• Final Frontier
    673 replies, posted
[QUOTE=KluKluxKid;42185452]And some people like balls[/QUOTE] I fucking love balls, give 'em to me baby.
[QUOTE=KluKluxKid;42185452]It would be pretty cool if we could use Nomads instead of Crowbars. Its like saying ''Hey guys, are you ready to go in a fucking spaceship that can operate in deep space, has full life support, and can house like a crew of 10 and go fight some guys?'' ''Yeah but what will we fight them with?'' ''A construction tool, of course![/QUOTE] Have you not seen how effective crowbars are? Have you never played Half-Life? Those who underestimate are the first to fall in battle.
[QUOTE=NightmareX91;42203737]Have you not seen how effective crowbars are? Have you never played Half-Life? Those who underestimate are the first to fall in battle.[/QUOTE] Crowbars where the weapon of choice for Vikings. Thats 100% true, look it up on wikipedia.
[QUOTE=Tomthetechy;42204316]Crowbars where the weapon of choice for Vikings. Thats 100% true, look it up on wikipedia.[/QUOTE] And crowbars will be the weapon of choice for Space Vikings.
Insert picture of Gordon Freeman as a viking here.
[url]https://github.com/Metapyziks/finalfrontier[/url] Job's done, so I'll try and put some more time in with FF in the next few weeks.
The screenshots looks amazing! You should check out Pulsar: Lost Colony
This is looking pretty damn awesome.
Am I the only one for whom the screens dont work because of script errors? This keeps spamming my console: [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430: attempt to call field 'GetByName' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430
[QUOTE=Mezzokoko;42227364]Am I the only one for whom the screens dont work because of script errors? This keeps spamming my console: [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430: attempt to call field 'GetByName' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430[/QUOTE] I do get this too.
Do we have to design our own maps on hammer because I suck at that. Where do we get maps. edit: also the get ship doesn't get thrown without correct map was just testing needed proper map because some people have found out how to get around maps never mind that though just needed to know what map or where the map is but this is the error: [ERROR] gamemodes/finalfrontier/gamemode/sv_init.lua:97: attempt to call method 'GetShip' (a nil value) 1. unknown - gamemodes/finalfrontier/gamemode/sv_init.lua:97 It throws a long line of them when you try to join just to let you know and other than it kicks you for too many script errors but I need to know if and where the map is if there is one. Sorry for anything incorrect. edit: I am so stupid never mind didn't see map in content
[QUOTE=Mezzokoko;42227364]Am I the only one for whom the screens dont work because of script errors? This keeps spamming my console: [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430: attempt to call field 'GetByName' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_screen/shared.lua:430[/QUOTE] It looks like something messes up with the ship initialisation, can you look to see if there is a different error when the server starts? It might get swamped by the screen errors, so you might need to comment out the ENT:Think() (line 423 - 447) in entities/entities/info_ff_screen/shared.lua.
this is what happens when i log on to my server with it: [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_moduleslot/init.lua:94 : attempt to index field '_room' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_moduleslot/init .lua:94 and when i do a single player there something wrong with this at line 430 of shared.lua in info_ff_screen: self._ship = ships.GetByName(self:GetNWString("ship")) it only tells me that GetByName is nil. but it keeps throwing it and the consoles won't work quite right as well as every door doesn't open and the script error of GetByName keeps getting thrown in the Garry's Mod console plus what does this mean [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_ship/init.lua:176: att empt to index global '_mt' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_ship/init.lua:1 76 [ERROR] gamemodes/finalfrontier/entities/entities/prop_ff_module/shared.lua:55: attempt to call global 'SetGlobalTable' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/prop_ff_module/shared.l ua:55 at the beginning of the server and now i have this [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_ship/init.lua:140: att empt to call method '_UpdateNWData' (a nil value) 1. SetHazardMode - gamemodes/finalfrontier/entities/entities/info_ff_ship/init .lua:140 2. unknown - gamemodes/finalfrontier/entities/entities/info_ff_ship/init.lua: 129 could someone explain those and this Couldn't include file 'gmtools\nwtable.lua' (File not found) (@gamemodes/finalfrontier/gamemode/cl_init.lua (line 6)) [editline]17th September 2013[/editline] But my biggest problem is this: [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_moduleslot/init.lua:94 : attempt to index field '_room' (a nil value) 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_moduleslot/init .lua:94 as well the but this comes up too : [ERROR] gamemodes/finalfrontier/gamemode/sv_init.lua:97: attempt to call method 'GetShip' (a nil value) 1. unknown - gamemodes/finalfrontier/gamemode/sv_init.lua:97
1. [ERROR] gamemodes/finalfrontier/gamemode/sv_init.lua:97: attempt to call method 'GetShip' (a nil value) 1. unknown - gamemodes/finalfrontier/gamemode/sv_init.lua:97 2. [ERROR] gamemodes/finalfrontier/gamemode/cl_init.lua:110: attempt to call field 'Think' (a nil value) 1. unknown - gamemodes/finalfrontier/gamemode/cl_init.lua:110 These also keep repeating, not as fast though which might be why nobody caught them in the first place (apart from two which was created by commenting out Think(). edit: Just tried disabling all addons but the problems remain the completely same. Might this problem be caused by using a listenserver instead of a dedicated one? Did anyone actually succeed playing this?
