1. Post #361
    Anjir's Avatar
    August 2009
    13 Posts
    Dear CmdrMatthew, I was wondering if there would be a way to eventually choose to remove and equip back the whole spacesuit. I use the renamon model as my playermodel and the spacesuit kinda screws up my head, I don't see my ears anymore. Second thing: I was also wondering where I can edit a planet, I can only change temperature and a few other stuff, but not the O2 or any other ressources level. When I put the probe online, I get this: [addons\environmentsrd\lua\entities\env_probe\init. lua:83] attempt to call method 'GetO2Percentage' (a nil value)
    I also tried the LS core in a space station from a map and it didn't work, but I guess since it works like a planet, I have to do that. I also wanted to know if there will be any chances of making both Environment and LS3E work together, as the ressources aren't compatible with the nodes. Will there be any chances to be able to see the ressources on the node directly? And finally sometimes in the spawn area I get some random -270c temperatures every now and then. (Map is sb_spaceage) . I have to say that this mod is amazing and I that I am looking foward to see more updates, you did a damn nice job.
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  2. Post #362

    August 2010
    1,146 Posts
    Dear CmdrMatthew, I was wondering if there would be a way to eventually choose to remove and equip back the whole spacesuit. I use the renamon model as my playermodel and the spacesuit kinda screws up my head, I don't see my ears anymore. Second thing: I was also wondering where I can edit a planet, I can only change temperature and a few other stuff, but not the O2 or any other ressources level. When I put the probe online, I get this: [addons\environmentsrd\lua\entities\env_probe\init. lua:83] attempt to call method 'GetO2Percentage' (a nil value)
    I also tried the LS core in a space station from a map and it didn't work, but I guess since it works like a planet, I have to do that. I also wanted to know if there will be any chances of making both Environment and LS3E work together, as the ressources aren't compatible with the nodes. Will there be any chances to be able to see the ressources on the node directly? And finally sometimes in the spawn area I get some random -270c temperatures every now and then. (Map is sb_spaceage) . I have to say that this mod is amazing and I that I am looking foward to see more updates, you did a damn nice job.
    Yeah, there is a concommand to take off your spacesuit. It is togglesuit I think. You can't breathe in space without it fyi.

    There is no way for admins to edit the atmospheres of a planet in game. To change them you need to shut down the server and edit the save data file in data/environments/mapname.txt

    Also, there is no way to get LS3 and my LS to work together, they are too different.

    As for the nodes, idk right now.

  3. Post #363
    kernalk's Avatar
    November 2009
    64 Posts
    And finally sometimes in the spawn area I get some random -270c temperatures every now and then. (Map is sb_spaceage)
    I'm not sure about that precise map, but I've seen on some maps and discussed with CmdrMatthew - this is caused by environments inside environments, and they compete each tick.

  4. Post #364

    August 2010
    1,146 Posts
    Just letting you guys know that I am still working on this.
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  5. Post #365

    February 2012
    15 Posts
    Getting an error when trying to spawn the LS core... Gonna see if I can find the model it's missing.
    EDIT: Hmm, installing the Life support you posted didn't help... Here's the error, could someone tell me how to fix it? [addons\environmentsrd\lua\environments\entregister .lua:590] Model missing: models/sbep_community/d12airscrubber.mdl
    ERROR!: Can't create physics object for models/sbep_community/d12airscrubber.mdl
    EDIT 2: Odd, now solar panels are displaying an error when I try to use them, and they make no energy: [@addons\ls2\lua\entities\energy_solar\init.lua:67] bad argument #2 to '?' (Vector expected, got table) EDIT: Fixed by downloading LS3 instead of LS2. Still missing the model for the LS core tho.

  6. Post #366

    February 2012
    15 Posts
    Downloading this mod caused me lots of grief; I had to learn SVN, I had to redownload a lot of stuff, and I had to do a lot of Googling. Apart from the missing LS core, this mod is completely worth the effort. Thank you for making this :D (but I need the LS core :C)

  7. Post #367
    kernalk's Avatar
    November 2009
    64 Posts
    Downloading this mod caused me lots of grief; I had to learn SVN, I had to redownload a lot of stuff, and I had to do a lot of Googling. Apart from the missing LS core, this mod is completely worth the effort. Thank you for making this :D (but I need the LS core :C)
    It is awesome, isn't it? To get those models you'll need the SBEP pack if you don't already have it - which you can find here: http://facepunch.com/threads/1090864...1#post35551664 (SVN links)
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  8. Post #368

    February 2012
    15 Posts
    It is awesome, isn't it? To get those models you'll need the SBEP pack if you don't already have it - which you can find here: http://facepunch.com/threads/1090864...1#post35551664 (SVN links)
    Thanks for that, just installing, we'll see if it works :) Haven't tried yet, but I saw the model I was missing within the files. Thank you!
    Ok, so the LS core works, but I don't know how to connect it (none of the link things work, can't attach to anything), and I've been getting the error
    Filename: CAF_Hooks, Message: Think3 Error: [addons\ls3\lua\caf\addons\server\lifesupport.lua:4 04] attempt to call field 'GetSpace' (a nil value)
    over and over all game.

