1. Post #1601
    SuperLlama's Avatar
    May 2011
    439 Posts
    Afto- those are not errors, those are debug messages. Judging by what they print, things seem to be working properly.
    EDIT: Looking at the screenshot, your client isn't loading the code properly though the server is. Obscure error?

    Edited:

    seems like the best way to fix most of these issues is to merely restart the map via "changelevel gm_flatinfinite" -- fixes most of the cell generation errors, akin to rejoining a minecraft server when there's a chunk error. Neuroplanes/WAC don't work with it yet because they are not vehicles, so the code has no idea how to teleport the driver-- additionally, ComputeShadowControl doesn't work over boundaries because of the teleportation problem.
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  2. Post #1602
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    7,190 Posts
    I like how cell * * 32 has a bunch of floating rocks

    Edited:

    Found some towers and a tunnel
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  3. Post #1603
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    By the way, those bugs I posted a while back are actually done in SP. How about I make you a video instead.
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  4. Post #1604
    SuperLlama's Avatar
    May 2011
    439 Posts
    I just kicked up the number of cells drawn to 10, and the r_farz to 10000... beautiful view, I could see the obelisks from the spawn... 10 fps though. lol. I really wish I could come up with a way to render distant objects faster... I wonder if renderview and a cubemap rendertarget would work... unfortunately it crashed after setting it to 20, so I didn't get a screenshot.

    EDIT: By the way, don't turn on the flashlight at all, it makes entities appear that aren't there because of some obscure source bug.

    EDIT2: Oh, also I fixed easy weld in distant cells and possibly a few other constraints. Rope still behaves very strangely, as does Axis. Gravity hulls are now fully supported and should never teleport you or props off in random places. Next I want to fix smartsnap.
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  5. Post #1605
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    Flashlight actually reveals entities that /are/ there. I collide with them.

    EDIT:

    My video is rendering. Will upload ASAP. Has all the bugs I mentioned, plus some new ones. I'll explain them in depth with the video's post.

    EDIT2:

    I recommend watching in as high quality as possible, so you are able to read the console and such.


    As you can see, I spawn inside a giant invisible pyramid that encompasses the spawn area, and beyond. Certain objects in the map only show up with flashlight, and they ARE there (as I show with colliding with a hill). There is a period in which I try to spawn my ship, and only the seats appear. I open the console and it shows some errors, though I didn't think anything of them at the time. I'd recommend pausing and reading them over...

    At the end, my ship spawns without seats, is VERY awkwardly flimsy (and gravityless O_o) when normally it is the most sturdy ship I've got. It also flips the fuck out and the end of the video is my game crashing.

    Hope it helps.
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  6. Post #1606
    SuperLlama's Avatar
    May 2011
    439 Posts
    Looks like you're colliding with EVERYTHING-- even things that DON'T show up because of the flashlight bug. See-- the flashlight (for some weird reason) forces props that are drawn in adjacent cells to also be drawn in the cell you're physically in. No idea why. It looks like your problem is a broken ShouldCollide hook-- it could be a mod conflict or it could be a hook crash.
    EDIT: Clarifying-- the flashlight and the collision are separate issues. In that video 3 problems are shown; the collision, the flashlight, and the incorrect spawning of dupes. The ship spazzing out was probably because it was inside of something or pieces of it were being brought through the cell, and the time the ship killed you (which made me LOL) was probably because it actually spawned in cell 0,0,0 and you still collided with it. The flashlight and dupes are my problem, but the collision is something that only you're getting-- it must be a mod conflict. If you can narrow it down to a certain mod I'll try and fix it, it's probably something wrong with the system as a whole.

