I updated SVN with some fixes, and with Duplicator and Advanced Duplicator support.
I also submitted the code to Garry/Azuisleet. Fingers crossed.
Thank you for creating this tool, i waited a long time for this.
I found some bugs while trying it out:
-you can only duplicate your poly welded prob about 50% of the times without crashing the game.
-when the poly welded prob ist dublicated the collide areas of the object are misplaced.
When i find something new i will post it here.
mfg Xyrius
Wow...you have my download, simply reading everyone elses feedback is enough. :)
This is the kind of weld people need for their stuff.
:gizz:
Always wanted this. Always.
When I turned flashlight onto props I crashed
Okay I just re-read the thread and I think I understand how this works much better now. I was under the impression that this still involved parenting and was just yet another iteration on making parenting more user-friendly. Much to my surprise this seems to be an actual concrete step towards a proper, non-hacky implementation. In which case bravo, and I can't wait to see it added to GMod for proper functionality!
Duping poly-welds so far has resulted in a crash nearly every time, but always when pasting, never when copying.
EDIT: It seems that duplication works perfectly if you use TB duplicator rather than advanced duplicator.
I've been waiting for something like this for a while now, great work!
It seems to have some difficulty with welding entities to normal props(although I guess that's to be expected), and I was not able to do that spinny thing without the game crashing. I also seemed to experience just as much lag with this as with the multi-parent tool and/or normal welds. Perhaps I've done something wrong. Any suggestions?
EDIT: Now, whenever I try to weld stuff, it gives me this error:
[code]addons\poly_weld\lua\entities\gmod_poly\init.lua:78: attempt to call method 'GetConvexCount' (a nil value)[/code]
I have the most updated version, I've checked.
[QUOTE=ContiX;22634579]It seems to have some difficulty with welding entities to normal props(although I guess that's to be expected), and I was not able to do that spinny thing without the game crashing. I also seemed to experience just as much lag with this as with the multi-parent tool and/or normal welds. Perhaps I've done something wrong. Any suggestions?
EDIT: Now, whenever I try to weld stuff, it gives me this error:
[code]addons\poly_weld\lua\entities\gmod_poly\init.lua:78: attempt to call method 'GetConvexCount' (a nil value)[/code]
I have the most updated version, I've checked.[/QUOTE]
Ya when you spin it or if you slam it hard into something where it should go crazy then the server crashes. I confirmed this on my ded server.
You need to drop a line to Garry and see if he will include this with GMod by default hell, it will be a win-win situation as he will also get less complaints about crashes.
Edit, I should have read the last page, bad reading....
[QUOTE=iRzilla;22659645]Install the module in the right path maybe?[/QUOTE]
No this happens to me too, I'm working on locating the cause as I write.
[editline]05:36PM[/editline]
Happens when the module is required multiple times from autorun files.
[QUOTE=ralle105;22659779]No this happens to me too, I'm working on locating the cause as I write.
[editline]05:36PM[/editline]
Happens when the module is required multiple times from autorun files.[/QUOTE]
Could be that the module's startup code is getting called multiple times?
[lua]OldRequire = OldRequire or Require
local RQD = {}
function Require( name )
if (RQD[ name ]) then return end
RQD[ name ] = true
OldRequire( name )
end[/lua]
Maybe that will fix?
Yeah, made this fix
[lua]
local rd = {}
local r = require
function require(mod)
if !rd[mod] then
r(mod)
rd[mod] = true
end
end
[/lua]
Put it in a lua file in lua/includes/enum
[QUOTE=ralle105;22660707]Yeah, made this fix
[lua]
local rd = {}
local r = require
function require(mod)
if !rd[mod] then
r(mod)
rd[mod] = true
end
end
[/lua]
Put it in a lua file in lua/includes/enum[/QUOTE]
require checks if it's loaded already (at least for .dll's)
Unless you do _G.package.loaded[module] = nil
I don't know how all that works, but what I do know is that it works when requiring it once but not when doing it twice.
This is an epic tool. I dont see how its possible under current source physics. Got my download!
Sir, you rock.
[B]You bloody rock.[/B]
Once welding to entities works(even if it is only a normal weld to the hoverball) and the spin bug is fixed then this will definitely be the main weld tool on my server.
I just found out if you do [lua]phys:SetInertia( Vector()*5.7*phys:GetMass() )[/lua] the physics improves a lot. You can try values besides 5.7 and different dimensions along each axis according to the shape of the mesh if you want to get fancy.
[b]Edit:[/b]
oops inertia actually means MOMENT of inertia, so just find the sum of the total inertial in local coordinates, then add that to the sum of m*r^2 for each entity on each axis.
[QUOTE=teh pirate;22596943]"Are you sure you want to do something completely fucking illogical that will obviously result in a crash?"
[YES] [HELL YES][/QUOTE]
Fixed it for you. Real men enjoy crashing things... :smug:
how do you install this?
I love you.
Is advanced duplicator support planned?
One suggestion; option to freeze the resulting object upon weld. I built a small ship to see how it reacts to things like the SB doors, and long story short, it doesn't. This isn't a huge issue at all, actually. If the resulting prop was frozen, I could re-weld the doors and any other entities to the ball using a normal weld. Non frozen, the prop leaps out of the way and the doors aren't lined up anymore.
On the subject of Duplication, just normal weld when you copy it, then PP weld when you spawn it. I don't really know how the Perma weld works, but I figure its safe to assume the resulting prop is incompatible with servers that don't have the tool anyway. And re-welding it shouldn't take long on all but the biggest projects that have many entities to be re-welded.
It's crashing with a lot of props, tried it on a bunch of barrels, when i moved it, the game lagged and crashed.
I have had one issue so far. I built a realitively high prop count heli body to test this tool in practice, however it cannot handle the number of props involved (eighty something)
[QUOTE=ralle105;22660707]Yeah, made this fix
local rd = {}
local r = require
function require(mod)
if !rd[mod] then
r(mod)
rd[mod] = true
end
end
Put it in a lua file in lua/includes/enum[/QUOTE]
I've found an incompatibility with the new Half-Life Renaissance mod...the 'GetConvexCount' (a nil value) error. This seems to be related to the autorun script. I tried your suggestion, but unfortunately it didn't seem to work for me. I don't know LUA, so maybe I've missed something. ..regardless, thanks for the suggestion!
I suggest an auto-select mode, like smart weld, as this tool is generally for welding many props together and its tiresome selecting them individually
This is really a great invention, but you lose the ability to partly destroy a ship for example when you apply it. what im looking for is simply to make the parts to keep together better, but still be separate.
Is this what multi parent do?
[editline]11:45PM[/editline]
[QUOTE=TheStabbyBunny;22618912]:gizz:
Always wanted this. Always.[/QUOTE]
Are you a bunch of 8 years old or what? Why is all topics spammed with those FUCKING pervert pictures everywhere??? I hate when everything get mixed up with porn...
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