1. Post #1401
    Gold Member
    noobcake's Avatar
    November 2006
    3,541 Posts
    WAC never gave me any problems.
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  2. Post #1402

    March 2009
    116 Posts
    Hey, Llama, you said with the infinite map generator that you'd only be able to go to about 1000 cells because of rounding errors - would it be possible to not round at all?
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  3. Post #1403
    Gold Member
    cbale2000's Avatar
    May 2007
    528 Posts
    Hey, Llama, you said with the infinite map generator that you'd only be able to go to about 1000 cells because of rounding errors - would it be possible to not round at all?
    Best comment ever posted on this forum.
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  4. Post #1404
    SuperLlama's Avatar
    May 2011
    433 Posts
    Not sure what to make of that question ;)

    Sorry about the continued wait... I started focusing on runecraft again for a little while, so they're going to see some nice progress over there. Afterwards I'm hoping to return to the map repeater and get some progress going here as well. I'm juggling plenty of things online alone, not counting things irl, so I hope you can understand why I haven't been around much. Don't worry, like I said before, I never abandon something that people want. Even if I'm dead for months, I usually come back at random-- that's kind of what happened with the GHD to start with, actually-- the poor folks on wiremod went about 4 months without hearing a word other than "it's actually impossible", and then suddenly a breakthrough occurred and it was nearly ready to release. So yeah, I know as a community people here are used to abandonment, but I want to stress that this is not going to end up like tornado chase, stargate, or queryphys-- though it just might sit and look idle for a few weeks.
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  5. Post #1405
    Gold Member
    confinedUser's Avatar
    October 2008
    3,123 Posts
    Not sure what to make of that question ;)

    Sorry about the continued wait... I started focusing on runecraft again for a little while, so they're going to see some nice progress over there. Afterwards I'm hoping to return to the map repeater and get some progress going here as well. I'm juggling plenty of things online alone, not counting things irl, so I hope you can understand why I haven't been around much. Don't worry, like I said before, I never abandon something that people want. Even if I'm dead for months, I usually come back at random-- that's kind of what happened with the GHD to start with, actually-- the poor folks on wiremod went about 4 months without hearing a word other than "it's actually impossible", and then suddenly a breakthrough occurred and it was nearly ready to release. So yeah, I know as a community people here are used to abandonment, but I want to stress that this is not going to end up like tornado chase, stargate, or queryphys-- though it just might sit and look idle for a few weeks.
    you sir are in fact amazing
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  6. Post #1406
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    I've been interested in both projects since the initial announcement of both on FP; they've always been inspirations to do the impossible in GMod. Once I saw the infinite map project, I was intrigued with the idea that a tiled map system could be set up successfully and I decided to stick around and watch the progress being done.

    I liked the idea, and believed it could be done - so I set out to do it myself as a way of learning more about GMod Lua. I haven't gotten all that far with my project, and it's still pretty buggy and missing a whole heap of features (clientside rendering of other cells, smooth transitions, better maps), but I've been working on it here: http://code.google.com/p/cell-infinite-maps/

    This isn't very usable, but the core of it works. I'm leaving it here for anyone who wants to see how an infinite map system works, but I'm 100% sure SuperLlama's system works better and is cleaner to use. Hell, I'm pretty sure I won't finish it; but if you really want to try it, get the above SVN and this map: http://filesmelt.com/dl/gm_celltest3.bsp

    This isn't meant to compete in any way, but you can have a general look into the future of GMod. You can contact me on Steam if you want to know more; I'm going to stop derailing this thread now. After all, it's about SuperLlama's achievements, not my poor copies!
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  7. Post #1407
    SuperLlama's Avatar
    May 2011
    433 Posts
    Whoa, I was just looking over your code and noticed an EntityKeyValue hook-- I don't know why I didn't think of that, but that's way better than using an info_cell_clone entity lol. I'll probably change my code so it does that too, thanks :D
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  8. Post #1408

    March 2009
    116 Posts
    Hey nipa, just a heads up, the map link is a 404.
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  9. Post #1409
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    Okay, that's fixed - also, no problem, SuperLlama! Any progress towards bettering GMod is good progress.

    On a related note, since I'm not overriding GetPos() (only for the GPS) I've tested my system up to cell (2^15, 2^15, 2^15) - and it works, but I highly doubt you'd want to go that far...
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  10. Post #1410
    Gold Member

    May 2010
    62 Posts
    Physics in gmod :)
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  11. Post #1411

    May 2011
    19 Posts
    ocean maps will be really fun :D
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  12. Post #1412

    June 2010
    53 Posts
    Edited:

    I get this error
    13:56:13 Lua Error: [@addons\gravity hull\lua\gravityhull\sh_entityoverrides.lua:161] Tried to use a NULL entity!