    Edited:

    Oh also, screens of the larger view distance (10 fps :( )

    http://cloud.steampowered.com/ugc/59...AEE9A1D40F83B/ -- notice the obelisks 10 cells away :D
    http://cloud.steampowered.com/ugc/59...3EEDF0C8E28BD/ -- view upwards from the spawn. see the little square? that's the air platform.
    http://cloud.steampowered.com/ugc/59...AB291EF7F0EF5/ -- and this is the air platform up close. Some Gman and some props are on it for size comparison. Notice the road and obelisk in the corner :D
    http://cloud.steampowered.com/ugc/59...0ED24291C96F3/ -- zoomed in view of one of the bunkers from above one of the obelisks.
    http://cloud.steampowered.com/ugc/59...BA21D86953295/ -- zoomed in view of the spawn from the same place.
    http://cloud.steampowered.com/ugc/59...1BE34F0058A06/ -- non-zoomed in view of the bunker and a distant obelisk from the same place. FOV is increased.
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  7. Post #1607
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    Alright! Let me go ahead and try to narrow down which mods may be in violation.

    Unfortunately, I have quite a few to look through.

    God I hope it's an addon. I don't even remember what else is lurking my garry's mod folders.

    Edit:
    By the way, when I died, it scared the shit out of me. I made it spawn with a height addition, so it fell right ontop of me.
    Edited:
    Loading it up in SP as we speak to see if any of the mods I removed was the culprit. I assume you have SB3 and all of its additions (such as LS3 and CAF) installed, so I didn't bother to remove them. If I'm mistaken, just post it and I'll test them as well.
    Edited:
    I fixed the problem... but new problems arise. I'll post some pictures. Easier than video.
    Edited:

    After trying to take pictures, I decided a video is easier.

    Edited:

    Good God... The video I just recorded is 66 gb. It almost took up my entire HD.
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  8. Post #1608
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    7,190 Posts
    The infinite maps thing is awesome
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  9. Post #1609
    SuperLlama's Avatar
    May 2011
    439 Posts
    Which mod was causing it? I'd like to know so it can be fixed if possible. Are you still trying to upload the enormous video or did you delete it and start over?

    By the way-- thought I'd let everyone know that I'll be starting the move to college tomorrow; won't be on for a week or so and my time afterward will be diminished because of classes/homework. I'm definitely bringing my pc though, so I'm sure I'll be able to work on various projects as time allows.
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  10. Post #1610
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    I made two videos. One last night, and one just now. The one lat night fucked up and made the entire first minute and a half black screen with music. It had some chat in it that was important... but here's the video. I've got an updated one that is a bit more informative and succinct being made as we speak. Enjoy this as it is made.


    Here's a list of mods that were removed from the original addons (which means one of these is the problem). Recently added are mods I added for the next video, which fixed a lot of problems. All mods you see are mods I removed. I'll post the recently added as well as my entire addon folder (brace yourself) for next video. It will reveal some fixes, which is odd. Anywho, enjoy.
    The other one will be here shortly.

    EDIT:

    Oh, I have a giant assumption it was Stargate. I removed all of those first, plus some random lua addons. Added some of the ones I wanted back except for Stargate, and it still works. It actually fixed some problems I showed in that last video.

    Here's the list of addons I added. These aren't conflicting, and fixed the invisible surrounding cells. Demonstrated in the video below.

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  11. Post #1611
    SuperLlama's Avatar
    May 2011
    439 Posts
    I have a suspicion that the invisible cells were actually a generation fluke unrelated to the addons-- most likely caused by the client's generation occurring before it's supposed to and then being erased by a bug or something. I'll take a look at stargate and see how it could break my collision hook, thanks for the pointer. Also I loved the end of the video, lol-- especially the fact that you felt the need to crouch due to the terrifying speed of the pillarship plummeting towards infinity :P

    EDIT: I can't find anything in stargate that would interfere with a shouldcollide hook...
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  12. Post #1612
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,386 Posts
    I have a suspicion that the invisible cells were actually a generation fluke unrelated to the addons-- most likely caused by the client's generation occurring before it's supposed to and then being erased by a bug or something. I'll take a look at stargate and see how it could break my collision hook, thanks for the pointer. Also I loved the end of the video, lol-- especially the fact that you felt the need to crouch due to the terrifying speed of the pillarship plummeting towards infinity :P

    EDIT: I can't find anything in stargate that would interfere with a shouldcollide hook...
    I also believe running Game.CleanUpMap breaks the infinite map, But I am not 100% sure of this.
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  13. Post #1613
    Tark's Avatar
    August 2010
    6,179 Posts
    Is there any chance you can put up the map's VMF?
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  14. Post #1614
    TheSmartass's Avatar
    January 2010
    1,131 Posts
    There is already a test server: 88.190.25.80:27026
    Just joined. On there now.

