• Check 'Em
    92 replies, posted
"they think i'm dumb they must be trolling"
First. I didn't said they are trolling, it's just stupid thing when someone rate someone opinion dumb coz they don't understand it or it's diffent than their own. It's called "DUMB" yet not "DISAGREE" for a reason -_-. Now, this thread is about mod not my post so your post ONLY about my post is off-topic and kinda misses whole point of this thread. You didn't even read my opinion about mod so... Now back to mod yesterday i play with it for while and i had little problem, when i put 2 "parts" on opposite side of prop and wire them trough, somtimes they just don't work. But overall mod is great and i didn't seen any other bugs. Sorry for any mistakes I'm writing from phone.
No need to get heated up, you only had 2 dumb ratings, more people rated you disagree than dumb. It's silly how often people use dumb as disagree, but it happens in every community that allows voting and/or rating posts, so it's no big deal. And I do see your point about the wiremod entities. Although the good thing about Check'Em is it uses the default gmod tools and entities instead of needing a custom tool for every single default tool. Something that might be hard to implement is how wiremod welds, axis, winches, and the rest of the constraints that don't have any physical entity can be manipulated via the controller placed after creating them. Something like turrets would be better implemented into a normal tool rather than the wiremod tool. It seems weird if we'd need to download wiremod just to have a few tools/entities for Check'Em, it would make more sense to download a few different tools and have those work with Check'Em. I'm not sure how easy it is to add Check'Em support for custom tools/entities though. Would the support have to be added to the Check'Em mod itself, or is it something anyone can add support for in their own mods? Sorry for rambling!
You're excellent, man. Kept looking for it for the non-Beta GM13. Great addon.
[QUOTE=Problematic.;38435563]Of course HURR DURR Dumb rating spam. Now about yours response. What i meant is that you can connect yours Check 'Em output with for example Wire Turret and other Wire and non-Wire tools, I agree with you that input integration is not needed because you can built circuit that will do what you need, but output compatibility would allow us to use more tools and have more possible things to build.[/QUOTE] I'll look into it, no promises though. [QUOTE=CowThing;38442350]Something like turrets would be better implemented into a normal tool rather than the wiremod tool. It seems weird if we'd need to download wiremod just to have a few tools/entities for Check'Em, it would make more sense to download a few different tools and have those work with Check'Em. I'm not sure how easy it is to add Check'Em support for custom tools/entities though. Would the support have to be added to the Check'Em mod itself, or is it something anyone can add support for in their own mods?[/QUOTE] Garry has yet to reinclude the turret STool in GMod 13, and I think he said somewhere that he wasn't going to and had other things in mind. But to the second point adding support to your own entities is really simple. It's been a little while since I looked at this part of the code but I think this should work fine. Just include a table of your input names (SHARED, and these will be visible to the player) and a CheckInputs function which gets called each time an input gets updated on your entity. [lua]//text that appears and tells the player what each input does ENT.CHKMInputs = {"Input #1", "Freeze me", "FLY AWAY"}; //ip is which input just got fired, on is a bool to say if that ip is on or off function ENT:CheckInputs(ip, on) if (ip == 1) then if (on) then print("This is input #1!"); else print("Why'd you turn me off?"); end end if (ip == 2) then local phys = self:GetPhysicsObject(); if (phys:IsValid()) then phys:EnableMotion(!on); end end if (ip == 3 && on) then local phys = self:GetPhysicsObject(); if (phys:IsValid()) then phys:ApplyForceCenter(Vector(0, 0, 10000)); end end end[/lua]
[QUOTE=FPtje;38420663]I'm assuming this is your fault: [url]https://github.com/FPtje/DarkRP/issues/134[/url] I guess you're not adding it to cleanup or something. Any other entity works. [/QUOTE] Any news on this?
[QUOTE=CherryJim;38560436]Any news on this?[/QUOTE] I'm not exactly sure why that's an issue, that chip isn't handled any differently than any other. Not much going on update-wise, but I'll push out an update in the next day or two probably. Someone reminded me about a selector gate. [vid]https://dl.dropbox.com/u/61834656/Videos/gm_construct%202012-12-15%2001-24-04.webm[/vid] Each input turns on the corresponding output, while turning off all the others. There's one more input than there is output, and that one will just cycle to the next output. Pretty nifty.