  9. Post #369

    August 2010
    1,146 Posts
    Thanks for that, just installing, we'll see if it works :) Haven't tried yet, but I saw the model I was missing within the files. Thank you!
    Ok, so the LS core works, but I don't know how to connect it (none of the link things work, can't attach to anything), and I've been getting the error
    Filename: CAF_Hooks, Message: Think3 Error: [addons\ls3\lua\caf\addons\server\lifesupport.lua:4 04] attempt to call field 'GetSpace' (a nil value)
    over and over all game.
    Can you add me on steam so I can help you work out what addons you have installed and fix the error?

  10. Post #370
    zombini's Avatar
    November 2010
    2,672 Posts
    I have a suggestion, have a vacuum-like effect when an airlock is opened(or a hole blown in your ship's hull). I don't know if it's possible with Lua though.
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  11. Post #371
    K9blaze's Avatar
    October 2011
    95 Posts
    I have a suggestion, have a vacuum-like effect when an airlock is opened(or a hole blown in your ship's hull). I don't know if it's possible with Lua though.
    maybe with some type of gravity effect?

  12. Post #372
    kernalk's Avatar
    November 2009
    64 Posts
    Thanks for that, just installing, we'll see if it works :) Haven't tried yet, but I saw the model I was missing within the files. Thank you!
    Ok, so the LS core works, but I don't know how to connect it (none of the link things work, can't attach to anything), and I've been getting the error
    Filename: CAF_Hooks, Message: Think3 Error: [addons\ls3\lua\caf\addons\server\lifesupport.lua:4 04] attempt to call field 'GetSpace' (a nil value)
    over and over all game.
    I'm not sure if this is related, but I have an LSCore entity in the entities tab that does nothing, but the proper way to place them is with the toolgun... am I correct here?

  13. Post #373

    February 2012
    15 Posts
    I'm not sure if this is related, but I have an LSCore entity in the entities tab that does nothing, but the proper way to place them is with the toolgun... am I correct here?
    Actually, I figured out how to link it (I was using the CAF node), but I just downloaded SBEP, and now I no longer have a suit. When I try to type togglesuit, it says:
    [addons\environments core\lua\environments\spacesuits\sv_suit.lua:8] attempt to index field 'm_hSuit' (a nil value). Is SBEP suddenly incompatible?
    EDIT: Nevermind, it seems the suit doesn't show up in non-spacebuild maps. Maybe you should put a message saying so somewhere?
    EDIT 2: Hmm, the top of the HUD isn't showing up now... But i fixed by changing from cool hud off and on again.

  14. Post #374

    August 2010
    1,146 Posts
    I'm not sure if this is related, but I have an LSCore entity in the entities tab that does nothing, but the proper way to place them is with the toolgun... am I correct here?
    That's the LS Core for RD3. Its for people who don't want to use my LS, or want to use both LS3 and mine.

  15. Post #375

    May 2011
    7 Posts
    Any chance of compatibility with the Carter Addon Pack?

    Or has it already been implemented and I missed the post?

  16. Post #376

    August 2010
    1,146 Posts
    Any chance of compatibility with the Carter Addon Pack?

    Or has it already been implemented and I missed the post?
    I tried in the past to get it working, but I have had no luck. It's all wierd internally.

  17. Post #377
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    I tried in the past to get it working, but I have had no luck. It's all wierd internally.
    The entirety of the Stargate pack has strange insides.
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  18. Post #378

    March 2012
    11 Posts
    I've got the ZPM's working and some other stuff.
    Its not entirely stable: http://dl.dropbox.com/u/33495256/sofar.patch


    I also made one for pewpew: http://dl.dropbox.com/u/33495256/pew...20update.patch


    I honestly can't find the code for the CAP convar menu( for the detection of the RD3 / LS3 stuff. ) so I cant get the energy usage working for the Stargates.


    Anyway haz fun.


    Edit: forgot to mention that I also fixed some of the laser effects not working. ( In pewpew )
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  19. Post #379
    AlexALX's Avatar
    October 2010
    1,342 Posts
    I've got the ZPM's working and some other stuff.
    Its not entirely stable: http://dl.dropbox.com/u/33495256/sofar.patch


    I also made one for pewpew: http://dl.dropbox.com/u/33495256/pew...20update.patch


    I honestly can't find the code for the CAP convar menu( for the detection of the RD3 / LS3 stuff. ) so I cant get the energy usage working for the Stargates.


