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 Post #1
 22nd June 2007
Dennab
June 2006
8,328 Posts


Name: Life support: Petrol Mod

Screeny:


Tutorial (Thanks Field_Medic!!!)
http://www.youtube.com/v/fZLDS6e-cWE
Version: 2.0
Description:
Alows drilling of Crude oil, and cracking to get Petrol and oil. Also included are Generators driven by the petrol and oil Plus Low voltage Battery system (For future use on hydraulics and winches!)

Featuring a modified iteration of the Energy_Thrusters By Shadow 25!

Thanks to
Robert (A.K.A Trebor) (Powered Wheels)
Shadow25 (Petrol Thrusters)
Tad2020 (Helped with Dupe Coding!)
Field_Medic (For his kick ass accent, And his awesome tutorial vid!)

READ !V!V!V!V!
sbox_Maxpetrol_thrusters <amount>
sv_petrolthrustermult <amount, DEF: 1000>

Requirements:
GMOD 10
Resource Distibution Mod (VERSION 2)
Standard life support (Some of this stuff needs energy) (VERSION 2)
WireMod
Atleast 3 brain cells!

Install:
Shove in addons


DOWNLOAD LINKS!
SVN: http://tools.assembla.com/svn/b9DO4Awyer3lRoabIlDkbG/


Want a quick way to get all the life support stuff?

SVN Downloader: http://forums.facepunchstudios.com/s...d.php?t=416672



OLD FOR LIFE SUPPORT 1!

Download: (V1.0.0)
SVN: http://tools.assembla.com/svn/petrol_mod
HTTP: http://www.tezzanator.net/download/click.php?id=4
 Post #2
 22nd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
Downloading it now to test it out! I think your on to something here.
 Post #3
 22nd June 2007
Dennab
August 2006
1,039 Posts
Awesome, Awesome to the max. Gonna put it on my server. I'll be back shortly to tell you what I think.

Edit: Hey, I put this on my Dedicated server, however clients cannot see the objects, I'm gonna try installing the mod clientside to see if it makes a difference.

Edit: Hey, I did install it on my computer, however everything still doesn't show up. The item just spawns you can tell it's there because you can see the shadow. Don't know maybe it's the map but I'll get back again later.

Edit: Wow that has to be the most edits I've ever done. Anyway it's working, was an issue with sents on my server. Everything is working ok as of now though.
 Post #4
 22nd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
Bugs: (as you know some both already, Just a reminder here)
-Some Props spawn partially in the ground.
-Generators do not stay on, once they turn on they turn off even with the correct resources (It does produce the proper resource when it is on for the brief few seconds) But if wired to a toggle on off button it works.

My Collection of Ideas:
-Oil Spills.
-Generators/Devices require air to combust in space / other planets with no air.
-Over heating/ Damage etc causes failures in the items such as sparks (would catch the oil on fire) Engine does not start etc.
-Server command to enable/disable use of the default air/coolant compressor.


Maybe even less income from the rigs.
Possible that the rigs could be Admin only, Or at least a rig limit of 2 small or 1 large.
The rigs MUST touch the ground to produce crude.
Rigs Require Energy.
Alternative way of gathering oil other then current rigs.
Oil locations on the map via ".cfg" or ".ini".
Rigs must be placed within the "Oil Locations Radius".
Oil locations have "Hot Spots" the closer you are to the coordinates the more oil you get.
Repair kits for rigs?
Rigs over heat disabling them until they are repaired.
Rigs Randomly catch fire or catch fire from over heading.
"OverDrive" option for the rigs but causes damage to them.


Possible oil location: Asteroids (Thinking outside the box-like earth here)

What about my leak idea? Where each bullet hole in the drum causes it to leak and also builds up fuel on the ground. When it reaches about 100 damage build up it explodes.

A Fuel efficiency type device that when the fuel is linked to it and then it is linked to the thruster it improves your fuel consumption by injecting hydrogen into the mixture for a more efficient burn of the fuel?

