• RD2: Resource Distribution 2
    524 replies, posted
[QUOTE=sasuke0991]I really should try this and LS:2, but I'm lazy :([/QUOTE] It's well worth it! I'll give you a cookie if you do :D
Can we maybe add a brief run-down on how the features are used on the original post? Also include the list of addons using RD2? You can even copy/paste it out of this post: [url]http://forums.facepunchstudios.com/showpost.php?p=5128412&postcount=1[/url]
[QUOTE=Shanjaq]Can we maybe add a brief run-down on how the features are used on the original post? Also include the list of addons using RD2? You can even copy/paste it out of this post: [url]http://forums.facepunchstudios.com/showpost.php?p=5128412&postcount=1[/url][/QUOTE] Planed too, just don't have time right now. My office is moving and I has to set up [B]everything[/B] to "work like it does here when we move in, and do it for cheap". At tops, 3 weeks and I'll be some what free again. Unless the move date get postponed again, again. I have an update partly ready that fixes several of the current problems, but it has a few new problems I found that that aren't obvious yet in released version but are breaking parts in the update. I have to fix all those first before it can be used. I also need to finish up a new pump function I started a while back but couldn't finish cause of time constraints. I'll document all the basic function after the update and document all the new RD2 ones after finishing the new pump stuff. But basically anything that worked in RD1 works in RD2, function names, args and returns are the same.
Hi just a idea. link tool in RD2 of even RD1 you can't rightclick (like the wire link tool) and run the link neatly around the walls and floor to give you that eye candy look. yep that it.
Tad I know you busy but this shouldn't take you more than 60 seconds :) Could you add extra variables to the entities overlay text? I am making an angular velocity generator and I need a way to print the Z axis velocity of the Sent on the overlay text.
[QUOTE=conman420]Tad I know you busy but this shouldn't take you more than 60 seconds :) Could you add extra variables to the entities overlay text? I am making an angular velocity generator and I need a way to print the Z axis velocity of the Sent on the overlay text.[/QUOTE] That would take about 4 hours. That's the module I've been rewriting cause I found some bugs in it. There is already a simple way to do this. This is what the CDS space shield does (function name changed to match RD2 only config): [lua] local Strength = "Strength: 0" function ENT:GetOverlayText() return self.BaseClass.GetOverlayText(self).."\n"..Strength end [/lua] You just need to define GetOverlayText in your ent and get the base txt with self.BaseClass.GetOverlayText(self) and add your extra info to the end.
I'm sorry, but is there any way we could get a fix for the pod linking duplicator bug? I mean it essentially makes RD and LS pointless since I can't exactly make something and then save it since the pod link disappears.
[QUOTE=amirite]I'm sorry, but is there any way we could get a fix for the pod linking duplicator bug? I mean it essentially makes RD and LS pointless since I can't exactly make something and then save it since the pod link disappears.[/QUOTE] Don't use a pod controller! There's your temporary fix!
So Pod Controllers bug the vehicles so that you can't link resources to them after they are duped?
[QUOTE=PuddlePirate]So Pod Controllers bug the vehicles so that you can't link resources to them after they are duped?[/QUOTE] Yes, I've had that happen to me a lot, it only happened when I had a pod controller. So if I build something for SB, I will use only the numpad.
[QUOTE=amirite]I'm sorry, but is there any way we could get a fix for the pod linking duplicator bug? I mean it essentially makes RD and LS pointless since I can't exactly make something and then save it since the pod link disappears.[/QUOTE] I'm working 70+ hours a week right now, I don't have the time right yet to finish the update. It's not something that can be done quickly, I'm rewriting the fucking-huge networking module. For those without jobs, 40 hours/week is full time and everything over 40 is supposed to be over time by law. I'll try to get this fix as soon as I can. Good news is that old saves will also be fixed by the update, so you don't need to worry about that.
[QUOTE=tad2020]I'm working 70+ hours a week right now, I don't have the time right yet to finish the update. It's not something that can be done quickly, I'm rewriting the fucking-huge networking module. For those without jobs, 40 hours/week is full time and everything over 40 is supposed to be over time by law. I'll try to get this fix as soon as I can. Good news is that old saves will also be fixed by the update, so you don't need to worry about that.[/QUOTE] Wow what makes it so that you end up with 30+ hours of overtime!
