Now, the question of difference between GMod9 Lua and GMod10 Lua. Is finally revealed. Amazing work dude. Very fun to play. The only problem is Source limits you to such small maps. It really sucks. :(
[QUOTE=Aska49]Now, the question of difference between GMod9 Lua and GMod10 Lua. Is finally revealed. Amazing work dude. Very fun to play. The only problem is Source limits you to such small maps. It really sucks. :([/QUOTE]
The Lua in this can be done with gmod9. It's not complicated at all. Everything except the crushing damage on venus, the burning on mercury and the toggling between gravity on/off is done in Hammer, part of the Source SDK.
About people getting errors in the console, it's because the author tried to use ent.Entity. ent. refers to ent:GetTable(). If you want to refer to the entity, just do ent:SetPos() or ent:SetGravity(), not ent.Entity:SetPos(). ent.Entity doesn't actually exist.
Anyway, I rescripted a bunch of this stuff so that it won't error and break the script, and that it will run off of a single Lua script instead of a gamemode. All you need to do is place this script in your garrysmod/lua/autorun/server directory (delete the gamemode if you have it still and just run off of sandbox) and it will [b]run ONLY when it is on gm_spacebuild.[/b] I've been using it on my construction server and it works great now.
[url]noxiousnet.com/spacebuild.zip[/url]
Wait... what if you turned off gravity completely, and put black hole SENTs in the core of each planet to simulate gravity? Then you could create a realistic gravity sphere, as well as orbit (and you would not do the annoying thing where if you approaced the planet from not directly where you could land you would be flung out into space). I'm going to try out my idea.
[QUOTE=elevator13]Wait... what if you turned off gravity completely, and put black hole SENTs in the core of each planet to simulate gravity? Then you could create a realistic gravity sphere, as well as orbit (and you would not do the annoying thing where if you approaced the planet from not directly where you could land you would be flung out into space). I'm going to try out my idea.[/QUOTE]
No need, we all know we can have spherical planets, but overriding angles is the biggest problem. Check out the gmod planets thread in general lua, they've made some nice progress.
Ugh, I forgot about rotating the player's view model. Careless mistake, but it would still be cool with ships.
[QUOTE=JetBoom]The Lua in this can be done with gmod9. It's not complicated at all. Everything except the crushing damage on venus, the burning on mercury and the toggling between gravity on/off is done in Hammer, part of the Source SDK.[/QUOTE]
The burning, crushing and gravity toggle is not done in Hammer.
1: Burning results from traces that take the angle of the sun into account, which permits you to hide behind structures and avoid damage. This could not be done with a trigger_hurt.
2: Crushing would not work properly with the Life Support mod if it were a trigger_hurt, the damage would simply be unavoidable.
3: func_vphysics_motion has flaws which frustrated even LazerManiac in his gm_orbit map. Only through careful tweaking of the parameters was he able to avoid the aberrant "bobbing" effect when using small gravity multipliers. The side-effect of these parameters was that space has an unrealistic amount of friction.
Another frustration with the func_vphysics_motion was the sheer size of the trigger brushes required to fill interplanetary space. They produced a noticeable penalty in load times and framerate, while at the same time giving poor results. Let's not even get started on trigger_gravity...
A script was the unavoidable conclusion.
Thank you for pointing out the issue with ent.Entity, it seems to work either way in most cases, I'll take that into account in the next update.
Can someone please explain how to get saving to work?
I tried to save, and when I loaded it again after closing and opening Gmod, the air devices don't work (except underwater on earth), and I can't turn off the compressors). Whats wrong?
Okay, scratch my earlier thing about air and whatnot crapicale.
Instead, have the script read the logic_cases for the air case. If the air case is not filled in, have it read "trigger_multiple". If there is a trigger multiple have it put air there. (Because the player would activate it)
I had a long discussion how you couldn't make your own FGD and have the game know it inside, so this was the alternative that we came up with.
[QUOTE=M_u_d]Can someone please explain how to get saving to work?
