• Localized Physics- a (semi)functional version of The Gravity Hull Designator
    65 replies, posted
Whoa!!! What did you do that fixed it?! I thought the physics glitches were caused by engine updates?
I hope you continue to work on this (and also learn to use github's issue tracker instead of readme.md).
[video=youtube;SawtvzRSwVg]https://www.youtube.com/watch?v=Mdh8yMvOhaA[/video] Heres the full video featuring me (Admin Derek) David Ralphsky and Super Llama himself testing out and having fun with map repeat. We will NOT release map repeat yet since its just to incompatible and buggy for standard use so we will keep working on it and hopefully be able to release it one day. But atleast I can give you this video, and I hope understand why we aren't releasing it just yet. :) So here, enjoy 1 hour of map repeat fun and testing! :D If you want to download the movie its uploaded here aswell on my FTP server. LINK: [url]http://sexystorage.freezoy.com/videos/funwithmaprepeat.mp4[/url]
-snippy snip snip-
really looking forward to this being improved. i tested the infinite map stuff on my server and it seemed to work well besides swep construction kit world models breaking, along with very low server fps
[quote]Infinite Map NeuroTec support(???)[/quote] let me know what I can do to make your life easier
To add on to what David said, would any mappers be interested in helping us by making infinite maps for us to release with LP? Right now the only available infinite map is the one Superllama created years ago, known as gm_flatgrass_infinite
[QUOTE=DavidRalphsky;48480279]EDIT: Making progress on spawning props on GHD's. Mainly the reason it was messed up was because of a strange variable (two) for SLSpawn, whose origin I could not find (someone tell me if I'm being stupid). So far it works, but on a delay, so you spawn the prop, then there's about a half second delay before it's eaten by the ship.[/QUOTE] which variable? I really don't know why I used such terribly named variables...
[QUOTE=SuperLlama;48493950]which variable? I really don't know why I used such terribly named variables...[/QUOTE] Well I actually noticed that it's not because of a delay (at least on my end), but rather the prop isn't eaten unless the physics object moves while in range of the hull. Meaning, I could physgun a hull, turn it upside down, sweep it over some props as if it was a cargo magnet, and none of them would enter the hull. Now, if the barrels were rolling slowly, then they would enter the hull when I do this. That or I deleted something on accident on my end.
[QUOTE=Z0mb1n3;48494976]Well I actually noticed that it's not because of a delay (at least on my end), but rather the prop isn't eaten unless the physics object moves while in range of the hull. Meaning, I could physgun a hull, turn it upside down, sweep it over some props as if it was a cargo magnet, and none of them would enter the hull. Now, if the barrels were rolling slowly, then they would enter the hull when I do this. That or I deleted something on accident on my end.[/QUOTE] I may have made the TryEat function ignore Sleeping physics objects... I'm not sure why I chose to do that but that should be editable if necessary.
This is cool! Now if someone made a RP map that never end that would be great but still this is best thing I have ever seen
[QUOTE=Hoffa1337;48491836]let me know what I can do to make your life easier[/QUOTE] It's just a ShouldCollide hook confliction. Where can I find that hook on Neuro? EDIT: Hmph. This also seems to mess up MapRepeater by causing you to collide with, say, the pyramid, when it's not in your cell. [QUOTE=SuperLlama;48493950]which variable? I really don't know why I used such terribly named variables...[/QUOTE] local function SLSpawn(ent, two) Line 1196 of sv_main. I couldn't find what two is, and debug prints showed that in every instance I could find, two was a nil value, calling [code]elseif !two then timer.Simple(0,function() SLSpawn(ent,true) end) end[/code] I did some work with calling TryEat on the spawned prop, but there's still a small delay before it's eaten, so if you're on a rotating platform or something, it'll fall off or roll over to the edge before being eaten, usually falling out of range and being spit. [QUOTE=SuperLlama;48495012]I may have made the TryEat function ignore Sleeping physics objects... I'm not sure why I chose to do that but that should be editable if necessary.[/QUOTE] Actually, that would be the ShouldEat function. I'll test out removing that bit of the code. Thanks! This has been a lot of fun. I'll keep at it! EDIT: I was sent an older version of the code that had damage across GHD's fixed (supposedly), and it just crashes me if I'm on a GHD and shooting. Time for debugging!
