• Ulysses Universe
    373 replies, posted
[QUOTE=Auctionedlla]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?[/QUOTE] Oops, sorry. You could have just saved it, but it should be behaving properly now anyways. :)
Curious.. but in the next version could this be an addon? Because.. although in its unfinished state, this would still mega win in Spacebuild.. And well, I could make a map with this, but also using the spacebuild format... This would win so bad I would cry. Maybe if it detects a uu_planet, or something then it activates, so you could run it with the Spacebuild gamemode on.. Just a thought :P.
[QUOTE=Auctionedlla]Curious.. but in the next version could this be an addon? Because.. although in its unfinished state, this would still mega win in Spacebuild.. And well, I could make a map with this, but also using the spacebuild format... This would win so bad I would cry. Maybe if it detects a uu_planet, or something then it activates, so you could run it with the Spacebuild gamemode on.. Just a thought :P.[/QUOTE] No, that wouldn't be possible. It would be much easier for us to just make our own version of a proper spacebuild. :) By the way auctionedlla, can you make that map I mentioned a page ago for me? Contact me on Steam (steam name listed on FP profile) if you want to talk about it.
Just wondering, but would it be possible to make the core of a planet push outwards? I was thinking.. but.. it would be amazing to make a "Halo" ring.. Like have the core push outwards, and you can walk on the inside.. Hard to explain.. but think of a ring, or a donut, a wide donut. And then make the core push outwards in all directions, and make walls around the hole of the donut.. So you can walk all the way around the ring but on the inside.. That would win.. bad :P. (this has the potential for sweet spacemaps.. Like a massive blackhole that sucks you in! (aaaaaaaa) lawll ok I'm done. :P
[QUOTE=Auctionedlla]Just wondering, but would it be possible to make the core of a planet push outwards? I was thinking.. but.. it would be amazing to make a "Halo" ring.. Like have the core push outwards, and you can walk on the inside.. Hard to explain.. but think of a ring, or a donut, a wide donut. And then make the core push outwards in all directions, and make walls around the hole of the donut.. So you can walk all the way around the ring but on the inside.. That would win.. bad :P. (this has the potential for sweet spacemaps.. Like a massive blackhole that sucks you in! (aaaaaaaa) lawll ok I'm done. :P[/QUOTE] It's already coded for that possibility for gravity, but not for angles. :(
[QUOTE=Auctionedlla]Just wondering, but would it be possible to make the core of a planet push outwards? I was thinking.. but.. it would be amazing to make a "Halo" ring.. Like have the core push outwards, and you can walk on the inside.. Hard to explain.. but think of a ring, or a donut, a wide donut. And then make the core push outwards in all directions, and make walls around the hole of the donut.. So you can walk all the way around the ring but on the inside.. That would win.. bad :P.[/QUOTE] I remember this same suggestion from the first version in Gmod 9. For the view angles on a ring, just have the script detect the gravity format. Then if it is inverse, it will add 180 degrees to the angles of the player. It wouldn't take more than 30 minutes to code that.
[QUOTE=Megiddo]How do you suggest the controls for that work?[/QUOTE] I was kinda hoping you'd have ideas. :( Well, if you break it down, in Zero-G you grip onto something on the wall, find a direction to float in, and then push off. The simplest way would be to make players stick to walls somewhat and be able to aim and then press space to jump in the direction they are looking. Upon colliding with another prop you rebalance their view to make toward the prop down. That sticking might require some work though. People might not want to grab onto things all the time, or may want to pull themself along. You could try making it so you have to initiate a wall grab by pressing E, and then if you look at the wall and hold down E you can use the WASD keys to move along its surface. Getting from prop to prop might be a hassle though.... Worst comes to worst just make it simple look and jump, and forget the complex grabbing.
Also, I know this like, would require insane amount of coding, time, and like, feet or something, but it would be amazing if like, say, you made a ring, (like a large halo ring :P) and if it had enough spin on it it created gravity on it like in real physics. (most likely not possible, so don't go mad, just some interesting fantasy mod that would make me cry along with this one.!)
This is really cool. What is the news on the new implementation of angles.
