• Spacebuild Enhancement Project Official Thread V9
    1,290 replies, posted
  • Avatar of MadDog986
  • SB2DevTeam, GitHub does have a SVN checkout option. I suggest we move to Git to allow more developers to submit bug fixes and it allows easier branching. For people that are stuck on SVN, then can still do a SVN checkout. Attention SBEP Modelers!!! Gmod13 has changed the way file paths work. Any model with a comma in the path fails. Meaning parts like "models\SmallBridge\Elevators,Small\sbselevb.mdl" fail. These paths must be changed. Is there anyone who can recompile the models with fixed paths? I have been trying to get SBEP ready for gmod13 but without the model fixes most models will not work.
  • Avatar of MadDog986
  • Commits should be done through Git because of its additional features. But i may have read you can still do checkouts? (need to research that more) However, for those that don't want to install Git just to checkout (including servers with built in svn), you can still do a SVN checkout.
  • Avatar of kernalk
  • What's with the current vogue for Git? SVN and Git have both been around for ages, now in the same week both SBEP and Wire decide to switch. I'm seriously not sold on the benefits.
  • Avatar of MadDog986
  • Since SBEP devs keep coming and going it will allow other people to submit bug fixes and improvements much easier. Other devs can branch, work on bug fixes, improvements, big changes, then be able to merge into the main branch. I personally think addons such as this really should go this route so if a main developer takes a break other people can still work on bugs/improvements and keep SBEP going.
  • Avatar of LemONPLaNE
  • [QUOTE=kernalk;35889543]What's with the current vogue for Git? SVN and Git have both been around for ages, now in the same week both SBEP and Wire decide to switch. I'm seriously not sold on the benefits.[/QUOTE] Git is basically a lot better than SVN, since it's more flexible and a lot better at handling conflicts. Not only that, but it's got a lot less overhead than SVN, which makes it better for people with less bandwidth.
  • Avatar of CmdrMatthew
  • [QUOTE=LemONPLaNE;35892673]Git is basically a lot better than SVN, since it's more flexible and a lot better at handling conflicts. Not only that, but it's got a lot less overhead than SVN, which makes it better for people with less bandwidth.[/QUOTE]Bandwidth has nothing to do with the "overhead", in fact, the "overhead" in SVN actually reduces bandwidth. It doesn't have to download stuff to detect changes. Also, how exactly is SVN bad at handling conflicts? I can't imagine any better way than how it does it. You must be using a bad client or something.
  • Avatar of MadDog986
  • CmdrMatthew if your going to rate me dumb for everything and talk shit about Git without even trying it just get out.
  • Avatar of LemONPLaNE
  • [QUOTE=CmdrMatthew;35895949]Bandwidth has nothing to do with the "overhead", in fact, the "overhead" in SVN actually reduces bandwidth. It doesn't have to download stuff to detect changes. Also, how exactly is SVN bad at handling conflicts? I can't imagine any better way than how it does it. You must be using a bad client or something.[/QUOTE] Bandwidth has everything to do with it. The extra files you need to download are smaller for git than for SVN, and after that they work the same, except that git is better at merging files since it detects and prevents conflicts in a way that SVN does not. I suggest that you read up on git.
  • Avatar of SB2DevTeam
  • Could you guys keep the git vs svn talk out of this thread? Go to [url]http://facepunch.com/threads/1180774[/url] if you really want to have discussions like this.
  • Avatar of mutle
  • [QUOTE=KeS;35672967][img]http://www.gateworld.net/news/graphics/warship_ancient.jpg[/img] Or [img]http://fc05.deviantart.net/fs71/i/2010/085/b/b/Ancient_Warship_v2___1_by_Davide_sd.jpg[/img] Type of part design or skin?+ Is there a ZIP of all the files for SBEP? Svn keeps saying after a while "Connection closed by server"[/QUOTE] Good Mother Mercy. That is... gorgeous!
  • Another few parts that need some love in the assembler are the SmallBridge hangars, the ones with an open bottom. As things stand now I need to use Wenli's precision alignment tool to arrange the parts and then either weld or Super Parent them together. It would be a godsend to be able to put together a hangar with the SBEP assembly tool.
  • Avatar of count23
  • Here's a question. If i wanted to build parts for SBEP (probably not moving parts, I dont have time to code anything), would now be the time to start or should I want until Gmod 13? Would anything change in the compilation side for building inactive props? I'm looking at (and have been for some time) building props based on stargate-style enviroments, so spacestation sections, meeting areas, hubs, and whatnot. I'm just not sure if i should hold off or not.
  • Avatar of LemONPLaNE
  • [QUOTE=count23;35910162]Here's a question. If i wanted to build parts for SBEP (probably not moving parts, I dont have time to code anything), would now be the time to start or should I want until Gmod 13? Would anything change in the compilation side for building inactive props? I'm looking at (and have been for some time) building props based on stargate-style enviroments, so spacestation sections, meeting areas, hubs, and whatnot. I'm just not sure if i should hold off or not.[/QUOTE] We already have those, but no, there's nothing changing on the modelling side of things.
