• Check 'Em
    92 replies, posted
[IMG]http://i86.photobucket.com/albums/k92/Aska49/Checkem.png[/IMG] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=104768448[/URL] How long has it been? [I]Too long.[/I] Since so much was changing with GMod 13 (and I still hadn't released or even looked at Check 'Em since last October) I decided to start rewriting this addon from scratch earlier this year. So I'm proud and relieved to finally just put it out there for people to use. [HR][/HR] [U][B]What is Check 'Em?[/B][/U] [video=youtube;MDJGpufkpow]http://www.youtube.com/watch?v=MDJGpufkpow[/video] Check 'Em is a simple, visually oriented logic gate and wiring system for Garry's Mod. Heavily inspired by LittleBigPlanet's elegant logic system, Check 'Em's goal is to make creating logic-powered contraptions easy, and understood at a glance. Hopefully we accomplished that goal, in the end it's really fun to use and was even more fun to make. You can spawn a variety of different gate types, separated into categories: [IMG]http://screenshu.com/static/uploads/temporary/zf/pd/8p/5e49ud.jpg[/IMG] [IMG]http://screenshu.com/static/uploads/temporary/wc/e8/ho/re5n03.jpg[/IMG] [IMG]http://screenshu.com/static/uploads/temporary/mu/ec/54/kkmz4j.jpg[/IMG] [B]Logic [/B]is what you think it is, just comparisons and on/off state manipulation. [B]Sensors[/B] are used to detect things that happen in the game world. Players in a radius, presses of the use key, moving over a certain velocity, etc. [B]Modifiers [/B]will apply effects to whatever they're connected to when they receive an on input. These effects include changing color, removing, doing damage, etc. [HR][/HR] I'll try to update this post later with some more info. All that's left to say is that there is still more stuff I want to add in the future (some features are still missing) and, thanks to the Steam Workshop, it'll be really easy. Also huge thanks to [URL="http://www.facepunch.com/member.php?u=71126"]FluxMage[/URL] for making all the art and models associated with this addon.
Id let you fuck my ass right now.
Good job its very useful. But not for me i am very noob on this lol :D
I'm glad to finally be able to play with this, it's great!
Fuck yeah, I've been waiting for this.
The music in your video....
I've always wanted that logic system from LBP2.
I thought this was pretty useless compared to wiremod but when the video came to the sequencer I sort of changed my mind. That thing makes complex tasks really simple. I have a few thoughts though: - There seems to be no way to lay out the wiring meaning that if you try to put stuff on a contraption rather than a nice line on a wall you'll get a mess. (Maybe I missed it?) - You can't rotate the pressure plate, Or anything else for that matter, Without doing it with the other tools. It's kind of messy since the wires come out from specific points. If you could just rotate them with the tool it'd be a lot quicker. - The models are huge. - You can not reset values. For example, If you have four hoverballs, And you fuck up the height of one of them then you have to duplicate it again and spawn it. - If make a laser set to hit the world, Then place it and go back to put out another one, The tool is reset at 64 and to not hit the world. It's kind of annoying. Edit: My game crashed when I put a tag sensor on the sequencer. I know they don't belong there anyway but still.
Good to see you picked this up again.
Why does this happen? [media]http://www.youtube.com/watch?v=dc3E4LO0eVg[/media] Is my logic wrong because I'm really tired or is this a bug? This is my thought process: First I do one long and one short laser that both collide with the world. If the long one Is NOT touching anything the lasers go down, If the short one IS touching something, Then it goes up. Why isn't it working?
[CODE] [Check 'Em] lua/entities/ce_tag/shared.lua:68: Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type) 1. EnableMotion - [C]:-1 2. Func - lua/entities/ce_tag/shared.lua:68 3. v - lua/includes/modules/timer.lua:186 4. unknown - lua/includes/modules/hook.lua:86 [/CODE] I think Last update broke ValidEntity (Many addons broke)
I think the hoverball just kept decreasing in height as it was frozen causing it to smack into the ground when it was unfroozen. Also this should really be a vanilla feature, it's so much more polished than wiremod and fits well with the vanilla feel.
[QUOTE=ralle105;38099978]I think the hoverball just kept decreasing in height as it was frozen causing it to smack into the ground when it was unfroozen. Also this should really be a vanilla feature, it's so much more polished than wiremod and fits well with the vanilla feel.[/QUOTE] I agree, it looks very much like something you'd expect to see in GM13. It looks really nice, very stylish/polished, and it is easy to understand for even for people new to Garrysmod, as opposed to wire which is a clusterfuck of a million different tools by different people.
Came in expecting dubs, got this instead. Nevertheless, this looks really, really nice.
Nice job! It would be helpful and a lot simpler for people who aren't very good at building things.