[QUOTE=Auctionedlla]Also, I know this like, would require insane amount of coding, time, and like, feet or something, but it would be amazing if like, say, you made a ring, (like a large halo ring :P) and if it had enough spin on it it created gravity on it like in real physics. (most likely not possible, so don't go mad, just some interesting fantasy mod that would make me cry along with this one.!)[/QUOTE] I'd say if and when the code 'matures' (read; is fine-tuned) enough to allow the player to stand on moving objects without sliding off them this is should already be possible, right? I mean when you're moving on the 'inside' surface of the ring the centrifugal force would keep you pressed against the surface. Just my two cents on this excellent project of Megiddo's... :) Hehe, can't wait to be able to make my own Cape Canaveral orbital shuttle launch someday _SOON_ (hint hint). :D
Man I hope this gets finished soon. I need it. BAD. (I was thinking, planet to planet warfare lawlawl)
Would it be possible to have rotating planets. So one side of the skybox is daytime and the other is night. Don't say to make the skybox rotate, because different planets can rotate at different speeds :P
You can have the planets rotate, but what's holding the player to the planet? Though I suppose as long as it's slow, friction would take its course.
[QUOTE=Megiddo]You can have the planets rotate, but what's holding the player to the planet? Though I suppose as long as it's slow, friction would take its course.[/QUOTE] What about frozen objects?
[QUOTE=kevkev]What about frozen objects?[/QUOTE] O ya... How would you do that one?
[QUOTE=Auctionedlla]O ya... How would you do that one?[/QUOTE] By letting physics work? :downs: I'd say that rather than freezing them, perhaps making them parent to whatever planet they're within the pull of, then on physgun pickup making them de-parent. Also, it'd be kind of funny to see a player with gravitational pull. :downs: [spoiler]Make an admin command so that when an admin says "(name), you're a fatass" they gain a gravitational pull about half the strength of a planet[/spoiler]
Might be simpler to do the sky with Lua and change the effects across the planet so that the light moves instead of the planet itself. Of course, that might cause all different kinds of other crap to worry about. Well, just make the sun always from one direction, even if the daylight is on the other side of the planet at that time. :v:
I think that we first need a working version and THEN add rotating planets :)
Of course. And then, after rotating planets we need a new spacebuild to go with this and some mega win cowbell to eat while we party :P.
[QUOTE=kevkev]I think that we first need a working version and THEN add rotating planets :)[/QUOTE] We don't want rotating planets. We want rotating and revolving planets. They will spin on their own axis and also revolve around a central point like the Sun.
I think I have the angles nailed down now, I'll be setting up some community stuff, culminating in the SVN and the announcement of how to access it.
Oh noes! Now I'm all exhilarated'n'stuff! => Can't wait :D
[QUOTE=Megiddo]I think I have the angles nailed down now, I'll be setting up some community stuff, culminating in the SVN and the announcement of how to access it.[/QUOTE] Will you post news on Garrysmod.com?
[QUOTE=HiddenMyst]Will you post news on Garrysmod.com?[/QUOTE] No. Anyways, posted the information on the first page of the thread. We've opened up new subforums at [url]www.forums.ulyssesmod.net[/url] for UU, so feel free to jump in the discussion there too! (Easier than having just one huge thread) I'd like to get Trac implemented for the SVN, but ran into problems tonight so I'll try again later.
[QUOTE=Megiddo]We've opened up new subforums at [url]www.forums.ulyssesmod.net[/url] for UU, so feel free to jump in the discussion there too! (Easier than having just one huge thread)[/QUOTE] I got the first thread. It was also my first post on that forum.
[QUOTE=HiddenMyst]I got the first thread. It was also my first post on that forum.[/QUOTE] Let's all bow to the king of firsts.
[QUOTE=Auctionedlla]Let's all bow to the king of firsts.[/QUOTE] Thankyou, you're too kind.
The new angles are PERFECT. Besides the fact that if you're high up then your view angles rotates the same as if you were still on the surface of the planet. You should compensate for the radius of the planet the further away you are from it. Very well done. Without the pole and skybox. I could easily get lost which way is north and south with noclip on. And that's a good thing. I simply cannot wait for the unit movement to be fixed. Good luck with that.
This is an awesome project! Though, I had a bit different idea: It would be awesome if you could spawn an object(small can or something like this) which acts like the center of a planet. you can set the gravity, how large the planet is, and what so ever! you know, a little toolgun :) This means you can use this mod in any map without modifying it. You can also build small planets with many boxes which will act like a planet in the end - though, the normal gravity has to be turned off :) I hope you get what I mean I believe my idea is even more difficulty, but it might me more fun, no?
You can't dynamically create physics spheres unfortunately. :(
Sorry, you need to Log In to post a reply to this thread.