• Spacebuild 3
    1,240 replies, posted
It turned out that the person who owned the server was having a 1d10T error. He had the old sb3 svn in the addons folder and I didnt catch it untill I looked at the SVN link when nothing else worked. Thanks for the help though.
[QUOTE=pl0xinat0r;15979442]The phrase is "driving me mad"[/QUOTE] I can't even type properly anymore! :(
[QUOTE=creec;15978957]Not to offend anyone, but SB3 stuff is riding me mad! I dont fuckin want CDS, but i have everything else, and still this whole thing is unplayable.. I tried different things from various addons, starting from *working* Tiberium mod to Life support itself. And 80% from what i tried, spammed me errors related to CAF. Seriously, whole SB3 thing is almost 10 addons or maybe even more! And it has less content than some small addons. Why can't it just be 2 addons. SB3 and LS3. It is obvious you always need Ls3 Rd3 and CAF so why are them in 3 different folders? If something is in addon it should contain all you need, or if it is something like wire, it should be optional![/QUOTE] The problem is that RD can be used seperatly from LS and SB. Thus it has to be seperate addon. LS isn't required to play sb, it only adds more realism to it. CAF was made to reduce the code in certain addons, add more options (so you can disable if for example if you want). CDS and the mining addon aren't even alfa yet for the current versions... LS Entities are now in a seperate addon to. This way people can use the Entities without having to use the LS core if they don't want it. Once there is a release for all of them I'll make [b]1[/b] addon which contains ALL of them together: Meaning SB, LS, RD and LS Entities.
[QUOTE=snake_1_1;15984165]The problem is that RD can be used seperatly from LS and SB. Thus it has to be seperate addon. LS isn't required to play sb, it only adds more realism to it. CAF was made to reduce the code in certain addons, add more options (so you can disable if for example if you want). CDS and the mining addon aren't even alfa yet for the current versions... LS Entities are now in a seperate addon to. This way people can use the Entities without having to use the LS core if they don't want it. Once there is a release for all of them I'll make [b]1[/b] addon which contains ALL of them together: Meaning SB, LS, RD and LS Entities.[/QUOTE] Right, i'm waiting for that. And it's not like i dislike your work, it's just the way Garry's mod loads content from "addons" folder. The long loadingtimes are not because there are some big addons, it is long because there are many small. Example: If you compare having only PHXSVN and having 2 little weapon/tool packs. PHXSVN loads faster. But if you put these 2 weapon packs together in 1, load time is shorter than with PHXSVN. [editline]12:59PM[/editline] Then another question. [QUOTE=snake_1_1;15984165] CDS and the mining addon aren't even alfa yet for the current versions... [/QUOTE] Does that mean i am not forced to use CDS?
Why would you have to use CDS?
[QUOTE=snake_1_1;15995584]Why would you have to use CDS?[/QUOTE] When i just removed it from addons folder first, i got a lot of errors related to CDS. Anyway i found 1 annoying bug. It is about gravity. Example: If you make some prop and disable gravity on it, and then throw it in space and back to planet it gets gravity back. So maybe something like this would work? ent:SetNWInt("original_gravity", ent:GetGravity()) ent:SetGravity(0) when prop leaves orbit and then when it goes to orbit. if ent:GetNWInt("original_gravity") then ent:SetGravity( ent:GetNWInt("original_gravity") ) else ent:SetGravity(1) end
[QUOTE=creec;16013840]When i just removed it from addons folder first, i got a lot of errors related to CDS. Anyway i found 1 annoying bug. It is about gravity. Example: If you make some prop and disable gravity on it, and then throw it in space and back to planet it gets gravity back. So maybe something like this would work? ent:SetNWInt("original_gravity", ent:GetGravity()) ent:SetGravity(0) when prop leaves orbit and then when it goes to orbit. if ent:GetNWInt("original_gravity") then ent:SetGravity( ent:GetNWInt("original_gravity") ) else ent:SetGravity(1) end[/QUOTE] I could make it take the original gravity into account probably. But still it would have to be set when the entity spawns, or otherwise the gravity will be set already. It takes a max of 1 second before SB would kick in and change the gravity atm...
If you won't make it, scripts like WeltEnsTurms Gravity Controller and ents withouth gravity get gravity, even if you don't want and it is quite annoying.
