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 Post #681
 2nd May 2008
Gold Member
Dennab
February 2008
5,262 Posts
Kogitsune posted:
:excited:.
My thoughts exactly.
 Post #682
 2nd May 2008
p1cwh0r3's Avatar
June 2005
447 Posts
SVN v42 tune down tool isn't working. Single player or on our servers.
No Lua errors to report in either console or server console I'm afraid.
 Post #683
 3rd May 2008
Methodman's Avatar
January 2006
516 Posts
That made me chuckle... I can't wait!
 Post #684
 3rd May 2008
kraizer793's Avatar
April 2008
1,420 Posts
yeah, I like the jet engine idea. I also think that there should be custom models.

I'd be willing to do it, but I don't know how to save them and import them into gmod. I have some good models that I can't put in garrys mod because I don't konw how to save them and stuff. Help me and I'll help out sakarias with models.
 Post #685
 3rd May 2008
nagachief's Avatar
June 2007
1,158 Posts
I think that Jet Engine needs a bit of work still, like to not explode.

Custom models are always a good thing, finding a modeler who is willing/capable is a different story.
 Post #686
 3rd May 2008
Gold Member
mysteryman's Avatar
July 2006
7,371 Posts
Datsun posted:
I do see a lot of people complaining about the engine models and how they cannot spawn this or that.

It does not matter me since I have all the requirements *snicker*, but as a suggestion maybe someone could be willing enough to make custom models for Sakarias88 easy engine mod.

That way there will be no requirements to see all the props and make everyone happy no?
He already made it user friendly for non ep2 owners. If they don't have hl2 then that's too bad, after all gmod is a mod for HL2.
 Post #687
 3rd May 2008
S31-Syntax's Avatar
October 2007
302 Posts
nagachief posted:
I think that Jet Engine needs a bit of work still, like to not explode.

Custom models are always a good thing, finding a modeler who is willing/capable is a different story.

I think I might be willing... but making models is one thing, making models to be USED is another...
a little help on compiling and texturing would be lovely!
 Post #688
 3rd May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
"Well, did it work?"
Win. Can't wait for it! :excited:
 Post #689
 3rd May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
I think i will release the jet engine today.
It's not finished yet (still needs some tweaking) but i don't have any more time working on it so i will release it as it is.
 Post #690
 3rd May 2008
Gold Member
aVoN's Avatar
December 2005
8,640 Posts
Are the entities finally saveable in a working state with the duplicator?
I removed these useful SENTs from my server because it's quite obsolete to build a cool car just to install new engines everytime you spawn it again. (Implementation is really easy!)
 Post #691
 3rd May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
aVoN posted:
Are the entities finally saveable in a working state with the duplicator?
I removed these useful SENTs from my server because it's quite obsolete to build a cool car just to install new engines everytime you spawn it again. (Implementation is really easy!)

The entities are still not savable or duplicatable and i have no idea how to fix this. :(

Maybe you can help me?
I would really appreciate it.

Edit:

The Easy Jet Engine is now added to the SVN.
I think it should work properly now.
I didn't find any sounds to fit the jet engine in hl2 so i made the sounds myself and i think they are pretty neat.
The jet engine also emits a cool heat wave.
The handling is quite bad as i expected but at least it works.
There is some parts you can't connect to the jet engine such as the radiator.
In this SVN update it should be easier to start multiple engines simultaneously.

Controls:
W: Pitch down
S: Pitch up
A: Steer left
D: Steer right
Primary Fire : Increase power/Shut off
Secondary Fire: Decrease power
Jump: Start Engine

Here is a jet powered jeep i made and i'm surprised i actually got it flying.


Sexy heat wave >=D


Pod Racer


Jet Engine Model by x-quake.
 Post #692
 3rd May 2008
Dennab
February 2008
942 Posts
WOAH!! Dude! I Can't find the words to express how awesome you are!
Seriously... that, is So Cool!

Oh and, Video please?
 Post #693
 3rd May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
Chainsaw posted:
WOAH!! Dude! I Can't find the words to express how awesome you are!
Seriously... that, is So Cool!

Oh and, Video please?
Maybe i can fix a small clip just showing the flying jeep.
 Post #694
 3rd May 2008
Dennab
February 2008
942 Posts
Yeah , Please :)
 Post #695
 3rd May 2008
Gold Member
aVoN's Avatar
December 2005
8,640 Posts
Sakarias88 posted:
The entities are still not savable or duplicatable and i have no idea how to fix this. :(

Maybe you can help me?
I would really appreciate it.
It's really easy to implement. You just need the following functions in the SENT.

function ENT:PreEntityCopy()
	local data = {}; -- Create a data-table
	-- Save everything you want to get saved in this table. It can contain Entities,tables again etc.
	
