[QUOTE=Jurikuer;19564429]Don't fix what is not broken. aVoN doesn't do textures or modeling or sounds. Those are all contributions from other users. From what I understand he just codes it all to work and he does a mighty fine job at that. No he is not the greatest coder in the world, but he made the Stargates so close to the show that there isn't much else that can be done to improve on them.
The Adaptive shielding would be an awesome feature for any addon, and it is very possible that aVoN failed his attempt merely because he didn't care all that much about it and would rather finish the other things hes already begun working on. A mans failure tells you nothing of his ability, rather it is his attempts to complete the task.[/QUOTE]
oh for fuck's sake... i never said it WAS broken... and you are wrong that they can't be improved. Of course they can be improved. You say they are close to the show... they are close, but they are far from perfect. They dont use energy, addresses between milkyway gates and pegasus gates are the same (8 chevrons could be added) when damaged the wormhole doesn't disengage, or even fluctuate like in the show.
yes they are great... yes there is only a few things that could be done.. and yes there is always room for improvement.. no i'm not saying i can do it better. As far as i am concerned there is no argument here.. you are just saying that they are perfect and they cant be improved at all.. but you are wrong.
now please... can we not do this in the stargate extras thread!
[editline]07:38AM[/editline]
[QUOTE=DrFattyJr;19568933]I'm personally fairly sceptical about practical implementation of model clipping, as there is no way to clip physics. It can work fine visually, but from what i'm aware, not practically, this is not to say it can't be done.[/QUOTE]
I think AFAIK that the visual part will be the only bit clipped. As far as the physics go i think aVoN is no-colliding it with everything as soon as it makes contact with the eventhorizon. - don't hold me to that though :P
Guys just chill, aVoN's a brilliant coder, but not god. After all we're only human and make mistakes.
[QUOTE=DrFattyJr;19569004]Guys just chill, aVoN's a brilliant coder, but not god. After all we're only human and make mistakes.[/QUOTE]
I know that, but this guy ^, comes with the "If there was a new coding/moddeling/texturing team, im sure it would be much better than what it is now". I cant stand that, the fact is, that there is no new team, that aVoN and the others made the stargate pack, and not some other team, they did it, end.
[QUOTE=GenXCypher;19568967]oh for fuck's sake... i never said it WAS broken... and you are wrong that they can't be improved. Of course they can be improved. You say they are close to the show... they are close, but they are far from perfect. They dont use energy, addresses between milkyway gates and pegasus gates are the same (8 chevrons could be added) when damaged the wormhole doesn't disengage, or even fluctuate like in the show.
yes they are great... yes there is only a few things that could be done.. and yes there is always room for improvement.. no i'm not saying i can do it better. As far as i am concerned there is no argument here.. you are just saying that they are perfect and they cant be improved at all.. but you are wrong.[/QUOTE]
Actually they used to fluctuate on damage, disconnect and even jump target gates, but they were open to minging (and were minged often)so aVoN took them out. The things you mentioned were either put forward at one point, or actually implemented, and were either turned down or removed due to Gmod gameplay - we can't have it 100% because Gmod's gameplay simply doesn't allow it.
I've been working on getting the gates/dhds themselves LS3 compatible though (the rest of the stuff already is). Slow going as I'm learning LUA as I run, but its going OK so far.
You were right about the no collide :D
Moving on, now you two have stopped arguing: How will the McKay team be working out contraption shields? I know how CDE does it, and will do it in its next incarnation, so I'm wondering about you guys?
IT would be cool to have the shields be a bubble shield formed around the conrtaption like the Orion's do, but as i previously mentioned, aVoN, who has a VERY VERY good computer, got his server to crash because of it. So i guess we'll have to wait for technology, and just go ellipsitcally for now. And loki? Please stop outraging at me, i'm"done being a gripe", as you all describe it.