[QUOTE=DavidRalphsky;48498258]I'm 99% sure I've fixed this conflict, but I gotta wait for the SVN to finish c: It was just a ShouldCollide hook confliction. local function SLSpawn(ent, two) Line 1196 of sv_main. I couldn't find what two is, and debug prints showed that in every instance I could find, two was a nil value, calling [code]elseif !two then timer.Simple(0,function() SLSpawn(ent,true) end) end[/code] I did some work with calling TryEat on the spawned prop, but there's still a small delay before it's eaten, so if you're on a rotating platform or something, it'll fall off or roll over to the edge before being eaten, usually falling out of range and being spit. Actually, that would be the ShouldEat function. I'll test out removing that bit of the code. Thanks! This has been a lot of fun. I'll keep at it![/QUOTE] Could you fix this too while you're at it? [url]https://github.com/BillyTheBull/localizedphysics/issues/9[/url]
[QUOTE=Ott;48498282]Could you fix this too while you're at it? [url]https://github.com/BillyTheBull/localizedphysics/issues/9[/url][/QUOTE] Yeah. It's just thinking that "SLShipView" is the NearZ input. I just need to find an addon that uses CalcView for testing.
[QUOTE=DavidRalphsky;48498258]It's just a ShouldCollide hook confliction. Where can I find that hook on Neuro? EDIT: Hmph. This also seems to mess up MapRepeater by causing you to collide with, say, the pyramid, when it's not in your cell. local function SLSpawn(ent, two) Line 1196 of sv_main. I couldn't find what two is, and debug prints showed that in every instance I could find, two was a nil value, calling [code]elseif !two then timer.Simple(0,function() SLSpawn(ent,true) end) end[/code] I did some work with calling TryEat on the spawned prop, but there's still a small delay before it's eaten, so if you're on a rotating platform or something, it'll fall off or roll over to the edge before being eaten, usually falling out of range and being spit. Actually, that would be the ShouldEat function. I'll test out removing that bit of the code. Thanks! This has been a lot of fun. I'll keep at it! EDIT: I was sent an older version of the code that had damage across GHD's fixed (supposedly), and it just crashes me if I'm on a GHD and shooting. Time for debugging![/QUOTE] NeuroTanks/Lua/Autorun/Server/NeuroTanksGlobal.lua Line 151 [code] hook.Add("ShouldCollide", "NeuroTanksShouldCollide", function( a, b ) return !( a.Owner && b.Owner && a.Owner == b.Owner ) end ) [/code] it's used by the tanks physical wheels so I can pack them tightly without having them colliding with the tracks or eachother. Disabled it from returning anything unless its actually the correct ents passing through. should solve your issues if you update NeuroTanks.
[QUOTE=DavidRalphsky;48498258] local function SLSpawn(ent, two) Line 1196 of sv_main. I couldn't find what two is, and debug prints showed that in every instance I could find, two was a nil value, calling [code]elseif !two then timer.Simple(0,function() SLSpawn(ent,true) end) end[/code] [/QUOTE] That was because the hook was called before certain other things that needed to happen first-- so I added an extra parameter which of course would be nil when the hook called it, and then had it call itself with true as the second parameter after a 0-delay so the other hooks would process before this one did its thing. I guess looking back that was a very weird way to do that...
[QUOTE=Hoffa1337;48491836]let me know what I can do to make your life easier[/QUOTE] Well hello there, good too see we are making progress!
