Great addon! Keep up the good work.
Great addon! Keep up the good work.
-Delete please i fixed my problem-
I found a couple of bugs when testing without LS3/RD3:
Microwave emitter uses a model from LS3. Suggested replacement (SBEP) "models/Slyfo/moisture_condenser.mdl"
CAP weapons do not require energy when RD3 is not installed, but work with your devices when RD3 is installed.
This is probably only on my client: All gas storages have a capacity of 0 L.
Some input from CmdrMatthew regarding the requested addition to the pumps would be appreciated.
I'm currently away from home so it will be a few days before I can work on this. I will most likely get started on some kind of control for the pump or something like that as soon as I get back. Do you think you could explain your idea again? I'm not sure exactly what you are looking for.
Inputs:
Resources:table - The resources that will be transferred. Defaults to all.
Rate:number - Units of the resource to transfer per second. Setting to zero cuts the flow completely. Defaults to the set value in the tool menu.
Lock:number - Bool to set whether the socket is locked or not. By locked I mean locking a plug in place if one connected, otherwise not accepting a new plug to be connected.
If you can figure out a more convenient way to set which resources to transfer, use it.
Hey guys, finally got around to adding a suit model selector :D
The lines are a model mismatch causing a bonemerge issue. Gotta figure out how to prevent this.
As of right now the Environments RD will work without RD3 or LS3E, We are working on a conversion script to allow use of other Life Support required addons with Environments. For the moment CmdrMatthew is out of town for a bit. I'll do my best to answer any questions while hes away.
For some reason this doesn't even work. Any sb map acts like the normal sandbox mode, no lack of gravity in space, apart from props.
Are there any errors? If not can you paste the info that prints to console when it starts up. It should look something like this
Code:///////////////////////////////////// // Loading Environments // ///////////////////////////////////// // Adding Environments.. // // Attempting to Load From File // // 29 Planets Loaded From File // // 0 Stars Loaded From File // // Registering Sun.. // // No Stars Found // // Registered Env_Sun // // Starting Periodicals.. // // Event System Started // // LifeSupport Checker Started // ///////////////////////////////////// // Environments Loaded // /////////////////////////////////////
I am almost finished with some simple functions that anyone can use to create their own LS devices and tools in a matter of minutes rather than hours. They should be on the svn in a day or two.
Here's a preview of the new tool! I hope to have it on the svn tomorrow!
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Ok, the update is on the svn. It isn't 100% full of all the entities so the old tools are still there. I should have it full in a few days. I also added some RD optimizations, now instead of sending "oxygen" which would be 7 bytes of data it sends a number to represent it, now taking only 1 byte.
Right now I am working with someone on making my own take on SuperLlama's "infinite map" system specialized for use with this gamemode. The progress is good, but there are some serious unavoidable disadvantages to having a system like this that make it not very useful for servers full of massive ships, but amazing for exploration with smaller shuttles and cruisers.
Maybe make it use some actual power or something?
New update with alot of RD bugfixes and improvements. Also updated OP with a gameplay video that I forgot was made.
to S3IC: what should use actual power?
I thought you were talking about the gravity thing he made
finally got 3D cables to actually be round, forgot to normalize some direction vectors.
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Those're round? They look like MSPaint lines...
Sorry, I don't have AA on and I could've picked a better angle and textures for them. For some reason I felt the need to color code them, but they ended up kinda pastel colored.
Gravity plating does absolutely nothing, and why won't the LS core link to a regular RD3 resource node?
Which one are you using? The one in the entities tab or the environments tool menu tab?
Edited:
Ok, found the problem with the grav plating, working on it right now.
Ok, got the grav plating fixed, going to do an update with the cable fix too.
EDIT: Update has been submitted.
Still get
When creating LS core with the tool. Also still cannot connect tool-created LS core to a regular resource network.
However, the entities tab LS core seems to function fine. I can connect it to a regular network, and all it's functions seem to be fine. But, I dislike the fact that the LS core automatically creates gravity on everything it's connected to. I like to build a lot of thruster-powered spacecraft that need to exist completely in zero-g, and automatically creating gravity means the player forces the ship down to the bottom of the map. I want to be able to choose whether or not a given ship has interior gravity, not be forced into it for the sake of life support.