[QUOTE=denizine;19571058]IT would be cool to have the shields be a bubble shield formed around the conrtaption like the Orion's do, but as i previously mentioned, aVoN, who has a VERY VERY good computer, got his server to crash because of it. So i guess we'll have to wait for technology, and just go ellipsitcally for now. And loki? Please stop outraging at me, i'm"done being a gripe", as you all describe it.[/QUOTE]
It's called metaballs, and i don't know why it would cause strain, it only needs to be calculated once.
[editline]09:18PM[/editline]
[media]http://www.youtube.com/watch?v=mXHgufJCHak[/media]
Not that they will be moving in realtime but you get the idea of how you could morph the shape of the shield.
LUA is very different than metaballs.
[QUOTE=denizine;19571289]LUA is very different than metaballs.[/QUOTE]
Lua and metaballs are two completely different things, you can't compare them.
[QUOTE=denizine;19571058]And loki? Please stop outraging at me, i'm"done being a gripe", as you all describe it.[/QUOTE]
What relevance has that got to the rest of your post? o_o
If you want to deal with me do it in PM, I only went public because you didn't get the point and were still harassing.
Meanwhile, he would use LUA to create a metaball based on the size and shape of the ship. This would only have to be calculated once (or at the very most, whenever the shield turns on).
[QUOTE=denizine;19571289]LUA is very different than metaballs.[/QUOTE]
Wut...?
Metaballs are mathematics, and as such can be implemented in just about any programming language. Once again i'll reiterate, i'm not going to be constantly calculating moving metaballs, i'm only going to do it once to get the shape of the shield! It's a means to an end, not the end.
[QUOTE=denizine;19571058]IT would be cool to have the shields be a bubble shield formed around the conrtaption like the Orion's do, but as i previously mentioned, aVoN, who has a VERY VERY good computer, got his server to crash because of it. So i guess we'll have to wait for technology, and just go ellipsitcally for now. And loki? Please stop outraging at me, i'm"done being a gripe", as you all describe it.[/QUOTE]
aVoN failed because he didn't put his full abilities into it, he gave it a quick shot and went back to stuff he was already working on so he can finish them for #45. Think of it as an Alpha build, the most unstable build (There is a more unstable build but I forget it's name), only instead of fixing it he dropped it to work on more important things.
I'm not trying to make aVoN out to be a god, I'm only trying to point out that the task is not impossible, it just needs someone to spend some time on it.
[QUOTE=DrFattyJr;19550093]using a marching cubes metaball algorithm to generate a mesh[/QUOTE]
How's this coming along? I've just been learning about the marching cubes algorithm and my slides mention it can generate tens, if not hundreds, of thousands of polygons for a modest sized data set - if so, that might be a bit of a problem for shielding complex contraptions!
Why is there a need for fully adaptive shielding? Wouldn't it be enough with a shield where you could manually set up sizes? f.ex seen from above something that would look like <###> (bad drawing, think of it as a long square with sharp edges) that would be 6 points seen from the top, and then some code would make corners smooth and make a shield out from that?
Basically, why make the code automaticly adapt to the structure when players can just do that?
As a SB player, all I'd need from shields is being able to adjust the length width and height of it, and I'd be more than happy.
[QUOTE=Warsheep;19956554]Why is there a need for fully adaptive shielding? Wouldn't it be enough with a shield where you could manually set up sizes? f.ex seen from above something that would look like <###> (bad drawing, think of it as a long square with sharp edges) that would be 6 points seen from the top, and then some code would make corners smooth and make a shield out from that?
Basically, why make the code automaticly adapt to the structure when players can just do that?
As a SB player, all I'd need from shields is being able to adjust the length width and height of it, and I'd be more than happy.[/QUOTE]
Because never do something by half measures and it would have to utilise more or less the same code.