Ill post more when I can think of more (I know I already told you a few of these).
 Post #5
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
Bugs: (as you know some both already, Just a reminder here)
-Some Props spawn partially in the ground.
Ok, I have just uploaded a fix for this:

 Post #6
 22nd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
Bug: Cracker things on a global on/off
 Post #7
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
Bug: Cracker things on a global on/off
Working on this now, Thanks for explaining the bug, WAs me Stupidly using Locals instead on Selfs

So next release will fix this AND add engine sounds, then i'll start doing real work and BIG releases, Just wanna get this useable!
 Post #8
 22nd June 2007
jparkin's Avatar
April 2006
4 Posts
This is pretty cool. It's always nice to have more ways to generate energy.
 Post #9
 22nd June 2007
Field_Medic's Avatar
March 2005
142 Posts
Shouldn't this thing only work in the presence of oxygen/oxygen available to the generator? I would also guess that it would need a little burst of energy to get it started, but that's a minor detail.
 Post #10
 22nd June 2007
Dennab
June 2006
8,328 Posts
Yeah, i didn't want to get into too much detail, because you could end up with like 1000 resources (Energy, sparkplug energy, Tire Air, fuel.. blah)

Just assume the generators are magic for now hehe

Just testing to see if i fixed these bugs then Version 0.3, wich should actually work right

Then after that ill work on the contraints and some other generators and storage tanks, and a stool for it all!


(Then possibly set up an svn for this, because i intend on carrying it on)

Things like lights powered by 12V energy
Winches powered by 12V energy
hydraulics that require processed oil for the hydraulic oil and energy
 Post #11
 22nd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
The Petrol consumption is pretty high even at 45 it could empty 4 barrels in seconds on an aircraft, Could you make it based on how much the mass of all things welded to it? So if your contraption weighs 10,000 and the thrusters would need to be maybe 50,000 it would calculate a reasonable consumption rate. Basically instead of Thrustermult on per seconds it would be X per 100 lb?
 Post #12
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
The Petrol consumption is pretty high even at 45 it could empty 4 barrels in seconds on an aircraft, Could you make it based on how much the mass of all things welded to it? So if your contraption weighs 10,000 and the thrusters would need to be maybe 50,000 it would calculate a reasonable consumption rate. Basically instead of Thrustermult on per seconds it would be X per 100 lb?
Pretty hefty coding :o, Possible, yes. We will see, but for now:



Fixes major bugs... Next releases will be less frequent unless a serious bug is found!
 Post #13
 22nd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
Field_Medic posted:
Shouldn't this thing only work in the presence of oxygen/oxygen available to the generator? I would also guess that it would need a little burst of energy to get it started, but that's a minor detail.
PuddlePirate posted:
-Generators/Devices require air to combust in space / other planets with no air.
Already told him.
 Post #14
 22nd June 2007
PiX06's Avatar
April 2007
911 Posts
Hey I'm in the process of making "the cache" have wiremod outputs for all its resource amounts (to use on my server). Obviously I won't release it because it's your code but if you would like me to upload it so you can include it then let me know :).
 Post #15
 22nd June 2007
sealpower's Avatar
October 2005
1,210 Posts
Looks pretty intresting... I'll look into it later.
 Post #16
 22nd June 2007
Dennab
June 2006
8,328 Posts
PiX06 posted:
Hey I'm in the process of making "the cache" have wiremod outputs for all its resource amounts (to use on my server). Obviously I won't release it because it's your code but if you would like me to upload it so you can include it then let me know :).

That would be awesome, If you PM when you've made it, ill pack it for inclusion in the next update (I'll Leave a tag With credit to you!)
 Post #17
 22nd June 2007
Gold Member
mu ha ha's Avatar
October 2005
3,038 Posts
I can't find out how to dl your SVN is there other ways to get it than copy paste method?
 Post #18
 22nd June 2007
Dennab
June 2006
8,328 Posts
One sec, ill Make the SVN better hehe

I did it wrong, i just noticed... Hold on!


OK, Fixed. create folder in addons, checkout... done :)
 Post #19
 22nd June 2007
needer's Avatar
April 2007
92 Posts
genius, this is cool :D
 Post #20
 22nd June 2007
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
Added to my server. Like it.

