• Tiberium Addon
    462 replies, posted
[QUOTE=RFG1024;21862190]I got an error when using the tib power plant. and I am using the latest revision. [code]entities/wtib_powergen_medium/init.lua:67: attempt to call method 'GetTypeString' (a nil value)[/code][/QUOTE] Working on it. [editline]11:13PM[/editline] Fixed.
Thanks EDIT: Question. and I know this is going to sound pretty stupid but do you know when you might start working on the weapons factory and the different sizes of the harvesters and storage?
[QUOTE=RFG1024;21868792]Thanks EDIT: Question. and I know this is going to sound pretty stupid but do you know when you might start working on the weapons factory and the different sizes of the harvesters and storage?[/QUOTE] I am not sure, maybe today but i am quite busy lately.
Will you, or the other devs fix the collision of the factory? Its really cool, that it shows how the stuff is "building", but its annoying when you have to watch out for the flying caches and others, and when you cant walk thru where you, otherwise could... Btw, if there is a factory for medium and small things, will you make one for the bigger caches/harvester? (since I dont think they would fit in the current one)
[QUOTE=Cerebrate Zasz;21874856]Will you, or the other devs fix the collision of the factory? Its really cool, that it shows how the stuff is "building", but its annoying when you have to watch out for the flying caches and others, and when you cant walk thru where you, otherwise could... Btw, if there is a factory for medium and small things, will you make one for the bigger caches/harvester? (since I dont think they would fit in the current one)[/QUOTE] Balduran fixed the collisions yesterday and i uploaded it with alot of other changes, and i'll let balduran make a bigger one if it doesn't fit. By the way, only me and balduran are working on this, and balduran doesn't know Lua.
Man, hope you didnt get permaban again... :(
Kevkev got banned for this guys: [url]http://www.facepunch.com/showpost.php?p=21880063&postcount=11[/url] Asked me to let you all know
[QUOTE=Cerebrate Zasz;21884968]Man, hope you didnt get permaban again... :([/QUOTE] Nah he got a 24 hour ban.
[QUOTE=LokiSan;21886349]Nah he got a 24 hour ban.[/QUOTE] You meant 72 hour ban, right? Or when did 3 days become 24 hours?
Are you sure this isnt permaban? Well, I hope not.
[QUOTE=oficcerthegeek;21897280]You meant 72 hour ban, right? Or when did 3 days become 24 hours?[/QUOTE] Might be a week.
Alright, i am back. As you may or may not have noticed i've added a screen to the factory that shows the status of the factory : [img_thumb]http://img27.imageshack.us/img27/4165/gmconstruct0001co.jpg[/img_thumb] I've also added the models to the resource list so when you join a server with my Tiberium addon installed you'll download the required models, textures and sounds, if you do not want this just remove all text in the data/WTib/resources.txt file. [editline]10:36PM[/editline] [QUOTE=Cerebrate Zasz;21939111]Are you sure this isnt permaban? Well, I hope not.[/QUOTE] It was a 3 day ban. [editline]10:37PM[/editline] Also Balduran has been working on a new model which will be the weapon/item dispenser (Spawns SWeps, warheads and items like infection cure) : [img_thumb]http://img265.imageshack.us/img265/4229/dispensor.jpg[/img_thumb]
Looking great! Haven't had a chance to try it out, though. [b]Edit:[/b] Spawning a harvester(Through menu or factory) yields a console full of [code] entities/wtib_harvester_medium/init.lua:64: attempt to compare nil with number [/code] No other issues to report. Plan to make the control console detachable so it can be placed in a control room or something?
[QUOTE=Jeffman12;21950989] Plan to make the control console detachable so it can be placed in a control room or something?[/QUOTE] Or add wire output so you can attach wire screens (in you control room or anywhere)
[QUOTE=Jeffman12;21950989]Looking great! Haven't had a chance to try it out, though. [b]Edit:[/b] Spawning a harvester(Through menu or factory) yields a console full of [code] entities/wtib_harvester_medium/init.lua:64: attempt to compare nil with number [/code] No other issues to report. Plan to make the control console detachable so it can be placed in a control room or something?[/QUOTE] That would mean you don't have RD2/3 installed i think, leme test it. Maybe i'll make it detachable, we'll see.
Well, I haven't uninstalled RD and everything else works. As for the console being detachable, main reason I'd want that over wire input is to keep other people from using it if this ends up requiring resources to build stuff. Not to mention there'd be the whole issue of needing to set the inputs up for each individual ent the factory spawns, which would be an unnecessary hassle for both parties. Tried messing around with general LS2 stuff, and I'm getting lua errors about Resource Distribution. Furthermore I can't repair mine as the SVN no longer works.
I am using this RD/LS2 version, it was the latest from the SVN at the time : [url=http://www.garrysmod.org/downloads/?a=view&id=82038][img]http://www.garrysmod.org/img/?t=dll&id=82038[/img][/url]
RD3 didn't fix it, but that one you posted did, so it's all good now. How about this for a growth solution as opposed to the resonant plating of the past. An entity you weld to your contraption, it takes a steady supply of energy, and then any parts of that contraption that are attached to it become inaccessible to Tiberium spread. The idea is that it would resonate the components of that contraption. I don't know what level of difficulty it would present to make, but I do know it's possible to have an entity that applies some kind of properties to attached contraptions. This would give a solid way for it to actually cost something to operate while not having to make each plate take an RD input.