[editline]11:55AM[/editline]
[QUOTE=PyroSpirit;19908257]How's this coming along? I've just been learning about the marching cubes algorithm and my slides mention it can generate tens, if not hundreds, of thousands of polygons for a modest sized data set - if so, that might be a bit of a problem for shielding complex contraptions![/QUOTE]
It's all dependent on your grid resolution. The more resolution the more polygons, and visa versa.
The meta ball idea looks like something I suggested a long time ago on the main stargate topic.
It was more a long the lines of getting sharper shield coverage, instead of a large cube hitbox for the shield, I theorized that it might be possible to create a more accurate shield perimeter in a spherical shape, by generating either - Dozens of smaller hitboxs along the shield perimeter - positions derived by the mesh of the shield entity itself. Eg - Lots of tiny cubes, making a sphere
or
By generating a single smaller hit box, in the path of the entering projectile. Meaning that there wont actually be a hitbox or deflection object/effect until the shield detects something entering the shield mesh. Eg - onTouch event.
Im assuming that the Stargate Shield still operates in the way it used to, where it is a cube hitbox/collision box, invisible, but placed over the spherical shape of the shield.
The idea I suggested to Avon back then, is similar to the metaball idea, in that it uses similar logic, Lots of Tiny objects, to create a more accurate shield shape. Instead of a large clunky shield which has the corners of the collision cube extending beyond the sphere.
[QUOTE=Baaleos;20453748]The meta ball idea looks like something I suggested a long time ago on the main stargate topic.
It was more a long the lines of getting sharper shield coverage, instead of a large cube hitbox for the shield, I theorized that it might be possible to create a more accurate shield perimeter in a spherical shape, by generating either - Dozens of smaller hitboxs along the shield perimeter - positions derived by the mesh of the shield entity itself. Eg - Lots of tiny cubes, making a sphere
or
By generating a single smaller hit box, in the path of the entering projectile. Meaning that there wont actually be a hitbox or deflection object/effect until the shield detects something entering the shield mesh. Eg - onTouch event.
Im assuming that the Stargate Shield still operates in the way it used to, where it is a cube hitbox/collision box, invisible, but placed over the spherical shape of the shield.
The idea I suggested to Avon back then, is similar to the metaball idea, in that it uses similar logic, Lots of Tiny objects, to create a more accurate shield shape. Instead of a large clunky shield which has the corners of the collision cube extending beyond the sphere.[/QUOTE]
It's easier to use vector math for a more accurate hit position.
[lua]
function SGE:ShieldTrace(pos, dir, filter)
local tr = StarGate.Trace:New(pos, dir, filter)
local aim = (dir-pos):GetNormal()
tr.HitShield = false
if(ValidEntity(tr.Entity)) then
local class = tr.Entity:GetClass()
if(class == "shield") then
local pos2 = tr.Entity:GetPos()
local rad = tr.Entity:GetNWInt("size",0)
local relpos = tr.HitPos-pos2
local a = aim.x^2+aim.y^2+aim.z^2
local b = 2*(relpos.x*aim.x+relpos.y*aim.y+relpos.z*aim.z)
local c = relpos.x^2+relpos.y^2+relpos.z^2-rad^2
local dist = (-1*b-(b^2-4*a*c)^0.5)/(2*a)
if tostring(dist) == "-1.#IND" then
tr = SGE:ShieldTrace(tr.HitPos, dir, tr.Entity, true)
elseif dist < 0 then
dist = (-1*b+(b^2-4*a*c)^0.5)/(2*a)
tr.HitPos = tr.HitPos+aim*dist
tr.HitNormal = (tr.HitPos-pos2):GetNormal()
tr.HitShield = true
else
tr.HitPos = tr.HitPos+aim*dist
tr.HitNormal = (tr.HitPos-pos2):GetNormal()
tr.HitShield = true
end
end
end
return tr
end [/lua]
Question:
I want to create a super turret of death that runs off of two stargates and the overloader in beam mode.