Can both of you check that you have the gmtools submodule (in the gamemode folder)?
[QUOTE=Ziks;42216763][url]https://github.com/Metapyziks/finalfrontier[/url] Job's done, so I'll try and put some more time in with FF in the next few weeks.[/QUOTE] I must try this immediately. [editline]18th September 2013[/editline] [QUOTE=Ziks;42232575]Can both of you check that you have the gmtools submodule (in the gamemode folder)?[/QUOTE] The gmtools folder is empty.
Same as Nightmare, gmtools are completely empty.
If you're using a git client, you'll need to initialize and update submodules for the project. To do that using the git command line, run these two lines in the root directory of the project: [code]git submodule init git submodule update[/code] If you downloaded a zip of the project, you can find the files to put in gmtools here: [url]https://github.com/Metapyziks/gmtools[/url]
Thanks for the fix :)
Works great. This is pretty damn cool.
People are getting missing textures. I pakratted the map with them: [url]https://dl.dropboxusercontent.com/u/108682320/garrysmod/maps/finalfrontier_a10_texturepak.bsp.bz2[/url]
The link Ziks provided works perfectly fine, people just fail to install it properly. Try checking your installation before trying this link. There is no need for trusting external links. Simple installation instructions for those who fail to install on their own: 1. Download this either with git, svn or manually with a zip (Do it with a zip if you are not familiar with the first two): [url]https://github.com/Metapyziks/finalfrontier[/url] 2. Extract finalfrontier-master.zip to your gamemodes directory (SteamApps\common\garrysmod\garrysmod\gamemodes\ ; Your path may be different if you still have an older installation in your personal steamapps directory) 3. rename finalfrontier-master to finalfrontier 4. Fire up Garrysmod, select Finalfrontier as Gamemode and start a game. edit: You also need to install gmtools to \finalfrontier\gamemode\ The better way of doing it is using a svn-client for which you can create a simple updatingscript. I recommend this client [url]http://sourceforge.net/projects/win32svn/[/url] because it is commandlinebased and you can create a script for it. All you have to do to make it work is creating a batchfile with the following line in it. [CODE]svn co https://github.com/Metapyziks/finalfrontier/trunk "\YOURSTEAMPATH\garrysmod\garrysmod\gamemodes\finalfrontier" svn co https://github.com/Metapyziks/gmtools/trunk "\YOURSTEAMPATH\garrysmod\garrysmod\gamemodes\finalfrontier\gamemode\gmtools"[/CODE] In order to make this work you have to create the folder manually, but after that you start the batch and have a completely uptodate-version of FF.
Just an idea for a weapon, an EMP Cannon Projects A Small EMP When It Collides With The Ship Ships Thrusters Die shields are at 50% and the ship just drifts along
Does anyone have the resources, time and devotion to set up a public testing server? We could try this gamemode out over time with all the updates coming. Right now there is not much space to explore, but we could try out basic organising and fighting techniques.
[QUOTE=Mezzokoko;42242774]Does anyone have the resources, time and devotion to set up a public testing server? We could try this gamemode out over time with all the updates coming. Right now there is not much space to explore, but we could try out basic organising and fighting techniques.[/QUOTE] I know nothing of this gamemode but a couple of people in my community asked if we could make a Final Frontier server, which I'm perfectly happy to do. How stable is this at the moment? I've got the gamemode and gmtools sitting on my dedi, so it won't take long to set up.
