1. Post #761
    Gold Member
    Van-man's Avatar
    August 2009
    15,159 Posts
    Valve recently changed it so it forces the current version.
    They did that without fixing the vehicles issue?
    dicks :saddowns:
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  2. Post #762
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    They did that without fixing the vehicles issue?
    dicks :saddowns:
    Vehicles issue?
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  3. Post #763
    Waaper's Avatar
    April 2011
    58 Posts
    Too awasome to be true. :smithicide:
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  4. Post #764
    Gold Member
    Van-man's Avatar
    August 2009
    15,159 Posts
    Vehicles issue?
    Linux servers doesn't like vehicles, like the jeep or jalopy.
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  5. Post #765

    March 2010
    106 Posts
    Linux servers doesn't like vehicles, like the jeep or jalopy.
    Valve/Garry put in a broken module, they should just be able to get the .dylibs source (since that works) but repackage it as a .so (their similar but just packaged differently).

    Im not sure who's fault it is, but I hope its fixed soon.
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  6. Post #766
    Gold Member
    helpiminabox's Avatar
    June 2008
    2,911 Posts
    I'm really having fun with this on my friend's server experimenting with hulls within hulls.
    http://dl.dropbox.com/u/14482652/gm_flatgrass0000.jpg
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  7. Post #767
    Gold Member
    Divran's Avatar
    April 2008
    2,622 Posts
    Placing an E2, GHDing the ship, then trying to edit the E2 is not possible.
    Use the new remote updater feature I added about a week ago (It's in the wrench icon - aka options menu - in the top right corner of the editor).

    No, no, It's worse than that. Standing in a ship out in space--even one that is totally stationary--causes me to get thrown around violently when not noclipping.
    That has always happened (even without GHD - just standing in a frozen space station). It's something to do with gravity being removed in space (Spacebuild's fault).
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  8. Post #768

    May 2011
    13 Posts
    its being caused because your acctually not in your ship your body is in a hidden location somewhere on the map so the spacebuild/enviroment etc thinks your in space so it applies no gravity to you
    Why does it work as normal when you're not in space then?

    SuperLlama posted:
    EDIT 2: Also for those of you having bugs in space on an SB map, is this SB2 or SB3 you're dealing with?
    SB3.

    Hvaenngard posted:
    No, no, It's worse than that. Standing in a ship out in space--even one that is totally stationary--causes me to get thrown around violently when not noclipping.
    That's SB's feeble attempt at allowing players to stick to the hull. Works with a very small, 1 layer ship but as soon as you have several hulls it flings you between them. Not caused by GravHulls.
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  9. Post #769

    April 2011
    1 Posts
    how to download?
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  10. Post #770
    Ask me about my .gif fetish
    st0rmforce's Avatar
    February 2008
    3,594 Posts
    In one way it's great that ridiculously oversized ships now have a little more purpose; previously you had a ship the size of a city and you spent the whole time in one chair.

    In other ways I'm dreading it. You're not going to be able to move for huge, laggy leviathans on some servers :ohdear:
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  11. Post #771
    Baaleos's Avatar
    July 2008
    261 Posts
    I've discovered something strange. I know you don't natively support other mods or entities. However I found out that the Stargate Transporter Rings only half work. You can send from the ground to say a station with GHD. However, you can't send from that station back to the ground. Essentially it's one way. Any curious as to why this is?
    I noticed this too.
    The reason, best I can tell, is because the contents of the Ship, are not really inside the ship once you use the Hull Designator.
    You may notice in some maps, if you look up into the sky while using phys gun, you see your true location in the form of an invisible player shooting a phys gun into the sky.

    When the Ring Transporters from the TelTak vessel are used with Gravity Hull Designator, it causes them to fly down to the ground at weird angles, because the TelTak asssumes that the rings only need to travel vertically, but because the Gravity Hull Designator puts the rings in a hidden location elsewhere, they actually have to fly across the map really fast, often at weird angles to reach the same location, that used to be vertical.

    I noticed another querk, im not sure what causes it, but...
    The Wire Field Generators from the wireextras pack, when I toggle a field generator ON inside my ship, while I am inside the ship, it has no effect on anything outside the ship.
    Eg - Electromagnetic field generator interferes with cloaks and shields within x radius.
    But when I am inside the ship, the effect is dampened.
    When I exit the ship, the EMP suddonly turns on. Im guessing I need to mount the Wire Field generator external to the grav hull?