  • Also, this is more a life-support thing, can someone look at how the fusion reactors are coded to more accurately show in the WireMod output how much water (and how much heavy-water) it's consuming, how much energy it's generating, and how much steam it's generating? Last time I tried using fusion reactors they didn't output this data cleanly in a manner that the player could easily read.
  • Avatar of SB2DevTeam
  • [QUOTE=Stevie-C;35913891]Also, this is more a life-support thing, can someone look at how the fusion reactors are coded to more accurately show in the WireMod output how much water (and how much heavy-water) it's consuming, how much energy it's generating, and how much steam it's generating? Last time I tried using fusion reactors they didn't output this data cleanly in a manner that the player could easily read.[/QUOTE] What kind of data was it outputting then?
  • on the WireMod debug tool, it shows the following I/O values In: On: (0 or 1) Out: On: (0 or 1) Out: Output: Energy Being Generated (in the case of the CE Huge Fusion Generator I was using, 222922 is what the WireMod debug tool read) Other apparatus show how much of the input resources they're consuming and how much of the output resources they're generating so I don't know why the fusion generators don't show how much water and heavy water are being consumed.
  • Avatar of SB2DevTeam
  • Will check it out in the morning, but my guess is that we didn't register any outputs for them. Hence why the debug tool can't display them. This is probably mostly since the fusion gen is doing a lot of calculations which influence it's input/output, which makes it harder to show a correct calculated value (although, it should be possible) :)
  • [QUOTE=SB2DevTeam;35917969]This is probably mostly since the fusion gen is doing a lot of calculations which influence it's input/output, which makes it harder to show a correct calculated value (although, it should be possible) :)[/QUOTE] Makes sense, I guess, but I tend towards using those values from the wide variety of devices in order to at least partly automate the task of balancing resource collection and resource consumption. Not having the information of how fast the fusion generator is consuming water, and heavy water, makes it difficult for me to know how many heavy-water electrolyzers to keep running to maintain an optimal heavy-water supply available while minimizing how much energy is wasted on making more heavy water than is actually needed, hence the interest in having those statistics available in-game. Similarly, knowing how much steam is being output would allow me to judge how many steam turbines to fit so that all of them will see appreciable use. Also would like to see these items scripted to be usable in Life Support as the devices identified in each link's text if feasible. [url=http://steamcommunity.com/profiles/76561198010357887/screenshot/576704161338177671?tab=public]Heavy Water Electrolyzer[/url] [url=http://steamcommunity.com/profiles/76561198010357887/screenshot/576704161338023256?tab=public]Fusion Generator (small)[/url] [url=http://steamcommunity.com/profiles/76561198010357887/screenshot/576704161338018163?tab=public]Fusion Generator (large)[/url] Also if you could add Nitrogen (and maybe Hydrogen & Heavy Water?) to the resources that are stored in the "resource modules" that are in the CAF tab, it'd make suit coolant (and maybe hydrogen fuel-cells and fusion generators?) more viable to use on ships because it'll reduce/eliminate the need to install nitrogen and hydrogen and heavy-water tanks into spaces on ships and stations that might be better suited to storing certain types of equipment in them. I was also thinking that being able to designate a second (or third or fourth?) seat in a vehicle as having its "controls" mapped to operate various functions that are NOT directly related to piloting the vehicle (for instance, life-support, vehicle resource management, perhaps weapons system operation, opening/closing hangar-bay doors, activating/deactivating docking collars, and launching fighters to name just a few possibilities) might be worth pursuing.
  • Avatar of toddnollan
  • [QUOTE=Stevie-C;35919963]I was also thinking that being able to designate a second (or third or fourth?) seat in a vehicle as having its "controls" mapped to operate various functions that are NOT directly related to piloting the vehicle (for instance, life-support, vehicle resource management, perhaps weapons system operation, opening/closing hangar-bay doors, activating/deactivating docking collars, and launching fighters to name just a few possibilities) might be worth pursuing.[/QUOTE] This can, of course, be done with wiremod regardless, though it seems to me the launching of fighters may as well be governed by the fighter pilots. as it is, In most of my Cap. ships I have more than 6 seats, most of which simply direct the fire of various mounted turrets. Most of my other ships have two seats, one for flight and one for aiming the turreted weapon(because I love turreted weapons). I'm certain there are wire tutorials somewhere on how to connect these things, see if you cannot find one of those.