Rarely does so much win concentrate into one post. Amazing Addon.
Can you fix the bug where anybody with a res lower than 1080 can't see the full piano? [editline]12/16/12 6:03 PM[/editline] Also some menus inside of the context menu don't even show all the way because the res is too small. And when you press E on something while using the tool, the info of the Check 'Em thing shows up extremely small and I can't read it.
[QUOTE=mitterdoo;38859127]Can you fix the bug where anybody with a res lower than 1080 can't see the full piano? [editline]12/16/12 6:03 PM[/editline] Also some menus inside of the context menu don't even show all the way because the res is too small. And when you press E on something while using the tool, the info of the Check 'Em thing shows up extremely small and I can't read it.[/QUOTE] What resolution are you running at? I'm having a hard time finding one that doesn't fit.
[QUOTE=Aska49;38860804]What resolution are you running at? I'm having a hard time finding one that doesn't fit.[/QUOTE] 1024x768. Plus, the tooltips are super tiny when you mouse over an input/output with the wiring tool. The only way to change the key of the piano is to edit it after it's placed. And when you change the slider for the octave, it doesn't round to the nearest whole, giving me errors that the sound "g1.3456736984756.wav" doesn't exist. Sorry for the late response.
If it is going to be possible to build Integrated Circuits i will kiss you, man! Try this program, very useful: Logicly: For new users Logisim: For more advanced users
Any news on this ?
Any news about Check 'Em ? (Selector gate) :tinfoil: Please don't let this addon die, it is so awesome :downs:
Sorry for triple post, but Check 'Em is broken.
Damn... It smells like dead mods in here.
American symbols? Could you possibly add european symbols too? I've never learned the american ones.
This addon has a lot of errors .. It doesn't work with FPP ?
[QUOTE=mumuk;40642007]This addon has a lot of errors ..[/QUOTE] I goofed. Should be working again.
Did you ever remake the features lost from gm12->13?
Very good job mate! Now i can finally use Wires.
Thanks for fixing it !
[QUOTE=Cookiecrumb;40751293]Very good job mate! Now i can finally use Wires.[/QUOTE] when you say wires do you mean wires with wiremod ? if yes how ?
Ok I updated this to include a working version of the selector gate. It uses the base chip model at the moment so the positions of the inputs can be slightly confusing at first. [IMG]http://puu.sh/3wuUL.jpg[/IMG] [vid]http://puu.sh/3wvwy.mp4[/vid] The last two inputs are always previous and next. [QUOTE=Bletotum;40720459]Did you ever remake the features lost from gm12->13?[/QUOTE] Which features were those?
Can you make the Octave slider for the piano a whole number instead of a very long decimal? And can you make a 6th octave please?
It seems as though Check' Em is broken. It gives me this error, [QUOTE]Warning: vgui.Create failed to create the VGUI component (CheckEmToolMenu) [ERROR] lua/weapons/gmod_tool/stools/ce_tool.lua:384: attempt to index local 'g' (a nil value) 1. func - lua/weapons/gmod_tool/stools/ce_tool.lua:384 2. FillViaFunction - gamemodes/sandbox/gamemode/spawnmenu/controlpanel.lua:108 3. FillViaTable - gamemodes/sandbox/gamemode/spawnmenu/controlpanel.lua:93 4. DoClick - gamemodes/sandbox/gamemode/spawnmenu/toolpanel.lua:77 5. unknown - lua/vgui/dlabel.lua:206 [/QUOTE] Running on a dedicated server with the latest version of Garry's Mod.
Any news on the progress ? it's been a while soon !
-- snip --
Since Check 'Em is "sleeping" if not dead then I managed to add a few gates there and there. I upped the counter limit, added a BUFFER gate, readjusted the pitch modifier for the sound emmiter, added the following Sensors : Collision (Currently Buggy), Ignition. Also added the following modifiers : Angle (Brought back from the dead), Explode, No Collide and Velocity. I hope you won't slap me Aska :v:
Nice
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