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 Post #1081
 8th November 2009 Last edited by aVoN; 8th November 2009 at 09:12AM..
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
Actually, a player halfway in when the gate closes should die.
Actually, I'm sure that's even in the show.
I already told ya: Everything touching the goddamn EH while the gate closes will survive, since I can't make props cut. Same for players or XYZ (Insert anything for XYZ you want).

I hate to reply myself over and over again.
Anyway: Could you please stop making suggestings to unfinished, unreleased pre-alpha implementations?. It's always the same: People "suggest" things where I am not even close to that point that I have to worry about that implementation.

I will not stop replying to any suggestions/ideas/questions concerning the modelclipping (All what had to be said so far has been said - News following when I post a new video or so)

Also: You guys think I should (as soon as my server is back) add a Wiki? So general questions can be answered?

Edited:

Ok hers how the model is coming i've still got to fix the illumination and transparency. please note i have yet to add a standing animation so everything is pirtty much static right now. the energy tenticles will flow like cloth set in no gravity (hopefully). if not then ill just use animation to simulate flow.

http://i27.photobucket.com/albums/c1...X/Ascended.jpg
Is this a star? :P

Edited:

It IS possible to go faster then light (theoretically).
"Theoretically" in science always means you have a mathematical construct (the Theory) which has been proven by imperical evidences (Experiments). For FTL, we don't have this.

For one, light doesn't always move at the same speed. When light passes through air, it goes slower.
Oh my god: If someone speals about "the speed of light" it is covenient that he means the speed of light in vacuum - Always.


Faster than light communication, however, would (theoretically) be impossible. For example (let's use "1" again, just as an example), if I said "hello", at 1, the "hello" would be heard by someone across the room, even before I said it (maybe at 0.9 or something)
No evidences for or against this yet. If wormholes exists, pseudo FTL-Communication might be possible

Another note: (I read this somewhere on the Gateworld forums)

"It is impossible to travel faster then light, unless you kind of "bend" it by creating an electro-magnetic force infront of the ship, this would distort the space (and light). So you would not actually be travelling faster then light, but at the same time, you would also somehow travel faster then light. Think of it as "increasing the speed of light so we can go faster then it does normally.""
Congrats: Concepts about Alcubiere Warp-Drive - Explained really badly and with technobabbles.
That's why real FTL is with current laws of physics concerned to be impossible. Just pseudo-FTL (wormholes, warp) might work - But yet unproven.
 Post #1082
 8th November 2009
count23's Avatar
October 2007
557 Posts
Also: You guys think I should (as soon as my server is back) add a Wiki? So general questions can be answered?
That would probably be a waste of time, if people can't read the first page of the thread and ask questions already answered, what makes you think they'd click on a wiki or FAQ link?

Read: most people are too stupid to breath, let alone read.
 Post #1083
 8th November 2009
pokeman's Avatar
November 2007
1,388 Posts
Except that if a player is in a vehicle going through the gate, the player would teleport while the gate is still buffering the ship. Not good. The player needs to be able to be buffered with props.

EDIT: Not to mention Avon mentioned that the gates won't use any sort of special treatment, so the player will not be teleported like the rev44 gates, but actually like everything else that passes through the gate.
This man has a important point. It is more applicable to the supergat though, if someone is standing inside a ship and the ship goes through a gate then the player will teleport from the ship while it's still getting buffered.
Also sorry to aVoN for talking about stuff that isn't out yet, but I feel it's a large issue.
 Post #1084
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
Special exceptions aren't implemented yet. Props in the "buffer" (100% invisible) will be deleted. Props half in may stay intact, since I can't optically and physically "cut" them.

this

Edited:

Player: Enter -> Teleport
Player in a ship: Enter. If full ship is in -> Teleport


Anyway, asking these kind of questions is MUCH too early.

Edited:



It's a containment-tube. Nothing else. It's just there to make the actually "nocolliding props" collide.

Edited:



Post. And that's just happening because of the dynamic lights and Fraps eating my FPS making the kawoosh out of sync.


