[QUOTE=blazingfly;26354419]Hey - you said they were nocollided, yet if I stick a prop through, I can still walk into that prop, and other things can still hit the prop. you just can't grab it with your physgun. Will this ever be fixed?[/QUOTE]
so it is [b]not[/b] like in the video i posted ?
if its not .. something is wrong
[QUOTE=Deathmaker;26356252]so it is [b]not[/b] like in the video i posted ?
if its not .. something is wrong[/QUOTE]
yes, this also happened on the server.
[url]http://www.youtube.com/watch?v=W5Bvs4FxlEM[/url]
bugs... and some times wire advanced tools can't works with stargate now (don't see stargate)... and game crash... in video 2 times crash.
Well, I personally have had absolutely no problems with this. It works beautifully and I love it so dearly. Thanks for providing something that people have been waiting for for a [b]very[/b] long time :D
What servers are running this now that it's out?
If I started up a server with model clipping and a bunch of CAP crap, would anyone want to play with me?
We could make some cakes.
Hey yalls, I got a listen server up with this.
76.77.239.241:27015
It's so bloated, that it doesn't sit around the house, it just rapes your dog.
I see you there Alex. Come join me.
Deathmaker,
i have mentioned another bug:
if you play alone on a dedicated/listen server model clipping works but if someone else joins it doesn't work right anymore.
then the prop/entity collides with everything behind the gate and btw if you spawn something "into" a prop like the "sbep station parts" the prop/entity u wanna send through the gate collides with everything behind the gate too.
Thanks for the bug reporting!
[media]http://www.youtube.com/watch?v=iAEezX7C1tQ[/media]
Take a gander at :20.
That misty stuff is inside the gate.
[QUOTE=Doctor_Communism;26495691]*vid*
Take a gander at :20.
That misty stuff is inside the gate.[/QUOTE]
video is not aviable in my country
all bugs here [url]http://www.youtube.com/watch?v=W5Bvs4FxlEM[/url] is on you server too.
and problem with cap ramps (when the gates open and stand on the ramp - a piece of that character disappears ramp of gate).
I'll try to explain some of the bugs found in the video of the above user.
[i]Bullets hitting the model when it's "clipped"[/i]: that's normal for hl2 weapons,[del]unless you change the collision group of the entity that is clipped[/del] or by making your own ignore trace script (that always requires the hl2 weapons disabled),bullets will always hit it,no matter what.
[i]Entities drawing stuff even when clipped[/i]: that's normal too,there is no way that entity knows which part is actually clipped in the horizon because it's older than this addon,and this addon cannot disable the way some entities render because that's not possible.
[i]Game crashes when too many phyisics collide and gets teleported[/i]: that bug is normal too in the hl2 engine.
[i]A giant hangar being clipped when near the stargate[/i]: this time it's the code fault.
[i]Stargate clipping trought the exit and losing the chevron codes[/i]:i.. i don't know.
[i]Jumper going back in the stargate's exit and then getting destroyed[/i]:jumper code's fault.
[i]Stargate destroing again the robot and then crashing[/i]:i can't see the errors,might be again the hl2 physics collision crash.
Some of the stuff you report as bugs does not concern this addon,mainly because this feature was never meant to be supported in any of the addon you installed in your garrysmod folder,compatibility issues are all over the place,and it's not up to the author to fix [i]all[/i] of them.
Question what would happen if the gate shut off with the prop still half way in?
[QUOTE=Sunnday3;26505053]Question what would happen if the gate shut off with the prop still half way in?[/QUOTE]
I think it will disappear
What the difference between this model clliping and this
[url]http://www.facepunch.com/threads/675335-Stargate-Event-Horizon[/url]
[url]http://www.garrysmod.org/downloads/?a=view&id=103760[/url]
[QUOTE=Jvs;26504430]I'll try to explain some of the bugs found in the video of the above user.
[i]Bullets hitting the model when it's "clipped"[/i]: that's normal for hl2 weapons,[del]unless you change the collision group of the entity that is clipped[/del] or by making your own ignore trace script (that always requires the hl2 weapons disabled),bullets will always hit it,no matter what.
[i]Entities drawing stuff even when clipped[/i]: that's normal too,there is no way that entity knows which part is actually clipped in the horizon because it's older than this addon,and this addon cannot disable the way some entities render because that's not possible.
[i]Game crashes when too many phyisics collide and gets teleported[/i]: that bug is normal too in the hl2 engine.
[i]A giant hangar being clipped when near the stargate[/i]: this time it's the code fault.