[QUOTE=kp3;38098702]I thought this was pretty useless compared to wiremod but when the video came to the sequencer I sort of changed my mind. That thing makes complex tasks really simple. I have a few thoughts though: - There seems to be no way to lay out the wiring meaning that if you try to put stuff on a contraption rather than a nice line on a wall you'll get a mess. (Maybe I missed it?) - You can't rotate the pressure plate, Or anything else for that matter, Without doing it with the other tools. It's kind of messy since the wires come out from specific points. If you could just rotate them with the tool it'd be a lot quicker. - The models are huge. - You can not reset values. For example, If you have four hoverballs, And you fuck up the height of one of them then you have to duplicate it again and spawn it. - If make a laser set to hit the world, Then place it and go back to put out another one, The tool is reset at 64 and to not hit the world. It's kind of annoying. Edit: My game crashed when I put a tag sensor on the sequencer. I know they don't belong there anyway but still.[/QUOTE] -The old version of Check 'Em had the ability to place nodes as you were wiring, but they sucked because they were each their own entity and it just wasn't good. I'll experiment with some stuff. -I can do that. -I'm not sure what you mean by this, because the GMod entities like hoverballs or thrusters don't actually have any values associated with them. I'm simply doing the same thing that hitting a numpad key would do. -I'll look into making the tool values persistent. Thanks for all the feedback, much appreciated.
I'm glad. Did you watch the video though? In my mind that should totally work. If the long one is not touching anything, Go down until it does. If the short one is touching anything, Go up instead.
This is what wiremod should have been like in the first place. Easy to learn but hard to master. Will see if i get any time to try this out this weekend, it sure does look promising.
All though this looks nice and dandy, I've gotta ask something... Doesn't this just give a great vibe of the CPU Chip era of Wiremod? You know when stuff lagged to no end because of several entities being spawned which really had no purpose of being models/entities in the first place and should of been more-or-less connect the dots on a small context like menu? This isn't to say this mod isn't good, but for the average builder this just constrains more ents to their contraption.
[QUOTE=kp3;38109824]I'm glad. Did you watch the video though? In my mind that should totally work. If the long one is not touching anything, Go down until it does. If the short one is touching anything, Go up instead.[/QUOTE] Your logic was perfectly fine, the problem is when you wired it up since the laser wasn't touching anything it was constantly telling the hoverballs to go down, so when you unfroze it the hoverballs flew down really far colliding with the ground. I built a test machine with the same logic as yours and it worked, just make sure the long laser is hitting something and the short laser isn't while you're wiring. [editline]20th October 2012[/editline] [QUOTE=JoeSkylynx;38111257]All though this looks nice and dandy, I've gotta ask something... Doesn't this just give a great vibe of the CPU Chip era of Wiremod? You know when stuff lagged to no end because of several entities being spawned which really had no purpose of being models/entities in the first place and should of been more-or-less connect the dots on a small context like menu? This isn't to say this mod isn't good, but for the average builder this just constrains more ents to their contraption.[/QUOTE] What I've always done, even with wiremod, is have a big PHX plate and do all the logic stuff on there, so the only things on my contraptions are sensors and outputs. This way all those gates aren't actually moving, and it should reduce most fps drops. Of course the CPU and E2 stuff in wiremod is more powerful than this, but I don't think check'em is supposed to be complex, it's supposed to be simple. Wiremod is for making percision aircraft that transform into robots and shoot homing missiles, check'em is for making a doorbell that blows up the door after it's done.
I'm loving it so far, but could you add a loop option to the sound emitter? Making it loop on my own has proven to be difficult.
[QUOTE=kp3;38109824]I'm glad. Did you watch the video though? In my mind that should totally work. If the long one is not touching anything, Go down until it does. If the short one is touching anything, Go up instead.[/QUOTE] What everyone else said was correct, notice how when you connected the NOT to the hoverball, it was on and the hoverball lit up. So even though the crate was frozen the hoverball continued to try and move downward, farther and farther, then when it finally was able to move it smashed into the ground. If you had left it there long enough with the shorter laser hitting the world it would have eventually fixed itself. [QUOTE=JoeSkylynx;38111257]All though this looks nice and dandy, I've gotta ask something... Doesn't this just give a great vibe of the CPU Chip era of Wiremod? You know when stuff lagged to no end because of several entities being spawned which really had no purpose of being models/entities in the first place and should of been more-or-less connect the dots on a small context like menu? This isn't to say this mod isn't good, but for the average builder this just constrains more ents to their contraption.[/QUOTE] We have some ideas about how to remedy things like this but I don't entirely disagree with you. The entire reason we started this mod was to have a very visual interface for logic, even more so than wire was when everyone was doing gate wiring. Unfortunately it comes at the cost of having these entities. I've tried to keep it optimized where I can and if anyone has any further suggestions my ears are more than open. [QUOTE=Bellmanator;38127553]I'm loving it so far, but could you add a loop option to the sound emitter? Making it loop on my own has proven to be difficult.[/QUOTE] There are many features I want to add to the sound emitter actually, looping is one of them.
Will we be able to make our own custom chips eventually? I've got a few ideas for one or two :v:.
Pretty dumb of me not to realize that :v: Again, Just duping it would've solved it for me. [editline]Edited: [/editline] Would be sick with some kind of way to control hydraulics. I suppose I can just use a numpad button but it'd be cooler if we could just raise it up and down freely instead of set positions.
Will this be uploaded to GM13 since the Workshop was wiped?
Neat. It's like a more basic version of wiremod.
[QUOTE=Electrocuter;38182900]Will this be uploaded to GM13 since the Workshop was wiped?[/QUOTE] Yea it should be up there now, let me know if there are any problems.
Possible chance for external developer access? So we can add inputs and outputs to our own tools, for example fading doors? Could use a few more modifiers too, such as a way to interface with hydraulics, as well as perhaps firing "lock", "unlock" and other things on entities such as doors. A randomiser with an input could be nice too.
can this use with wire mod?
I love this addon, the only thing it needs is support for more standard tools like pulley
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