    Suggestion - Add Wire inputs for the Gravity Hull etc.
    eg - Use GMOD Tool Gun, spawns a chip or something on a surface, then wire inputs can turn the hull on and off. Would be alot easier for building.
    eg - Turn it off via numpad input, to build, and back on when finished building.

    Could also integrate it with other wire devices to make it only turn on when the ship is moving or in flight.
    Integration with wire, make the choices unending.... well... almost.

    Edited:

    In one way it's great that ridiculously oversized ships now have a little more purpose; previously you had a ship the size of a city and you spent the whole time in one chair.

    In other ways I'm dreading it. You're not going to be able to move for huge, laggy leviathans on some servers :ohdear:
    There can be a little FPS Drop when looking into a Gravity Hull Desigated area, but being honest, its only client side fps drop, the Server remains fine. (my server remains fine)

    It might be possible to add Client Side convar's to control the rendering of the Designated space?
    eg - Lets say my Graphics Card cant handle all these GHD's, maybe I could set the draw distance or something for GHD's, and only GHD's within a certain radius draw for me?
    Or perhaps optionally disabling view INTO the GHD's?
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  12. Post #772
    Derek_SM's Avatar
    January 2011
    330 Posts
    I came back to Garry's Mod because of this.
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  13. Post #773
    Ask me about my .gif fetish
    st0rmforce's Avatar
    February 2008
    3,594 Posts
    There can be a little FPS Drop when looking into a Gravity Hull Desigated area, but being honest, its only client side fps drop, the Server remains fine. (my server remains fine)

    It might be possible to add Client Side convar's to control the rendering of the Designated space?
    eg - Lets say my Graphics Card cant handle all these GHD's, maybe I could set the draw distance or something for GHD's, and only GHD's within a certain radius draw for me?
    Or perhaps optionally disabling view INTO the GHD's?
    I was just being silly. I was meaning that this could encourage people to build HUGE laggy things that take up half the map, now that it's actually possible to walk around them.
    Before it was better to just stick with little single/twin-seaters, seeing as you were glued to your chair anyway.
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  14. Post #774
    Baaleos's Avatar
    July 2008
    261 Posts
    I was just being silly. I was meaning that this could encourage people to build HUGE laggy things that take up half the map, now that it's actually possible to walk around them.
    Before it was better to just stick with little single/twin-seaters, seeing as you were glued to your chair anyway.
    Ah...Ok
    In that case..
    You need a good server rig to survive.

    My own server surprised me, when a player spawned an adv duplication of the Destiny Ship from Stargate Universe, used like 1000+ Props, was fully walkable inside, and realistic and looked just like Destiny.

    Server 'almost' crashed when he was spawning it...
    Then we detonated a nuke, which of course disassembled it, and the server chugged along, ping went from 33 for me, up to about 300, but recovered quickly after he undid the duplication.
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  15. Post #775
    Cloudhunter's Avatar
    November 2007
    529 Posts
    They did that without fixing the vehicles issue?
    dicks :saddowns:
    They didn't change this to break the vphysics on purpose. It was pure luck that it carried on working for so long. They just updated the engine.
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  16. Post #776
    Gold Member
    DrogenViech's Avatar
    December 2006
    816 Posts
    Also enough people are obsessing over hoverboards that I'm thinking of adding a slider that lets you determine an extra vertical extrusion for the hull. Technically, it would just define a certain minimum height below which a floor is all that's needed-- by default it would be zero which would be the current way-- but users could extend it upwards to create flat hulls without extra props. Not sure what to label the slider as, though. Maybe "Deck Extension" with a detailed tooltip?
    Oh god and i thought this mod couldn't get any better, let's hope i can still concentrate during the last few hours of work i have today! PLEASE DO THIS, THAT WOULD MAKE THIS THING 2x MORE AWESOME D:!

