1. Post #481
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,072 Posts
    I'm not getting it, I read all of the OP, watched videos, but, I still don't get it, what does this mod actually do, and how do you use it?
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  2. Post #482
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,384 Posts
    No, unless there's some addon for pdn that lets right click do that.
    Use the Rectangle select button to select what you want to rotate, Then goto the Move selected pixels tool next to it and hold right click and move the mouse on it
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  3. Post #483
    Hello little homies! I'm Belgian and French! You jelly?
    Loucouss's Avatar
    February 2007
    451 Posts
    Yes it's buggy;

    I tested with a little space ship with SBEP, and you cannot use the doors and pass them through.
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  4. Post #484
    Gold Member
    thejjokerr's Avatar
    December 2007
    2,144 Posts
    Right click in PDN works fine to rotate a selection:

    Now that we're done with that.

    The GHD sometimes bugs a bit for me, but I think thats just me abusing it.
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  5. Post #485
    InvisibleTed's Avatar
    April 2010
    1,241 Posts
    I'm not getting it, I read all of the OP, watched videos, but, I still don't get it, what does this mod actually do, and how do you use it?
    Allows your gravity, momentum and other physics things I can't think of right now to be determined relative to a prop, such that you can stand and walk around on your lolspazz thruster plate ship without it hitting and killing you.

    Also allows for individual gravity within a system, such that you can stand upright on a plate, but relative to the world you're upside down.
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  6. Post #486
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,072 Posts
    Oh man, that's awesome. Thanks
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  7. Post #487
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,384 Posts
    Oh god!

    This works with WAC

    This is incredible!

    Try it in a Pavelow its amazing!
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  8. Post #488
    Minecraft Servers
    Jake1305's Avatar
    August 2007
    167 Posts
    This looks pretty incredible from the videos, can't wait to try it out later.
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  9. Post #489
    scratch (nl)'s Avatar
    January 2010
    9,757 Posts
    Oh god!

    This works with WAC

    This is incredible!

    Try it in a Pavelow its amazing!
    Please make a video with it! For the people who currently are unable to play.
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  10. Post #490
    Gold Member
    Doctor_Communism's Avatar
    June 2009
    2,142 Posts
    Yes it's buggy;

    I tested with a little space ship with SBEP, and you cannot use the doors and pass them through.
    Or use seats.
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  11. Post #491
    Zoey Artyom's Avatar
    January 2011
    572 Posts
    The calc view hook is being called even when your not inside of a dimensional portal to the prop.

    You can get stuck in over players when entering the same hammer localized space.
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  12. Post #492
    Aw yeah, this makes me wanna play again.
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  13. Post #493
    Cloudhunter's Avatar
    November 2007
    529 Posts
    Any chance on a sv_tag being added to the code (optional for server admins, although why anyone would stop the sv_tag I don't know ) so that users can easier find servers with this addon?
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  14. Post #494
    Gold Member
    blazingfly's Avatar
    October 2006
    3,718 Posts
    Can you get the mod to work with the Stargate addon? Or is that not possible?
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  15. Post #495
    I wish I had a tentacle hand. Japan would pay billions for some real-life tentacles.
    Bokito's Avatar
    February 2009
    4,612 Posts
    You know, this opens op the possibility for an M.C. Escher map
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  16. Post #496
    Zoey Artyom's Avatar
    January 2011
    572 Posts
    [@addons\gravity hull\lua\autorun\shipdef.lua:75] Tried to use a NULL entity!

    My server pooped :3:
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  17. Post #497
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    I noticed with the structure below that for a brief moment after an object exits the gravity hull zone, it can pass through other objects.

    The inner tube took balls upward with reversed gravity, at which point the balls would fling right through the plates.



    Please add a checkbox option for gravity to start reversed, it's a pain to try and make upside down gravity on long tubes like this, having to flip the start and end around.

    Edited:



    baby inside gravity inside gravity inside world gravity

    we have to go deeper
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  18. Post #498
    Zoey Artyom's Avatar
    January 2011
    572 Posts
    I noticed with the structure below that for a brief moment after an object exits the gravity hull zone, it can pass through other objects.

    The inner tube took balls upward with reversed gravity, at which point the balls would fling right through the plates.



    Please add a checkbox option for gravity to start reversed, it's a pain to try and make upside down gravity on long tubes like this, having to flip the start and end around.

    Edited:



    baby inside gravity inside gravity inside world gravity

    we have to go deeper
    If only the tool worked more than 20% of the time.
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  19. Post #499
    Loves bratwurst, hates jews
    Oblivion Knight's Avatar
    July 2008
    2,875 Posts
    Whenever I try stepping on to a gravity-hull'd thing, it teleports me to the skybox.
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  20. Post #500
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    It works fine for me, maybe you have the initial bugged release version, after which was fixed and published to the svn.