Now people: Please stop interpreting bugs into my WIP Videos. Of course there are some.
and this
 Post #1085
 8th November 2009
pokeman's Avatar
November 2007
1,388 Posts
this
Edited:
and this
For first "this" I am aware but I count this issue as one of the larger ones and deserves discussion.
Second "this", I am not talking about a person in a chair I am talking about a person standing inside a ship. Which means if it is to work like aVoN said in your quote, then the gate would first need a way of determining if the person was standing inside a ship or not to decide weather to buffer or send them.
 Post #1086
 8th November 2009
Silver_Knee's Avatar
October 2009
9 Posts
Hey how about the "In the Wormhole & Gate is closed"- solution of stargate SG1 remember the episode in witch the antarctic gate was found. So if someone closes the gate, you simply randomly adress a gate on the map and dial it.
 Post #1087
 8th November 2009
pokeman's Avatar
November 2007
1,388 Posts
Hey how about the "In the Wormhole & Gate is closed"- solution of stargate SG1 remember the episode in witch the antarctic gate was found. So if someone closes the gate, you simply randomly adress a gate on the map and dial it.
What?
 Post #1088
 8th November 2009
Lantian's Avatar
July 2009
278 Posts
Hey how about the "In the Wormhole & Gate is closed"- solution of stargate SG1 remember the episode in witch the antarctic gate was found. So if someone closes the gate, you simply randomly adress a gate on the map and dial it.
im pretty sure that's imposable to achieve in gmod
 Post #1089
 8th November 2009
Silver_Knee's Avatar
October 2009
9 Posts
why?

you have 3 barrels welded. 1 is in the Gate 1 is halfway in and 1 is outside. If you close one gate the other side keeps open and dials to another gate. As it is on TV. So no prop is deleted it'll be just redirected.
 Post #1090
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
For first "this" I am aware but I count this issue as one of the larger ones and deserves discussion.
Second "this", I am not talking about a person in a chair I am talking about a person standing inside a ship. Which means if it is to work like aVoN said in your quote, then the gate would first need a way of determining if the person was standing inside a ship or not to decide weather to buffer or send them.
where does it say chair? And i was not specifically pointing that at you, i was merely brining that back to this page for lazy peope that can't read back, and start asking how a person in a ship will teleport, and other people saying that the gate will never be coded with exceptions, while avon says not yet himself.
 Post #1091
 8th November 2009
Lantian's Avatar
July 2009
278 Posts
why?

you have 3 barrels welded. 1 is in the Gate 1 is halfway in and 1 is outside. If you close one gate the other side keeps open and dials to another gate. As it is on TV. So no prop is deleted it'll be just redirected.
but im pretty sure avon said there is no buffer in rev 45 and there wont be
 Post #1092
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
why?

you have 3 barrels welded. 1 is in the Gate 1 is halfway in and 1 is outside. If you close one gate the other side keeps open and dials to another gate. As it is on TV. So no prop is deleted it'll be just redirected.
it is not like this in the show, as that is impossible, after the gate has shut down, there is no way to get stuff out of the buffer, and the buffer will be cleared the next time a wormhole is established.

(although i remember teal'c being stuck in the buffer, and he got out, dunno about that, forgot)
 Post #1093
 8th November 2009
Lantian's Avatar
July 2009
278 Posts
(although i remember teal'c being stuck in the buffer, and he got out, dunno about that, forgot)
they attached a DHD and reprogrammed it or something to remiterlise the stuff in the buffer
 Post #1094
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
they attached a DHD and reprogrammed it or something to remiterlise the stuff in the buffer
ah, tnx.
 Post #1095
 8th November 2009
pokeman's Avatar
November 2007
1,388 Posts
where does it say chair? And i was not specifically pointing that at you, i was merely brining that back to this page for lazy peope that can't read back, and start asking how a person in a ship will teleport, and other people saying that the gate will never be coded with exceptions, while avon says not yet himself.
I woundn't count this as an exception since it would be a frequent occurance for the supergate which will share most of its code with the normal gates meaning it could easily be included in the normal ones too.
I am aware that it doesn't specify a chair but aVoN may not have had this situation in mind when he wrote it. It's more of a coding issue though rather than a issue requiring disscussion.
 Post #1096
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
I woundn't count this as an exception since it would be a frequent occurance for the supergate which will share most of its code with the normal gates meaning it could easily be included in the normal ones too.
I am aware that it doesn't specify a chair but aVoN may not have had this situation in mind when he wrote it. It's more of a coding issue though rather than a issue requiring disscussion.
Neither did I, it is just another reason to post the quote's.

Edited:

Like this one:

Except that if a player is in a vehicle going through the gate, the player would teleport while the gate is still buffering the ship. Not good. The player needs to be able to be buffered with props.