Edit:

Before I forget: Do you mind renaming the folders from "Lua" to "lua" and "Entities" to "entities"? Getting problems on my linux server. Need always to rename it manually.
 Post #21
 22nd June 2007
Dennab
June 2006
8,328 Posts
Ah I don't Mind, just hang on a sec while i commit it ! :)


OK, Done. Man that was a pain in the ass!, Refused to change...
 Post #22
 22nd June 2007
Dennab
August 2006
1,039 Posts
Hey having problems, as soon as I install this on my server, wheels vanish. You can spawn them but you cannot see them.

Edit: Heres a screenshot of what i mean
 Post #23
 22nd June 2007
Bigus_dickus's Avatar
July 2006
129 Posts
I think this is a beautiful add-on, I play on Icarus projects dedicated server. And the wheel's definitely show up invisible. No matter how many times you hit the colour tool on it, it just does not show up.
I hope you guys can fix this, I have a longing Need to build a vehicle that runs off Petrol
 Post #24
 22nd June 2007
Paradukes's Avatar
October 2005
1,403 Posts
Ah, so you did get this working then. Cool stuff.

Did you use code from the Tiberium Spike, in the end?
 Post #25
 22nd June 2007
Dennab
June 2006
8,328 Posts
Paradukes posted:
Ah, so you did get this working then. Cool stuff.

Did you use code from the Tiberium Spike, in the end?
Yes i did, :D

This wheel bug is really wierd :S. I'll look into it

Edit
I don't seem to have any problems! :S




Got the latest SVN?, because there's a few fixes in the svn copy for stuff
But still: If any Lua Coders out there have experienced this issue and know what causes it PLEASE PM ME!

Edit 2:
Tested it on my server, and it's OK on there too :S. Maybe it caused by another mod in conjunction with this?
 Post #26
 23rd June 2007
Dennab
August 2006
1,039 Posts
Ya I'm not sure, i uninstalled a few things (Sever Maintenance) and it's now workin ok. Maybe I will reinstall what I removed 1 at a time untill it stops again and let you know.
 Post #27
 23rd June 2007
Dennab
June 2006
8,328 Posts
Ah ok, Keep me posted!

Also: SVN has been updated:

[Fixed] A looping sound bug
[Changed] Balanced Stuff better
[added] Munitions Generator
[Added] Another sound bug (But not as bad)


Keep the bug reports coming because i want this to work well, :)
 Post #28
 23rd June 2007
Gold Member
StickyNade's Avatar
February 2005
4,122 Posts
Damn you! I was going to do this!

That's okay, mine probably would've been shit and yours has more stuff than I was going to do any way. Great job.

Ninja: Fuck yo couch smartness, that was correct.
 Post #29
 23rd June 2007
Dennab
June 2006
8,328 Posts
StickyNade posted:
Damn you! I was going to do this!

That's okay, mine probably would've been shit and yours has more stuff than I was going to do any way. Great job.

Ninja: Fuck yo couch smartness, that was correct.

I think I saw a thread about it (Might of been yours...), but i didn't see it till AFTER i started developing it ;o
 Post #30
 23rd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
No wheel bug on my server, It isn't conflicting with any of my mods.

Good Job on the munitions generator, I hate always having to mine tiberium just for some extra ammo.

-Time Lords science storage vessel, Awesomeness.

When will you be adding air to be consumed if not on planet earth?
 Post #31
 23rd June 2007
Dennab
June 2006
8,328 Posts
Once I learn the environment commandage, And I work out a way of gracefully implementing it!
 Post #32
 23rd June 2007
Staplegun's Avatar
September 2006
1,631 Posts
Does it show up under lifesupport or what...do you have to have spacebuild mode on to make these?
 Post #33
 23rd June 2007
Dennab
June 2006
8,328 Posts
Staplegun posted:
Does it show up under lifesupport or what
For now, tilli make a stoo, they are entities

And no, they don't need spacebuild!
 Post #34
 23rd June 2007
Staplegun's Avatar
September 2006
1,631 Posts
Dang, make an STool. Me and kogitsune figured out the hard way that they're under the entities tab. He made a gattling cannon out of wire and gCombat, it was pretty freaking awesome. :D
 Post #35
 23rd June 2007
Field_Medic's Avatar
March 2005
142 Posts
I was just going to mention something about the balance. In a typical crude oil cracking tower, I was surprised to see that you get about 4x more out of the tower than you put in! In a typical cracking tower you would get roughly 30% of the crude oil as petrol and maybe double that for denser oils.