    Nobody seems to be on at the moment, though. Does anybody else want to join?
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  15. Post #1615
    Kude's Avatar
    April 2008
    842 Posts
    I'm having revan740's issue that he fixed. The only addons I have that he removed are CAP and Stargate, so it's probably one of those two.

    Edited:

    Yeah, it was CAP.
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  16. Post #1616
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    As SuperLlama told me, Stargate itself doesn't have anything against it (at least to what he could find), but he never looked at CAP considering it's an additional addon. I'd try it without CAP.

    Edited:

    Oh and at this very moment I'm with my friend going the speed of sound through the map just watching videos on this small screen. We also visited some asteroids in the sky, but we haven't yet found any pyramids.
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  17. Post #1617

    August 2009
    87 Posts
    Absolutely incredible.

    A+.

    I love you.
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  18. Post #1618
    SuperLlama's Avatar
    May 2011
    439 Posts
    Alright, I'm on the road now and will be for a few days. My existence on teh webz will consist of a droid 2's 3G. Not driving so I don't have much better to do.
    btw, revision 25 was released which fixes smartsnap (at least in the spawn cell, traces act weird still in distant cells)
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  19. Post #1619
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    By the way, Llama, I tried out some Stargate (whithout CAP), and it works. But using the Stargates and other entities is another story. They'd make for awesome transportation devices, but won't work unless entities can work in GHD.

    EDIT:

    Man I've got like 20 posts on this page alone. I should stop.
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  20. Post #1620
    SuperLlama's Avatar
    May 2011
    439 Posts
    I was just thinking about all the bugs so far; trace problems, teleport problems, and axis (seems to be the LocalToWorld override); and realized they all have one thing in common: MapRepeat.PosToCell. it all makes sense-- if postocell is off by a bit, it could easily cause all of these problems exactly the way they are. Unfortunately I'm on a road trip typing with a phone-- so I can't confirm. Seems very likely though. Technically you could test it for me by going to a distant cell and running PosToCell on your GetPos, then comparing whether it's the right cell. It still might be even if it is broken, but if it's wrong then it removes all doubt, lol.
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  21. Post #1621
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    Since I'm horrible at that stuff (and you know it), I suggest giving me an exact command. I'm in the server now anyways. Walk me through it in a quick post!
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  22. Post #1622
    SuperLlama's Avatar
    May 2011
    439 Posts
    Sorry for the delay, wasn't getting service because data roaming was off somehow.
    lua_run print(MapRepeat.PosToCell(player.GetByID(1):GetPos ()))
    To get the cell your position is in according to PosToCell. Get your actual cell with:
    lua_run_cl print(LocalPlayer().CellStr)

    EDIT: fun fact, we are approaching the equivalent of 1000 cells irl if you use my house as 0,0,0. Hope the thrusters don't stop working...
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  23. Post #1623
    Tark's Avatar
    August 2010
    6,179 Posts
    I got this. seems to be an invisible brush. I outlined it with some props to get the dimensions:

    Is this not supposed to be there?
    Note: I got the invisible cell ring around 0 0 0 if that has anything to do with it.

    edit: Got it again, this time on the other side of the road. Exact same dimensions but it's at cell 19 0 0.
    I'm thinking that this is here in every cell.
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  24. Post #1624
    SuperLlama's Avatar
    May 2011
    439 Posts
    That would be the arrow brush. It's supposed to be there in cell 0,0,0 but it's broken :P
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  25. Post #1625
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    Sorry for the delay, wasn't getting service because data roaming was off somehow.
    lua_run print(MapRepeat.PosToCell(player.GetByID(1):GetPos ()))
    To get the cell your position is in according to PosToCell. Get your actual cell with:
    lua_run_cl print(LocalPlayer().CellStr)

    EDIT: fun fact, we are approaching the equivalent of 1000 cells irl if you use my house as 0,0,0. Hope the thrusters don't stop working...
    They're the same in 11, 8, 0. I'll try somewhere else. I've got myself a nice little WOTS plane that works pretty similarly. Will be fun to do so.

