow time now and then while obligations are performed (existing projects, like runecraft and a game engine I'm writing), but I won't leave it until it's finished.
    Cyfyre? (Cyscript looks interesting too)
    Happened to find that index when I was trying to find your Steam profile... the Steam ID thing in your profile isn't your username, you put your custom URL in it.
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  32. Post #192
    Gold Member
    mecaguy03's Avatar
    December 2007
    2,170 Posts
    Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.
    And what else is on this list of impossible things?
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  33. Post #193
    SuperLlama's Avatar
    May 2011
    439 Posts
    Wow, surprised that that's still in there. Cyfyre was my attempt at an engine several years ago. It later changed to Cyprus, which became a neural net engine, which ended up being too complicated and abandoned due to instability. Now I'm working on a new engine called Borealis, with the original intention to just make a quick engine for a puzzle game, but my obsession with unique code ended up making it just as weird as Cyprus, only stable. It's a crazy node graph that processes as well as renders, and is quite modular. It's going pretty good and cerberus studios and I are working on the dev tools in a few days.

    EDIT: The original list was:
    #1) prop cutting
    #2) deformable terrain
    #3) localized physics (it was the most popular idea, so I started on it first and this is what it became)
    #4) solid welds, aka polyweld

    I'll probably add spherical planets too, perhaps even mountainous ones.
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  34. Post #194
    Gold Member
    Master117's Avatar
    October 2005
    3,047 Posts
    Holy fuck nuts batman. I think I have to start playing gmod again JUST for this. Wow.
    Space build is going to be so much more epic with this... Now we don't have to worry about applying keep-upright for ships.
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  35. Post #195
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    And what else is on this list of impossible things?
    Prop slicing (done), deformable terrain, localized physics, "solid welds" (done), proper wheels.

    http://www.wiremod.com/forum/wiremod...mpossible.html
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  36. Post #196
    Gold Member
    Master117's Avatar
    October 2005
    3,047 Posts
    Someone NEEDS to recreate
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  37. Post #197
    Chill Moderator
    Grea$eMonkey's Avatar
    May 2007
    6,302 Posts
    Someone NEEDS to recreate
    Gonna need a modeler for that.
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  38. Post #198
    Gonna need a modeler for that.
    If I had my old HDD I'd prove you wrong ...
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  39. Post #199
    Chill Moderator
    Grea$eMonkey's Avatar
    May 2007
    6,302 Posts
    If I had my old HDD I'd prove you wrong ...
    Not sure what you're trying to say by that, but I'm pretty sure he said the script won't work on brushes, only props.
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  40. Post #200
    Gold Member
    Master117's Avatar
    October 2005
    3,047 Posts
    Gonna need a modeler for that.
    Might be painstakingly possible to recreate it with the PHX stuff.

    I miss gmod, but the user-base has gotten... well, a but too young for me. Plus it's a pain trying to keep everything updated well enough, and then those servers where you have to dl 1000+ extra files for whatever reason.
    Maybe it's different now. Last time I played was long before that new toybox thing garry added.
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