• Spacebuild Enhancement Project Official Thread V9
    1,290 replies, posted
  • [QUOTE=count23;34765134]Crazy question, the old SVN and new SVN for Gas Systems 2 seem quite different, has it been integrated into SB3 too or is there an extra folder from LS2 needed for Gs2 now?[/QUOTE] Hasn't been integrated into sb3 yet. But I'll try ask Syncaidius about it.
  • [QUOTE=HonorGuard;34767110]Have you looked at the V2 ent pods thelaughingchee did on garrysmod.org? They've got functional huds, automated landing procedures with manual control as an option, and explosives to remove the door. They're damn cool, they just don't came seperate from the launcher like the v1 pod does. The current drop pods are boring as hell and de-res if the travel time from launch to landing is too long. By boring I mean the current pods have no visual effects at all. There's no fire/heat effect on the pod or a smoke/thruster effect on the top. It's like the current pod deployer just sort of poops them out. The only other problem they have is a lack of wire support, for machinima purposes or otherwise. Have a look [url]http://www.garrysmod.org/downloads/?a=view&id=110332[/url][/QUOTE] I know. That's the ODST Drop Pod I was referring to. I've modified an SmB hull piece so as to allow the existing pod bay that mod comes with to be better fitted with a ship. [URL=http://imageshack.us/photo/my-images/825/podbayadapter.png/][IMG]http://img825.imageshack.us/img825/7765/podbayadapter.th.png[/IMG][/URL]
  • Added the old code for the conflict systems addon (back in the CDS days and SB2) made by solthar to the dev svn. Don't think it ever got finished, but some of the code might come in handy maybe?
  • I can do big stompy stopmy door sounds, if someone has a door to put them to. [editline]19th February 2012[/editline] Here is a nice little door closing sound I whipped up. For some big doors. [url]http://www.mediafire.com/?rwhggx45ax7g5r7[/url]
  • [QUOTE=tnecromancer;34769432]I can do big stompy stopmy door sounds, if someone has a door to put them to. [editline]19th February 2012[/editline] Here is a nice little door closing sound I whipped up. For some big doors. [url]http://www.mediafire.com/?rwhggx45ax7g5r7[/url][/QUOTE] That sounds very nice. It's definately got the beefcake door sound but may need a little more tweaking. I'm not sure why, but I hear that and my brain thinks "old castle drawbridge". I'm not sure what you'd need to do to it, if it needs changing at all. Anybody else have any constructive criticism to add?
  • [QUOTE=tnecromancer;34782575]I was wondering if i should add a low electric hum. I guess thats a yes then :P[/QUOTE] That could work. :v:
  • If I add much more to it, I wont be able to trim it to fit an animation. Its time someone either produced a door for me to soundboard to, or someone stepped up and said they will animate a door to fit the length of the sound.
  • Well we might need to hear the current version of the sound clip, if it's at all changed from before, and let our imaginations run with it. Though with the one you shared, my thoughts turned to a many-shutter based door. Also, I had another SmB hull piece idea. I'm really going to need to make a list though of my ideas and which ones I've started/finished on though, before I really start adding more. The new idea though, was adapter panels, compatable with the small elevator tube, just using it sideways as a smaller hall. Other news, my ODST Pod Bay adapter's hit a snag. I've got it ingame, and collisions working, but the pod bay itself has unusual collisions, so it won't just slide into the hull piece. Would either have to no-collide it into place or just repurpose the elevator hull.
