I just tried this on the latest revision (54), and I have have some lua errors/bugs to report:
[code]When spawning:
[gamemodes\cosmos\gamemode\sv_playerhook.lua:4] attempt to index field '?' (a nil value)(Hook: PlayerInitialSpawn)
When trying to buy something with 0 credits:
[lua\includes\extensions\math.lua:207] attempt to perform arithmetic on local 'num' (a nil value)
When going into space with no life support:
[gamemodes\cosmos\gamemode\sv_damage.lua:3] attempt to compare nil with number(Hook: Think)[/code]
Looking at the code, it seems you're supposed to start out with 20 credits. I started with 0.
Also, the map I tried it on was sb_new_worlds_2.
It's all because of the first one
Fíxédeéééeééáú (alt key madness)
[QUOTE=Disseminate;29058533]It's all because of the first one
Fíxédeéééeééáú (alt key madness)[/QUOTE]
Excellent work.
[editline]April 8th, 2011[/editline]
[img_thumb]http://cloud.steampowered.com/ugc/594682414735135680/889B26E61D1C3A35697D6B83C1DE8C59D6E84604/[/img_thumb]
Credit farming [b]TO THE MAX[/b]
You've just got me to start up gmod for the first time in weeks, you bastard. Joining the euroserve.
I want to be able to chain-link several containers instead of having to link each container to the generator
Yeah, I know. The issue is, if I daisychain containers, I run into infinite loop issues, have to make a new framework for them, etc. I understand where you're coming from and I'd love to see it too, but it's just really really hard. I'll see what I can do.
To illustrate, imagine a setup like
C1-C2-C3-C4-C5-s
where s is solar panel, C is container.
To check adjacent containers to C5, I get C4. Checking adjacent containers to C4 gives me C3 and C5. Checking C3 and C5 goes to C2, C4, and C4 again. C2 -> C1 and C3, C4 -> C3 again and C5 again and C3 again and C5 again. C1 -> C2, C3 x3 -> C2 x3 + C4 x3, C5 x3 -> C4 x3. Infinite loop.
[QUOTE=Disseminate;29073927]Yeah, I know. The issue is, if I daisychain containers, I run into infinite loop issues, have to make a new framework for them, etc. I understand where you're coming from and I'd love to see it too, but it's just really really hard. I'll see what I can do.
To illustrate, imagine a setup like
C1-C2-C3-C4-C5-s
where s is solar panel, C is container.
To check adjacent containers to C5, I get C4. Checking adjacent containers to C4 gives me C3 and C5. Checking C3 and C5 goes to C2, C4, and C4 again. C2 -> C1 and C3, C4 -> C3 again and C5 again and C3 again and C5 again. C1 -> C2, C3 x3 -> C2 x3 + C4 x3, C5 x3 -> C4 x3. Infinite loop.[/QUOTE]
I'd imagine creating a table in the beginning of the check and storing the containers you've checked in it.
So with your example:
C1-C2-C3-C4-C5-s
And the table T.
You start with s and get C5, T now contains s.
You check C5 and add it to T, you get C4 and s. T contains s and C5.
You then check C4 and add it to T too, you then get C5 and C3. T contains s, C5 and C4.
At each check you loop through the linked entities and disregard those that have been stored in T.
I guess you could also store T as a link table for faster container checking.
Yeah, I was thinking that. But then how do I make it so if I go to store stuff in a container that's already full, and have it neighboring containers, how do I determine where to put the excess resource?
I'll do some testing.
[editline]11th April 2011[/editline]
Holy schlig, it worked!
[code]> PrintTable( C.GetLinkHierarchy( Entity(1):GetEyeTrace().Entity, CE_CONTAINER, { } ) )...
1 = Entity [62][c_con_storage_tank]
2 = Entity [60][c_con_huge_storage_tank]
3 = Entity [59][c_con_huge_storage_tank]
4 = Entity [61][c_con_huge_storage_tank]
[/code]
I'll get working on container merging.
[editline]11th April 2011[/editline]
[media]http://filesmelt.com/dl/gm_new_worlds00023.jpg[/media]
[editline]11th April 2011[/editline]
I accidentally made a solar panel generate energy on a cubic level
How exactly do you earn credits when you have got none? I seem to have expended them all.
Type c_resetcredits in console
Whats the situation with the development of this GM? I hope that development hasn't stopped :ohdear:
My development habits often cycle around multiple projects based on interest. Just working on TS Classic a while. I'll get back to Cosmos in a while.
Quick question (if anyone is available to answer) if I load up a SB map, does Cosmos automatically detect that and load itself or do I need to specify it in Gamemodes?
Tried it out. I learned the hard way about leaving your reactor online without a steady flow of coolant. I was writing an E2 chip at the time and BOOM, game crashed. Needless to say I did not survive the blast.
Oh my. If you have a crash dump (Steam/dumps), upload it to [url]http://dumps.garrysmod.com/[/url] and I'll see what it was
I doubt it was the mod. I'm running a laptop, so that probably was it.
This mod has great promise. But for now, I'll stick to SB3. This one feels incomplete and I can't seem to make a survivable atmosphere outside the planet with the distributers.
I also find it very difficult to get started. Instead of spawning what you want when you want it, your credit system makes it more balanced, but it feels too slow. Perhaps if you change some values it'll speed things up appropriately.
[QUOTE=EastBayWilly;29691385]I can't seem to make a survivable atmosphere outside the planet with the distributers.[/QUOTE]
You have to use scrubbers and have some initial resources.
But yes, I agree - Cosmos is very incomplete. It's a start, and it needs a lot of work. I'm just working on other projects at the moment.
[QUOTE=Disseminate;29694810]You have to use scrubbers and have some initial resources.
But yes, I agree - Cosmos is very incomplete. It's a start, and it needs a lot of work. I'm just working on other projects at the moment.[/QUOTE]
No I mean they don't work for me. Even with initial resources. It's possible I had a conflicting mod in there, but turning them on did nothing.
I'm having a lot of trouble getting my credits to reset, the console command earlier isn't helping me, as I am stuck at 2 credits. Help?
[QUOTE=demoniclemon;29733034]I'm having a lot of trouble getting my credits to reset, the console command earlier isn't helping me, as I am stuck at 2 credits. Help?[/QUOTE]
Updated with a fix, you can do it with anything less than the default now instead of zero
[QUOTE=Disseminate;29743642]Updated with a fix, you can do it with anything less than the default now instead of zero[/QUOTE]
Thank you, now I just gotta get home to take care of this :v:.
Getting back into this. Requests?
[QUOTE=Disseminate;30991442]Getting back into this. Requests?[/QUOTE]
Glad to see you're back developing this gamemode.
Any chance we'll see mining in this?
[QUOTE=xboxhumper;31026240]Glad to see you're back developing this gamemode.
Any chance we'll see mining in this?[/QUOTE]
Good idea, but please, no "mining beam" nonsense, we need big drills and stuff.
I can't see any Cosmos tab on the Q menu. :byodood:
Whats the status on this? Please don't tell me that you've forgotten about it Disseminate :suicide:
When I asked him he said he's still working on it
I know you're busy doing other stuff, Disseminate. But I thought I'd let you know me and my friends are still playing this awesome gamemode.
We'd also like to report a few things, just in case you decide to get back into this.
1. You can adv dupe cosmos entities and they will not remove credits, although if you adv dupe a container, the person duping it will not own the container.
2. Resource terminals can be used to steal other players' resources. (if no prop protection is on the server, kind of irrelevant as it can be fixed by installing a PP mod, but just thought I'd let you know.)
Sorry, you need to Log In to post a reply to this thread.