• Environments
    446 replies, posted
[QUOTE=viperfan7;32964704]why are you so against it having mappers being able to name their planets, theres no disadvantages at all to it[/QUOTE] Mappers can name the planets all they want, but I'm pretty sure no one will ever really use the names, unless all of the planets on a map are clones of each other. I'm not against it, I'm saying it's kinda pointless; It's like naming the tires of your car. They still get you from place to place, regardless, but the mechanic isn't going to know what you mean when you say "George has a hole in him."
Hey so iv been tryin to use this on sb_space grass and it worked great.... the first time. Now it no longer registers it as a spacebuild map, any help here?
[QUOTE=fireknite11;33026066]Hey so iv been tryin to use this on sb_space grass and it worked great.... the first time. Now it no longer registers it as a spacebuild map, any help here?[/QUOTE] Ok, I see the issue, the planets dont have names, so it causes it to error after loading it from the file, just reset it from map via the admin menu and it will work. I will fix this in a future update.
Hey CmdrMatthew, I just wanted to say that I hope you will continue to update this mod. I'm guessing when Garry releases his big update it will completely break Spacebuild and Lifesupport and even though people may try, it will likely never be fixed again. You will probably be our only hope at having this type of gamemode in Gmod ever again!
This works together with GHD rite?
[QUOTE=Fantist;33331493]Hey CmdrMatthew, I just wanted to say that I hope you will continue to update this mod. I'm guessing when Garry releases his big update it will completely break Spacebuild and Lifesupport and even though people may try, it will likely never be fixed again. You will probably be our only hope at having this type of gamemode in Gmod ever again![/QUOTE] LOL, why wouldn't it be fixed? It's not because there aren't much updates atm that SB isn't being developed anymore. And the update might not break as much addons as you think. Most of the things broken will probably be VGUI/Derma related.
[QUOTE=S3IC;33354722]This works together with GHD rite?[/QUOTE] Yeah, its compatible with the GHD.
[QUOTE=SB2DevTeam;33356206]LOL, why wouldn't it be fixed? It's not because there aren't much updates atm that SB isn't being developed anymore. And the update might not break as much addons as you think. Most of the things broken will probably be VGUI/Derma related.[/QUOTE] [url]http://garry.tv/#[/url] if you scroll down to November 3, that cinder block pic makes me think he's hinting that he's done something with the game engine, not just derma stuff. but i'm glad to see you guys are still around. i thought you had stopped working on spacebuild.
[QUOTE=Fantist;33398529][URL]http://garry.tv/#[/URL] if you scroll down to November 3, that cinder block pic makes me think he's hinting that he's done something with the game engine, not just derma stuff. but i'm glad to see you guys are still around. i thought you had stopped working on spacebuild.[/QUOTE] He is making other changes to (like raising some of the limits). But most of these shouldn't affect gamemodes/addons unless they where doing some hacky stuff maybe. (or where using Datastream, which he removed). Got access to the BETA to now, and so far the only real errors I encountered where TOOL related ones because of the vgui changes in them. Anyways, the only thing that might happen, is that a lot of old addons/tools break because of these changes. But it's mostly minor stuff someone could probably fix if they wanted to.
[QUOTE=SB2DevTeam;33400412]He is making other changes to (like raising some of the limits). But most of these shouldn't affect gamemodes/addons unless they where doing some hacky stuff maybe. (or where using Datastream, which he removed). Got access to the BETA to now, and so far the only real errors I encountered where TOOL related ones because of the vgui changes in them. Anyways, the only thing that might happen, is that a lot of old addons/tools break because of these changes. But it's mostly minor stuff someone could probably fix if they wanted to.[/QUOTE] I don't know about minor. Some of the wiremod guys tried their stuff in the beta and found that the only thing that [I]wasn't[/I] broken was basic gates. And wiremod isn't [I]that[/I] hacky, at least not since Divran and the guys took over.
[QUOTE=LemONPLaNE;33407298]I don't know about minor. Some of the wiremod guys tried their stuff in the beta and found that the only thing that [I]wasn't[/I] broken was basic gates. And wiremod isn't [I]that[/I] hacky, at least not since Divran and the guys took over.[/QUOTE] Wiremod is kinda overcomplicated, if one little tiny thing breaks, the whole thing will break. So far the only things that have broken in Environments were a few tiny vgui glitches and removed/renamed functions. I plan to take advantage of the new update and improve on some things, and add some more features that take advantage of the new net library and such.