Well as far as I can tell it is pretty stable. Here and there you can find a few script errors and screens not working correctly but most things are working as they are supposed to. Just waiting for some more content to come along like weapons, ships, quests etc. [B]Issues which I noticed[/B] [B]1.[/B] I noticed that the firing of the Janus missile is always from the same angle relative to the UNIVERSE but not the ship. That should be fixed for closer combat since it is really odd that the missile always flies in the same direction, even when the ship rotates. [B]2.[/B]: Are ships destroyable yet? I took shields down and kept firing at my own ship, but other than module damage nothing really happened. [B]3.[/B]: Will ships take damage on collision with each other? Right now nothing happens when you fly into another ship. [B]4.[/B]: The correct rotation of objects on the radar is not shown immediately. It starts in standard bearing (090) and then quickly turns to the real bearing. 4.1: Sometimes the ship will just rotate randomly without any reasonable pattern. This sometimes results in the ship flying backwards. [B]5.[/B]: I tried to self teleport me, which was rather hard because the timeout for the teleporter pads on activation is quite low. I would set it a little higher so that the "last man" on board can also leave the ship. [B]6.[/B]: Having some script errors when opening doors. There is no real issue with that but script errors don't seem fine. I'll post details about that later. [B](7.)[/B]: Not really an issue but more like an information that might be interesting to some people. The universe is 24x24 sectors wide. If you reach the coordinate 0 or 24 on either the x or y axis your position will be set to the other side of the axis. Your velocity will be reset to zero and slowly power up again. I would like to have some kind of thicker line that shows you the border of the universe. Apart from all that, how is it possible to modify the size of the map and the position of the objects in the map? Will there be a documentation on how to do that? [B]Suggestions for small improvements[/B] [B]1.[/B]: I would like to have a few more visual options to plan a situation better. When comparing the environment of Finalfrontier and Silenthunter you will notice that both battlefields are two dimensional. Silent Hunter gives you a set of tools to plan your approach on this environment e.g. you can estimate where you will cross a ship by drawing the lines of their courses, which you can do with the bearing, which again can be found out with the periscope. This procedure might be a little complex for a Garrysmod-gamemode but we can surely make some of these automatic. When an enemy ship moves you could draw a line of the course on the sensors. Together with that you could draw a vector to show the velocity at which the ship is travelling. This would be great for having a better overview of the situation and planning your solutions. [B]2.[/B]: Slowing the pace and the velocity down. While this is a game about spaceships and these are significantly faster than submarines I still think it doesn't hurt to slow the pace down a little. When a ship or a missile approaches there should be enough time for the crew to think a little about the situation and make all the dodging manouvers or preparations to engage. It also gives the possibility to choose between multiple ways of handling a situation instead of quickly trying to keep shit together. In the end battles will also be longer and more interesting because each ships tactics have more quality when given the time to think. [B]3.[/B]: I think it is a little weird that the bearing 000 shows to the bottom of the screen. It is usually standard that North (000) shows to the top of the screen. [B]4.[/B] It would be cool to set a bearing manually and not only be bound to draw a line on the screen (Some people like to be very precise). I also have some thoughts about plotting a few points which are executed automaticly. e.g. when having arrived at x: 13.97 set to bearing 047 or sth like that. You could also implement course scripts but I am not sure if that maybe goes too far. [B]Script Errors[/B] Getting these Errors each time a door either opens or closes (5x the same error each time). Judging from the code this is the reason why the atmosphere doesn't level up between rooms. self:GetArea() apparently doesn't return a number. [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214: attempt to perform arithmetic on a string value 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214 [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214: attempt to perform arithmetic on a string value 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214 [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214: attempt to perform arithmetic on a string value 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214 [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214: attempt to perform arithmetic on a string value 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214 [ERROR] gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214: attempt to perform arithmetic on a string value 1. unknown - gamemodes/finalfrontier/entities/entities/info_ff_door/init.lua:214
I'm not sure what's causing the door errors, since GetArea defaults to 4 if it would have returned nil. For the other issues related to piloting / ship rotation etc, the piloting is extremely WIP since I really just implemented it to test the sector system. It will be overhauled completely, which should also fix the loss of velocity when wrapping around the universe. Being able to set a string of waypoints is an excellent idea, as well as projecting the trajectories of other objects. I had originally intended to let the pilot rotate the ship without moving it like you suggest, so that will be implemented too.
[QUOTE=Mezzokoko;42242774]Does anyone have the resources, time and devotion to set up a public testing server? We could try this gamemode out over time with all the updates coming. Right now there is not much space to explore, but we could try out basic organising and fighting techniques.[/QUOTE] Hey it might not be a 24/7 test server but i can run a couple hour test server for some time but I will need to do something before running it again. I will give the server ip to you guys when I'm done if you want. Also I will say that when you are on you may need to download the gamemode before hand or you may be kicked for errors but I haven't been able to test anything but the map which doesn't ever seem to download/work right when I do make a server. Since this works so well though someone should play with hammer some and make a bigger and better map. Anyone want to respond to that? [editline]19th September 2013[/editline] [QUOTE=Mezzokoko;42243042]--Snip--[/QUOTE] I never seem to get the door errors when running anything but I do get issues when shooting the missiles like when they hit something the console goes black, I get the script error warning, and it kicks me off when running my server and it says something about error with GetCoordinates but let me test that a little more if I get the server running smoother sorry for that
1. Please don't quote very long posts, substitute them with -SNIP- or a short description 2. I think something went wrong with your installation. In your previous post you had way more script errors than you should have. Try reinstalling everything. I posted instructions to install with svn a few posts ago.
I have a server box lying around, waiting to get used. I'll get a couple of servers up. However, at the moment the box is being worked on, so I'll currently only have one server, and that'll be on my PC.
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