	-- Here is an example. Let's say we have some "Connections" on our prop (the ropes you use)
	data.Connections = {};
	for _,v in pairs(self.Ropes) do
		data.Connections[v] = {
			Start=v:GetPos(),
			End=v:EndPos(), -- Thats all hypothetical!
			Target=v:GetTarget(), -- Thats all hypothetical!
		}
	end
	duplicator.StoreEntityModifier(self.Entity,"EasyEngine",data); -- Save this data to this EntityModifier, called "EasyEngine"
end

function ENT:PostEntityPaste(p,e,entities) -- p is the player, e this entity itself,  entities all entities which have been created during this paste of the duplicator
	-- Now apply the entity modifiers!
	local mods = e.EntityMods;
	if(mods and mods.EasyEngine) then
		local data = mods.EasyEngine; -- Tada, here you have all the information you saved in the above function.
	end
end
 Post #696
 3rd May 2008
Gold Member
Zero Vector's Avatar
March 2007
2,203 Posts
I love you.
 Post #697
 3rd May 2008
kraizer793's Avatar
April 2008
1,420 Posts
insane... just insane... I love this mod/addon, LUA king
 Post #698
 3rd May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
aVoN posted:
It's really easy to implement. You just need the following functions in the SENT.

function ENT:PreEntityCopy()
	local data = {}; -- Create a data-table
	-- Save everything you want to get saved in this table. It can contain Entities,tables again etc.
	
	-- Here is an example. Let's say we have some "Connections" on our prop (the ropes you use)
	data.Connections = {};
	for _,v in pairs(self.Ropes) do
		data.Connections[v] = {
			Start=v:GetPos(),
			End=v:EndPos(), -- Thats all hypothetical!
			Target=v:GetTarget(), -- Thats all hypothetical!
		}
	end
	duplicator.StoreEntityModifier(self.Entity,"EasyEngine",data); -- Save this data to this EntityModifier, called "EasyEngine"
end

function ENT:PostEntityPaste(p,e,entities) -- p is the player, e this entity itself,  entities all entities which have been created during this paste of the duplicator
	-- Now apply the entity modifiers!
	local mods = e.EntityMods;
	if(mods and mods.EasyEngine) then
		local data = mods.EasyEngine; -- Tada, here you have all the information you saved in the above function.
	end
end
Thanks a lot.

Seems like I'm running out of time now so i won't be able to take a look at this (leaving tomorrow morning) until i will be back next time. If someone else want to try to make engine mod save and duplicator friendly go ahead.

Edit:

Jet Engine in action:

 Post #699
 3rd May 2008
Gold Member
Dennab
February 2008
5,262 Posts
Again:
Kogitsune posted:
:excited:.
My thoughts exactly.
 Post #700
 3rd May 2008
S31-Syntax's Avatar
October 2007
302 Posts
well, here we are, a WIP of a radiator

 Post #701
 4th May 2008
Dennab
February 2008
942 Posts
Really nice video! Thanks!

Also, Nice radiator! Maybe a Little smaller?
 Post #702
 4th May 2008
S31-Syntax's Avatar
October 2007
302 Posts
Chainsaw posted:
Really nice video! Thanks!

Also, Nice radiator! Maybe a Little smaller?
ah i'm not sure what the size is compared to the rest of the components...
 Post #703
 4th May 2008
Dennab
February 2008
942 Posts
You should test it. Put a crappy texture first. and Try to make it spawnable
 Post #704
 4th May 2008
S31-Syntax's Avatar
October 2007
302 Posts
looks like i have to learn how to texture and compile...


EDIT:

holy crap! this is a lot harder than i thought!

the modeling i can do, its the compiling thing i can't get!
i can't seem to make an SMD file no matter what i do...
 Post #705
 4th May 2008
Anticept's Avatar
November 2005
383 Posts
I have one question, is it possible to have something which will disable functions on the sent, such as steering? I would love to make this: http://www.cncden.com/wallpapers_ren/orca1024.jpg
 Post #706
 4th May 2008
BoyBritish's Avatar
April 2008
55 Posts
The jet engine does not work for me, I connect two engines on and it only starts one engine.
 Post #707
 4th May 2008
S31-Syntax's Avatar
October 2007
302 Posts
BoyBritish posted:
The jet engine does not work for me, I connect two engines on and it only starts one engine.

what i do is i connect thermometers to both engines.
even if they can't use a turbo they still show whether the engines are on.
past that you have to just work with it.
 Post #708
 4th May 2008
furbrain's Avatar
December 2006
1,663 Posts
Awesome, got my download. And, umm, could you add some more music so it has a variety? maybe Green Day, Linkin Park or anything else?