Like, for example, the stargate-addon's cloacking field? Cloacks just the welded entities, right? Sounds good
[QUOTE=Cerebrate Zasz;21984676]Like, for example, the stargate-addon's cloacking field? Cloacks just the welded entities, right? Sounds good[/QUOTE] It would work the same way yes, unfortunately i am not sure how it will impact performance, the cloaking field only has to get the table of entities every time it turns on, i will need to do it every second or so since i can not detect when another entity is welded to a prop.
[QUOTE=Kialtia;21968328]I am using this RD/LS2 version, it was the latest from the SVN at the time : [url=http://www.garrysmod.org/downloads/?a=view&id=82038][img]http://www.garrysmod.org/img/?t=dll&id=82038[/img][/url][/QUOTE] Could you upload that to sendspace? I hate garrysmod.org (Need it for my laptop) Edit TY
[QUOTE=Balduran;22000689]Could you upload that to sendspace? I hate garrysmod.org (Need it for my laptop)[/QUOTE] [url]http://www.sendspace.com/file/wy80es[/url]
Got these 2 when harvesting, although everything seemed fine autorun/server/sv_wtiberium.lua:214: Tried to use a NULL entity! effects/wtib_harvestbeam/init.lua:25: Tried to use a NULL entity! none of them is constant, just pops up sometimes when harvesting, the second only happened when I sent the harvester in the middle of the field, trying to harvest about 7 crystals at once... too much effects maybe?
[QUOTE=Cerebrate Zasz;22002638]Got these 2 when harvesting, although everything seemed fine autorun/server/sv_wtiberium.lua:214: Tried to use a NULL entity! effects/wtib_harvestbeam/init.lua:25: Tried to use a NULL entity! none of them is constant, just pops up sometimes when harvesting, the second only happened when I sent the harvester in the middle of the field, trying to harvest about 7 crystals at once... too much effects maybe?[/QUOTE] No, to much effects/particles gives a different error, this effect error i caused when the effect is trying to get the position of a non existing crystal (That has just been depleted), i've fixed this error and am currently tracking down the first one. [editline]06:11PM[/editline] Fixes are uploaded.
Could it work if the Tiberium ran the check as it tried growing on something, instead of the entity that adds the properties? As I understand it, that means the Tiberium would require a little more calculation as it grew, but that shouldn't be a problem since it isn't all growing at once.
[QUOTE=Jeffman12;22004443]Could it work if the Tiberium ran the check as it tried growing on something, instead of the entity that adds the properties? As I understand it, that means the Tiberium would require a little more calculation as it grew, but that shouldn't be a problem since it isn't all growing at once.[/QUOTE] That could actually work.
[IMG]http://img.photobucket.com/albums/v155/jeffman12/school/Canister1.gif[/IMG] Interested? Still working on the texture, the bumpmap is a pain. I'm gonna add some ambient color as well, maybe. I figure if you're interested, now would be a good stage to ask if you think it should resemble a material other than metal. The noise on it isn't the bump map, it's only on the button, logo, and the keypad, I just saved as a gif so I wouldn't need to run it through photoshop before uploading.
[QUOTE=Jeffman12;22037118] Interested? Still working on the texture, the bumpmap is a pain. I'm gonna add some ambient color as well, maybe. I figure if you're interested, now would be a good stage to ask if you think it should resemble a material other than metal. The noise on it isn't the bump map, it's only on the button, logo, and the keypad, I just saved as a gif so I wouldn't need to run it through photoshop before uploading.[/QUOTE] Whoa, i like it :) Never had the patience to make detailed textures myself...
[QUOTE=Jeffman12;22037118][IMG]http://img.photobucket.com/albums/v155/jeffman12/school/Canister1.gif[/IMG] Interested? Still working on the texture, the bumpmap is a pain. I'm gonna add some ambient color as well, maybe. I figure if you're interested, now would be a good stage to ask if you think it should resemble a material other than metal. The noise on it isn't the bump map, it's only on the button, logo, and the keypad, I just saved as a gif so I wouldn't need to run it through photoshop before uploading.[/QUOTE] Looks good, however how big is it going to be? it is will be larger than a player you should move the keypad lower. And i'll probably use it for the Tiberium liquefier (That was probably your intention).
When I started making it, I was going for a DIY infusion kit, but now I think it has too many buttons to be easily explainable, and a larger unit seems logical for it. I'd envision it now at about waste height, because that allows visibility of the top, while lowering the chances of someone looking at the relatively undetailed base. Oh, just so you know, there's an LCD screen on it that says "100% "-READY TO USE-" in a digital clock type. I figured it wouldn't ever really be unusable. That can be changed easily if need be, or I can make it blank if you wanted to put a readout there yourself.
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