1. Post #521
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,329 Posts
    Glad to see there's so many updates going on.

    EPIC SERVICE :pcgaming:
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  2. Post #522
    Meow :3
    Ac!dL3ak's Avatar
    July 2005
    6,087 Posts
    what do the buttons do
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  3. Post #523
    SuperLlama's Avatar
    May 2011
    439 Posts
    what do the buttons do
    They activate the lifts (which are actually sbep lifts, somehow they worked in there) which launch you into the upside-down tube.
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  4. Post #524
    Chill Moderator
    Grea$eMonkey's Avatar
    May 2007
    6,302 Posts
    Made it myself

    also, crown isn't tilted because paint.net doesn't have a rotate tool
    Or he can have my old ego-avatar.



    You just got served.
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  5. Post #525
    FOXY BROWN
    Slade Xanthas's Avatar
    January 2007
    2,196 Posts
    My server's running it now. TGA Sandbox @ gmod.nottarga.com:27016. 20 slots.
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  6. Post #526
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    I've had people report that your addon breaks the gravity on my addon http://www.facepunch.com/threads/1063437-Environments 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.
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  7. Post #527
    SuperLlama's Avatar
    May 2011
    439 Posts
    I've had people report that your addon breaks the gravity on my addon http://www.facepunch.com/threads/1063437-Environments 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.
    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.

    So I just fixed smartsnap 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.
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  8. Post #528
    Gold Member
    Van-man's Avatar
    August 2009
    15,159 Posts
    Goddamn you work fast, sure there isn't some slave labor included?
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  9. Post #529
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    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 :(
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  10. Post #530
    SuperLlama's Avatar
    May 2011
    439 Posts
    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.
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  11. Post #531
    GuyRun01's Avatar
    March 2011
    48 Posts
    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
    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.
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  12. Post #532
    SuperLlama's Avatar
    May 2011
    439 Posts
    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
    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.
    Saw that one myself a few times, it's really unpredictable. Going to do some tracebacks and see what's causing it.
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  13. Post #533
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    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...
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  14. Post #534
    ElectricSquid's Avatar
    January 2010
    5,324 Posts
    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.
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  15. Post #535
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    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.
    Mingebags still exist? I thought I'd been gone from Gmod long enough that they'd be extinct.
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  16. Post #536
    Gold Member
    TheForeigner's Avatar
    November 2008
    6,966 Posts
    Made it myself

    also, crown isn't tilted because paint.net doesn't have a rotate tool
    hold down right mouse button and it will rotate instead of resize
    :tiphat:
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  17. Post #537
    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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  18. Post #538
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    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.
    Just use the normal hook.Call() you can call anything you please with it, and create your own hooks too.
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  19. Post #539
    SuperLlama's Avatar
    May 2011
    439 Posts
    Inertial dampening slider, gravity percentage slider, inertia threshold slider, and a checkbox to orient gravity backwards along the trace hitnormal.

    Just use the normal hook.Call() you can call anything you please with it, and create your own hooks too.
    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.
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  20. Post #540
    Gold Member
    blackt12's Avatar
    February 2005
    272 Posts
    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?
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  21. Post #541

    May 2011
    14 Posts
    there is no sliders ;o you goto have a "hull" cant technically use one prop unless its a SBEP hull with all walls, just put get a phx plate and if you have stacker duplicate the bottom layer make sure its flat to ground then use the tool then just make it face what ever direction you want and you should stick to the bottom plate
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  22. Post #542
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    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?
    You need to be in a "box" not just on a prop unless the prop itself has dimension to it that can fit a player.
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  23. Post #543
    Gold Member
    blackt12's Avatar
    February 2005
    272 Posts
    Ahhh my bad! Thanks guys
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  24. Post #544
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    Perhaps this should be in the Op "Does not work on one dimensional objects, the contraption must have 3 dimensions to it." or something like that.
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  25. Post #545
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,329 Posts
    So it would appear that these invisible rooms the GHD makes aren't always created outside of the map...

    (Image tags never work for me with these :smith:)
    http://cloud.steampowered.com/ugc/56...A7C96D8F04984/

    And in yet another bug with the SBEP entities, Elevators made with the Lift designer seem to break when used with the GHL.
    After making the Hull, You seem to collide with the doors even when they're open and the elevator can't take you to other levels due to collision problems with invisible walls between floors...

    I don't know... There's a chance it could be a problem with SBEP itself too.

    Edited:

    Fucking image tags :argh:
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  26. Post #546

    May 2011
    14 Posts
    So it would appear that these invisible rooms the GHD makes aren't always created outside of the map...


    (This is a screenshot I took ingame at 1920x1080 resolution :siren: YOU HAVE BEEN WARNED:siren:

    http://cloud.steampowered.com/ugc/56...7A7C96D8F04984

    And in yet another bug with the SBEP entities, Elevators made with the Lift designer seem to break when used with the GHL.
    After making the Hull, You seem to collide with the doors even when they're open and the elevator can't take you to other levels due to collision problems with invisible walls between floors...

    I don't know... There's a chance it could be a problem with SBEP itself too.

