Pulley points should stick to the props they were attached to, not remain frozen in their original position when the contraption moves.
Why is it taking so long to get a fix for this? It's ruining a lot of contraption ideas for me.
[QUOTE=acepuncher;31188453]Why is it taking so long to get a fix for this? It's ruining a lot of contraption ideas for me.[/QUOTE]
This didnt need a bump. And it will never get fixed.
Hello.. a bump after more than a month of waiting and updates which didn't fix the problem—and I don't see a reason for why it shouldn't be fixed—is quite reasonable I reckon.
This isn't some highly specific feature. It is a broken core game mechanic and I request a fix.
[QUOTE=acepuncher;31193037]Hello.. a bump after more than a month of waiting and updates which didn't fix the problem—and I don't see a reason for why it shouldn't be fixed—is quite reasonable I reckon.
This isn't some highly specific feature. It is a broken core game mechanic and I request a fix.[/QUOTE]
Garry wont "Fix" that for you specifically if tahts what you were implying.
Its not a bug, its like that on purpose, it allways has been. Do you think garry is too stupid to fix a 5 year old bug as big as that?
[QUOTE=flamehead5;31198056]Garry wont "Fix" that for you specifically if tahts what you were implying.
Its not a bug, its like that on purpose, it allways has been. Do you think garry is too stupid to fix a 5 year old bug as big as that?[/QUOTE]
To be fair, sliders have been broken for ages, but Garry hasn't bothered with them at all.
And before you say anything, [b]NO[/b] they are not supposed to be the way they are now.
[QUOTE=MrWhite;31198417]To be fair, sliders have been broken for ages, but Garry hasn't bothered with them at all.
And before you say anything, [b]NO[/b] they are not supposed to be the way they are now.[/QUOTE]
We aint talkin bout sliders (Whitch are broken by collision and I knew that)
Were talking about pulleys, and as far as I know, pulleys are supposed to be how they are now.
Moving pulleys could cause a lot of collision problems. I cant think of one moving contraption that needs pulleys that could be solved with other tools.
[QUOTE=flamehead5;31199120]We aint talkin bout sliders (Whitch are broken by collision and I knew that)
Were talking about pulleys, and as far as I know, pulleys are supposed to be how they are now.
Moving pulleys could cause a lot of collision problems. I cant think of one moving contraption that needs pulleys that could be solved with other tools.[/QUOTE]
Oh, sorry, did you not pick up on the point of my post?
[quote]Do you think garry is too stupid to fix a 5 year old bug as big as that?[/quote]
According to you, he is too stupid, because he hasn't fixed sliders yet, which suffer issues just like pulleys. You're saying that Garry is smarter than to leave a problem set for 5 years, when sliders are a great example that he has long-pressing issues that need dealt with. It doesn't matter if we were talking about sliders or not.
What about a moving pulley system? How could I make one of those without pulleys? It can't be done. Say, massive realistic pulley-driven crane that needs to swivel and tilt upon the center hub AND move forward. It can't be done unless pulleys get fixed.
[QUOTE=MrWhite;31199449]Oh, sorry, did you not pick up on the point of my post?
According to you, he is too stupid, because he hasn't fixed sliders yet, which suffer issues just like pulleys. You're saying that Garry is smarter than to leave a problem set for 5 years, when sliders are a great example that he has long-pressing issues that need dealt with. It doesn't matter if we were talking about sliders or not.
What about a moving pulley system? How could I make one of those without pulleys? It can't be done. Say, massive realistic pulley-driven crane that needs to swivel and tilt upon the center hub AND move forward. It can't be done unless pulleys get fixed.[/QUOTE]
A crane could be built with the axis or wheel tool to swivel, and a winch as the rope of the crane. A sideways axis or wheel could lift the arm up and down.
Problem soved.
[QUOTE=flamehead5;31202137]A crane could be built with the axis or wheel tool to swivel, and a winch as the rope of the crane. A sideways axis or wheel could lift the arm up and down.
Problem soved. [b]not[/b][/QUOTE]
[quote]massive realistic pulley-driven crane[/quote]
I can't think of a way to emulate a pulley in Garry's Mod except by stitching together a bunch of props with ropes in some ugly fashion. It would take longer, probably not work smoothly, and use up more of the allotted maximum amount of constraints for the server.
If ropes could collide with stuff or if winches could change without explicit input it would be easy.
But I can't imagine that pulley points staying stuck in mid-air is intended. And I would think that it can't be too hard to fix, if we look at pulley points like any constraint attachment point, e.g. of a rope or a muscle, which do not have this limitation. But if there [I]is[/I] a lot of difficulty involved, which seems likely if this oddity has indeed been around for years, I would like to hear about it at least.
Thank you...
If your thread drops without replies its obvious that nobody cares.
Would be awesome if garry did fix all the tools that nobody uses because they don't work well. (including pulley)
[QUOTE=_NewBee;31205656]If your thread drops without replies its obvious that nobody cares.[/QUOTE]First of all thank you for that friendly and constructive comment.
Secondly, thank you for bumping my thread. If anything, a higher post count and increased exposure will at least trick people into thinking that some care. You have shown your support in that regard.
