[QUOTE=aaron_newman;18153042]Niceeee! But room wise wont it be hard to fit these bases and stations in?[/QUOTE]
As it is currently, the dead centre of the grid is just above the top of the tower, so there plenty of space for stuff outside the shield, although I don't want the map to look crowded or to throw in some run-of-the-mill SB planets in the wrong scale.
If I stick to probably two ships, a station and an asteroid field there should still be plenty of space without looking crowded.
[QUOTE=xef6;18154021]I skimmed through the thread and didn't see it so I'm posting.
I love Stargate SG-1/Atlantis, so I took the liberty of taking the overhead view from the annoyingly small flash link in the first post and making a single image of it:
[media]http://img688.imageshack.us/img688/9660/atlantis.jpg][/media]
Hope this helps.[/QUOTE]
Top work fella! I was going to do that but never got around to it - great timing actually cos I'm about to redo the piers once I've finished moving the gateroom to 3/4 of the way up the tower where it is in the show (tight fit but looks like it should work)
I think I might even make this into a texture so I can use it as a template in hammer to get the lines right...
Thanks!
[QUOTE=fourash;18154662]i installed all those addons yet its still the same as before there theres gravity in space and you can survive :/[/QUOTE]
This is not the right place to be asking for general spacebuild 3 help.
But I'll have one more shot at it:
Delete all of your LS addons and the contents of garrysmod/cache and move any addons you don't immediately need to somewhere else.
Install everything from the Required Addons page on my wiki with SVN.
By "with SVN" I mean only the svn versions, not anything from garrysmod.org or "your mate" or anywhere else. The LATEST SVN versions installed fresh and no old conflicting versions i.e. no LS2, SB2 old GCombat etc.
I guarantee it works. If it doesn't you didn't follow the instructions properly or skipped something.
This is sounding like it is becoming greater by the minute!
I was gonig to ask about the next update and then slapped myself for being greedy
Keep it up ;D
Too bad I don't have the time to try this :(
[QUOTE=bunglist;18148020]
* CAF ([b]Custom[/b] Addon Framework) this is the menu system to access all of LS3[/QUOTE]
fix'd :D
[QUOTE=bunglist;18149072]That would be ace :P I'll give you the dimensions it will need to be when i'm sure they won't have to change, which should be soon.
[/QUOTE]
I've contacted the guy (Brendon Morfitt) who made the Atlantis model (and the alien spaceship for District 9... I think I saw the similarity between the two...) and all the ship models and animations for SG-1 and SGA... He, unfortunately, can't share the models, as they are the property of MGM, and they will hardly resell it... But I can ask him some technical information, like sizes, rates, and so on...
[QUOTE]
Yeah it's not a sphere - the top half is exactly half a sphere, the bottom half is half a sphere scaled to 0.5 in the z axis (squashed vertically) and rotated to join with the top. To get the shield visible from both inside and outside I have the same setup again but inside-out, totalling 4 displacements.
The atmosphere itself is stil a sphere, but since the city is at the bottom of the grid anyway you hit the wall below the city before you hit the edge of the atmo. Only way around this would be to use brush environments which are still in development.
Speaking of brush environments, I was looking at the lua for them and it seems we may be able to do working airlocks and explosive decompression with pushing of objects toward the hole!
I will experiment with this for one of the space stations or asteroid bases in the map.[/QUOTE]
Please look at the page linked before ([url=http://forums.spacebattles.com/showthread.php?t=89917]this one[/url])
you can see there every data, calculated from exact informations, so you can trust it, believe me ;)
The city shield will be done as soon as you give me the exact size of the outer part AND the percentage rate of the inner part, counted to the outer.
Activation and deactivation animation will be added, and I will use the info got from Brendon Morfitt to make it perfect!
And, I have some more idea about the central system gamemode, if you want it to be done.
For RP, you could use Lord Hayden's rp_aurora, and for DM, thne there is rp_stargateworlds_v3_1.
I could give some more ideas too (like a Destiny-based VIP lounge and RP) and something credit system, or Rank system over the usual Player-Respected-VIP-Donator-Admin-Superadmin-Owner-God structure. So there are these standard levels, what gives you access to certain functions, such as the server life control
(lockdowns, and so on).
And if you make it like a central server, you should make living rooms too, where players can hold their stuff, and so on. Maybe 10 normal living levels (3 rooms per level, one person per room), 5 doubles (2 rooms per level, one person per room) and singles (one room per level, one person per room).
They would be "sold" for ranks, like if you're a VIP and you have some higher rank (colonel, etc) then you can get a single level...
Any news guys?
[QUOTE=the fonix232;18165547]I've contacted the guy (Brendon Morfitt) who made the Atlantis model (and the alien spaceship for District 9... I think I saw the similarity between the two...) and all the ship models and animations for SG-1 and SGA... He, unfortunately, can't share the models, as they are the property of MGM, and they will hardly resell it... But I can ask him some technical information, like sizes, rates, and so on...[/QUOTE]
Excellent work, thanks for the effort, I had no idea you were so "connected"!