I tried to save, and when I loaded it again after closing and opening Gmod, the air devices don't work (except underwater on earth), and I cant turn off the compressors). Whats wrong?[/QUOTE]
Life Support is currently incompatible with savegames, I'm still researching why the linked lists are getting wiped out.
try running this in the console before loading the savegame:
sv_defaultgamemode spacebuild
[QUOTE=Lord Ned]Okay, scratch my earlier thing about air and whatnot crapicale.
Instead, have the script read the logic_cases for the air case. If the air case is not filled in, have it read "trigger_multiple". If there is a trigger multiple have it put air there. (Because the player would activate it)
I had a long discussion how you couldn't make your own FGD and have the game know it inside, so this was the alternative that we came up with.[/QUOTE]
Rawr :3:
[QUOTE=Lord Ned]Okay, scratch my earlier thing about air and whatnot crapicale.
Instead, have the script read the logic_cases for the air case. If the air case is not filled in, have it read "trigger_multiple". If there is a trigger multiple have it put air there. (Because the player would activate it)
I had a long discussion how you couldn't make your own FGD and have the game know it inside, so this was the alternative that we came up with.[/QUOTE]
Ok, how about giving a name to the trigger_multiple and creating a logic_case with Case01 being "habitat" and Case02 being the air value(0 or 1), then Case03 being the actual name of the trigger_multiple which is controlled by the logic_case? I'll have to think on it some more, but this may lead to the possibility of rooms that could be "evacuated" and become unbreathable, such as airlocks and hangars.
[QUOTE=Shanjaq]Life Support is currently incompatible with savegames, I'm still researching why the linked lists are getting wiped out.
try running this in the console before loading the savegame:
sv_defaultgamemode spacebuild[/QUOTE]
Nope, the only thing it did was make the skybox into a missing texture. So, do I have to re-do all the life-support devices when I load the game?
[QUOTE=M_u_d]Nope, the only thing it did was make the skybox into a missing texture. So, do I have to re-do all the life-support devices when I load the game?[/QUOTE]
When the skybox becomes a missing texture that's a sign you need to restart gmod. The textures are packed in the BSP Textures lump, and can sometimes get read improperly by HL2(especially when reloading a map.)
[QUOTE=Shanjaq]Ok, how about giving a name to the trigger_multiple and creating a logic_case with Case01 being "habitat" and Case02 being the air value(0 or 1), then Case03 being the actual name of the trigger_multiple which is controlled by the logic_case? I'll have to think on it some more, but this may lead to the possibility of rooms that could be "evacuated" and become unbreathable, such as airlocks and hangars.[/QUOTE]
Well, Hmmmn. I was trying to incooperate both things, so the mappers don't have to make another brush for air. D:
So, Yeah, I like the basics of your idea, so that we could have space stations where you open the door to the outside and it goes WHOOSH!>
Hmm, I can't die underwater. How can i fix this?
The highest speed I can reach no matter how high the thruster force is close to 110 MiPH. I am going to test and see how many UPS that is, but I don't think it is 1000, so that would have to be changed. 100 MiPH would be more uniform. Putting it at 75 MiPH would make it easier more realistic 9in the since of how obtainable it is in game) and 50 MiPH would be more frequent.
As for the unwelding of props, that would be a good idea as an integer in the console, instead of in the script so it can be changed based on a need be bases.
And for explosions, this would be an interesting idea, but it could cause major lag if you have a capital ship crashing into a planet at a speed higher than that of the deadly reentry speed.
[QUOTE=Waffler]Hmm, I can't die underwater. How can i fix this?[/QUOTE]
Hold tab, check what gamemode is running. If it's sandbox, type
sv_defaultgamemode spacebuild
Then
changelevel gm_spacebuild
If spacebuild is already running, you might be missing life support stool?
Most likely answer is he is missing the life support mod.
[QUOTE=Zeddy]Most likely answer is he is missing the life support mod.[/QUOTE]
Not nessecarily, tons of people have somehow failed to notice that they've started sandbox instead of spacebuild.
Probably because of the confusing concommands though.
