Localized Physics- a (semi)functional version of The Gravity Hull Designator
65 replies, posted
[B]Update bump[/B]: There's been a few bugfixes here and there to the main tool, but most of our focus has shifted to mapreapeter. Dave and I have been working towards making infinite maps more accessible to create and reproduce. David has provided some map templates along with a tutorial to make an infinite map; it's up to the mappers of facepunch to take it away from here. Sandbox maps should be 10x more interesting now.
Alright, video finished uploading. Here it is:
[video=youtube;x99gEVd9UnU]https://www.youtube.com/watch?v=x99gEVd9UnU[/video]
Example maps are in the video's description, including a map that's elongated!
Feedback or whatevs would be appreciated. I'm gonna go see if sleeping is on the calender today.
[B]EDIT:[/B]
So I made a fall pit in about half an hour.
[video=youtube;ZaonvGGk2cU]https://www.youtube.com/watch?v=ZaonvGGk2cU[/video]
All of the bars have an 80% chance of spawning, varying the obstacles, and that big gray block plus ramp thing has a 40% chance of spawning. There are a couple other things that spawn every once in a while. After ten cells, there's a floor at the bottom. Once you reach that you can consider yourself a winner! :D
SuperLlama and I are working on pumping out as many maps as possible to diversify the map pool for this. Anyone got any ideas?
[B]EDIT:[/B]
Also Llama and I discovered a bit of a problem with umsg's. Too much data and you're queuing around 10,000 usmg's at once, causing massive lag. I'm gonna try to convert everything to net, which is instantaneous. Wish me luck!
double EDIT: To be clear, Rusty already did the umsg replace for MapRepeater's sv_main and cl_main. I'll be doing Grav Hull's sv_main as it breaks MapRepeater, and fixing the whole "breaks everything" bug.
[B]EDIT:[/B]
And done! Everything seems to be working fine now with net instead of user messages. I'll have to test with other people tomorrow, but for now it looks stable. I'll test the laggy maze map and see what happens!
BY THE WAY! THIS FIXES RUNNING INTO THE SKYBOX WHILE CHANGING CELLS! NO MORE HAVING TO CREATE 2048 UNIT-THICK FUNC_MAPREPEAT BRUSHES SO YOU DON'T GO THROUGH THEM! YAYYYY!
[B]EDIT:[/B]
[del]Yep! The previously 8 fps maze map is now at my normal 300![/del]
[B]Another EDIT:[/B]
Don't get your hopes up guys. This created a lot of unexpected errors. I'll be sorting through those for a while, I believe.
[B]*another edit but I want it to be different*[/B]
Yep! Map Repeater now only repeats cell 0 0 0. Damn this.
[B]EDIT:[/B]
Well I've narrowed it down and it looks like everything works fine, but the client only renders cell 0 0 0. It continues to render brushes that aren't supposed to be there, and won't render the ones supposed to be there. Strangely, it does render something like the ground of surrounding cells, but nothing else from that cell. RGen might be broken? But I don't think so, because on my fall map, each time you go down a cell, the bars change. It doesn't render them changing, but you can't collide with the ones that are rendered and you collide with bars that aren't rendered.
[B][U]Positive Update![/U][/B]
Net conversion is completed! Everything's working fine now. For about the tenth time in this addon, it was a single typo that was breaking everything (or in this case a net.ReadInt() instead of a net.ReadInt(16)). Github will be updated shortly. Might include some of my maps as well! :D
Love the work you guys are doing.
Hopefully one day someone might even make infinite spacebuild map :)
^It's definitely possible already. I just haven't tried it yet :3
EDIT:
I went ahead and converted GHD to net as well! Testing for bugs before I put up a pull request on github. Propspawning on GHDs is now fixed! You can spawn props on a prop spinning at the speed of whatever and it'll stick there!
As you can see the team has made som progress we hope to release it soon just a few things needed to fix then its ready! I will personaly post a thread about it as soon as its ready!
[editline]7th October 2015[/editline]
Spoiler alert! Were going to release map repeat today! One last bug and then we release it!
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