[QUOTE=SuperLlama;48500746]That was because the hook was called before certain other things that needed to happen first-- so I added an extra parameter which of course would be nil when the hook called it, and then had it call itself with true as the second parameter after a 0-delay so the other hooks would process before this one did its thing. I guess looking back that was a very weird way to do that...[/QUOTE] I see what you mean. [del]Unfortunately, I think a 0 timer doesn't work or something because it would never call the rest of the code. I'll see about using 0.1 or something.[/del] I'm an idiot [QUOTE=Hoffa1337;48500289] Disabled it from returning anything unless its actually the correct ents passing through. should solve your issues if you update NeuroTanks.[/QUOTE] VERY much appreciated! That seemed to fix it! EDIT: Oh jeez, I haven't been checking for updates on my SVN's lately...Everything's been updated! EDIT: Spawning stuff in hulls is semi-fixed. There's still a slight delay (even with the timer set to 0), but one time out of two it'll stick to even a completely upside-down hull. Now, as for spawning a prop on the hull while you're in the hull, that's an issue. It doesn't spawn.
[QUOTE=DavidRalphsky;48503121]I see what you mean. Unfortunately, I think a 0 timer doesn't work or something because it would never call the rest of the code. I'll see about using 0.1 or something.[/QUOTE] Timer with delay of 0 will execute its callback on next tick.
[QUOTE=mijyuoon;48503396]Timer with delay of 0 will execute its callback on next tick.[/QUOTE] My bad, hue. It was a different reason. I'm gonna give another warning: I'm not a professional coder. I'm pretty much just winging it and getting lucky. I'm just here to fill in while the pros are busy having a life :D EDIT: Prop spawning from GHD seems okay, as long as you're spawning it outside the hull. On the hull it just doesn't spawn. EDIT: [video=youtube;xKtbGRRncMs]https://www.youtube.com/watch?v=xKtbGRRncMs[/video] EDIT: No one's posting ;-; Hey SuperLlama, I sent you a friend request so I don't have to make facepunch posts and then wait a day c: Another EDIT: Whoops! Was looking through the MapRepeater code and noticed a misnamed variable. Now it renders the cell below you! Hurrah! EDIT: [QUOTE=Ott;48498282]Could you fix this too while you're at it?[/QUOTE] That has been fixed, and also the issue you were having with your submarine: [IMG]https://camo.githubusercontent.com/c8099e730d3779384a47ed82ae48b9fdd19d7f52/687474703a2f2f692e696d6775722e636f6d2f6d4670435334762e6a7067[/IMG] If you simply grab one of the props on the submarine (you can just quickly physgun one of the props and freeze it), it will update the hull and you can move it around with the submarine inside. EDIT: OH MY GOD GUYS POST I'M SO TIRED OF EDITING THIS ONE Duplicator is working now, but adv dupe is still messed up. Once I find the correct hook I can easily fix it....Anyone have any ideas?
dis is post
[QUOTE=DavidRalphsky;48503422]If you simply grab one of the props on the submarine (you can just quickly physgun one of the props and freeze it), it will update the hull and you can move it around with the submarine inside.[/QUOTE] I build with all my props unconstrained. [editline]22nd August 2015[/editline] I got it to work with some (annoying) workarounds: [video=youtube;qsDUjb4_6f4]https://www.youtube.com/watch?v=qsDUjb4_6f4[/video]
[QUOTE=SuperLlama;48518582]dis is post[/QUOTE] thnx bby *smooch* [QUOTE=Ott;48518991] [video=youtube;qsDUjb4_6f4]https://www.youtube.com/watch?v=qsDUjb4_6f4[/video][/QUOTE] Oh man, I was hoping for some dramatic music or something :c That was pretty awesome! What map is that, may I ask? [editline]August 22[/editline] And so the edits begin. Well I'm an idiot. I was using Evolve and its prop protection was allowing me to pick up func_brushes. *faceslap* [editline]August 22[/editline] I have a pretty solid theory as to why thirdperson doesn't work much on the infinite maps. Basically what's happening is that it still thinks you're in the pyramid, even if the pyramid's hitbox isn't there and it's not being rendered. Once you clear it, you can go into thirdperson, but then usually you go into the next cell and run into the pyramid again, and your camera returns to your head. The jeep is positioned right where I got thirdperson back: [IMG]http://images.akamai.steamusercontent.com/ugc/695031906015959188/B8128DB29BDD64B083EFD597B4ABC10832B48E3B/[/IMG] Also, with Jeeps and Jalopies, I've found that the problem is that once it hits the func_maprepeat, it will go into the next cell correctly, but it's at the same position, rather than teleporting back to the correct position, so it "skips" a cell, by teleporting across the cell, rather than transitioning past the func_maprepeat. It's kind of hard to explain.