I don't make threads based on other people's interests, especially not on a support forum which, [URL="https://support.steampowered.com/kb_article.php?ref=1531-FHLC-5178"]according to Steam[/URL], this is. I bought a game. There is a problem with. I want it fixed. If there is no response, I try again.
I am a customer with a simple objective, and it is [B]not[/B] to spark a popular discussion for people's entertainment or whatever it is that you seem to think of this. All I ask is for a technical problem to be fixed, or to be given a confirmation that it will be in an upcoming patch, or to be given an explanation as to why it isn't or wont be fixed.
This is a long way of saying that your post was, sorry, completely useless.
[QUOTE=acepuncher;31206669]First of all thank you for that friendly and constructive comment.
Secondly, thank you for bumping my thread. If anything, a higher post count and increased exposure will at least trick people into thinking that some care. You have shown your support in that regard.
I don't make threads based on other people's interests, especially not on a support forum which, [URL="https://support.steampowered.com/kb_article.php?ref=1531-FHLC-5178"]according to Steam[/URL], this is. I bought a game. There is a problem with. I want it fixed. If there is no response, I try again.
I am a customer with a simple objective, and it is [B]not[/B] to spark a popular discussion for people's entertainment or whatever it is that you seem to think of this. All I ask is for a technical problem to be fixed, or to be given a confirmation that it will be in an upcoming patch, or to be given an explanation as to why it isn't or wont be fixed.
This is a long way of saying that your post was, sorry, completely useless.[/QUOTE]
Good luck with that. Im sure garry will get on to fixing that for you ASAP.
This sort-of works like a pulley. I made it a while ago.
[code]
@name Pulley Test
@inputs [One Pulley Two]:entity
@outputs
@persist K B Dtrg Dotp Dptt Dovp:vector Dpvt:vector
@persist Oneve Twove Onevemp Twovemp [Op Ov Tp Tv Pp Pv]:vector Over Rigid Cdmp:vector
@persist Optionone Optiontwo
@trigger
interval(10)
if(first())
{
K = 1000 #N/m
B = 4000 #kg/s
Dtrg = (One:massCenter() - Pulley:massCenter()):length() + (Two:massCenter() - Pulley:massCenter()):length()
Rigid = 0
}
#DTRG is our total length in the system.
#
Op = One:massCenter()
Tp = Two:massCenter()
Ov = $Op
Tv = $Tp
Pp = Pulley:massCenter()
Pv = $Pp
#Dv = (Two:massCenter() - One:massCenter()):normalized()
#Dist = (One:massCenter() - Two:massCenter()):length()
Dovp = (Pp - Op):normalized()
Dotp = (Pp - Op):length()
Dpvt = (Tp - Pp):normalized()
Dptt = (Tp - Pp):length()
Over = Dptt + Dotp
#Oneve = (Ov - Tv - Pv):dot(Dovp)
#Twove = (Tv - Ov - Pv):dot(Dpvt)
Oneve = (Ov - Tv):dot(Dovp)
Twove = (Tv - Ov):dot(Dpvt)
#Onevemp = (Ov - Tv):dot(Dovp)
#Twovemp = (Tv - Ov):dot(Dpvt)
#Oneve = (Ov - Tv - Pv):dot(Dovp)
#Twove = (Tv - Ov - Pv):dot(Dpvt)
#Onevemp = (Ov - Tv - Pv):dot(Dovp)
#Twovemp = (Tv - Ov - Pv):dot(Dpvt)
if(Rigid == 1)
{
Optionone = Over - Dtrg
Optiontwo = Over - Dtrg
}
else
{
Optionone = max(Over - Dtrg, 0)
Optiontwo = max(Over - Dtrg, 0)
}
Cdmp = (-Dovp * (K * Optionone) + (Dpvt * (K * Optiontwo))):normalized()
One:applyForce(Dovp * (K * Optionone - B * Oneve * (Optionone > 0)))
Two:applyForce(-Dpvt * (K * Optiontwo + B * Twove * (Optiontwo > 0)))
#Pulley:applyForce(-Dovp * (K * Optionone - B * Onevemp) + (Dpvt * (K * Optiontwo + B * Twovemp)))
Pulley:applyForce(-Dovp * (K * Optionone) + (Dpvt * (K * Optiontwo)) - Cdmp * B * Cdmp:dot(Pv))
[/code]
[QUOTE=Sestze;31212551][code]
@name Pulley Test
@inputs [One Pulley Two]:entity
@outputs
@persist K B Dtrg Dotp Dptt Dovp:vector Dpvt:vector
@persist Oneve Twove Onevemp Twovemp [Op Ov Tp Tv Pp Pv]:vector Over Rigid Cdmp:vector
@persist Optionone Optiontwo
@trigger
interval(10)
if(first())
{
K = 1000 #N/m
B = 4000 #kg/s
Dtrg = (One:massCenter() - Pulley:massCenter()):length() + (Two:massCenter() - Pulley:massCenter()):length()
Rigid = 0
}
#DTRG is our total length in the system.