Coming up in the next update: Gas Clouds and Harvesting [img]http://new.tinygrab.com/3d7841338aef1d27ffe3a9b791678d2c7c26e1dd61.png[/img]
[QUOTE=CmdrMatthew;33706370]Coming up in the next update: Gas Clouds and Harvesting [img]http://new.tinygrab.com/3d7841338aef1d27ffe3a9b791678d2c7c26e1dd61.png[/img][/QUOTE] awsome, but PLEASE change that effect to something using smaller and more particles, or higher detail particles
WOOT, you've just re-caught my interest in this project! Always felt wierd about never seeing gases when I vented them in RD3.
This is awesome!
Almost finished with a contraption shrinking tool to enhance your space exploration capabilities. [img]http://img33.imageshack.us/img33/1773/3d7841338a1931220237ca5.png[/img]
Wait, contraption shrinking? Like, Hysteria's (or was it Para's?) Microship thingy?
[QUOTE=ContiX;33983463]Wait, contraption shrinking? Like, Hysteria's (or was it Para's?) Microship thingy?[/QUOTE] Except this has some type of physics.
Ok, new update. This has the space gas clouds enabled, and the shrinking tool added. The shrinking tool is admin only for now because the shrunken props can potentially crash if they spazz out. This and the fact that it doesn't properly sync the scaling to new players will be fixed in the next update coming out in the next few days.
[B]I love Environments but I have a few questions:[/B] -Is there a way to script your own custom factories, much like how Spacebuild Revival allows, if not is there even a way to do this at all? Personally there are a few things that I would love to see added, for my own personal uses, that would add to the variety of Environments. -My other question is why can't vehicles be "linked" to resource nodes so that when you sit in the vehicle you share resources with the node? (As opposed to being forced to use SBEP props and the LS Core to create a miniature atmosphere.) -Just out of curiosity and realism is there a way to demand energy (or element) fueled thrusters? I am trying to get a sort of strict/realistic space build server and it would add a level of difficulty if the player had to use thrusters that demand a fuel source. (Much like SB3 but not as buggy and the demand for energy would scale to the amount of thrust it has.) -Also I don't know if you have known this but the 3D Cables appear to be entirely broken, or in the sense that I cannot see them and the console is spammed with the following message: "Material cable/cable2 does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!" -Oh, and what the heck are [I]Microwave emitters/receivers[/I] used for? I have tried to figure out what they do but I can never understand what they are meant to do. (I thought to transmit resources or something but I just don't know!) Overall I love the addon and look forward to more [I]additions / bug fixes[/I]. Also I don't know if I ever thanked you for adding [I]"Space Suit Options"[/I] so that you can choose your suit model. [B]So, thank you![/B]
[QUOTE=Diet Taco;34224625][B]I love Environments but I have a few questions:[/B] -Is there a way to script your own custom factories, much like how Spacebuild Revival allows, if not is there even a way to do this at all? Personally there are a few things that I would love to see added, for my own personal uses, that would add to the variety of Environments. -My other question is why can't vehicles be "linked" to resource nodes so that when you sit in the vehicle you share resources with the node? (As opposed to being forced to use SBEP props and the LS Core to create a miniature atmosphere.) -Just out of curiosity and realism is there a way to demand energy (or element) fueled thrusters? I am trying to get a sort of strict/realistic space build server and it would add a level of difficulty if the player had to use thrusters that demand a fuel source. (Much like SB3 but not as buggy and the demand for energy would scale to the amount of thrust it has.) -Also I don't know if you have known this but the 3D Cables appear to be entirely broken, or in the sense that I cannot see them and the console is spammed with the following message: "Material cable/cable2 does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!" -Oh, and what the heck are [I]Microwave emitters/receivers[/I] used for? I have tried to figure out what they do but I can never understand what they are meant to do. (I thought to transmit resources or something but I just don't know!) Overall I love the addon and look forward to more [I]additions / bug fixes[/I]. Also I don't know if I ever thanked you for adding [I]"Space Suit Options"[/I] so that you can choose your suit model. [B]So, thank you![/B][/QUOTE] 1. Yeah, you can script your own custom factories quite easily. Chat with me on steam if you want me to walk you through this. 2. I just never really got around to trying to do this, I think I will give it a shot today. 3. Yeah, I might make these or something. 4. Sorry about the 3D cables, I just remembered I updated the svn with a version of Environments where I was in the middle of working on something with the cables and it ended up breaking it. It will be working correctly in the next update. 5. They are used for transmitting energy across distance, turn on the emitter and aim it at a receiver and you will get energy flowing from one end to the other. Thanks for all the suggestions and bug reports :D
This looks really good, I love the potential. I'm just having trouble figuring out which components of SB/LS3 that it replaces, and also which parts can be retained. For instance, is compatibility with GS2 implemented/desired? Do I need to retain RD3 and LS3E? How about the CAF folder? Forgive me if I've missed something here, but I've read through several times and I can't find a declarative answer. Also, forgive me for nit-picking, the date is the wrong way round for non-Americans. It's a minor niggle, but is it fixable? I like the F/C/K choice.
