I have been following this since gmod 9 and have loved it all the way.
Also, I got bored, so I set up a roleplay area on the world.
Of course, for a real planet roleplay, the planets will need to be a bit bigger.
[URL=http://img512.imageshack.us/my.php?image=testsphereblack0000pi6.jpg][IMG]http://img512.imageshack.us/img512/839/testsphereblack0000pi6.th.jpg[/IMG][/URL]
Outstanding work HiddenMyst!
Whenever I try to unrar the map it says it's corrupt, I tried DLing three times, is this only me?
[QUOTE=Megiddo]Outstanding work HiddenMyst![/QUOTE]
Thanks. It was really easy, because I just used some VMF's that I made a while back.
You working on this now megiddo?
I love this its only still a bit buggy :)
YEAH!
I'm so glad you are still working on this, there was so much progress done!
Keep us Posted!
*Update
Ok, I tried it, it seems the difference between the Uplanet version and this one, is that the vehicle view angles worked in Uplanet, on this one it simply does not work...
But, on this version you can walk around the planet... or rather... slide around where as on the Uplanet version, you could plain walk on it, but you couldn't walk on the equator.
Seems like both versions have something the other needs.
Here is a six minute video I made to sorta show off what Ulysses Universe is currently capable of and some of the bugs, figured I would post it here instead of having it rot on youtube.
[url]http://youtube.com/watch?v=LfcWyNMUA10[/url]
Got some good news for us megiddo?
This wins.
I'm beating myself over the head trying to understand what's wrong with the angles, so I'm going to go talk to a math professor on Monday. :)
[QUOTE=Megiddo]I'm beating myself over the head trying to understand what's wrong with the angles, so I'm going to go talk to a math professor on Monday. :)[/QUOTE]
Take your time :)
Better do it slow without bugs then having loads of bugs.
I'll be nice if only we can add in lakes and oceans in the planets with the customization. However the source engine does not have the technology to change the land while playing the game (as admin).
SO Ulysses how goes it with t-e-h anglez?
I figured out what's wrong with the current angle implementation, it's nothing to do with Gimbal lock, but the solution still requires matrices in order to operate effectively.
And... I finally picked up a source that explained all the math behind matrices/quaternions in terms I could understand (darn college, they should give you linear algebra FIRST). I made my own implementation of Matrices to work off. (Sorry aVoN, your license seems to be incompatible with mine, and I couldn't figure out various parts of your implementation.)
In short, I should have a fix for the [b]angles[/b] some time this week. Yes, I'm still aware of the sliding along the planet issue. I'll work on that next, honest.
What would everyone think if we went to a SVN distribution?
So everything would be working except sliding while on the "bottom" of the planet?
[QUOTE=JetBoom]So everything would be working except sliding while on the "bottom" of the planet?[/QUOTE]
Barring unforeseen consequences, yes.
[QUOTE=Megiddo]Barring unforeseen consequences, yes.[/QUOTE]
Good work :D
I hope we can see this soon in spacebuild :)
[QUOTE=Megiddo]Barring unforeseen consequences, yes.[/QUOTE]
Expect unforeseen consequences.
[spoiler]Hope I don't jinx it[/spoiler]
Still looking great. Hope you can fix the angles/sliding.
Then it'll pretty much be done, won't it? You really wouldn't need to do much more yourself, just a few ents like polarity based hoverballs for lazy people.
I just realized that with those wire hover thruster pad things (With rangers, you know) if you were to add another ranger that if it goes out of range it pulls on the thruster, then you could easily make a hovervehicle that works on spherical planets.
Genius!
[spoiler]Wish I had GMod and/or a computer that can run it[/spoiler]
An SVN repo would be wonderful. Much easier for everyone to test and break stuff. And as everyone knows, testing and breaking are the building blocks of progress.
Question, You have recoded the movement system right? if so will your movement still be predicted on the client to prevent jagged feeling of movement?
And are you planning on having something like real gravity plating that works when you're upside down so you can use them in the ships you build to get a really spacey feeling :)?