    Edited:

    Fucking image tags :argh:
    my bad it is working now :) and lol
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  27. Post #547
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,329 Posts
    link is broken anyway
    Fixed it. Tags are still broken with it though
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  28. Post #548
    King Flawless's Avatar
    July 2010
    1,625 Posts
    -late-
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  29. Post #549
    There's only one person in this whole world like you. And people can like you exactly as you are.
    Lambda 217's Avatar
    March 2008
    4,557 Posts
    We can stand inside helicopters. Fuck yeah.
    Now we can enjoy the obligatory helicopter ride at the start of every military FPS in GMod, except instead of the squad spouting exposition it's a a American rambling about Wiremod over the microphone, and instead of a RPG hitting the helicopter, we'll have mingebags throwing cargo containers. :buddy:
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  30. Post #550
    SuperLlama's Avatar
    May 2011
    439 Posts
    Okay, I found the util stack overflow thruster-thingy bug. Guess what it was?
    Prepare to laugh...

    THE SHIP WAS ABSORBING ITSELF.

    I fixed it, and am adding hooks for other addons. I don't know why those ragdolls rendered randomly in the map, but you are correct that the room is not always outside the map-- in fact it's NEVER outside the map, it always has to be in the map in order for physics to work right (especially traces).
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  31. Post #551
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,329 Posts
    Okay, I found the util stack overflow thruster-thingy bug. Guess what it was?
    Prepare to laugh...

    THE SHIP WAS ABSORBING ITSELF.

    I fixed it, and am adding hooks for other addons. I don't know why those ragdolls rendered randomly in the map, but you are correct that the room is not always outside the map-- in fact it's NEVER outside the map, it always has to be in the map in order for physics to work right (especially traces).

    Wow. I find it really strange then that I never saw one invisible room in that test server. Even though there were like a bajillion hulls in place at once.

    Are only ragdolls visible, or are props visible too?
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  32. Post #552
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    Wow. I find it really strange then that I never saw one invisible room in that test server. Even though there were like a bajillion hulls in place at once.

    Are only ragdolls visible, or are props visible too?
    I think we can assume the hulls are (mostly?) invisible. I could hardly play the test server anyway, someone was always lagging it.
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  33. Post #553
    Hello little homies! I'm Belgian and French! You jelly?
    Loucouss's Avatar
    February 2007
    451 Posts
    Okay, I found the util stack overflow thruster-thingy bug. Guess what it was?
    Prepare to laugh...

    THE SHIP WAS ABSORBING ITSELF.

    I fixed it, and am adding hooks for other addons. I don't know why those ragdolls rendered randomly in the map, but you are correct that the room is not always outside the map-- in fact it's NEVER outside the map, it always has to be in the map in order for physics to work right (especially traces).
    My SpaceBuild Ship has doors. When I apply your tool on it, well I can't pass through the doors. Also, I can't press the wire buttons who open the doors. (SBEP Entities Doors).
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  34. Post #554

    May 2011
    14 Posts
    My SpaceBuild Ship has doors. When I apply your tool on it, well I can't pass through the doors. Also, I can't press the wire buttons who open the doors. (SBEP Entities Doors).
    have you up dated to rev 7? i can use buttons fine
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  35. Post #555
    Hello little homies! I'm Belgian and French! You jelly?
    Loucouss's Avatar
    February 2007
    451 Posts
    have you up dated to rev 7? i can use buttons fine
    Yes I did. I'm actually at the 7th revision.

    Do I have to apply the tool on the doors?
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  36. Post #556
    Gold Member
    Lol-Nade's Avatar
    September 2008
    3,740 Posts
    This reminds me an incredible amount like this:


    Except that he stopped working on it a long time ago.

    Do you think you could make a re-make of it?
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  37. Post #557
    GuyRun01's Avatar
    March 2011
    48 Posts
    Okay, I found the util stack overflow thruster-thingy bug. Guess what it was?
    Prepare to laugh...

    THE SHIP WAS ABSORBING ITSELF.

    I fixed it, and am adding hooks for other addons. I don't know why those ragdolls rendered randomly in the map, but you are correct that the room is not always outside the map-- in fact it's NEVER outside the map, it always has to be in the map in order for physics to work right (especially traces).
    When will this be committed? I've had enough of these "people" who claim they can build a ship with thrusters and fuck the shit out of the server with them.

    This is the server:

    89.145.94.221:27035 -> Mogz Sandbox ;) (UK Hosted.)
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  38. Post #558
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,537 Posts
    Revolutionary. Needs to be added to Garry's Mod.
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  39. Post #559
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    When will this be committed? I've had enough of these "people" who claim they can build a ship with thrusters and fuck the shit out of the server with them.

    This is the server:

    89.145.94.221:27035 -> Mogz Sandbox ;) (UK Hosted.)
    I don't understand. My thrusters (singleplayer) Don't lag me as far as I know.
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  40. Post #560
    GuyRun01's Avatar
    March 2011
    48 Posts
    Revolutionary. Needs to be added to Garry's Mod.
    You mean:

    Revolutionary. Needs to be added to STOCK Garry's Mod.
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