Edit:

BoyBritish posted:
The jet engine does not work for me, I connect two engines on and it only starts one engine.
Same problem here. And the jet engine doesn't give me any lift or speed and I've tried EVERYTHING!!!
 Post #709
 4th May 2008
not_an_alt's Avatar
February 2008
2,271 Posts
furbrain posted:
Awesome, got my download. And, umm, could you add some more music so it has a variety? maybe Green Day, Linkin Park or anything else?

Edit:



Same problem here. And the jet engine doesnt give me any lift or speed and I've tried EVERYTHING!!!
You can install your own music, you know.
 Post #710
 4th May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
I can't figure out how to make anything work with the jet engine, I figured out how it works (sorta), but I can't make anything fly.
 Post #711
 5th May 2008
BoyBritish's Avatar
April 2008
55 Posts
It makes me do loops and BARREL ROLLS!!! To the ground while crashing in my HO-229.
 Post #712
 5th May 2008
S31-Syntax's Avatar
October 2007
302 Posts
yeah... anyone want to offer a little help on how to actually compile the stupid thing? mine keeps giving me errors every time, saying it can't find the smd files i made it look directly at.
 Post #713
 5th May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
BoyBritish posted:
The jet engine does not work for me, I connect two engines on and it only starts one engine.
Hold the start button down for a while.

Edit:

furbrain posted:
Awesome, got my download. And, umm, could you add some more music so it has a variety? maybe Green Day, Linkin Park or anything else?
Can't!
I don't want to be a pirate.

Edit:

Lyoko774 posted:
I can't figure out how to make anything work with the jet engine, I figured out how it works (sorta), but I can't make anything fly.
BoyBritish posted:
It makes me do loops and BARREL ROLLS!!! To the ground while crashing in my HO-229.
There is nothing i can do about the handling and the jet engine does not generate any lift. But you have to agree, barrelrolls are awesome. :D
 Post #714
 5th May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
Sakarias88 posted:
Hold the start button down for a while.

Edit:


Can't!
I don't want to be a pirate.

Edit:





There is nothing i can do about the handling and the jet engine does not generate any lift. But you have to agree, barrelrolls are awesome. :D
Oh, so we have to find ways to generate lift?
 Post #715
 5th May 2008
Sakarias88's Avatar
January 2006
1,229 Posts
Lyoko774 posted:
Oh, so we have to find ways to generate lift?
That's correct!
I could make the jet engine generate lift but it wouldn't work so good since the needed lift differs depending on the weight of the aricraft. Also the position of the engine have a major effect on the aircrafts aerodynamic handling.

You fix the generated lift yourself, it's the best and easiest way. :)
 Post #716
 5th May 2008
Kristian02's Avatar
November 2006
3 Posts
One of the things it need is wire compabilety:

Input:
Ignition
Start
Power/speed (0 - 100)
Reverse
Steering (-100 = full left, 0 = Senter, 100 full right)
Up/Down(Jet engine) (-1 - 1)

Utput:
Fuel
Max fuel
Temprature
Running

And new models i can make some it you want me to.:)
 Post #717
 5th May 2008
Gold Member
Kogitsune's Avatar
September 2005
6,542 Posts
For the last time, it does NOT need wire. That defeats the purpose of even HAVING this mod.
 Post #718
 5th May 2008
Gold Member
Kinglah Crab's Avatar
November 2007
3,080 Posts
Kristian02 posted:
One of the things it need is wire compabilety:

Input:
Ignition
Start
Power/speed (0 - 100)
Reverse
Steering (-100 = full left, 0 = Senter, 100 full right)
Up/Down(Jet engine) (-1 - 1)

Utput:
Fuel
Max fuel
Temprature
Running

And new models i can make some it you want me to.:)
It's called EASY ENGINE. For the love of humanity, NO FUCKING WIRE!
 Post #719
 5th May 2008
Dennab
May 2007
146 Posts
Just because you can use wire doesn't mean you must do it.
 Post #720
 5th May 2008
nagachief's Avatar
June 2007
1,158 Posts
Kristian02 posted:
One of the things it need is wire compabilety:

Input:
Ignition
Start
Power/speed (0 - 100)
Reverse
Steering (-100 = full left, 0 = Senter, 100 full right)
Up/Down(Jet engine) (-1 - 1)

Utput:
Fuel
Max fuel
Temprature
Running

And new models i can make some it you want me to.:)
Bring that to the Wiremod forums. It will more likely be answered there. A handful of things that were requested there actually got put in to the Wire SVN.
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