• Project Impossible - Localized Physics and Infinite Maps
    71 replies, posted
[QUOTE=NightExcessive;50037971]I love this addon, but interestingly, it causes my client to do a full resync roughly every second, as seen here: [img]https://dl.dropboxusercontent.com/u/3166522/upload/2016/03/hl2_2016-03-31_04-18-58_407699e.png[/img] (In the upper part of the graph, the breaks in the red show a loss of updates from the server, with the high byte count following showing a resync.) I've verified that this is caused by gravity hull's SLShipTick think hook. I believe it's because SLShipTick takes a very long time to complete. I'm using the current workshop version. I wasn't able to find an in-game print out of the version number anywhere. I'd love to see this fixed and, if there's anything that I can do to assist in debugging or fixing it, please let me know. [editline]31st March 2016[/editline] I've created an issue on GitHub for that: [url]https://github.com/BillyTheBull/localizedphysics/issues/24[/url][/QUOTE] Augh, haven't been checking up on the thread. I'll take a look through the code and see what I can do. Also, Bull's github is out of date. Like eighty commits behind. [URL="https://github.com/DavidRalphsky/localizedphysics"]Use mine instead.[/URL]
I like the concept of this mod, but sadly after all this time, it's still a buggy mess for me. Advdupe2 dupes such as the hoverbike do not work at all after the first cell. The first cell after the spawn platform with the giant invisible pyramid does not render. The fps slowly drops to unplayable levels, and is just unplayable for me in general. :/
[QUOTE=RileyGuy1000;50260188]I like the concept of this mod, but sadly after all this time, it's still a buggy mess for me. Advdupe2 dupes such as the hoverbike do not work at all after the first cell. The first cell after the spawn platform with the giant invisible pyramid does not render. The fps slowly drops to unplayable levels, and is just unplayable for me in general. :/[/QUOTE] Sounds like you're running a lot of mods. Sorry mate, but this is never going to be 100% perfect, because of the massive amount of conflictions. The pyramid thing is a ShouldCollide hook, probably from Carter's Addon Pack or something, and Adv Dupe 2 only works in cell 0 0 0. As for FPS, I'm not sure why that would happen, unless you're shooting ACF or something.
[QUOTE=DavidRalphsky;50354934]Sounds like you're running a lot of mods. Sorry mate, but this is never going to be 100% perfect, because of the massive amount of conflictions. The pyramid thing is a ShouldCollide hook, probably from Carter's Addon Pack or something, and Adv Dupe 2 only works in cell 0 0 0. As for FPS, I'm not sure why that would happen, unless you're shooting ACF or something.[/QUOTE] Not shooting ACF or anything. While I do have an abundance of addons, I don't know how to tell which one would be conflicting. I do have CAP though. Any reason why advanced duplicator does not work outside of cell 0 0 0?
David, I map for the train community. I'm not the worst nor the best, but is the map repeater able to utilise the space available for extended maps? For example say I can only map in a 32,000 unit area (which I'm sure is around the size limit anyway), would the repeater allow me to theoretically make a map that was, say, 40,000? 50,000? I hope you get what I'm saying. As if to make the grid bigger. Or does it [I]only[/I] work with cells?
You need to split your map into cells, but yes, it can go past the limit.
[QUOTE=Kickin Balls;50411247]David, I map for the train community. I'm not the worst nor the best, but is the map repeater able to utilise the space available for extended maps? For example say I can only map in a 32,000 unit area (which I'm sure is around the size limit anyway), would the repeater allow me to theoretically make a map that was, say, 40,000? 50,000? I hope you get what I'm saying. As if to make the grid bigger. Or does it [I]only[/I] work with cells?[/QUOTE] You mean having it not be infinite, but just be slightly bigger than the max limit? Yes, this is possible. You can set up nodraw barriers at the edge of your map that are only at, say, cell 5 0 0, and do that for your boundaries.
Something weird happened on my server when I added this tool. I know this might be some kind of incompatibility from my side, but when I removed Gravity Hull Designator from the server it stopped happening. Error: [code] naval_shop[264]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. naval_shop[265]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. sent_port[266]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. sent_plug[267]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. phys_lengthconstraint[0]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. keyframe_rope[268]:SetPos( -1.#IND00 -1.#IND00 -1.#IND00 ): Ignoring unreasonable position. [/code] Gamemode Code: [code] function SpawnMerchant( team ) if ( team == "french" || team == "royal" ) then local Shop = ents.Create( "naval_shop" ) if ( team == "royal" ) then Shop.team = "royal" Shop:SetPos( Vector( 15230, -15821, 0 ) ) Shop:SetAngles( Angle( 0, 90, 0 ) ) elseif ( team == "french" ) then Shop.team = "french" Shop:SetPos( Vector( -15230, 15821, 0 ) ) Shop:SetAngles( Angle( 0, -90, 0 ) ) end Shop:Spawn() Shop:Activate() end end function SpawnPlug() local ent = ents.Create( "sent_port" ) ent:SetPos( Vector( 9728.533203, 9611.956055, 50.047119 ) ) ent:SetAngles( Angle( 0.000, -101.616, 0.000 ) ) ent:Spawn() constraint.Weld( ent, game.GetWorld(), 0, 0, 0, false, false ) end [/code] Not sure what it could be. It could be something with the Map Repeater since these are the only lua entities that rely on the coordinates system to spawn and when this addon is installed, it could do something to make those entities try to spawn out of bonds. It could also be the map. The map that I was running when I was testing the tool on the gamemode was Harbor2Ocean_NavalB1. Anyways, keep up the good work. I am planning on using this tool for my gamemode in order to generate a bigger map :)
Friendly bumpadump. Was playing with Map Repeater on my server and made a pretty shitty map with a roof. But for some odd reason, I'm getting visual glitches. Every 2nd zone will be invisible. It also happens on gm_flatinfinite. Here's a screenshot demonstrating what I mean. [t]https://i.sli.mg/JEnqEn.png[/t] EDIT: [t]https://i.sli.mg/NhOZ0V.png[/t] THE VISUAL GLITCHES HAVE TRANSCENDED THIS DIMENSION
Bump. It sucks that nobody seems to be working on this. I'm having the same issue: [QUOTE=Redfiend;50636262]Friendly bumpadump. Was playing with Map Repeater on my server and made a pretty shitty map with a roof. But for some odd reason, I'm getting visual glitches. Every 2nd zone will be invisible. It also happens on gm_flatinfinite. Here's a screenshot demonstrating what I mean. [t]https://i.sli.mg/JEnqEn.png[/t] EDIT: [t]https://i.sli.mg/NhOZ0V.png[/t] THE VISUAL GLITCHES HAVE TRANSCENDED THIS DIMENSION[/QUOTE]
[QUOTE=Redfiend;50636262] [t]https://i.sli.mg/JEnqEn.png[/t] [/QUOTE] Sorry, haven't been working on this for a while. The cells around 0 0 0 not showing up happens on multiplayer servers a lot, not sure why. Reloading the map a time or two seems to fix it. Probably the playerdata update isn't functioning correctly, not sure why.
Update to my last: That issue has been fixed. The GitHub has been updated with a bunch of new stuff. WAC should be mostly fixed (there are still issues with first-person in different cells on ghd_cameramethod 0, and for some reason you can't enter the WAC in other cells), and parenting works 99% of the time. Works continues.
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