The way I have it set up is two gates welded to the back of each other and the overloader about 6ft in front of the sending gate. For some reason, when it's set up like this, the laser will turn invisible, but it still exists. IE, if I step in front of the receiving gate, I get annihilated.
So, anything I can do to keep the laser from turning invisible?
[QUOTE=Chris122990;20578868]Question:
I want to create a super turret of death that runs off of two stargates and the overloader in beam mode.
The way I have it set up is two gates welded to the back of each other and the overloader about 6ft in front of the sending gate. For some reason, when it's set up like this, the laser will turn invisible, but it still exists. IE, if I step in front of the receiving gate, I get annihilated.
So, anything I can do to keep the laser from turning invisible?[/QUOTE]
Focus beam is turned on?
Yes. That's what I mean by beam mode.
[QUOTE=Chris122990;20578868]Question:
I want to create a super turret of death that runs off of two stargates and the overloader in beam mode.
The way I have it set up is two gates welded to the back of each other and the overloader about 6ft in front of the sending gate. For some reason, when it's set up like this, the laser will turn invisible, but it still exists. IE, if I step in front of the receiving gate, I get annihilated.
So, anything I can do to keep the laser from turning invisible?[/QUOTE]
It's an effect's glitch, it's on my todo list.
Good to know you know then.
Hi ! i realy need that you disable naquada bomb and stargate overloader damages on func_ entities, prop_physics, prop_dynamics. Take a look to the nuke 4 addons, the explosion only hearts player ! And it's very important for the stability of servers and for the map ! I real need this plz ! For my new rp_stargate map !
Link: [url]http://www.facepunch.com/showthread.php?t=934169[/url]
I'm pretty sure he's not going to change the mod for the sake of compatibility with a single map.
The problem is with every maps ! not only mine :/
So, It destroy func_door (with brush or models) and every func_button and prop_dynamics/physics oO, it's a kill map tool xD plz, fix it
The gate overloader doesn't work for me - any fixes avaible?
[QUOTE=Jejebond;21793093]Hi ! i realy need that you disable naquada bomb and stargate overloader damages on func_ entities, prop_physics, prop_dynamics. Take a look to the nuke 4 addons, the explosion only hearts player ![/QUOTE]
I've just altered the naquadah bomb so that it won't remove anything that's part of the map; that should fix your problem. The overloader already shouldn't be able to damage the map, since it uses whichever damage system you have installed.
[QUOTE=assassin21;21839673]The gate overloader doesn't work for me - any fixes avaible?[/QUOTE]
I'll need a little more information than that - what happens when you try to use it? Do you get any error messages?
[QUOTE=PyroSpirit;21852946]I've just altered the naquadah bomb so that it won't remove anything that's part of the map; that should fix your problem. The overloader already shouldn't be able to damage the map, since it uses whichever damage system you have installed.
I'll need a little more information than that - what happens when you try to use it? Do you get any error messages?[/QUOTE]
The effects don't work, and the gate doesnt seem to overload at all, the only thing is, that you die if you jump in front of the gate, nothing else, no red glow etc, and no explosions, and the only errors are the effect error's you already know about.
[editline]02:17PM[/editline]
It has been some time since I played Gmod though, but this is what it was like 3 months ago for me.
[QUOTE=PyroSpirit;21852946]I've just altered the naquadah bomb so that it won't remove anything that's part of the map; that should fix your problem. The overloader already shouldn't be able to damage the map, since it uses whichever damage system you have installed.
I'll need a little more information than that - what happens when you try to use it? Do you get any error messages?[/QUOTE]
i got lua errors of the energy and with the ori beam cannon i have the problem that i only get the white light and no laser + i got lua errors of <time>
Any visual/effects problems are DrFattyJr's department - I believe he's planning on fixing them once he gets some free time. As for Lua errors with energy beams, I'll need the exact error message in order to have any idea what's wrong - a vague description doesn't really help much.
Is hyperspace still being developed? :p I would rlly love to have that xD
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