  • I've also found a glitch in LS3's atmospheric probe that might also extend to the SBEP Habitable Module script. *digs up the exact console text of the error* [addons\spacebuild\lua\entities\other_probe\cl_init.lua:55] attempt to call field 'GetResourceAmount' (a nil value) and the speech bubble with atmospheric composition stats doesn't appear. When I point my crosshairs at a Resource Cache, it shows that bubble with the amount and capacity of each resource in it, and no errors in the console. Also, can the CAF tab's resource modules be scripted to also store nitrogen, hydrogen, and (possibly) heavy-water?
  • Avatar of SB2DevTeam
  • [QUOTE=Stevie-C;35928155]I've also found a glitch in LS3's atmospheric probe that might also extend to the SBEP Habitable Module script. *digs up the exact console text of the error* [addons\spacebuild\lua\entities\other_probe\cl_init.lua:55] attempt to call field 'GetResourceAmount' (a nil value) and the speech bubble with atmospheric composition stats doesn't appear. When I point my crosshairs at a Resource Cache, it shows that bubble with the amount and capacity of each resource in it, and no errors in the console. Also, can the CAF tab's resource modules be scripted to also store nitrogen, hydrogen, and (possibly) heavy-water?[/QUOTE] Error should be fixed on monday...
  • Avatar of CmdrMatthew
  • [QUOTE=MadDog986;35897398]CmdrMatthew if your going to rate me dumb for everything and talk shit about Git without even trying it just get out.[/QUOTE]How would you know if I haven't tried it? I have, and I didn't like it. Now lets get back on topic.
  • Avatar of ContiX
  • Wait, we can post bugs regarding LS3 now? I could go through and come up with a list if someone's actually going to take the time to read it...
  • Avatar of SB2DevTeam
  • [QUOTE=ContiX;35941138]Wait, we can post bugs regarding LS3 now? I could go through and come up with a list if someone's actually going to take the time to read it...[/QUOTE] If you want you can send them to me in a pm or post them here [url]http://www.snakesvx.net/projects/[/url] or here [url]http://www.snakesvx.net/forums/[/url].
  • Avatar of count23
  • Personally, on the life support side of things I'd like to see Heavy Water renamed to Deuterium. It's the only "non sciency" name there, (apart from Water, that is, lol). But I could understand if Deuterium is more confusing then heavy water. EDIT: But then again, Fusion reactors technically cant explode because insufficient power causes them to stop fusion fuel rather then start a runaway chain reaction :)
  • Avatar of haloguy234
  • It has been a very long time since I last did anything with GMod and Spacebuild. I recently reinstalled Garry's Mod and gave Spacebuild a spin. I then started to remember how much life that this project brought to Spacebuild, and I just felt compelled to thank all of you guys who have spent the last few years constantly building and adding to it. [editline]13th May 2012[/editline] So, out of curiosity, is anybody actually [I]planning[/I] on making spacebuild more expansive? The enahcement project gave us new models and scripted entities to play with, and it did add a lot, but spacebuild really feels like a "build a ship and don't do anything" kind of gamemode. It'd be cool if visiting other planets was actually rewarding in a gameplay aspect. Like, if you want to power your ship with a fusion reactor you need access to a resource which isn't available on your current planet, and the only way to find it is to explore.
  • Avatar of SB2DevTeam
  • [QUOTE=haloguy234;35948887]It has been a very long time since I last did anything with GMod and Spacebuild. I recently reinstalled Garry's Mod and gave Spacebuild a spin. I then started to remember how much life that this project brought to Spacebuild, and I just felt compelled to thank all of you guys who have spent the last few years constantly building and adding to it. [editline]13th May 2012[/editline] So, out of curiosity, is anybody actually [I]planning[/I] on making spacebuild more expansive? The enahcement project gave us new models and scripted entities to play with, and it did add a lot, but spacebuild really feels like a "build a ship and don't do anything" kind of gamemode. It'd be cool if visiting other planets was actually rewarding in a gameplay aspect. Like, if you want to power your ship with a fusion reactor you need access to a resource which isn't available on your current planet, and the only way to find it is to explore.[/QUOTE] If there is a good thought out plan for this, it could probably be made. But we would need mappers and stuff for it before it could be made...
  • Avatar of D3str0y3r12
  • [QUOTE=SB2DevTeam;35949816]If there is a good thought out plan for this, it could probably be made. But we would need mappers and stuff for it before it could be made...[/QUOTE] This would be pretty epic, i agree but isn't it still a problem because of the limited size of maps in garrysmod? I've heard of projects that try to make unlimited ones but is this actually possible and if so would it work with spacebuild?
  • Avatar of Galoi
  • [QUOTE=D3str0y3r12;35953907]This would be pretty epic, i agree but isn't it still a problem because of the limited size of maps in garrysmod? I've heard of projects that try to make unlimited ones but is this actually possible and if so would it work with spacebuild?[/QUOTE] We can only hope. But the chances of things working together seamlessly seems to be somewhat diminished from what it used to be.