The only thing that is required from any SB addon is the models from LS3E. So, SB3, LS3C, RD3, and CAF are not needed at all. As for the optional choices, you can retain LS3 entities if you keep LS3E, RD3, and CAF. As for GS2 I have converted it, but I need to find a way to upload it as its not my original work. PM me and I can get you it.
[QUOTE=CmdrMatthew;34348980]The only thing that is required from any SB addon is the models from LS3E. So, SB3, LS3C, RD3, and CAF are not needed at all. As for the optional choices, you can retain LS3 entities if you keep LS3E, RD3, and CAF.[/QUOTE] Since I've played it more, I've found that a couple of bugs: # The SBE entities don't save their wire connections when adv duped, which was a head scratcher # The pop-up bubbles don't update very reliably, i.e. levels of resource, on/off status etc # Venting the hydrogen canister seems to have evacuated the oxygen as well # Some of the Stargate/CAP entities work and some don't. In particular the ZPM hubs don't seem to work properly, though I haven't tested everything. Gates themselves do work fine # Water pumps - as demonstrated on [URL="http://www.youtube.com/user/OfficialSamHandwich"]The Official Sam Handwich's[/URL] tutorial videos - are a bit picky about the part that is immersed # Some maps don't work quite right - obviously the maps are outside your control, but is it possible this can be worked around? E.g. [URL="http://www.garrysmod.org/downloads/?a=view&id=82593"]sb_spacegrass[/URL] won't initialise the SBE components, and [URL="http://www.garrysmod.org/downloads/?a=view&id=124423"]sb_forlorn[/URL] has an environment that is supposed to be habitable but is not despite a breathable atmosphere, it has 0 air pressure. I haven't tested all my spacebuild maps exhaustively but I can if you want test data Things that are brilliant: # Pumps. Full stop. # The hoses - I don't use them as a rule, but they look pretty cool # Gaseous anomalies - do these respawn somewhere else if used up? # SBE core - brilliant! Works perfectly, except a model will retain its environmental characteristics if taken inside an atmosphere - i.e. may be choking due to low O2 even if inside a habitable planet atmosphere # The slow change of environment is both excellent and frustrating. Also the lesson to be learnt suffocating in a spacesuit inside a habitable environment because you can't hit F2 fast enough... Breathing sounds are a helpful reminder of this Questions: 1 - Do you want test data? I have some different suggestions for HUD settings (1920x1080). 2 - Do you intend to incorporate the other storages from LS3, like the SBEP caches? 3 - Will SBE eventually be a drop-in replacement for SB3, like, adv dupe compatible? My HUD setting for 1920x1080 [CODE]"env_hud_scale_x" "1.8" "env_hud_scale_y" "1.8" "env_hud_scale_z" "1.8" "env_hud_offset_x" "-2" "env_hud_offset_y" "55" "env_hud_offset_z" "-55"[/CODE] Excuse the listmania Edit: also, PewPew doesn't work
[QUOTE=kernalk;34338995]Also, forgive me for nit-picking, the date is the wrong way round for non-Americans.[/QUOTE] This seems to be a Lua problem, I've tested it and I can't find any way to make the os.date() function return the date/time appropriately formatted for my locale, it always returns US style.
Just used this for the first time, it's absolutely awesome My main problem is that I can't see the LS CORE model (Requires SBEP?) [editline]26th January 2012[/editline] [QUOTE=kernalk;34359958] Edit: also, PewPew doesn't work[/QUOTE] Works for me
Yeah, the LS core requires a model from SBEP
[QUOTE=CmdrMatthew;34412210]Yeah, the LS core requires a model from SBEP[/QUOTE] Maybe you could provide that single model as a seperate download (or include it in your svn) ...
Where does the 2nd model for the resource node come from? I can use the switch panel, but I have no idea what the other one is, as I've never seen it. Re: PewPew - I have v2 (can't remember why now) and it works, it just doesn't use energy. Which I'd like it to.
I have an issue with the hud. When it's loaded it's just a black bar that goes from the top of the screen down until it's offscreen. Edit: I switched it to mode 0 and that works. But mode 1 still doesn't.
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