    Edited:

    Whats with all the ents.Find* functions though? Won't redoing them in lua degrade performance alot?
    See http://wiki.garrysmod.com/?title=Ents

    Edited:
    ^ Because that would get spacebuilds "is player in space or on a planet"-thing to work, i think (if the planets use ents.FindInSphere at all?! Don't rate me dumb, it's just an idea i had :saddowns:)
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  17. Post #777
    Gold Member
    Kenneth's Avatar
    June 2006
    707 Posts
    Is this available for download yet, or is it just on certain servers?
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  18. Post #778
    SuperLlama's Avatar
    May 2011
    439 Posts
    True, overriding ents functions would be a bit hard on the server. It would only override ents.FindInSphere, ents.FindInBox, and ents.FindInCone, though-- so maybe not as much as it could be. Honestly though, gmod is a 4-year-old game at best, and a lot of gmod server boxes these days run multiple servers. As long as it doesn't create network lag (which isn't really any better than it was in 07), I think our modern PC's can handle it. It's kind of necessary for spacebuild support, too.

    EDIT: @above: it's available as an svn download now. There's a download section on the OP.

    EDIT2: Also,
    Why does it work as normal when you're not in space then?
    this is because the GHD overrides GetPos, so spacebuild's gravity functions at least think you're actually where you appear to be. Life support apparently uses FindInSphere or ENT:Touch or something instead, so it doesn't work properly.

    EDIT3: So I just looked at the code for SB2 and it looks like my code should work just fine with its environment stuff. I'm guessing the "resources not going through the hull" bug is SB3-only then; correct me if I'm wrong. Seems like aside from the link distance bug (which I know the cause of) SB2 works fine, so I'll work on fixing it with SB3 as well.
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  19. Post #779
    Gold Member
    blazingfly's Avatar
    October 2006
    3,685 Posts
    Can't wait for the next revision. :o
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  20. Post #780
    Wickerman123's Avatar
    February 2009
    3,165 Posts
    Someone NEEDS to recreate
    That was my first thought as soon as i read OP, i would attempt it, but i need to reinstall windows and everything from scratch, my gpu isnt performing as it should...
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  21. Post #781
    SuperLlama's Avatar
    May 2011
    439 Posts
    Argh, I can't seem to find the download for SB3. Any help while I work on the hull scanner? :P
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  22. Post #782
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  23. Post #783
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,295 Posts

    An upside down gravity hull within another, Strange..
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  24. Post #784
    Fabulous Vailglorous Extraordinaire
    Haxxer's Avatar
    February 2007
    10,705 Posts
    Yes, I missed something. Me dumb.
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  25. Post #785
    Baaleos's Avatar
    July 2008
    261 Posts
    @ Haxxer
    Two choices.

    1. Spawn a spacebuild model that u can walk inside of.
    Place it flat on the ground.
    Use the gravity Designator on the ground of the prop (eg - on the bit u walk on)
    Walk inside
    Have another person tilt the prop - you should remain stuck to the ground.

    2.
    Spawn a Flat Prop
    Spawn another flat prop
    Put Flat Prop B over flat prop A, and weld them together, so Prop B is suspended above A.
    Use gravity Designator on Prop A, (Which should be the ground one)
    Now that you have done that, unfreeze the props, and tilt them upside down etc, and you should be able to pass between props A and B and be affected by the new gravity zone.

    It seems like you need Prop A and B in order for a gravity zone to be made.
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  26. Post #786
    Alex4921's Avatar
    November 2008
    78 Posts
    Suggestion:
    Make an entity that toggles the GHD on your ship via a Wire Input.
    You would have to apply the GHD first so your ship knew which direction was down to begin with but then you can turn it on/off via a "Portable GHD" attached to your ship with a wire input

    Uses:
    Deactivating gravity to simulate power drains.
    Wanting to restore normal gravity a bit
    Cool factor.
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  27. Post #787
    Gold Member
    vexx21322's Avatar
    December 2008
    10,546 Posts
    Suggestion:
    Make an entity that toggles the GHD on your ship via a Wire Input.
    You would have to apply the GHD first so your ship knew which direction was down to begin with but then you can turn it on/off via a "Portable GHD" attached to your ship with a wire input

    Uses:
    Deactivating gravity to simulate power drains.
    Wanting to restore normal gravity a bit
    Cool factor.
    No wire support. This is supposed to be an addon that doesn't interfere or rely on anything.
    And, not every single damn thing needs wire support.
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  28. Post #788
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Suggestion:
    Make an entity that toggles the GHD on your ship via a Wire Input.
    You would have to apply the GHD first so your ship knew which direction was down to begin with but then you can turn it on/off via a "Portable GHD" attached to your ship with a wire input