[QUOTE=the fonix232;18165547]Please look at the page linked before ([url=http://forums.spacebattles.com/showthread.php?t=89917]this one[/url])
you can see there every data, calculated from exact informations, so you can trust it, believe me ;)
[/QUOTE]
Yep, already based some of my scaling on that :)
[QUOTE=the fonix232;18165547]
The city shield will be done as soon as you give me the exact size of the outer part AND the percentage rate of the inner part, counted to the outer.
Activation and deactivation animation will be added, and I will use the info got from Brendon Morfitt to make it perfect![/QUOTE]
I'm working on the new gateroom in the tower now, once that's done I'll to the piers and will then know the diameter of the shield. I can give you some rough figures if you are raring to go?
[QUOTE=the fonix232;18165547]
And, I have some more idea about the central system gamemode, if you want it to be done.
For RP, you could use Lord Hayden's rp_aurora, and for DM, thne there is rp_stargateworlds_v3_1.
I could give some more ideas too (like a Destiny-based VIP lounge and RP) and something credit system, or Rank system over the usual Player-Respected-VIP-Donator-Admin-Superadmin-Owner-God structure. So there are these standard levels, what gives you access to certain functions, such as the server life control
(lockdowns, and so on).
And if you make it like a central server, you should make living rooms too, where players can hold their stuff, and so on. Maybe 10 normal living levels (3 rooms per level, one person per room), 5 doubles (2 rooms per level, one person per room) and singles (one room per level, one person per room).
They would be "sold" for ranks, like if you're a VIP and you have some higher rank (colonel, etc) then you can get a single level...[/QUOTE]
Epic ideas - I've discussed joining forces with Flyboi as he has a lot more experience of RP and RP mapping than me, and he has agreed, so it looks like once the SB version of this map is completed there will very likely be an RP version worked on.
Shortly I'll create a website for this map and areas on my wiki for finalising a list of features and their level of interest, difficulty and time-to-complete.
Thanks for all the ideas!
[QUOTE=aaron_newman;18184280]Any news guys?[/QUOTE]
Right now I'm busy remaking the gateroom 3/4 of the way up the tower (where it is in the show) but it's a really tight fit. I've had my doubts at several points but now I'm 95% sure it will work well, have done the external brushwork and am finalising the interior brushwork before detailing.
The release of [url=http://developer.valvesoftware.com/wiki/Propper]Propper[/url] could be HUGE for this map - now it's easy to convert lots of stuff directly to perfectly sized models!
I've not released my latest beta - 9e - but it is up on my server if you can't wait:
[url]steam://connect/gmod.bunglist.com:27015[/url]
Nice work, Thank you for the update.
[QUOTE=bunglist;18184515]
I've not released my latest beta - 9e - but it is up on my server if you can't wait:
[url]steam://connect/gmod.bunglist.com:27015[/url][/QUOTE]
Can you please offer us a download link to the Beta 9e map, I can't connect to you're server due to reasons I would not rather discuss at all
bunglist, any time, I've just got a little problem, someone stole my Gmail account (first happened in 4 years!) so I'm a bit out of contact with everyone...
can you do 1 thing for me and get the 2.5 jumpers on the server please?
fourash, that would be a bad idea... the latest versions of RononDex's Jumper v2.5 fucks up Gmod and causes HUDPaint Lua errors when you look at a Wire entity...
it works fine with me
No it really does do it, It makes it so annoying when you are trying to wire stuff.
[QUOTE=the fonix232;18203939]fourash, that would be a bad idea... the latest versions of RononDex's Jumper v2.5 fucks up Gmod and causes HUDPaint Lua errors when you look at a Wire entity...[/QUOTE]
Yeah, im working on that. Happens with latest wire.
I was wondering what had happened to my wire.
So, got anything new for us ?
whats with all the hoff?
Sorry for the delay guys, I'm currently converting all the smaller buildings to models, finishing the brushwork for the new gateroom and starting re-doing the piers in much more detail.
Will upload a new beta soon, hopefully with a gatespawner script (it looks like I'll have to make it manually though since startgate_create_gatespawner command is broken in rev44 of stargate)
[QUOTE=bunglist;18222407]Sorry for the delay guys, I'm currently converting all the smaller buildings to models, finishing the brushwork for the new gateroom and starting re-doing the piers in much more detail.
Will upload a new beta soon, hopefully with a gatespawner script (it looks like I'll have to make it manually though since startgate_create_gatespawner command is broken in rev44 of stargate)[/QUOTE]
there is a fix posted 1 page back in the thread, will post here for you.
