No, one hammer unit are 0.75 inches according to the [URL="https://developer.valvesoftware.com/wiki/Dimensions"]wiki[/URL].
Valve's unit system is a mess.
[QUOTE=Grocel;48705027]No, one hammer unit are 0.75 inches according to the [URL="https://developer.valvesoftware.com/wiki/Dimensions"]wiki[/URL].
Valve's unit system is a mess.[/QUOTE]
It's actually both, depending on what you apply it to.
[QUOTE=Robotboy655;48705054]It's actually both, depending on what you apply it to.[/QUOTE]
The wiki page says 0.75 inches for "maps, architecture and prop models" and 1 inch for "human character models". So shouldn't it be the 0.75 for vehicles or is Valve [I]that[/I] inconsistent?
i did some math comparing the vehiclescripts and the output of the table, it's 1 in this case.
Thanks Valve!
[QUOTE=Robotboy655;48704828]mph = units / 17.6 is a rough estimate.
I don't know why Valve decided to do it this way. There's no way to do it properly in engine because a lot of the Vehicle stuff is in vphysics.dll which we got no access to.[/QUOTE]
Can you override the GetVehicle return to give MPH in C++ so that it at least comes across consistently?
[QUOTE=Handsome Matt;48705135]Coherent UI, Facepunch already have it licensed for Rust, I've been asking for over a year[/QUOTE]
Tried to convince Kilburn to do this almost a year ago when I realised Facepunch had the license, nothing came of it then either.
[QUOTE=code_gs;48705330]Can you override the GetVehicle return to give MPH in C++ so that it at least comes across consistently?[/QUOTE]
There's no way get the MPH values without simply diving the variables by 17.6, which will not give an accurate result.
[QUOTE=Robotboy655;48705488]There's no way get the MPH values without simply diving the variables by 17.6, which will not give an accurate result.[/QUOTE]
[img]http://rp.braxnet.org/scr/1442529322254.png[/img]
this is not accurate enough?
[QUOTE=Giraffen93;48705639][img]http://rp.braxnet.org/scr/1442529322254.png[/img]
this is not accurate enough?[/QUOTE]
It's not the exact value from the .txt, and the inaccuracy will stack the more you use Get-> Set, even though there's really no reason for you to do so.
[QUOTE=Robotboy655;48705648]It's not the exact value from the .txt, and the inaccuracy will stack the more you use Get-> Set, even though there's really no reason for you to do so.[/QUOTE]
does anyone even write with decimals in those fields? never seen it
math.round would work on that, honestly
[QUOTE=Bo98;48705172]The wiki page says 0.75 inches for "maps, architecture and prop models" and 1 inch for "human character models". So shouldn't it be the 0.75 for vehicles or is Valve [I]that[/I] inconsistent?[/QUOTE]
Well they hadn't any French Revolution.
[del]I think there's a filesystem exploit going around, some of my serverside lua files have been filled with garbled mess.
An example file: [url]http://rp.braxnet.org/scr/1442693010469.zip[/url]
I'm pretty pissed, considering that a couple of thousand-line long files have been removed.[/del]
[I]probably a false alert, i forgot i got a bluescreen yesterday[/I]
[QUOTE=Giraffen93;48719818]I think there's a filesystem exploit going around, some of my serverside lua files have been filled with garbled mess.
An example file: [url]http://rp.braxnet.org/scr/1442693010469.zip[/url]
I'm pretty pissed, considering that a couple of thousand-line long files have been removed.[/QUOTE]
Are you telling me that you host a huge custom gamemode project and don't use ANYTHING like git or some other vcs?
[editline]19th September 2015[/editline]
I don't want to say that you aren't a victim, but that's pretty irresponsible.
[QUOTE=zerf;48719904]Are you telling me that you host a huge custom gamemode project and don't use ANYTHING like git or some other vcs?[/QUOTE]
i use dropbox as a backup, since i save files almost multiple times a second, version management won't work
but i reinstalled windows recently and never set it up again, so backup is from the 13th.
[QUOTE=Giraffen93;48719919]i use dropbox as a backup, since i save files almost multiple times a second, version management won't work
but i reinstalled windows recently and never set it up again, so backup is from the 13th.[/QUOTE]
SVN/Git is something you definitely need to look into, and it will be able to support your multiple saves per second nature.
[QUOTE=Revenge282;48720007]SVN/Git is something you definitely need to look into, and it will be able to support your multiple saves per second nature.[/QUOTE]
does it really? my experience with it is that you have to put a comment on each push and i really cba to do that, or do pushes manually
[QUOTE=Handsome Matt;48720096]just push when you finish a segment of code, write a nice comment - it helps development work flow a lot[/QUOTE]
i never finish segments, i go from file to file and write code constantly, this being impossible to just make a stop
dropbox is nice because it saves a few versions of the file automatically
[QUOTE=Giraffen93;48720107]i never finish segments, i go from file to file and write code constantly, this being impossible to just make a stop
dropbox is nice because it saves a few versions of the file automatically[/QUOTE]
You could always do the hacky way and use junctions
[QUOTE=Giraffen93;48720107]i never finish segments, i go from file to file and write code constantly, this being impossible to just make a stop
dropbox is nice because it saves a few versions of the file automatically[/QUOTE]
Your commit messages can be as simple as "Started work on slot machine" then if you do something specific: "Changed texture of X button" etc. They can be anything you want, as long as you understand them. Heck, you could even just commit all your changes at the end of the day and have the comment be "Tuesday, July 6"
Everyone will hate you, but you can alias a command to "git commit -m 'anus'" and forever be too lazy of a cunt to write a commit message.
[QUOTE=xaviergmail;48720222]Your commit messages can be as simple as "Started work on slot machine" then if you do something specific: "Changed texture of X button" etc. They can be anything you want, as long as you understand them. Heck, you could even just commit all your changes at the end of the day and have the comment be "Tuesday, July 6"[/QUOTE]
yeah but the thing is, there would be like <10 seconds between commits :v:
every file has at least a couple of thousand saves in the least
it really doesn't work with my development style..
You don't even have to comment if you don't want honestly, though you definitely should at least on the start of major changes. But with my setup, I have SVN set up on my box, along with a dev server on the box. When I make a commit from my computer, the SVN repo has a hook that updates the dev servers copy of the files, and I just change map. This also let's a couple other people dev simultaneously with me. With Sublime and plugins, it is as easy as saving, and hitting 2 keys. PM/Steam me if you're interested at all, this thread isn't the place.
What stops you from committing your changes once you are done with coding for the day.
This is what I usually do.
[QUOTE=Handsome Matt;48720274]why do you need these 1000 versions[/QUOTE]
i don't, but i don't know when i'd commit either
[QUOTE=Robotboy655;48720283]What stops you from committing your changes once you are done with coding for the day.
This is what I usually do.[/QUOTE]
yeah that could work actually
Commit whenever your code stops being broken.
[QUOTE=Giraffen93;48720291]-snip-[/QUOTE]
Check C:\Users\*username*\AppData\Roaming\Notepad++\backup if you are using notepad++ :)
There are so many things SVN is good for:
[img]http://puu.sh/khFIV/aa2bb07cf0.png[/img]
[QUOTE=Ott;48721858]Commit whenever your code stops being broken.[/QUOTE]
Or create a separate branch whenever you're working on some big changes and merge them, when you're done ([URL="https://atlassian.com/git/tutorials/comparing-workflows/feature-branch-workflow"]feature branch workflow[/URL]).
Who needs a SVN...
When you got a private FTP connection! :V
That's how I commit.
But I keep stuff to myself.
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