[QUOTE=creec;16015847]If you won't make it, scripts like WeltEnsTurms Gravity Controller and ents withouth gravity get gravity, even if you don't want and it is quite annoying.[/QUOTE] I'll try to store the 'old' value at the moment they are first added to the check. MEaning that ents that got no gravity in their Initialize or a lower gravity will keep that lower gravity... This might not work for others you manualy set afterwards...
[QUOTE=snake_1_1;16018064]I'll try to store the 'old' value at the moment they are first added to the check. MEaning that ents that got no gravity in their Initialize or a lower gravity will keep that lower gravity... This might not work for others you manualy set afterwards...[/QUOTE] How about you check a prop's gravity whenever it leaves an atmosphere?
Well, apparently there is no way to get the Gravity of an Entity, meaning that no mather what method we would try, we wouldn't even be able to get the 'old' gravity anyways. This will only become a possibility if Garry would/could add a method to retrieve the Gravity somehow...
Only change gravity when the ent doesn't have ent.IgnoreGravity = true Would be a good solution.
[QUOTE=WeltEnSTurm;16027136]Only change gravity when the ent doesn't have ent.IgnoreGravity = true Would be a good solution.[/QUOTE] and once again welt saves the day, oh, and welt, is your gravity controller working now? last time i tried it it needed to be updated because of something.
I had this problem too, I was trying to make a zero g takeoff and landing system and this got in the way.
[QUOTE=WeltEnSTurm;16027136]Only change gravity when the ent doesn't have ent.IgnoreGravity = true Would be a good solution.[/QUOTE] Yes it would, I'll add that check today;) [editline]09:37AM[/editline] Added
So will objects remain gravity-less after leaving and coming back now?
[QUOTE=pokeman;16035030]So will objects remain gravity-less after leaving and coming back now?[/QUOTE] If you change it with the stool, currently not. But if you change it with the Gravity Controller (The one I'll upload today or tomorrow), yes.
I assume you mean the physical properties tool?
yeah for gravity
It is almost impossible for me (and for many others too) to make smoothly flying spaceship withouth this: [url=http://www.garrysmod.org/downloads/?a=view&id=68232][img]http://www.garrysmod.org/img/?t=dll&id=68232[/img][/url] <3
Lol you didn't read our posts, I already knew about the gravity controller. I was reffering to the stool he mentioned in his post.
I don't know where to ask, so I'll do it here. PLEASE rename the "Custom Addon Framework" tab to "CAF".
[QUOTE=WeltEnSTurm;16058108]I don't know where to ask, so I'll do it here. PLEASE rename the "Custom Addon Framework" tab to "CAF".[/QUOTE] why?
[QUOTE=pl0xinat0r;16060350]why?[/QUOTE] Why not? Besides it is too long, so why not just CAF. Simple, short, but you still know what it means.
[QUOTE=pl0xinat0r;16060350]why?[/QUOTE] It makes me rage when everytime I want to switch between the wire and construction tab I have to scroll 2 second sideways first.
Oh and, pl0x. Stop the retarded ignore on Steam, i know you banned me! :< [editline]12:15AM[/editline] [QUOTE=WeltEnSTurm;16061098]It makes me rage when everytime I want to switch between the wire and construction tab I have to scroll 2 second sideways first.[/QUOTE] Damn you Welt, you split my to be automergeable post in 2. :/ [editline]12:15AM[/editline] And i agree with you too.
[QUOTE=WeltEnSTurm;16061098]It makes me rage when everytime I want to switch between the wire and construction tab I have to scroll 2 second sideways first.[/QUOTE] I didnt realise what tab you meant, yes, that is really annoying to me too :D
Now that SB3 is an addon how do you know when the gamemode will be SB3 when starting the game?
[QUOTE=pokeman;16067521]Now that SB3 is an addon how do you know when the gamemode will be SB3 when starting the game?[/QUOTE] When the gamemode is sandbox you can enable and disable SB3 with CAF.
[QUOTE=kevkev;16071444]When the gamemode is sandbox you can enable and disable SB3 with CAF.[/QUOTE] You should be able to see the menu on other Gamemodes to. The Console command is CAF_Main_Menu...
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