That would translate to 1500 crude oil in(current) to 450 petrol (down from 3000) and 900 oil (down from 3000). The rest would be wasted.

I guess my complaint is that you're gettin 6000 out from 1500 in.
 Post #36
 23rd June 2007
PuddlePirate's Avatar
June 2007
287 Posts
Field_Medic posted:
That would translate to 1500 crude oil in(current) to 450 petrol (down from 3000) and 900 oil (down from 3000). The rest would be wasted.
I Agree.

Tezzanator92 posted:
For now, tilli make a stoo, they are entities

And no, they don't need spacebuild!
Should be on the front page.



--------------
BIG BUG!:

Say you have four Petrol Tanks and one Petrol Can linked and then remove all four of the Petrol Tanks. All 200,000 resources stay in the one Petrol Can.

(Didn't test the oil tanks/drums/cans only Petrol, But I would assume that it will also effect Oil tanks/drums/cans)

BUG - Edit:

Looked into it more and if you link a thruster to that Petrol Can then remove the Petrol Can, the thruster continues to work until the removed petrol can is "empty" (even tho it is removed) it continues to use the removed cans fuel and STOPS working once it runs out of fuel.

BUG - Note: I'm Starting to think that this is looking like it effects everything

BUG - Edit 2: It also effects the crude tank. If you delete the crude tank it continues to use up the crude oil in the cracking tower.

BUG - Note 2: I'm going to head to sleep now, But I suggest you also check the generators and make sure the work properly too since they consume from a tanks/drums/cans.
--------------

Ideas:
Maybe even less income from the rigs.
Possible that the rigs could be Admin only, Or at least a rig limit of 2 small or 1 large.
The rigs MUST touch the ground to produce crude.
Rigs Require Energy.
Alternative way of gathering oil other then current rigs.
Oil locations on the map via ".cfg" or ".ini".
Rigs must be placed within the "Oil Locations Radius".
Oil locations have "Hot Spots" the closer you are to the coordinates the more oil you get.
Repair kits for rigs?
Rigs over heat disabling them until they are repaired.
Rigs Randomly catch fire or catch fire from over heading.
"OverDrive" option for the rigs but causes damage to them.

Possible oil location: Asteroids (Thinking outside the box-like earth here)
 Post #37
 23rd June 2007
Dennab
June 2006
8,328 Posts
Ok i located the bug of the resources persisting, It is because I nglected to do dev_unlink, Opps, I will Fix this before i sleep.


As for the cracking tower sage, I will have to see about this, as it was hard getting a correct balance, the reason being. An engine uses more petrol than oil. A cracking tower create more oil than petrol... See where the dialeamer comes :-(


But now TO ZE CODE!


Ok, It's fixed, I Am commiting to the SVN!... Done!
 Post #38
 24th June 2007
jake159's Avatar
December 2006
161 Posts
I get console spam when I spawn a thruster:


entities/petrol_thruster/cl_init.lua:36: attempt to call global 'Wire_Render' (a nil value)

What does this mean?
 Post #39
 24th June 2007
Dennab
June 2006
8,328 Posts
Do you have Wiremod installed?
Are you using SVN copy of this mod?

If not that will be why (It should've checked :S)

Edit:
Ok, It seems there wasn't an if statement on the wire_render in the petrol thrusters, So now it should check if you have wire or not! (Added to SVN)

SVN Changelog:
[Added] Oil distiller
[Fixed] Wire_render Bug (Hopefully)
[Fixed] Resource Persistence
[Changed] balanced a bit more
 Post #40
 24th June 2007
jake159's Avatar
December 2006
161 Posts
Tezzanator92 posted:
Do you have Wiremod installed?
Are you using SVN copy of this mod?

If not that will be why (It should've checked :S)

Edit:
Ok, It seems there wasn't an if statement on the wire_render in the petrol thrusters, So now it should check if you have wire or not! (Added to SVN)

SVN Changelog:
[Added] Oil distiller
[Fixed] Wire_render Bug (Hopefully)
[Fixed] Resource Persistence
[Changed] balanced a bit more
Thank you!
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