Ps. Great work so far :) keep it up :D
Pps. Could you post the link to that source you found about understanding quaternion mathematics. Because I've been trying to make sense of the for a long time but I can't really wrap my head around it ;)
[QUOTE=mmjr]Question, You have recoded the movement system right? if so will your movement still be predicted on the client to prevent jagged feeling of movement?
And are you planning on having something like real gravity plating that works when you're upside down so you can use them in the ships you build to get a really spacey feeling :)?
Ps. Great work so far :) keep it up :D
Pps. Could you post the link to that source you found about understanding quaternion mathematics. Because I've been trying to make sense of the for a long time but I can't really wrap my head around it ;)[/QUOTE]
No, haven't started on the movement yet, only rotation. Things like gravity plating will come after we've got everything else done.
My source for quaternions is a book... [url=http://www.amazon.com/exec/obidos/ISBN=1556229119]link[/url]. A book is really the only way to go, since most website will only give you the complex definition without explaining the how and why behind it.
Yes... WE NEED SVN!
Also, I can make maps for you.. If your too busy, I can make a map or 2 with some details and whatnot.
[QUOTE=Megiddo]No, haven't started on the movement yet, only rotation. Things like gravity plating will come after we've got everything else done.
My source for quaternions is a book... [url=http://www.amazon.com/exec/obidos/ISBN=1556229119]link[/url]. A book is really the only way to go, since most website will only give you the complex definition without explaining the how and why behind it.[/QUOTE]
You ever read Ender's Game? I'd like to see some movement based on that, where you can angle yourself however you want three dimensionally and jump off objects. That would be fabulous, and you could even make an Ender's Game sub-gamemode.
Does the gravity code support multiple planets yet? Just like the Gmod 9 version?
[QUOTE=Omnimmotus]You ever read Ender's Game? I'd like to see some movement based on that, where you can angle yourself however you want three dimensionally and jump off objects. That would be fabulous, and you could even make an Ender's Game sub-gamemode.[/QUOTE]
How do you suggest the controls for that work?
[QUOTE=HulaMan]Does the gravity code support multiple planets yet? Just like the Gmod 9 version?
[spoiler]This is HiddenMyst's alt :D[/spoiler][/QUOTE]
Yes, though it needs transitions. I'm not quite sure how to handle noclip either. It has been suggested that the view should return to normal while noclipping, but it seems like that would get annoying after a while. Maybe keep the planet-based view for short noclips but return to normal when you cross to another planet?
I don't like noclip, generally. I'm very interested in how the view orientation stuff in Crysis is going to play out, in some videos it seems as though you can turn the player to any angle you want; could be excellent for modding.
Alright, I made a better test map, grab it here: [url]http://ulyssesmod.net/universe/sphere_8_med.7z[/url]. [b]Includes the vmf[/b]. In the interest of saving everyone bandwidth, I put it in [url=http://en.wikipedia.org/wiki/7z]7z[/url] format. If you don't have a compatible extractor you're living in the dark ages.
The test map linked above is a perfect sphere, something you can't do normally inside of Hammer (well, without lots and lots of work). I used a box for the sky (yes, I know that's bad mapping) and it's black on top, white on bottom so you'll always know what hemisphere you're in. There's also huge poles marking the N and S poles of the planet. If you're wondering, the 8 on the filename means 8 subdivisions from a [url=http://en.wikipedia.org/wiki/Dodecahedron]docedahedron[/url].
I'm not all that great of a mapper, would someone mind putting lines on the planet at 30 degree increments on both latitude and longitude? Thanks!
By the way, major props to our community's Zyklus for going out of his way and making a C++ program to generate perfect spheres that Hammer can read in. I'm not sure if he wants me to distribute the .exe or not, but I got permission to distribute any maps I make with it. I have templates for 1, 8, and 12 subdivisions if anyone wants them; just make sure you give big credits to Zyklus if you use them.
I realize that I never put up instructions on how the special planet gravity ent works, so I'll be updating the first post with that information in a few minutes here.
Cool i will take a look.
Why can't i rate him LUA king? I won't showup in the rating tab :(
Uhm, first off, could you possibly get a SVN going? Also, I click the map thing, and I get like 20000000000 pages of text and symbols.. Erm?
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