*Ability to build fantastic MC Esher style creations. *
*Everyone make hoverboards.*
Like this, but for the hull:
I shall now begin working on a spinning spacestation. Good luck me!
I don't mean to be so pessimistic but in all honesty I get the feelin' this'll end up like gm_queryphys.
That'd, like, be terrible, maan.
Okay, another major bug has popped up (and yes, suprisingly, does involve SBEP)
If you have a ship that you used the GHL on, and it uses the docking clamp entity to dock with, let's say a station (That you have not used the GHL on), the station seems to become part of the same Hull the ship is in when the two meet.
Now here's the interesting thing. Once you undock the ship from the station and start flying off, the hull seems to expand between the station and the ship the further the ship flies off, meaning if you noclip in the air between the ship and station, you'll move with the ship even though you're not remotely near it.
Eventually the station seems to slightly vanish after awhile.
(Though I use the word "slightly" because the station stays exactly where it is when it vanishes and you can still kind of see it)
I haven't tried it with two ships yet, but i'm almost certain the same thing would happen.
Diaspora: Spacebuild 3 is currently using it. You have my permission to add it to the list, if you want.
EDIT: If you parent a seat, it appears to spit you out at the location you first sat down in. The recent update did not appear to fix this.
SBEP support is important, but don't make it your first priority or at least don't be too concerned when you can't fix the problem. It's become such a large and cumbersome pack that its hard to find a mod that doesnt conflict with it. On any given server at least 20% of the entities are broken completely.
SBEP is a huge pack and most definitely the #1 pack to get the GHD in any given situation. Attention to it is completely understandable. Besides, with the amount of attention this guy is giving his mod, I think it's perfectly okay for him to fix whatever bugs there are. He does it so quickly...however, Llama don't wear yourself out either.
I would agree with EastBay, but people would probably find this more useful with SB than anything else.
I've encountered an interesting bug, where sometimes i'll spawn a chair and put it into the GHD area, and after a while of using it, it suddenly ceases to exist physically (in either side of the GHD) but it still exists visually.
Edit: Also, aren't you supposed to be able to grab props that are outside of the GHD from the inside?
I've noticed (atleast what I think is) a bug, if you physgun a prop while your in a GHD'd prop, it's physics become, sorta broken. All it does is slowly move downward and does nothing else.
SuperLlama needs to be hired by aVoN to finish the Stargate mod.
I must be the only person in the universe that doesn't care about Stargate :colbert:
Also the docking bay problem is because of the old hull scanner which desperately needs to be redone :P
For now, if you GHD the space station as well (separately) they will be unable to merge and will undock properly from one another.
Brb fixing physghosts (again).
Shot a friend's contraption:
[@addons\gravityhull\lua\autorun\shipdef.lua:377] Infinite Loop Detected!
It was only 64 props iirc. It DID have (tons) of nocollides, would that possibly be an issue?
Llama so you know, that table of explosive props you have above 377 didn't include the red gascan prop in Useful Construction Props. Atleast it doesn't look like it.
SuperLlama, I want to speak for about everyone when I say that it is just awesome that you join this forum just a few days ago, give us about the most revolutionary mod ever, and then provide this amazing support to a community that barely knows you.
Keep on rocking man.
Using the GHD in a spacebuild map puts the prop out in space. That is to say, if you are standing on a planet and you step into a(n) (aperture science) designated gravity hull, you start to die from lack of oxygen and low temperatures.
Fixed physghosts and added the other two explosive models I didn't notice. The infinite loop is probably due to the hull scanner still.
You can use the tool on func_physbox_multiplayer entities, which crashes the game
I have a teleportation addon that I made, where one of the features is a trace teleport, is it likely to stop spassing when I try to teleport while standing in a GHD when you set it up to work with bullet and other such traces? or will it not work because the physics are all being taken care of at the invisible hull and so the "hitpos" will always be from there?
If you use GetEyeTrace, as of a recent revision, the hitpos will always be in the place where you APPEAR to be. GetPlayerTrace will have the hitpos depending on whether you were looking out of the ship or not. SetPos will also take effective positions now, so if you teleport to the hitpos of an eye trace, it should work perfectly.
I can't figure out how you create those hulls, what points do you use, the outer most bounding box points from all props that belong to the hull?
Would like to confirm that getting out of a seat I got into places me where the seat was just before I got in. Here's what I did, using Revision 9:
Flew to some stupid asteroid
Got spat back out on earth.
I'd also like to note that the ship seems to have vanished. No lua errors.
The hull area isn't linear, it curves with the prop and can take literally any shape based on the contours, so it's really hard to draw that.