[editline]05:11PM[/editline]
[QUOTE=aVoN;18218205]What is that hard to understand by "keeping the gate at the same angle and position while it is open"?
I posted this before and it answers your first question with "Yes" and your second with "It depends on you, how you realize it".
[editline]08:34AM[/editline]
Why is that an issue with [b]unreleased[/b], [highlight]pre-alpha[/highlight] and [u]unfinished[/u] code? Of course I did - Then I fixed it.
[editline]08:39AM[/editline]
Exactly.
No.
I say it the really last time: [highlight]Use the gates, how they are intended to be used[/highlight] (Which is bringing stuff from a temporary stationary point A to a temporary stationary point B).
Things which also will be impossible: Making a contraption half coming out of a receiving gate and making it enter half another "sending" gate. It always has to be out of a receiving gate before it can enter a "sending" gate. And since this situation just happens when "you fuck around" with the gates, I give this a ultra-low priority.
Now stop suggesting things to unfinished beta-implementations: Judge when it is finished. (I really should NOT have revealed my plans on model-clipping)
[editline]08:40AM[/editline]
This looks like the version, which does [b]not[/b] work.
[b]Use this:[/b] [url]http://www.mediafire.com/download.php?22y3dmyoozq[/url]
[b]Put in garrysmod/garrysmod/addons/stargate/lua/server[/b]
[editline]08:43AM[/editline]
...[/QUOTE]
there.
atleast i think that is what you need.
[QUOTE=mobrockers;18222421]there is a fix posted 1 page back in the thread, will post here for you.
[editline]05:11PM[/editline]
there.
atleast i think that is what you need.[/QUOTE]
Thanks, will test that tonight and report back.
[QUOTE=bunglist;18222407]Sorry for the delay guys, I'm currently converting all the smaller buildings to models, finishing the brushwork for the new gateroom and starting re-doing the piers in much more detail.
Will upload a new beta soon, hopefully with a gatespawner script (it looks like I'll have to make it manually though since startgate_create_gatespawner command is broken in rev44 of stargate)[/QUOTE]
Its also stargate_creategatespawner_file
[QUOTE=Ronon Dex;18223394]Its also stargate_creategatespawner_file[/QUOTE]
Yeah I get as far as stargate_cr then use auto-complete, so I was just typing that from memory. My bad, though its never a problem when typing in the console :P
just wondering but in the e map why is there a 2nd gateroom?
its cool tho :P and you can get a jumper in without it gettin stuck in a wall via the gate :P
Okay, just was on the server.
What I want to advice:
-make the gateroom more lifelike! Also the two jumper hanger doors were exactly positioned over the front of the gate!
-Why is there two gaterooms? or is the second, smaller one going to be the mess hall?
[editline]08:24PM[/editline]
Oh, looks like my questions are answered... new version? waiting for it!
Gimme the size of the shield and I make you the model!
The second gateroom (the lower one) is the new version, half done, but in the right place from the tv show.
It's an extremely tight fit though and the brushwork is pretty complex to blend it in from the outside but have enough space on the inside with no gaps. As it is I think I can make it work, but have taken a break to convert buildings to models for now - will get on with it once I have the rest of the smaller buildings as models.
Just noticed, that when you fall trough the shield and hit the bottom of the map, you dont need LS, no big deal, but its the while lower part of atlantis where there is no need for air whilst being outside of the shield. Or is this already fixed, as i think i have an older version.
mobrockers, on the server it is true, but with the model shield (if bunglist wants it) it will be fixed! So only Puddle jumpers will go through the shield, people will stay inside!
[QUOTE=the fonix232;18237240]mobrockers, on the server it is true, but with the model shield (if bunglist wants it) it will be fixed! So only Puddle jumpers will go through the shield, people will stay inside![/QUOTE]
Ok, but what i mean is that, while you are outside of the shield onderneath the city, there is air, while there shouldn't be. will post screens in a sec.
See, no LS window with air etc.
[media]http://img32.imageshack.us/img32/1189/sbatlantisb08q0000.jpg[/media]
[media]http://img269.imageshack.us/img269/3453/sbatlantisb08q0001.jpg[/media]
[media]http://img687.imageshack.us/img687/1568/sbatlantisb08q0002.jpg[/media]
[media]http://img194.imageshack.us/img194/1306/sbatlantisb08q0003.jpg[/media]
[media]http://img269.imageshack.us/img269/9189/sbatlantisb08q0004.jpg[/media]
And i think this thing should be invisible :P
[media]http://img41.imageshack.us/img41/3784/sbatlantisb08q0005.jpg[/media]
Finally =.=
mobrockers, thats what I'm talking about, it will be fixed!
[QUOTE=the fonix232;18237700]mobrockers, thats what I'm talking about, it will be fixed![/QUOTE]
ok lol, thought you were talking about the falling trough, which isnt my point.
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