    (User was banned for this post ("Huge quote" - Jaanus))
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  13. Post #1413
    Civil's Avatar
    December 2009
    3,355 Posts
    Edited:

    I get this error
    13:56:13 Lua Error: [@addons\gravity hull\lua\gravityhull\sh_entityoverrides.lua:161] Tried to use a NULL entity!
    This is not going to end well. You never want to quote the OP, specifically if it is huge.
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  14. Post #1414

    May 2011
    13 Posts
    ocean maps will be really fun :D
    GM_InfiniteOcean. Can't find it on gmod.org, but it is -beautiful-. If somebody can find it and InfiMap it, I will pay them. Nice, shiny money. Ok, I'm skint, but it's a stunning map ruined by invisible edges that you randomly crash into. It begs for InfiMap :P

    edit: I'm not suggesting InfiMap as a name, there just isn't an actual one yet.
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  15. Post #1415
    SuperLlama's Avatar
    May 2011
    433 Posts
    Well, if I can manage to set up the multi-cell system properly, we could have something like this for an ocean map:
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  16. Post #1416

    August 2010
    1,146 Posts
    Well, if I can manage to set up the multi-cell system properly, we could have something like this for an ocean map:
    How did you get the world to render multiple times in different places? Earlier you made flatgrass repeat. I cant seem to figure out how.
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  17. Post #1417
    SuperLlama's Avatar
    May 2011
    433 Posts
    I used SetRenderOrigin on Entity(0) on PostDrawOpaqueRenderables. You need to reset it to vector_origin afterward though-- and it draws the skybox as a tool texture. You can override the skybox vmt though with an invisible one by putting it there in your materials folder. Now though I just render everything after moving the camera.
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  18. Post #1418

    May 2011
    19 Posts
    gm_seabase alpha... if only the ocean floor was flat on that map :D

    Edited:

    I've been interested in both projects since the initial announcement of both on FP; they've always been inspirations to do the impossible in GMod. Once I saw the infinite map project, I was intrigued with the idea that a tiled map system could be set up successfully and I decided to stick around and watch the progress being done.

    I liked the idea, and believed it could be done - so I set out to do it myself as a way of learning more about GMod Lua. I haven't gotten all that far with my project, and it's still pretty buggy and missing a whole heap of features (clientside rendering of other cells, smooth transitions, better maps), but I've been working on it here: http://code.google.com/p/cell-infinite-maps/

    This isn't very usable, but the core of it works. I'm leaving it here for anyone who wants to see how an infinite map system works, but I'm 100% sure SuperLlama's system works better and is cleaner to use. Hell, I'm pretty sure I won't finish it; but if you really want to try it, get the above SVN and this map: http://filesmelt.com/dl/gm_celltest3.bsp

    This isn't meant to compete in any way, but you can have a general look into the future of GMod. You can contact me on Steam if you want to know more; I'm going to stop derailing this thread now. After all, it's about SuperLlama's achievements, not my poor copies!
    the svn is giving me errors XD
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  19. Post #1419
    Gold Member
    cbale2000's Avatar
    May 2007
    528 Posts
    Well, if I can manage to set up the multi-cell system properly, we could have something like this for an ocean map:
    Now all you have to do is figure out a way to localize the underwater effect so if you're inside something with a grav hull that's underwater you don't look like you're swimming, so a large ocean map like that will actually be useful.
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  20. Post #1420
    Tark's Avatar
    August 2010
    5,493 Posts
    Well, if I can manage to set up the multi-cell system properly, we could have something like this for an ocean map:
    god damn
    the fucking possibilities
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  21. Post #1421
    Gold Member
    JoeSkylynx's Avatar
    October 2008
    7,568 Posts
    SuperLlama. With the theory of the system wouldn't this mean people would just be limited to source brushes and such..?
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  22. Post #1422
    SuperLlama's Avatar
    May 2011
    433 Posts
    I'm going to be gone for a week starting today, just thought I'd let you know. Hopefully I can work on it some when I get back if runecraft doesn't need a massive bugfix or something.