  • [QUOTE=ErrJect;34812460]Well we might need to hear the current version of the sound clip, if it's at all changed from before, and let our imaginations run with it. Though with the one you shared, my thoughts turned to a many-shutter based door. Also, I had another SmB hull piece idea. I'm really going to need to make a list though of my ideas and which ones I've started/finished on though, before I really start adding more. The new idea though, was adapter panels, compatable with the small elevator tube, just using it sideways as a smaller hall. Other news, my ODST Pod Bay adapter's hit a snag. I've got it ingame, and collisions working, but the pod bay itself has unusual collisions, so it won't just slide into the hull piece. Would either have to no-collide it into place or just repurpose the elevator hull.[/QUOTE] If all else fails, Battlefield 2142 uses a more streamlined pod model and thelaughingchee has us covered there too. [url]http://www.garrysmod.org/downloads/?a=view&id=86818[/url] [url]http://www.youtube.com/watch?v=rJboMAArTOg[/url] I think the only thing you'd really need to do would involve making a med/small/modbridge equalivent of the pod bay, then porting the code. Or something like that, I have no idea what it takes to make nifty stuff for gmod. Hmm, another game that has some good ideas/effects is section 8. I'm not sure if anyone else played it but there's a nice effect for getting a player from the dropship to the planet surface, that could hopefully be applied to the pods after they launch. The effect is about twenty seconds into the trailer. [url]http://www.youtube.com/watch?v=4j_t_HfLSBs[/url] [editline]21st February 2012[/editline] More good section 8 footage here. [url]http://www.youtube.com/watch?v=RZQ00rtmX5k[/url] Not sure if any of this is helpful or even usable.
  • hi there hum i did some models but slyfo seem to not have acces to the svn stuff so who do i need to pm ? i talk about a minor update on a model that is allready in sbep and 2 small stuff for the smallbridge a mini height transfert with a working lader: [URL=http://www.hostingpics.net/viewer.php?id=266901gmconstructflatgrassv60007.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_266901gmconstructflatgrassv60007.jpg[/IMG][/URL] and a compartment model: [URL=http://www.hostingpics.net/viewer.php?id=224400gmconstructflatgrassv60045.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_224400gmconstructflatgrassv60045.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=201101gmconstructflatgrassv60049.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_201101gmconstructflatgrassv60049.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=526894gmconstructflatgrassv60050.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_526894gmconstructflatgrassv60050.jpg[/IMG][/URL]
  • [QUOTE=HonorGuard;34812876]Hmm, another game that has some good ideas/effects is section 8. I'm not sure if anyone else played it but there's a nice effect for getting a player from the dropship to the planet surface, that could hopefully be applied to the pods after they launch. The effect is about twenty seconds into the trailer. [URL]http://www.youtube.com/watch?v=4j_t_HfLSBs[/URL] [editline]21st February 2012[/editline] More good section 8 footage here. [URL]http://www.youtube.com/watch?v=RZQ00rtmX5k[/URL] Not sure if any of this is helpful or even usable.[/QUOTE] Love Section 8, or at least I did for the week it took me to beat the campain and destroy multiplayer.
  • [QUOTE=mandrac FR;34816787][URL=http://www.hostingpics.net/viewer.php?id=224400gmconstructflatgrassv60045.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_224400gmconstructflatgrassv60045.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=201101gmconstructflatgrassv60049.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_201101gmconstructflatgrassv60049.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=526894gmconstructflatgrassv60050.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_526894gmconstructflatgrassv60050.jpg[/IMG][/URL][/QUOTE] I've been waiting for something like this for a while. NICE!
  • [QUOTE=ContiX;34821896]I've been waiting for something like this for a while. NICE![/QUOTE] it s cool to make exterior part but the main problem still that most of ship i see on spacebuild are giant and ... empty that's why i like to make small ship but full of stuff like this one: [URL=http://www.hostingpics.net/viewer.php?id=120530sbtwinsunsfixed0007.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_120530sbtwinsunsfixed0007.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=127615sbtwinsunsfixed0008.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_127615sbtwinsunsfixed0008.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=804633sbtwinsunsfixed0009.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_804633sbtwinsunsfixed0009.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=711729sbtwinsunsfixed0010.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_711729sbtwinsunsfixed0010.jpg[/IMG][/URL] and that's why i'll probably make more models like this
  • i loved playing this about 2 years ago before everything broke, is everything relatively fixed yet? also, apparently gcombat is required for spacebuild 3, but gcombat is out of date as far as i can tell... which version is required? ps. just installed SVNs of spacebuild, phx, wiremod ect to a fresh gmod install... phx works fine but none of the spacebuild models show in the props menu, not even their categories. i followed all the instructions, what have i done wrong?