    Uses:
    Deactivating gravity to simulate power drains.
    Wanting to restore normal gravity a bit
    Cool factor.
    I'm in two minds about this. It's nice that it's so easy to use, but simulating power outages would be awesome.
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  29. Post #789
    ElectricSquid's Avatar
    January 2010
    5,096 Posts
    Can someone please test this for compatibility with WAC? I don't know what might make them conflict (god knows what would) but I'd love for them to work together as painlessly as possible.
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  30. Post #790
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Can someone please test this for compatibility with WAC? I don't know what might make them conflict (god knows what would) but I'd love for them to work together as painlessly as possible.
    Someone said earlier that it works.
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  31. Post #791
    SuperLlama's Avatar
    May 2011
    439 Posts
    So the new hull scanner is coming along nicely-- what I ended up doing was to just loop over the constraints, ignore no collides and keep upright, and scan through the rest and keep a list of all entities connected via an actual physical constraint. Next, I scan through again and ONLY obey welds, removing each entity from the old list and adding it to a new list. I'm left with a list of entities connected solidly to the GHD prop, and a list of entities connected via nonsolid constraints. I'll then set it up so the solid connections make it to the hull, and the nonsolid connections are added to the moving parts list. It's not functional as a hull scanner YET, but the algorithm part of it is finished.

    EDIT: Later on there will be a SENT version of the tool which will be spawned like a hoverdrive controller. If wire is installed, it will generate inputs, and if wire is not installed, it will just use default settings. Servers will be able to disable the tool in favor of the SENT if need be. The SENT will also have optional LS support so that your gravity hull needs a resource to stay working.
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  32. Post #792
    Alex4921's Avatar
    November 2008
    78 Posts
    No wire support. This is supposed to be an addon that doesn't interfere or rely on anything.
    And, not every single damn thing needs wire support.
    I disagree.
    Just because you dislike having wire support on every addon you cant deny that this would be a fairly cool thing to have as until EVERYTHING works with this addon(Enviroments noteably) it would be nice to turn off the GHD when your ship is righted and in an atmosphere so you can turn off the LS safely without turning blue and exploding.
    Also i still think power outages would be epic(Just need to be able to turn off the modbridge lights to complete the picture)

    EDIT:
    Just seen the final part of the above.
    Yay for wire!
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  33. Post #793
    Gold Member
    Divran's Avatar
    April 2008
    2,622 Posts
    Wire support could be done later, when the code is cleaned up. No point in making any other addon use this, only to have to rewrite the whole thing when SuperLlama cleans up the messy code. And we don't need to rush it.

    EDIT:
    EDIT: Later on there will be a SENT version of the tool which will be spawned like a hoverdrive controller. If wire is installed, it will generate inputs, and if wire is not installed, it will just use default settings. Servers will be able to disable the tool in favor of the SENT if need be. The SENT will also have optional LS support so that your gravity hull needs a resource to stay working.
    Or that..
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  34. Post #794
    SuperLlama's Avatar
    May 2011
    439 Posts
    I think I just fixed all the shortcomings of the new hull scanner. I also added a feature where the first prop of another hull that's constrained will be considered a moving part, so there should always be a permanent physghost there to stop you from falling through. This will also make ship-to-ship transitions MUCH easier to implement.

    One problem though-- if you rope, say, a helicopter bomb to your ship, you can use the physgun to fly your ship by dragging the bomb around from inside the ship... not sure what to do about this, since I want people to be able to physgun moving parts, but I guess it's not really that big of a problem.

    EDIT: But yeah, going to commit as soon as I finish the permaghost stuff and test it fairly thoroughly. I also fixed the prop spazz associated with docking, looks like I still did something wrong in that regard.
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  35. Post #795
    Gold Member
    helpiminabox's Avatar
    June 2008
    2,911 Posts
    I think it's actually a clever mechanism, being able to pilot your ship from inside it using the physgun.
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  36. Post #796
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    I think I just fixed all the shortcomings of the new hull scanner. I also added a feature where the first prop of another hull that's constrained will be considered a moving part, so there should always be a permanent physghost there to stop you from falling through. This will also make ship-to-ship transitions MUCH easier to implement.