    EDIT: @above, I don't know what you're asking
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  23. Post #1423
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    SuperLlama. With the theory of the system wouldn't this mean people would just be limited to source brushes and such..?
    Irrelevant. Assuming that he's overridden all methods of spawning props/whatnot by the players, then the players could do whatever they wanted within their own specific cell. Overriding everything is difficult, however - in my implementation I've got prop/SENT/ragdoll spawning working as well as dupes, but there are also other, big concerns (RPG, grenade, anything that fires a projectile seperate from the weapon)

    If your question is about mapping, then the answer is also no. Any brush will do, as long as it's specified as being in a particular cell; I'm not sure how he's handling displacements, but for the most part anything you can do in normal GMod + mapping you should be able to do in any given cell.
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  24. Post #1424

    August 2010
    1,146 Posts
    I used SetRenderOrigin on Entity(0) on PostDrawOpaqueRenderables. You need to reset it to vector_origin afterward though-- and it draws the skybox as a tool texture. You can override the skybox vmt though with an invisible one by putting it there in your materials folder. Now though I just render everything after moving the camera.
    So how did you draw it? I used ent:DrawModel() and it crashed :(
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  25. Post #1425
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    So how did you draw it? I used ent:DrawModel() and it crashed :(
    My experiments with SetRenderOrigin suggest that you don't need to run DrawModel on it - sadly, I've been trying it on props and the only thing that seems to happen is either
    1) It disappears
    or
    2) I can rotate it, but it's rendered in the same place even as I move it.

    So try without DrawModel() - for my project, I think I'll use the camera movement method because it's less hacky.
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  26. Post #1426

    May 2011
    19 Posts
    i want to use this on a map that makes you fall forever :D
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  27. Post #1427
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,451 Posts
    i want to use this on a map that makes you fall forever :D
    There is a terminal velocity in gmod, though.
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  28. Post #1428

    August 2010
    1,146 Posts
    There is a terminal velocity in gmod, though.
    Irrelevant, he said fall forever. Speed has nothing to do with that.

    Edited:

    Also, nippa. Your project is awesome :D I hope you finish it and add rendering of other cells :D
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  29. Post #1429
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,451 Posts
    Irrelevant, he said fall forever. Speed has nothing to do with that.
    He'd fall forever much more efficiently if there was no terminal velocity, though.
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  30. Post #1430
    [B][URL="http://en.wikipedia.org/wiki/Tacos"]Tacos![/URL][/B]
    Jurikuer's Avatar
    April 2008
    5,448 Posts
    He'd fall forever much more efficiently if there was no terminal velocity, though.
    Go have a word with Physics then. If you're going to fall forever, it doesn't matter how fast you're going because you're going no where just as fast as you would with terminal velocity.
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  31. Post #1431
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    i want to use this on a map that makes you fall forever :D
    Been there, done that.
    Let's just say it's not as fun as you might think it is...
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  32. Post #1432

    February 2006
    20 Posts
    I would just like to say this tool is fantastic, and I am very looking forward to the larger maps, I can't wait, I hope you finish it soon, spacebuild needs bigger maps to contain the bigger ships made possible by this tool.

    Quick question though, why can I hoverdrive into but not out of a gravity hull? Is it to do with the overrides?

    And wires sometimes go strange and extend out the map using this, will that have to be fixed their end?
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  33. Post #1433
    Speedhax's Avatar
    June 2007
    406 Posts
    This is the best thing, ever.
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  34. Post #1434
    Gold Member
    Hoffa1337's Avatar
    August 2006
    1,427 Posts
    Added this to our test server for neuroplanes. Will come in handy for transporting stuff in the AC-130

    Server IP if you want to add it to the OP:

    92.48.86.45:27015 - NeuroPlanes Official Server
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  35. Post #1435
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    831 Posts
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  36. Post #1436
    Der Führer
    Quark:'s Avatar
    January 2011
    3,154 Posts
    Would it be possible to make underwater vehicles (like submarines) not fill up with water with this mod, somehow? Sorry if this is dumb, I would just really like that to be possible :c
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  37. Post #1437
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Would it be possible to make underwater vehicles (like submarines) not fill up with water with this mod, somehow? Sorry if this is dumb, I would just really like that to be possible :c
    It already does that, albeit rather badly.
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  38. Post #1438
    Der Führer
    Quark:'s Avatar
    January 2011
    3,154 Posts
    I haven't actually checked lately..do you mean that you can go underwater in a submarine that's been Grav. Hulled, and it won't fill up with water, enabling you to walk&jump normally? (What a mouthful)
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  39. Post #1439

    August 2010
    1,146 Posts
    Would it be possible to make underwater vehicles (like submarines) not fill up with water with this mod, somehow? Sorry if this is dumb, I would just really like that to be possible :c
    Someone did it in a map, but they didn't seem to reveal how they did it, and it is most likely not reproducible with Lua.
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  40. Post #1440
    Gold Member
    Dennab
    June 2008
    12,794 Posts
    Someone did it in a map, but they didn't seem to reveal how they did it, and it is most likely not reproducible with Lua.
    You mean with brushes or pre-made map entities?
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