    Anyway haz fun.


    Edit: forgot to mention that I also fixed some of the laser effects not working. ( In pewpew )
    As for detecting of RD3/LS3 - main code of detection in file lua/stargate/server/wire_rd.lua
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  20. Post #380

    March 2012
    11 Posts
    As for detecting of RD3/LS3 - main code of detection in file lua/stargate/server/wire_rd.lua
    Any ideas how come the convar menu has the energy usage greyed out, my patch is mainly in the wire_rd.lua file?


    EDIT: I shall re-check the wire_rd.lua file today when I have time, I must have overlooked something.

    EDIT2: Forgot to say thank you :)

  21. Post #381
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @RevoluPowered i have looked you editions, and in fact it should work... My check is "if (StarGate.HasResourceDistribution) then" for menu, so idk whats wrong... Later will check myself few things. And if everything will be fine, i will include fixes to main svn (of cap).

  22. Post #382

    March 2012
    11 Posts
    Yeah I checked, I couldn't find it either, Oh also forgot to ask:

    When the client only installs cap_resource and not the cap folder, all the menu names and info is messed
    up, I think its just a missing AddCSLuaFile() somewhere

  23. Post #383
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @RevoluPowered this isn't a missing AddCSLuaFile, in cap we have client-side check if it have installed it properly, updater check, and some other things, and client should have both folders on client-side in this case...

    ps sorry for offtopic.

  24. Post #384
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @CmdrMatthew after i look our cap code, and code of zpmhubs, i'm found one thing - in your EnvironmentsRD addon there is no functions for create resource nodes (or i just not find it yet).

    For example in cap's zpmhub if rd3 installed, we set it like resource node and then you can direct connect stargate to zpmhub without resource node.

    There is list of functions what we use:

    Code:
    self.netid = CAF.GetAddon("Resource Distribution").CreateNetwork(self)
    
    CAF.GetAddon("Resource Distribution").GetNetTable(self.netid)
    
    CAF.GetAddon("Resource Distribution").UnlinkAllFromNode(self.netid)
    CAF.GetAddon("Resource Distribution").RemoveRDEntity(self)
    
    CAF.GetAddon("Resource Distribution").Link(ent,self.netid);
    CAF.GetAddon("Resource Distribution").Unlink(ent);
    Please say what we should use instead.

    Also foundsome strange bug, if connect zpm_mk3 to resource node, and resource node to stargate, dial gate let it use some amount of energy (will be not 100%), and then unlink zpm - it will get again 100% amount of energy (later will look why this can happen, idk yet is it our bug or your).

    Also i'm edited wire_rd.lua file and merge code from EnvironmentsRD\lua\environments\shared.lua for stargate lib, so you should later remove it, when i will finish adding support (i'm also fixed some bugs in it). And it seems like not correct override cap code so not work properly anyway.

    Thanks in advance.
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  25. Post #385

    August 2010
    1,146 Posts
    Isn't it still needed for stargate though, or are you fixing that too along with CAP?

  26. Post #386
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Isn't it still needed for stargate though, or are you fixing that too along with CAP?
    I'm one of cap developers, and want add support for EnvironmentsRD addon. I'm list functions what we use in zpmhubs - i need to know what i should use instead. Your fix is not working correct for cap...

  27. Post #387
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Hey, you latest update broke function file.Exists...

    It should be

    Code:
    local oldex = file.Exists
    function file.Exists(path, sub)
    	if sub then
    		if type(sub) == "boolean" then
    			return oldex(path, "GAME");
    		else
    			return oldex(path, sub);
    		end
    	else
    		return oldex(path, "DATA");
    	end
    end
    return missed... and also this override should be only on gmod13, or it return false on data folder... in cap some things stopped work after update, because return oldex(path, "DATA"); finding file in game not in data on gmod10.

    So please do like this:

    Code:
    if (file.FindInLua==nil) then
    	local oldex = file.Exists
    	function file.Exists(path, sub)
    		if sub then
    			print(path);
    			if type(sub) == "boolean" then
    				return oldex(path, "GAME");
    			else
    				return oldex(path, sub);
    			end
    		else
    			return oldex(path, "DATA");
    		end
    	end
    end
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  28. Post #388

    August 2010
    1,146 Posts
    No I didnt. It works perfectly fine on my client. I have the newest CAP and Environments.

    EDIT:Hmm, maybe I did forget the returns, but it still works in my gmod.

  29. Post #389
    tr0ubl3mak3r's Avatar
    January 2009
    129 Posts
    Heya. Glad to see you're still working on this. I do have a question. What is it you're specifically working on? Bugs or new features? And do you take suggestions? If yes, I would suggest some long term goals in the gameplay, something to get players more interested in spacebuild.