#
Op = One:massCenter()
Tp = Two:massCenter()
Ov = $Op
Tv = $Tp
Pp = Pulley:massCenter()
Pv = $Pp
#Dv = (Two:massCenter() - One:massCenter()):normalized()
#Dist = (One:massCenter() - Two:massCenter()):length()
Dovp = (Pp - Op):normalized()
Dotp = (Pp - Op):length()
Dpvt = (Tp - Pp):normalized()
Dptt = (Tp - Pp):length()
Over = Dptt + Dotp
#Oneve = (Ov - Tv - Pv):dot(Dovp)
#Twove = (Tv - Ov - Pv):dot(Dpvt)
Oneve = (Ov - Tv):dot(Dovp)
Twove = (Tv - Ov):dot(Dpvt)
#Onevemp = (Ov - Tv):dot(Dovp)
#Twovemp = (Tv - Ov):dot(Dpvt)
#Oneve = (Ov - Tv - Pv):dot(Dovp)
#Twove = (Tv - Ov - Pv):dot(Dpvt)
#Onevemp = (Ov - Tv - Pv):dot(Dovp)
#Twovemp = (Tv - Ov - Pv):dot(Dpvt)
if(Rigid == 1)
{
Optionone = Over - Dtrg
Optiontwo = Over - Dtrg
}
else
{
Optionone = max(Over - Dtrg, 0)
Optiontwo = max(Over - Dtrg, 0)
}
Cdmp = (-Dovp * (K * Optionone) + (Dpvt * (K * Optiontwo))):normalized()
One:applyForce(Dovp * (K * Optionone - B * Oneve * (Optionone > 0)))
Two:applyForce(-Dpvt * (K * Optiontwo + B * Twove * (Optiontwo > 0)))
#Pulley:applyForce(-Dovp * (K * Optionone - B * Onevemp) + (Dpvt * (K * Optiontwo + B * Twovemp)))
Pulley:applyForce(-Dovp * (K * Optionone) + (Dpvt * (K * Optiontwo)) - Cdmp * B * Cdmp:dot(Pv))
[/code][/QUOTE][IMG]http://www.myfacewhen.com/images/390.jpg[/IMG]
I'm not sure what I'm to do with that.
It's a pulley system that I made with applyforce. Throw that shit into an e2, and then hook it up the the entities that are listed, maybe tweak the K and B values (it acts as a spring, after all), and you're golden.
Isn't clicking, Sestze. My only guess is it has to do with Wiremod.
Expression 2 chip, from Wiremod. That's what the code is for.
I actually forgot there was a Pulley tool.
Garry likes to leave it up to the community to fix. Maybe someone will stool a pully someday?
I would like a pully stool! :dance:
Love pullys! :downs:
Garry probably forgot about it, too.
I'd like it to be fixed, too.
[QUOTE=Zakkin;31228607]Garry probably forgot about it, too.
I'd like it to be fixed, too.[/QUOTE]
I don't think he forgot, hes just too lazy to fix it.
[QUOTE=acepuncher;31206669]First of all thank you for that friendly and constructive comment.
Secondly, thank you for bumping my thread. If anything, a higher post count and increased exposure will at least trick people into thinking that some care. You have shown your support in that regard.
I don't make threads based on other people's interests, especially not on a support forum which, [URL="https://support.steampowered.com/kb_article.php?ref=1531-FHLC-5178"]according to Steam[/URL], this is. I bought a game. There is a problem with. I want it fixed. If there is no response, I try again.
I am a customer with a simple objective, and it is [B]not[/B] to spark a popular discussion for people's entertainment or whatever it is that you seem to think of this. All I ask is for a technical problem to be fixed, or to be given a confirmation that it will be in an upcoming patch, or to be given an explanation as to why it isn't or wont be fixed.
This is a long way of saying that your post was, sorry, completely useless.[/QUOTE]
For this and your other posts, you are going in my personal "Best New Poster award 2011" prize raffle. So far it's just you and [URL="http://www.facepunch.com/members/429886-Doctor%20Dan"]Doctor Dan[/URL], so that's a 50/50 chance of winning an as-of-yet undisclosed prize at an as-of-yet undisclosed date.
Good luck!
That code Sestze posted can be put into an "Expression 2" wiremod chip. From what I gather, it works with 3 entities -one prop on either end plus one as the pulley. To get it working, you yourself you need to link props in the places of these "entity" inputs on the chip. There should be a wiremod tool called entity link, or adv. entity link or something along those lines. Even with pretty rudimentary wire knowledge, after a solid bit of puzzling it out (and/or googling?) you should have it sorted.
My internet is very, very shitty right now so I can't even watch this folllowing video, but I think (hope) it will demonstrate something similar as to how you can link your entities to the e2.
If anyone knows of something better, or the video really sucks set him straight please.
[url=http://www.xfire.com/video/24c2e5/][img]http://video.xfire.com/24c2e5-4.jpg[/img][/url]
Probably very relevant info here: [URL="http://www.wiremod.com/forum/wiremod-addons-coding/18875-release-adv-entity-marker-holographic-text-screen.html"](1)[/URL]
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