    Edited:

    @zoey
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  21. Post #501
    Hello little homies! I'm Belgian and French! You jelly?
    Loucouss's Avatar
    February 2007
    451 Posts
    Or use seats.
    When I get out from a seat I'm inside a prop :(...
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  22. Post #502

    May 2011
    4 Posts
    10 slot (going to be upgrading to more soon) flux.game.nfoservers.com:27015
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  23. Post #503
    darkpivot's Avatar
    October 2007
    40 Posts
    Whenever I try stepping on to a gravity-hull'd thing, it teleports me to the skybox.
    Anyone having a problem of teleporting, I've noticed that mods that change your playerview like "SharpeYe" interfere with this addon. If you want it to work, you have to disable it before entering one of the gravity hull areas.
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  24. Post #504
    Loves bratwurst, hates jews
    Oblivion Knight's Avatar
    July 2008
    2,875 Posts
    Anyone having a problem of teleporting, I've noticed that mods that change your playerview like "SharpeYe" interfere with this addon. If you want it to work, you have to disable it before entering one of the gravity hull areas.
    Ah. I'll disable SharpeYe right away! Thanks!
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  25. Post #505

    May 2011
    4 Posts
    Edit: My fault, I wasn't using it properly. So far this is brilliant.
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  26. Post #506
    SuperLlama's Avatar
    May 2011
    439 Posts
    Here we come-- mega-answer-post for the replies recieved while I was asleep-

    I have the same problem as Amaroq Okami, turns out it conflicts with an addon called SharpeYe. It works perfectly when disabled though.
    Awesome, thanks for giving a specific conflict. Will investigate right away, a lot of people are having the same problem.

    Code:
    StonedPot is running a 28-slot server here, located in the US: 188.165.193.84:27012 - SANDBOX
    Nice to see our box has a good connection to the US. It's actually in france. But yeah, nice typo too - I laughed a bit.
    LOLWOW. I only said it was in the US because someone else told me it was-- and the connection was splendid (200 ping on a 28-player server is better than I expected for sure), fixing right away.

    Yes it's buggy;

    I tested with a little space ship with SBEP, and you cannot use the doors and pass them through.
    Yeah, SBEP doors apparently use a separate entity which is not constrained to them, so they don't end up being inside the ship. I'll need to add a special case for that.

    Or use seats.
    I fixed seats several times, but I wouldn't be surprised if they're broken again. I'll have a look.

    The calc view hook is being called even when your not inside of a dimensional portal to the prop.

    You can get stuck in over players when entering the same hammer localized space.
    first one shouldn't be a problem if I don't modify the values, I think I need to stop using the old return GM:CalcView method that was required when I started due to a gmod bug-- that's probably the bug with sharpeye as well. And as for the second part, that's because the player doesn't exist near you until you teleport. I'll probably have to do some "Check for other players nearby and push them" stuff.

    Any change on a sv_tag being added to the code (optional for server admins, although why anyone would stop the sv_tag I don't know ) so that users can easier find servers with this addon?
    I had thought of that too a few days ago, thanks for reminding me. I'll look into that too.

    Can you get the mod to work with the Stargate addon? Or is that not possible?
    It's possible, just requires lots of special cases.

    You know, this opens op the possibility for an M.C. Escher map
    Or an MC Escher Spacecraft for that matter.

    so yeah
    In closing I'm going to work on sharpeye/stargate/smartsnap support as much as I can today. I think due to the wiki having misinformed me that the old calcview method (returning a table) was broken, and that I had to call it in the gamemode and return that, a lot of other calcview mods that are doing it the right way are getting confused. Stargate is broken because I need to override SetPos so that teleporting works properly when you're in a ship. Smartsnap is broken because I need to ignore interior props in clientside playertraces (it's hitting the "inside" prop used for the decals, which is actually off in space somewhere, so it moves your view over there).

    Thanks for all the bug reports and hopefully I can get the important ones fixed asap :)
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  27. Post #507
    Icedshot's Avatar
    April 2010
    2,361 Posts
    I think what people would really like to see first with this is spacebuild/environment support if thats possible
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  28. Post #508
    SuperLlama's Avatar
    May 2011
    439 Posts
    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.
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  29. Post #509
    Meow :3
    Ac!dL3ak's Avatar
    July 2005
    6,087 Posts
    is it just me or is google code returning 502's
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  30. Post #510

    July 2009
    298 Posts
    is it just me or is google code returning 502's
    I was having that problem earlier but it seems to be working now.
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  31. Post #511
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    Llama, what tool options do you have planned?

    Checkbox to start with inverted gravity?
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  32. Post #512
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    7,186 Posts
    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.
    You are just what this part of the community needed. :buddy:
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  33. Post #513
    Gold Member
    Treelor's Avatar
    February 2005
    2,080 Posts
    Goodness, a developer who actually cares about his product? In Garry's Mod? I never thought it possible.

    Edited:

    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.
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  34. Post #514
    Gold Member
    MrBob1337's Avatar
    September 2008
    1,676 Posts
    Is not being able to press buttons or enter chairs a known shortcoming?
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  35. Post #515
    Gold Member
    Doctor_Communism's Avatar
    June 2009
    2,142 Posts
    OP has inspired me


    To Inception.
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  36. Post #516
    SuperLlama's Avatar
    May 2011
    439 Posts
    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: to clarify

    if you were having the camera issue, update.
    if you couldn't press buttons or sit in chairs, update.
    if your physgun isn't working, update.
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  37. Post #517
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    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.

    Edited:

    [@addons\localphysicss\lua\autorun\shipdef.lua:619] bad argument #1 to 'SetPhysicsAttacker' (Entity expected, got no value)
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  38. Post #518
    SuperLlama's Avatar
    May 2011
    439 Posts
    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.

    Edited:

    [@addons\localphysicss\lua\autorun\shipdef.lua:619] bad argument #1 to 'SetPhysicsAttacker' (Entity expected, got no value)
    Gah, why do all the bugs that I fix keep coming back... brb fixing
    EDIT: Fixed and committed, that was a nasty one
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  39. Post #519
    Brandan's Avatar
    May 2009
    321 Posts
    Atleast everyone greatly appreciates your hard work.
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  40. Post #520
    SuperLlama's Avatar
    May 2011
    439 Posts
    Also
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