    EDIT:

    ] lua_run print(MapRepeat.PosToCell(player.GetByID(1):GetPos ()))
    > print(MapRepeat.PosToCell(player.GetByID(1):GetPos ()))...
    60 60 0 124.7500 14.7500 -7222.9346 nil
    ] lua_run_cl print(LocalPlayer().CellStr)
    60 60 0
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  26. Post #1626
    Can you add my IP to the list too?
    89.18.168.129:27030

    It's actually a DarkRP server but we're just messing around for the most of the time.
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  27. Post #1627
    Gold Member
    Cone's Avatar
    August 2011
    19,168 Posts
    I'd like to report a bug: whenever I'm using SharpeYe and step onto the designated hull, EVERYTHING disappears, apart from the skybox. I'm not particularly affected by it since I can just turn it off, but some people might be. Just thought I'd let you know.
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  28. Post #1628
    SuperLlama's Avatar
    May 2011
    439 Posts
    I'd like to report a bug: whenever I'm using SharpeYe and step onto the designated hull, EVERYTHING disappears, apart from the skybox. I'm not particularly affected by it since I can just turn it off, but some people might be. Just thought I'd let you know.
    Click the "Fix Camera" button on the tool rollout until it works-- this is a very old bug and the best I can do without fixing sharpeye is to add that button.
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  29. Post #1629

    February 2006
    20 Posts
    Not sure if this has been addressed already but when I am on the infinite map and I climb into a hull I appear in a different place on the map, or more likely the same point on a different layer, but it kicks me out of the hull anyway.
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  30. Post #1630
    Gold Member
    revan740's Avatar
    November 2007
    1,297 Posts
    That's really odd. There's some odd stuff that goes on sometimes. Sometime they work, sometimes they stop working for 1 person only, sometimes they stop working entirely (even if reapplied), sometimes it teleports you.

    One things I haven't been able to recreate was when SuperLlama and I were on my server, we were on a bunker (10, 0, 0). We grav hulled a ship, and a friend of mine was at 0,0,0. He saw us inside of the grav hulled ship, but the ship was ghosted and see-through. He went to it and it teleported him to our cell. Ever since then we were able to see him in every cell. Was so odd.
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  31. Post #1631
    Gold Member
    Cone's Avatar
    August 2011
    19,168 Posts
    Click the "Fix Camera" button on the tool rollout until it works-- this is a very old bug and the best I can do without fixing sharpeye is to add that button.
    Thanks. I probably should have read the other pages first.
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  32. Post #1632
    SuperLlama's Avatar
    May 2011
    439 Posts
    Reading all the other pages would have taken forever, but googling "sharpeye gravity hull" probably would have brought up the answer.

    Edited:

    so probably when I get moved in and have some free time, I'm going to work on Physghosts again finally. The buffers between cells are 2048 units thick iirc, so that's how far your physgun beam will be able to extend into other cells. It's big enough to not notice it hopefully, but the starship shown in video 3 doesn't fit lengthwise into it. I'm planning to change transitions so it can split contraptions apart when transitioning, but I'm afraid large ships might get permanently warped under certain circumstances... what I might need to do is record the parameters and relative positions of the two props at the time of constraint application, then when I need to ghostify parts of it I'll just need to spawn the ghost at the original position relative to its partner, then apply the constraint, then move it to its place relative to the real prop. Traces will also need to be modified to loop through cell borders with a max of two loops. Firebullets will be modified to loop indefinitely, but at a delay and with a curve so bullets will fall if they don't hit something.
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  33. Post #1633
    Reading all the other pages would have taken forever, but googling "sharpeye gravity hull" probably would have brought up the answer.