    One problem though-- if you rope, say, a helicopter bomb to your ship, you can use the physgun to fly your ship by dragging the bomb around from inside the ship... not sure what to do about this, since I want people to be able to physgun moving parts, but I guess it's not really that big of a problem.

    EDIT: But yeah, going to commit as soon as I finish the permaghost stuff and test it fairly thoroughly. I also fixed the prop spazz associated with docking, looks like I still did something wrong in that regard.
    Just a quick question.

    For entities that teleport (Stargate Rings for example), would it be possible to reverse the method of Hulling so instead of putting the real one hidden, it remains in the real world. This should solve the issue of the rings not being able to send, but able to receive (because it is receiving in the hidden hull, but when it sends there isn't anything there to send. I'm assuming).

    Correct me if I'm wrong. It's a theory. And theories are meant to be proven wrong (or right).
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  37. Post #797
    Viking Member
    Hellsten's Avatar
    November 2008
    5,371 Posts
    One problem though-- if you rope, say, a helicopter bomb to your ship, you can use the physgun to fly your ship by dragging the bomb around from inside the ship... not sure what to do about this, since I want people to be able to physgun moving parts, but I guess it's not really that big of a problem.
    Yeah, don't bother with that. There's always going to be propsurfers in any given gamemode that has physguns. Just leave it to the admins if they want to allow it or disallow it (in which case they can kick the said player who's doing it, just like on any regular server).

    Great tool this, I've had lots of fun with it. Will keep track of svn updates!
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  38. Post #798
    Gold Member
    Divran's Avatar
    April 2008
    2,622 Posts
    Just a quick question.

    For entities that teleport (Stargate Rings for example), would it be possible to reverse the method of Hulling so instead of putting the real one hidden, it remains in the real world. This should solve the issue of the rings not being able to send, but able to receive (because it is receiving in the hidden hull, but when it sends there isn't anything there to send. I'm assuming).

    Correct me if I'm wrong. It's a theory. And theories are meant to be proven wrong (or right).
    I don't get what you mean.
    The hull you get teleported to when you enter a GH already is in the "real" world, it's just invisible.
    If you mean instead of making it hidden, you put it where the original hull is, that would defeat the purpose of the addon and just make a copy of all the props in the contraption for no reason...

    EDIT: The reason stargate rings don't work is because SuperLlama has overwritten the GetPos function to return the position in the visual hull (the original hull - the one you click with the GHD tool). When you try to use the rings from inside the ship, it returns a position where there are no players.
    To fix it, he'd probably have to override all entity finding functions ( http://wiki.garrysmod.com/?title=Ents ) as well.
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  39. Post #799
    EastBayWilly's Avatar
    February 2011
    1,267 Posts
    I don't get what you mean.
    The hull you get teleported to when you enter a GH already is in the "real" world, it's just invisible.
    If you mean instead of making it hidden, you put it where the original hull is, that would defeat the purpose of the addon and just make a copy of all the props in the contraption for no reason...
    Something like that. I know it defeats the purpose, I'm just trying to think of a way to make it work both ways. I'll just keep hush hush. I know nothing of lua.

    Edited:

    EDIT: The reason stargate rings don't work is because SuperLlama has overwritten the GetPos function to return the position in the visual (the original hull - the one you click with the GHD tool). When you try to use the rings from inside the ship, it returns a position where there are no players.
    To fix it, he'd probably have to override all entity finding functions ( http://wiki.garrysmod.com/?title=Ents ) as well.
    Sounds hacky. Nevermind, don't do it.
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  40. Post #800
    Gold Member
    Divran's Avatar
    April 2008
    2,622 Posts
    Another way which would be less demanding for the server (but equally hacky) is to override the function of the entity. This would cause some problems if the entity in question is being actively developed (no issues for Stargate there...) since you would then have to update the override every time the addon's owner updates his entity.

    EDIT: For SG rings, you'd just have to override the DoTeleport function on line 176 in this file: http://svn.daggeringcats.com/stargat..._base/init.lua

    EDIT 2: I just overwrote the Wire button's Use function to tell the person who pressed it that "omg they pressed use".

    using this simple line:
    lua_run scripted_ents.GetList()["gmod_wire_button"].t.Use = function( self, ply ) ply:ChatPrint("omg you pressed use") end
    entered in console.
    This means it's perfectly possible :D
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