EDIT: Not to mention Avon mentioned that the gates won't use any sort of special treatment, so the player will not be teleported like the rev44 gates, but actually like everything else that passes through the gate.
atleast i think he is talking about the exceptions thing.
 Post #1097
 8th November 2009
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
That would probably be a waste of time, if people can't read the first page of the thread and ask questions already answered, what makes you think they'd click on a wiki or FAQ link?

Read: most people are too stupid to breath, let alone read.
But then, people can add FAQ and helps there and instead of answering the same shit over and over again in this thread you can simply link them to the Wiki.
 Post #1098
 8th November 2009
Dennab
August 2008
5,653 Posts
For first "this" I am aware but I count this issue as one of the larger ones and deserves discussion.
Second "this", I am not talking about a person in a chair I am talking about a person standing inside a ship. Which means if it is to work like aVoN said in your quote, then the gate would first need a way of determining if the person was standing inside a ship or not to decide weather to buffer or send them.
just sit in a chair before you go into a supergate.
 Post #1099
 8th November 2009
mobrockers's Avatar
February 2009
4,623 Posts
just sit in a chair before you go into a supergate.
:P
 Post #1100
 8th November 2009
Radz's Avatar
September 2009
54 Posts
Well, you may have passengers who are walking around your ship. I'm sure aVoN will find a solution if he hasn't come up with one already. I would GUESS (don't know, don't pretend to) and I personally would make the gate change its state when an object enters and NOTHING is transported regardless of welding until everything has fully entered the gate.
 Post #1101
 8th November 2009
Wowman142's Avatar
November 2008
40 Posts
what i meant was when u send the props through in your vid they doesnt come out directly... would'nt the screen get black for a sec if u sent, lets say a camera through or drive through with a car?
 Post #1102
 8th November 2009
Tristanm's Avatar
January 2008
77 Posts
but im pretty sure avon said there is no buffer in rev 45 and there wont be
Except that Avon has shown off videos of the in progress gates with a buffer that he said may very well appear in rev45.
 Post #1103
 8th November 2009
GenXCypher's Avatar
July 2008
488 Posts
This new gate coding thats going one plus this or this :


would be epicness. This model animation made in 3ds max by Dreamscape42 (youtube name) would make the kawoosh over 9000 times better than the puff of smoke we have at the moment.

dont know whether something in this format could be used in gmod though :(
 Post #1104
 8th November 2009
ali3n92's Avatar
April 2008
361 Posts
-snip-
 Post #1105
 8th November 2009
Gold Member
Dennab
June 2007
2,032 Posts
The first one looks way better than the second one.
 Post #1106
 8th November 2009 Last edited by Wowman142; 8th November 2009 at 05:01PM..
Wowman142's Avatar
November 2008
40 Posts
i do have to admit... the first one's horizon does look better... the 2nd one's is to little light in the middle
 Post #1107
 8th November 2009 Last edited by SIRIUS; 8th November 2009 at 05:08PM..
SIRIUS's Avatar
April 2009
90 Posts
This man has a important point. It is more applicable to the supergat though, if someone is standing inside a ship and the ship goes through a gate then the player will teleport from the ship while it's still getting buffered.
Also sorry to aVoN for talking about stuff that isn't out yet, but I feel it's a large issue.
why the hell would you be standing in a MOVING ship in gmod? no wait How could you be standing in a moving ship?

oh ya btw who wants an evh that looks like this? ignore kawoosh

http://www.youtube.com/watch?v=h2NeaOVyhno
 Post #1108
 8th November 2009
Wizard of Ass's Avatar
April 2009
598 Posts
Also would it be possible to add the kino sphere to rev 45?

Its basicly a hovering ball with a camera and a overlay texture...
 Post #1109
 8th November 2009
prikk157's Avatar
February 2009
235 Posts
Also would it be possible to add the kino sphere to rev 45?

Its basicly a hovering ball with a camera and a overlay texture...
ya like a rt cam thats controlable
 Post #1110
 8th November 2009
Tristanm's Avatar
January 2008
77 Posts
Last I checked, cameras aren't all that well implemented in gmod. At the moment, if you want to use them, you get either camera windows in your hud, or one camera displaying on a flat prop in the entire server. I think cameras need to be better implemented before we can get a kino. So... time to talk to the wiremod guys about improving their cameras?
 Post #1111
 8th November 2009
Dragontail's Avatar
March 2009
18 Posts
Last I checked, cameras aren't all that well implemented in gmod. At the moment, if you want to use them, you get either camera windows in your hud, or one camera displaying on a flat prop in the entire server. I think cameras need to be better implemented before we can get a kino. So... time to talk to the wiremod guys about improving their cameras?
Haha, talking to the wiremod guys will get you nowhere, unfortunately for us in the lovely source engine, only a single RT (Render Target) camera may show what it sees at any one time, multiple RT Cams will take precedence (seemingly randomly) and will only ever show one of the images.