So, after finally getting the cables to work:
1. I don't see any performance hit whatsoever when moving the LS/RD stuff around with the visible cables.
2. You can only use certain materials on the cables.
3. The ends of the cables that go into the resource node look rather goofy, all pointy like that.
4. The cables just kind of...well, stick into various LS/RD stuff. Perhaps you could add a physics-less junction point? Like a plug or whatever?
Tried this mod a couple days ago, Liked it. Much simpler than normal Life support. However, I was working on wiring up a simple gyro stabilization system for a fighter craft, and I started missing the chips do to earthquakes. Would it be possible to make a toggle for the random events?
That isn't the random events, it is a fail on the mappers part. In SB3 there is something called "unstable" that makes it do earthquakes randomly and it was completely broken and is fixed in mine. As a result, the mappers didn't realize they made a mistake, but the mistake shows here. I will add a cvar to enable or disable them entirely, for now you can edit the planet with the admin menu in the environments tab and set "unstable" to be "false"
Does it have support for Gravity Hull?
Yes. (lol one word post)
Here's some better values for 1920x1080 resolution (imo). The default one looked like shit. It's still really hard to read the text, though. They're extremely blurry. You should make it use a larger font, or something.
AddResolution(1920, 1080, Vector(2,2,1.9), Vector(-2,55,-55), Vector(-2,44,-41))
I really think you should find a better way to do this though. Preferably dynamically using ScrW and ScrH.
(Huge pics - I will remove these from my dropbox in a week or so)
My slight edit:
Old one:
Post #230
Bugfix:
File: EnvironmentsRD/lua/autorun/EntRegister.lua (Line 333)
By Divran mostly, just thought I'd submit it.
Also why do you use " " for initialization, just wondering?Code:function TOOL:GetDeviceInfo() if self.Name and self:GetClientInfo("type") != " " and self:GetClientInfo("sub_type") != " " then return Environments.Tooldata[self.Name][self:GetClientInfo("type")][self:GetClientInfo("sub_type")] or {} else return {} end end
What bug? There's no way that should error because the function just lines before checks to ensure those values are not nil.
Edited:
I've tried to do this, but the FOV is also a factor, which makes it almost impossible to get something like that working :(
You added a check to see if they are nil yet not a check to see if they are at the default values of " "
function TOOL:GetDeviceInfo()
return Environments.Tooldata[self.Name][self:GetClientInfo("type")][self:GetClientInfo("sub_type")] or {}
It does that too. It makes sure that the tables exist.
I did a debug print, It doesn't. Ask Divran when he is back tomorrow.
The function before it does it. It returns nil if the tables don't exist, and this nil value trigers a return end in the function that calls the tool:GetDeviceInfo()
function TOOL:GetDeviceClass() if Environments.Tooldata[self.Name][self:GetClientInfo("type")] then if Environments.Tooldata[self.Name][self:GetClientInfo("type")][self:GetClientInfo("sub_type")] then return Environments.Tooldata[self.Name][self:GetClientInfo("type")][self:GetClientInfo("sub_type")].class end end end
Give me a moment, I shall re-create the error and show you.
Found your error, it was in the ghost function, adding a simple nil check for the model fixes this.if !model then return end
Ah, yeah that makes sense. Sorry about that.
No problem, what you suggested would have also been a solution, but it would be more expensive.
Getting this error when removing some linked entities.
[addons\environmentsrd\lua\entities\base_env_entity \init.lua:56] attempt to call method 'Unlink' (a nil value)
g
Bug2:
Timer Error: [@addons\environmentsrd\lua\entities\resource_node_ env\init.lua:57] bad argument #1 to 'String' (string expected, got nil)
Error - Starting new message without ending the old one!
When in multi-player I spawned a dupe then got that error, the entities have spawned, but the storage's have all got infinite storage. (seems to not be re-linking correctly)
Bug3:
[addons\sbep_entities\lua\entities\gyropod_advanced \init.lua:311] attempt to call method 'GetPassenger' (a nil value)
When linking resources to a gyropod and or a Adv Pod Controller.