    Edited:

    so probably when I get moved in and have some free time, I'm going to work on Physghosts again finally. The buffers between cells are 2048 units thick iirc, so that's how far your physgun beam will be able to extend into other cells. It's big enough to not notice it hopefully, but the starship shown in video 3 doesn't fit lengthwise into it. I'm planning to change transitions so it can split contraptions apart when transitioning, but I'm afraid large ships might get permanently warped under certain circumstances... what I might need to do is record the parameters and relative positions of the two props at the time of constraint application, then when I need to ghostify parts of it I'll just need to spawn the ghost at the original position relative to its partner, then apply the constraint, then move it to its place relative to the real prop. Traces will also need to be modified to loop through cell borders with a max of two loops. Firebullets will be modified to loop indefinitely, but at a delay and with a curve so bullets will fall if they don't hit something.
    I didn't understand a word.
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  34. Post #1634
    Gold Member
    Nipa's Avatar
    June 2006
    1,095 Posts
    Reading all the other pages would have taken forever, but googling "sharpeye gravity hull" probably would have brought up the answer.

    Edited:

    so probably when I get moved in and have some free time, I'm going to work on Physghosts again finally. The buffers between cells are 2048 units thick iirc, so that's how far your physgun beam will be able to extend into other cells. It's big enough to not notice it hopefully, but the starship shown in video 3 doesn't fit lengthwise into it. I'm planning to change transitions so it can split contraptions apart when transitioning, but I'm afraid large ships might get permanently warped under certain circumstances... what I might need to do is record the parameters and relative positions of the two props at the time of constraint application, then when I need to ghostify parts of it I'll just need to spawn the ghost at the original position relative to its partner, then apply the constraint, then move it to its place relative to the real prop. Traces will also need to be modified to loop through cell borders with a max of two loops. Firebullets will be modified to loop indefinitely, but at a delay and with a curve so bullets will fall if they don't hit something.
    We're at more or less the same stage now. I've got a traceline override mostly done, but I've got a few problems to work with, myself. I came across a similar idea for transitions; I didn't think the split-between-cells idea would work very well, because something that may have been welded with a 8-unit gap now has a (cell-size, so 27,000?) gap between entities. Knowing GMod, it's more likely to freak out than simulate that correctly, so I've left the idea on the bench for now.

    I'd like to propose a collaboration on this; not only would it speed development, but problems common to both can be solved. My collision checks and clientside rendering seem to be working pretty well, if not unoptimised; I'm not getting any issues with the flashlight, and everything seems to be colliding correctly. Working on a project identical to yours but with different issues seems counter-productive; but hey, it's your decision.

    (On an unrelated note: about the tracelines, you wouldn't necessarily have to limit the number of times the trace goes through - traces don't go on forever, and their end position would be a certain distance away from the starting position. I would probably just call the traceline function recursively until the start position is in the same cell as the end position. Depending on performance constraints, you may want to limit it, but I think the impact of going until the end position has been reached is negligible.)
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  35. Post #1635
    SuperLlama's Avatar
    May 2011
    439 Posts
    Great point about the traces, I completely forgot about the fact that they end :P
    You're welcome to mess around with my code and see if you can figure things out. I'm not sure what cooperation would produce, but I'd be happy to add you on steam and help you understand the code so you can help out. I'm not really organized enough to give or take coding jobs, and I'm pretty sure merging our code would be more trouble than it's worth, but there's nothing to stop us from communicating more about it.

    Edited:

    I really want bullets to drop though rather than be limited. Imagine firing a pistol straight upwards and a second later having it come down and hit you in the head :3
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  36. Post #1636
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    I'm having the bug where you spawn inside an object with no weapons. I wasn't having it before, but then I found an obelisk and started spawning inside of it. That's not intentional, right?
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  37. Post #1637
    SuperLlama's Avatar
    May 2011
    439 Posts
    It's because you spawn in the cell you died in.
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  38. Post #1638
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    It's because you spawn in the cell you died in.
    Ah, so the obelisk is just in the point of the cell where players spawn?
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  39. Post #1639
    SuperLlama's Avatar
    May 2011
    439 Posts
    Yeah, I'll probably make it so spawn points are cell specific. Server convars will be added for it too so you can force players to spawn in cell 0,0,0-- might also add a sorter option so players will spawn in one of several cells and then continue to spawn in that cell for that session. Lots of things are possible with the power of infinity :3
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  40. Post #1640
    trooper226's Avatar
    February 2009
    134 Posts
    Okay, so this is pretty much the coolest thing to ever come to Garry's Mod.
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