Yeah i do have the life support tool
[QUOTE=Waffler]Yeah i do have the life support tool[/QUOTE]
Did you check what gamemode you were running?
I'm about to do that after i download Phoenix storm's model pack
Heres ideas:
Jupiter - Stormy, ALL water
Saturn - Cloudy like venus
Ceres - VERY small (Luna-size), in the asteroid belt
Pluto - Smaller than Ceres, Upon landing, you are frozen and slowly killed.
Neptune - All ice and water, minorly cloudy
Uranus - Cloudy, mostly ice
Eris - Hidden planet past pluto; INSTANT kill without a large heater.
Sun - Gets hotter the closer you get, need supercoolant to get near. Landing on causes an sintant kill.
Objects and Etc.:
Heater - Heats up people in a small radius
A heat-meter - Relates to life-support, only goes down on cold planets, if dropped to 0, you die.
Life support FUEL - For things like the heater.
large heater - Heats more and in a larger radius
Life support NITROGEN - For collers and coolants
Cooler - Cools you down when on hot planets; Small radius
SuperCoolant - Should only be used when near the sun, otherwise it freezes radius.
Space:
Black holes and nebulas - Black hole turns you to a ragdoll, destroys all objects, and slowly kills you as you are twisted. Nebulas distort your equipment, caausing them to turn off until the area is left.
Just ideas...
Yep it is on the gamemode but i can't die from being underwater too long and i can't die when i'm in space.
[QUOTE=yuki]Heres ideas:
Jupiter - Stormy, ALL water
Saturn - Cloudy like venus
Ceres - VERY small (Luna-size), in the asteroid belt
Pluto - Smaller than Ceres, Upon landing, you are frozen and slowly killed.
Neptune - All ice and water, minorly cloudy
Uranus - Cloudy, mostly ice
Eris - Hidden planet past pluto; INSTANT kill without a large heater.
Sun - Gets hotter the closer you get, need supercoolant to get near. Landing on causes an sintant kill.
Objects and Etc.:
Heater - Heats up people in a small radius
A heat-meter - Relates to life-support, only goes down on cold planets, if dropped to 0, you die.
Life support FUEL - For things like the heater.
large heater - Heats more and in a larger radius
Life support NITROGEN - For collers and coolants
Cooler - Cools you down when on hot planets; Small radius
SuperCoolant - Should only be used when near the sun, otherwise it freezes radius.
Space:
Black holes and nebulas - Black hole turns you to a ragdoll, destroys all objects, and slowly kills you as you are twisted. Nebulas distort your equipment, caausing them to turn off until the area is left.
Just ideas...[/QUOTE]
I do like those ideas, however unrealistic. None of the PLANETS further out than mars has an actual solid surface, but what's the fun in that?
(edit: Sorry, when I say planets, I do not mean pluto and the rest of the outer planets (all the weird new planets, that's not really planets at all :S), I'm talking about jupiter -> uranus)
Maybe make Jupiter all gas, and make spherical moons around it habitable instead?
[QUOTE=Waffler]Yep it is on the gamemode but i can't die from being underwater too long and i can't die when i'm in space.[/QUOTE]
Now that's really strange, if you're running the gamemode on the right map, WITH the life support stool, it should all work fine.
You guys can't expect him to make the map any bigger. That's as big as you can make a map, unless you want more planets closer togeather.
[QUOTE=Shanjaq]The burning, crushing and gravity toggle is not done in Hammer.
[/quote]
Yeah that's what I said. I said everything [b]EXCEPT[/b] the crushing, burning, and gravity was done in hammer. And even so, you could have avoided the findinsphere's and nested for loops with trigger SENT's.
[QUOTE=Shanjaq]
Thank you for pointing out the issue with ent.Entity, it seems to work either way in most cases, I'll take that into account in the next update.[/QUOTE]
I already posted a new script in my previous post. It doesn't use a gamemode method and everything works perfectly. It even only loads on the proper map, automatically.
I love this gamemode you sir are a God!
very nice idea, i use the stargate mod from avon with this, its fun.
Me too.. But i just can't figure the codes for the gates :/
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