You could always manually add the controller after, just make identity gates and label with with the proper key in the namer tool so that when it loads you just simply link the gates to the keys. Or stick with numpad :) Or slap on a VCU with numpad.
The pod controller linking bug is to do with the pod controller I believe, It doesn't tell the duplicator information about it's linking therefore the duper cannot relink it.
Thanks for the reply Tad, I know how it is actually so don't rush. Just wanted an update on how things were going. I guess we'll just have to wait. And the thing about old saves is great news. And just to confirm the link bug does NOT have to do with a Pod Controller. The dupe just does not save pod links properly, period. And it just occured to me that I can just use exchangers as an alternative for now so it's not all bad.
Here's a quick question; Is there any way of making an option for an entity to accept all resources? sort of like a RD2_AcceptAllResources() function? I'm currently grabbing the resource table when the ent is created, and adding the resources that way, but I really don't want to grab the table in the entities think event to catch new resource types that were spawned after the entity was. Or am I being completely dense, and there's a way of doing it right now?
[QUOTE=solthar]Here's a quick question; Is there any way of making an option for an entity to accept all resources? sort of like a RD2_AcceptAllResources() function? I'm currently grabbing the resource table when the ent is created, and adding the resources that way, but I really don't want to grab the table in the entities think event to catch new resource types that were spawned after the entity was. Or am I being completely dense, and there's a way of doing it right now?[/QUOTE] Store-Alls are cheatey, so no.
[QUOTE=tad2020]Store-Alls are cheatey, so no.[/QUOTE] Not a store all, infact if it gave everything 0 capacity I wouldn't mind one bit. I'm currently working on a mod that packages / transports resources, and have gotten quite a few requests for global resource support. *sigh* Ah well, looks like I'll have to script in every concievable resource type and abandon the dynamic resources idea. A bit of a pain in the ass for the end user, though. I hate making them scroll through resources they don't have installed.
[QUOTE=solthar]I hate making them scroll through resources they don't have installed.[/QUOTE] If you make me scroll through all those things that I don't have, I will cry! You don't want to make me cry, Right?
[QUOTE=solthar]Not a store all, infact if it gave everything 0 capacity I wouldn't mind one bit. I'm currently working on a mod that packages / transports resources, and have gotten quite a few requests for global resource support. *sigh* Ah well, looks like I'll have to script in every concievable resource type and abandon the dynamic resources idea. A bit of a pain in the ass for the end user, though. I hate making them scroll through resources they don't have installed.[/QUOTE] Oh I see. Problem is resources are generated as needed, so there is no way to "get" all of them. What I could do is add generic support for other devices to be treated like the resource junction, it would be allowed to link to any resource.
For some reason it isn't working. I've installed it VIA Garrysmod.org and the SVN. Life Support 2 just says it needs Resource Distribution.
Sorry if this is the wrong place for this. But every time i try and use this addon in game it says 'addon Resource Distribution required to use this' Is there another file I'm missing?
[QUOTE=Newb*]Sorry if this is the wrong place for this. But every time i try and use this addon in game it says 'addon Resource Distribution required to use this' Is there another file I'm missing?[/QUOTE] I also have this problem but noone can be bothered enough to tell me what to do.
Could it be a Vista problem? (assuming you use Vista)
Did you delete the old version first? [b]Edit:[/b] And restart GMod?
never had the old version, and I installed it with steam closed Sorry, thought I'd better make it a bit clearer. Vista 64bit home premium Installed the addon with tortoise svn into the addon folder in a folder called RD2
I have XP, I installed with the svn then ran without restarting steam, now what?
I just read in the spacebuild 1 thread that someone had this error because they had too many addons, they reinstalled Gmod and it worked fine
[QUOTE=tad2020]Oh I see. Problem is resources are generated as needed, so there is no way to "get" all of them. What I could do is add generic support for other devices to be treated like the resource junction, it would be allowed to link to any resource.[/QUOTE] That would be the ideal solution for me, and much better than my current 'solution'. Anything that reduces network traffic is good in my books :-) If it was C I'd just pass a pointer to the array, but I don't know any way of doing that in lua.
Looks good.
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