[i]Stargate clipping trought the exit and losing the chevron codes[/i]:i.. i don't know.
[b][i]Jumper going back in the stargate's exit and then getting destroyed[/i]:jumper code's fault.[/b]
[i]Stargate destroing again the robot and then crashing[/i]:i can't see the errors,might be again the hl2 physics collision crash.
Some of the stuff you report as bugs does not concern this addon,mainly because this feature was never meant to be supported in any of the addon you installed in your garrysmod folder,compatibility issues are all over the place,and it's not up to the author to fix [i]all[/i] of them.[/QUOTE]
Not jumper's fault, sloppy transportation code. His code is making the jumper got stuck in the ground causing infinite collision damage.
Deathmaker,
i have, again, mentioned another bug:
my bug ("if you play alone on a dedicated/listen server model clipping works but if someone else joins it doesn't work right anymore")has gone
BUT
now that everything-behind-the-gate-is-no-collided-with-everything-thing only works for the first gate connection.
[QUOTE=Wizard of Ass;25789260]That isn't how gates work.
The object only gets teleported when its fully inside.[/QUOTE]
But what if an object would be inserted into the gate, and let it exit the other with the same velocity. Also Clipping slowly on the same position (position on the surface of the event horizon) it went in.
[QUOTE=Neesk;26509361]I think it will disappear
What the difference between this model clliping and this
[url]http://www.facepunch.com/threads/675335-Stargate-Event-Horizon[/url]
[url]http://www.garrysmod.org/downloads/?a=view&id=103760[/url][/QUOTE]
That one does just delete props!
Also mine has many other features ( like enter effect or fixed collision bug )
[QUOTE=_axe_;26541903]But what if an object would be inserted into the gate, and let it exit the other with the same velocity. Also Clipping slowly on the same position (position on the surface of the event horizon) it went in.[/QUOTE]
but this would not be stargates ^^ /edit: fail xP
[QUOTE=Deathmaker;26545585]That one does just delete props!
Also mine has many other features ( like enter effect or fixed collision bug )
but this would not be stargates ^^[/QUOTE]
Actually it would be more accurate. Stargates do keep velocity maintained including mirror the exit point from the enter point.
[editline]8th December 2010[/editline]
Watch for example an episode of SG-1 or Atlantis where someone runs through a gate. Do they end up crawling or walking through on the exit gate? Nope.
Or when someone even [i]flies[/i] through the gate. Do they keep flying or do they walk out of the exit gate?
[QUOTE=VaSTinY;26561137]Actually it would be more accurate. Stargates do keep velocity maintained including mirror the exit point from the enter point.
[editline]8th December 2010[/editline]
Watch for example an episode of SG-1 or Atlantis where someone runs through a gate. Do they end up crawling or walking through on the exit gate? Nope.
Or when someone even [i]flies[/i] through the gate. Do they keep flying or do they walk out of the exit gate?[/QUOTE]
oh i thought he meant that the prop is in both stargates at the same time
fail understanding :/ sry
[QUOTE=Deathmaker;26545585]That one does just delete props!
Also mine has many other features ( like enter effect or fixed collision bug )
but this would not be stargates ^^ /edit: fail xP[/QUOTE]
It would, the prop would exit after the prop enters the stargate with the whole surface.
pls add this to cap
[QUOTE=blackaction;26584193]pls add this to cap[/QUOTE]
well its not my decision to add it to cap
also i'd say its not stable enought
[QUOTE=blackaction;26584193]pls add this to cap[/QUOTE]
hmm ronondex is adding his version to cap
[QUOTE=Boba Fett;26588016]hmm ronondex is adding his version to cap[/QUOTE]
he told me that he isnt working on it anymore
[QUOTE=Deathmaker;26601255]he told me that he isnt working on it anymore[/QUOTE]
ow, hmm than idk, last time i heard he said that he stopped because yours was near completion, but than bcs so many request he said he'll prop finish it around xmas :)
So anyone is working on modelclipping? Deathmaker, are u? I would love to see modelclipping with supergates - daedalus from cap fits in supergate from cap :)
[QUOTE=Madman07;26601277]So anyone is working on modelclipping? Deathmaker, are u? I would love to see modelclipping with supergates - daedalus from cap fits in supergate from cap :)[/QUOTE]
The current version of modelclipping is working with the new supergate as I know
Deathmaker, will u add it to CAP?
[QUOTE=Madman07;26601388]Deathmaker, will u add it to CAP?[/QUOTE]
if you want, you can add it!
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