  • [QUOTE=arbpotatoes;34825384]i loved playing this about 2 years ago before everything broke, is everything relatively fixed yet? also, apparently gcombat is required for spacebuild 3, but gcombat is out of date as far as i can tell... which version is required? ps. just installed SVNs of spacebuild, phx, wiremod ect to a fresh gmod install... phx works fine but none of the spacebuild models show in the props menu, not even their categories. i followed all the instructions, what have i done wrong?[/QUOTE] PewPew is the new GCombat. Svn link: [url]http://divranspack.googlecode.com/svn/trunk/%20divranspack/PewPew/[/url] Also, here's the whole pack, full of SVN goodness: [url]http://divranspack.googlecode.com/svn/trunk/%20divranspack/[/url] PHX was folded into vanilla Gmod. I don't know what instructions you followed, but when you check out the new Spacebuild SVN, the are several folders that have to be moved to Addons. Edit: With the newest version of Tortoise SVN, you can't check out a folder, then move subfolders, and be able to update them. You have to checkout those subfolders by themselves. That's what I've done with Wire and Spacebuild
  • [QUOTE=Apostrophe;34826048]PewPew is the new GCombat. Svn link: [url]http://divranspack.googlecode.com/svn/trunk/%20divranspack/PewPew/[/url] Also, here's the whole pack, full of SVN goodness: [url]http://divranspack.googlecode.com/svn/trunk/%20divranspack/[/url] PHX was folded into vanilla Gmod. I don't know what instructions you followed, but when you check out the new Spacebuild SVN, the are several folders that have to be moved to Addons. Edit: With the newest version of Tortoise SVN, you can't check out a folder, then move subfolders, and be able to update them. You have to checkout those subfolders by themselves. That's what I've done with Wire and Spacebuild[/QUOTE] i noticed that after downloading PHX. oops. link to instructions? i followed instructions on the SBEP wiki. edit: got it working :v: WOW this has come a long way. tools that line it all up and weld it for you based on points on the models?? automated doors and hatches? :smile: edit: the gyro should determine turn speed and acceleration by the mass of the objects it's attached to.
  • [QUOTE=arbpotatoes;34825384] apparently gcombat is required for spacebuild 3, but gcombat is out of date as far as i can tell... which version is required? [/QUOTE] well don't even try to use the weapon of sbep most of them make crash in fact most of lua stuff in sbep are not working well or crash servers the only things that work well or partially well are: docking clamp(sometime make crash), skin switcher,doors stuff (when they work after duplication), gyropod(cpu resource burner and sometime transforme your ship in a nice contemporary sculpture), vehicles exit point, part assembler, ...and i don't remember anything else sry guys don't slap me but it's true
  • [QUOTE=mandrac FR;34827913]well...[/QUOTE] Like Apostrophe said, you really just need to get pewpew for the weapons, unless these crashes are due to conflicts with another addon. Does anybody know waht all the inputs for the 4x rocket pods do? They seem to be for wire guidance, but I can't seem to get them to work-the missiles fly for a few feet then arc down.
  • [QUOTE=toddnollan;34828779]the missiles fly for a few feet then arc down.[/QUOTE] Sounds like they have incorrect targeting data. I haven't played GMod for a while but what coordinates did you give to the launcher?
  • Hi love this mod but there are a couple of things id like to see The weapons are somewhat unbalanced is there a way to make them require energy even if just as an option it would mean a fighter can load up with flack annihilate everything. Is there a way I could go about helping with this mod I've been meaning to learn to model for source for a long time is there any good place to jump in? Im familiar with mapping but haven't managed a model yet.
  • [QUOTE=eps200;34837789]Hi love this mod but there are a couple of things id like to see The weapons are somewhat unbalanced is there a way to make them require energy even if just as an option it would mean a fighter can load up with flack annihilate everything. Is there a way I could go about helping with this mod I've been meaning to learn to model for source for a long time is there any good place to jump in? Im familiar with mapping but haven't managed a model yet.[/QUOTE] I agree entirely about the energy requirements. I'll start writing energy req into my sENTs, as soon as I've finished this craptonne of work I've got on my desk :| I would highly recommend poking Destroyer or Slyfo if you want modelling help.