    For example, your space clouds. It would be fun if you expanded on this into more forms of resource collecting and/or mining. Such as mineral deposits on hazardous planets, crystal formations, maybe even biological resources like collecting bushes or space moss. It gives players more to do than just fly around space. Which would largely separate Environments from SB3 in terms of fun. And of course, down the road if there were a usage for rare resource types and they were only collectable via mining/collecting, there's another gameplay goal.

    I also have a minor bug to report involving the random meteor showers. On some maps, there will be an environment without a land mass in the central area.. for example, sb_battlegrounds_r2, the asteroid field near the sun. The small meteors are programmed to let inertia guide them, so they will pass through to the bottom of the map. But the problem is with the large ones. They are programmed to move toward the location of the environment ent every 1 second or so and can get stuck in a loop bouncing up and down if they don't hit anything. Looks really funny and should be easily fixable.
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  30. Post #390
    kernalk's Avatar
    November 2009
    64 Posts
    can get stuck in a loop bouncing up and down if they don't hit anything. Looks really funny and should be easily fixable.
    I discovered something very similar today on Forlorn - a meteor that got stuck inside the sun. Made me chuckle.

    I really like seeing these update periodically, but would it be possible to produce a changelog?

    Lastly found a bit of a problem with the suit - though I'm not sure if it's restricted to one map or even one specific environment yet: on Forlorn, when entering the space station from space my suit temp never quite seems to reach ambient temperature, it's always just a fraction of a degree below, but whenever I take the helmet off I lose health. Any ideas?

  31. Post #391
    Corentin196's Avatar
    February 2011
    9 Posts
    I tested your addon on a spacebuild server and I loved the system of EVA suit.

    But I was in the asteroid base of the map sb_wuwgalaxy_fix and the temperature was -58C, I was wondering how could you make the temperature be higher ?
    And I don't know if it's a bug or something but if you use the Terraformer on a planet that already have an atmosphere it will lose it

  32. Post #392

    March 2009
    47 Posts
    I tested your addon on a spacebuild server and I loved the system of EVA suit.

    But I was in the asteroid base of the map sb_wuwgalaxy_fix and the temperature was -58C, I was wondering how could you make the temperature be higher ?
    And I don't know if it's a bug or something but if you use the Terraformer on a planet that already have an atmosphere it will lose it
    Have you checked if the planet is being pressurized? And from as far as i can tell all the temperatures for planets are conversion of the maps SB2 and SB3 planet markers.

  33. Post #393
    Corentin196's Avatar
    February 2011
    9 Posts
    Have you checked if the planet is being pressurized? And from as far as i can tell all the temperatures for planets are conversion of the maps SB2 and SB3 planet markers.
    The planet has a breathable atmosphere but the temperature is too low to support life, is there a way like, I don't know, venting energy to increase the temperature. Should I use the Terraformer for that ?

  34. Post #394
    MikuMikuCookie's Avatar
    October 2011
    35 Posts
    The planet has a breathable atmosphere but the temperature is too low to support life, is there a way like, I don't know, venting energy to increase the temperature. Should I use the Terraformer for that ?
    I once was playing on a Spacebuild map of our solar system, and so I wanted to go away from Earth and somewhere else. I went to Neptune. Half froze my ass off. I had to use a terraformer to change the climate to be habitable.

  35. Post #395
    kernalk's Avatar
    November 2009
    64 Posts
    I remember that with SB3/RD3 you could vent CO2 and another gas... maybe H2 into the atmo to increase the temperature, and syphon it off to cool a planet. I ended up lobbing CO2 canisters through the back of a stargate to get rid of them once they were full.

    You can certainly split H2O in sufficient quantities to make an otherwise habitable atmo breathable, though you have to watch the pressure. I think if it's less than zero you can't breathe and I'm not sure about overpressure damage.

  36. Post #396

    May 2012
    18 Posts
    This is awesome, Weezy approves

  37. Post #397
    Corentin196's Avatar
    February 2011
    9 Posts
    That would be could if you could use the spacesuits of Moonbase Alpha, you can find them ragdolled here : http://www.garrysmod.org/downloads/?a=view&id=124989

  38. Post #398

    August 2010
    1,146 Posts
    That would be could if you could use the spacesuits of Moonbase Alpha, you can find them ragdolled here : http://www.garrysmod.org/downloads/?a=view&id=124989
    I don't think they will work right with players, but I can give it a shot since they are only bonemerged and don't need any animations. If the bones line up right, it should work.

  39. Post #399

    August 2010
    1,146 Posts
    It didn't bonemerge, so it wont work as a suit model :(
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  40. Post #400
    Corentin196's Avatar
    February 2011
    9 Posts
    Too bad, what about this ? http://www.garrysmod.org/downloads/?a=view&id=130065 I know it's not a spacesuit but I think it would be cool if it could be implemented.