If you want multiple rendered cameras, talk to garry, he'd be able to program around it, but i doubt he'd want to put the effort in for a small floating cameraball.

Otherwise, making one that draws directly to your screen clientside could easily be done, say you make a SWEP that is a hand holding a kino and a screen, you "throw" the kino, freeze, take control of the kino and watch through the screen in your hand what you can see.
 Post #1112
 8th November 2009
Wizard of Ass's Avatar
April 2009
598 Posts
Haha, talking to the wiremod guys will get you nowhere, unfortunately for us in the lovely source engine, only a single RT (Render Target) camera may show what it sees at any one time, multiple RT Cams will take precedence (seemingly randomly) and will only ever show one of the images.

If you want multiple rendered cameras, talk to garry, he'd be able to program around it, but i doubt he'd want to put the effort in for a small floating cameraball.

Otherwise, making one that draws directly to your screen clientside could easily be done, say you make a SWEP that is a hand holding a kino and a screen, you "throw" the kino, freeze, take control of the kino and watch through the screen in your hand what you can see.
Basicly i thought about the same system avon used for the malp.
 Post #1113
 8th November 2009
Dennab
August 2008
5,653 Posts
Haha, talking to the wiremod guys will get you nowhere, unfortunately for us in the lovely source engine, only a single RT (Render Target) camera may show what it sees at any one time, multiple RT Cams will take precedence (seemingly randomly) and will only ever show one of the images.

If you want multiple rendered cameras, talk to garry, he'd be able to program around it, but i doubt he'd want to put the effort in for a small floating cameraball.

Otherwise, making one that draws directly to your screen clientside could easily be done, say you make a SWEP that is a hand holding a kino and a screen, you "throw" the kino, freeze, take control of the kino and watch through the screen in your hand what you can see.
Just modify the malp sent.
 Post #1114
 8th November 2009
yerer's Avatar
February 2009
285 Posts
So if you are jump into a gate but you are moving slowly, will you like stick in the air while you are touching the EH?
 Post #1115
 8th November 2009
Tristanm's Avatar
January 2008
77 Posts
So the camera problems are specifically Source Engine problems, huh? Sounds like something to take up with Valve, which would likely get nowhere.
 Post #1116
 8th November 2009
Dragontail's Avatar
March 2009
18 Posts
So the camera problems are specifically Source Engine problems, huh? Sounds like something to take up with Valve, which would likely get nowhere.
Unfortunately, very true, Valve have NEVER needed any more than a single RT cam in any of their games, they've worked around such a limit and at any one time all the screens on their maps only need to show a single image.

There's a MALP sent?, i've really not been following for a long time (since about rev 43) and have only just really come back to it, a MALP sounds awesome though :D
 Post #1117
 8th November 2009
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
Also would it be possible to add the kino sphere to rev 45?

Its basicly a hovering ball with a camera and a overlay texture...
Spawn a hoverball. Give it a brownish texture and color. Spawn a camera. Weld both together. Make the camera invisible. Add Thrusters.

Hell, did anyone forgot about what GMod allows from default? Or is creativity gone?
 Post #1118
 8th November 2009
GenXCypher's Avatar
July 2008
488 Posts
The first one looks way better than the second one.
they are the same kawoosh! just on different gates and EHs
 Post #1119
 8th November 2009
Tristanm's Avatar
January 2008
77 Posts
Spawn a hoverball. Give it a brownish texture and color. Spawn a camera. Weld both together. Make the camera invisible. Add Thrusters.

Hell, did anyone forgot about what GMod allows from default? Or is creativity gone?
Of course, that would work better if the Source Engine RT Camera problem was fixed, but then it's pretty much up to Valve to fix it or for Gary to figure out how to patch around it. Either way, it's not likely to be fixed.
 Post #1120
 8th November 2009
Jurikuer's Avatar
April 2008
1,185 Posts
Spawn a hoverball. Give it a brownish texture and color. Spawn a camera. Weld both together. Make the camera invisible. Add Thrusters.

Hell, did anyone forgot about what GMod allows from default? Or is creativity gone?
They didn't forget, they just lazier as coding became easier. To make the hoverball move effectively I assume it would need a vector thruster, those things are a pain in the arse for me.
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