  • If you add energy requirements try to add support for both RD2 and RD3. Preferably using some helper functions or so build into SBEP (autorun or something), so it can easily be reused later on in the other weaponry. Using these helper functions can also provide a "backup" if no RD is installed, since they can then return some sort of default value... I can help if you want me to...
  • [QUOTE=mandrac FR;34824263]it s cool to make exterior part but the main problem still that most of ship i see on spacebuild are giant and ... empty that's why i like to make small ship but full of stuff like this one: [URL=http://www.hostingpics.net/viewer.php?id=120530sbtwinsunsfixed0007.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_120530sbtwinsunsfixed0007.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=127615sbtwinsunsfixed0008.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_127615sbtwinsunsfixed0008.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=804633sbtwinsunsfixed0009.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_804633sbtwinsunsfixed0009.jpg[/IMG][/URL] [URL=http://www.hostingpics.net/viewer.php?id=711729sbtwinsunsfixed0010.jpg][IMG]http://img11.hostingpics.net/thumbs/mini_711729sbtwinsunsfixed0010.jpg[/IMG][/URL] and that's why i'll probably make more models like this[/QUOTE] I love doing this, except that I also don't like adding things into my ship that have no use; this is mostly for purposes of lagcombat, but at the same time, I spend most of my time building a ship specifically for both terraforming and combat, and I never figured out why I'd need a vending machine in it unless I was RPing. Which would be cool if I could find anyone who wouldn't mind casual RP...
  • [QUOTE=amitakartok;34830886]Sounds like they have incorrect targeting data. I haven't played GMod for a while but what coordinates did you give to the launcher?[/QUOTE] this occurs whenever I don't give them targeting data-for instance in a veirling mount-rather than acting like dumb rockets, the choose down as their target. Also, I am unsure how to wire up targeting.
  • [QUOTE=eps200;34837789]The weapons are somewhat unbalanced is there a way to make them require energy even if just as an option it would mean a fighter can load up with flack annihilate everything.[/QUOTE] Energy would make a lot of sense for the energy weapons, impulse cannon / railgun etc, but for the ballistical ones I'd suggest some ammo 'clip' that you have to load otherwise. For the beginning maybe with some bulky ent that converts energy to ammo (later maybe other resources) I remember something like that in an X3R addon, there was a missle capital ship that was able to craft it's missles itself :o never had it though, I prefer energy weapons for the simple reason of not needing physical ammo :3
  • I think some of the errors potatoes is experiencing is due to the current version of SB3 being not quite compatable with the CAP/Stargate stuff. At least, I had a whole bunch of errors show up whenever there was a Stargate and it couldn't handle the change to the resource system. Other news, I'm ready to upload more stuff to the SVN; most importantly, the Double Hatch doors. Also, I whipped up a new SmB Square Door, cause there're only 2 currently for that frame, and they're both the same, just with a different texture. [video=youtube;6z3pSFXSDU0]http://www.youtube.com/watch?v=6z3pSFXSDU0[/video] I plan on making a similar version for the 1w2h door, because there's only one choice of door animation for that frame. (And before anyone asks, I don't know why the video preview's screwed up, but it plays fine. I also am not sure on why the embed is so big.)
  • [QUOTE=ErrJect;34844138](And before anyone asks, I don't know why the video preview's screwed up, but it plays fine. I also am not sure on why the embed is so big.)[/QUOTE] oh the previews are messed up for most if not all screen capped videos, some fail on google's end I guess cause it wasn't there before. Now (actually since a few months already) most look like a photo taken from a tv or other kind of monitor : / oh and the animation is nice :3 also not slow like some which can be annoying when you wanna get through fast, maybe there could be added a wireinput for that? no idea if that's even ingame adjustable...
  • anyone know if there's a cloaking device in this mod or another that will also cloak anything inside the ship it's used on? kinda tired of cloaking my ship then realizing either from a camera or a friend that everyone can see the player models of me and my crew sitting on sweet fuck all while traveling through space...