If you're still having the problem with getting randomly teleported when you leave a hull I have a slightly fixed version based off the original that doesn't seem to have the problem. Let me know if you want it.
[QUOTE=DavidRalphsky;48519361]thnx bby *smooch* Oh man, I was hoping for some dramatic music or something :c That was pretty awesome! What map is that, may I ask? [editline]August 22[/editline] And so the edits begin. Well I'm an idiot. I was using Evolve and its prop protection was allowing me to pick up func_brushes. *faceslap* [editline]August 22[/editline] I have a pretty solid theory as to why thirdperson doesn't work much on the infinite maps. Basically what's happening is that it still thinks you're in the pyramid, even if the pyramid's hitbox isn't there and it's not being rendered. Once you clear it, you can go into thirdperson, but then usually you go into the next cell and run into the pyramid again, and your camera returns to your head. The jeep is positioned right where I got thirdperson back: [IMG]http://images.akamai.steamusercontent.com/ugc/695031906015959188/B8128DB29BDD64B083EFD597B4ABC10832B48E3B/[/IMG] Also, with Jeeps and Jalopies, I've found that the problem is that once it hits the func_maprepeat, it will go into the next cell correctly, but it's at the same position, rather than teleporting back to the correct position, so it "skips" a cell, by teleporting across the cell, rather than transitioning past the func_maprepeat. It's kind of hard to explain.[/QUOTE] gm_bluehills
[QUOTE=bloxgate;48521376]If you're still having the problem with getting randomly teleported when you leave a hull I have a slightly fixed version based off the original that doesn't seem to have the problem. Let me know if you want it.[/QUOTE] Added you.
[QUOTE=Ott;48518991]I build with all my props unconstrained. [editline]22nd August 2015[/editline] I got it to work with some (annoying) workarounds: [video=youtube;qsDUjb4_6f4]https://www.youtube.com/watch?v=qsDUjb4_6f4[/video][/QUOTE] All fun and games until you don't lower your sub enough, go into a cave and the cave decides to say hello to you inside of your submarine.
Well as of late motivation is draining. First of all, Bull (or rather Par) contracted me to fix a gamemode for him, so I've been busy with that, and also classes have started back so I'm drowning in fifty-page essays, so hopefully someone else can take the torch!
[QUOTE=DavidRalphsky;48597117]drowning in fifty-page essays[/QUOTE] heh... glad I'm not alone at least. that exact reason is why I basically abandoned the mod in the first place, and then gmod 13 came out at a point when I was unable to keep up with it :/
[QUOTE=SuperLlama;48613726]heh... glad I'm not alone at least. that exact reason is why I basically abandoned the mod in the first place, and then gmod 13 came out at a point when I was unable to keep up with it :/[/QUOTE] every day I come home and I look at my computer, laugh, and then sleep for seven hours, and wake up and eat, then sleep some more, and wake up and go back to class. EDIT: An update finally! Github version is currently broken because an untested update was put in. Should be fixed shortly. I threw together a tutorial video on how to make infinite maps. Not 100%, but enough for any pleb to start making them! Including me!
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