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 Post #241
 6th September 2008
Gold Member
LSK's Avatar
June 2006
3,264 Posts
Update tomorrow!

Fixes:
  • Fixed vehicle view issues.
  • Almost all cars have the player sitting correctly in the seat.
  • Almost all vehicles have proper icons.
  • Added more wheels, props, maps, vehicles, etc.
  • Fixed issues with vehicles being uncontrollable.
  • Fixed crashes and remove the vehicles (digger) that caused them.
  • Uses sounds from D.I.P.R.I.P. instead of regular jeep sounds.
  • Fixed GTS and CTO.
  • Probably a few things I forgot, guess we'll find out tomorrow.

Coming Soon:
  • D.I.P.R.I.P. Content!

That is all!
 Post #242
 6th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
Sounds good, Can't wait! Will it be SVN by chance? (prays) :D
 Post #243
 6th September 2008
Gold Member
LSK's Avatar
June 2006
3,264 Posts
Updated! I'll most likely make an SVN for the next update, which isn't too far away. Now's the time to request stuff.

http://files.filefront.com/Vehicle+P.../fileinfo.html

Edit:

By the way, would this be possible kuno?

http://forums.facepunchstudios.com/s...hlight=Tumbler
 Post #244
 6th September 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
That tumbler would be fucking awesome.

On a side note, you should really get a moderator to move this thread. Seeing as the Mods/Addons section is hidden.
 Post #245
 6th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
Ok LSK, I have some good news and some bad news after testing. :D

The good news, this pack is a hell of a lot more stable then the last pack, with only 1 car crashing my Gmod... The Chevelle.

The bad news is that there are still some bugs I stumbled across during testing.

Smart car still has the leaning problem.

Starflight feels like it is missing the front right tire when you try to drive/move it, as the car wobbles of kilter.

Admiral, Bonneville Box Truck, Jeep Box "Grren", Jeep gocart/noroof/mixed, are all material errors.

Cargo truck has turning issues. (it stutters during turning)

Hummer turbo kills steering. (same issue as my last test wave)

Jeep 93 YJ when moving forward does wild flips and just all around goes nuts.

Hoverbike has an error icon, Supra has the Dodge Viper icon, and the wood barstool spawns a wooden chair.

Ok, now that that is over, I did find the NFS police car, hummer, and mustang fastback props in the list. Damn that would be fun to see in game. :D

Also, I don't mean these walls of text to be mean in anyway, I just like to bugtest stuff and see what makes things tick. Can't hurt to find the kinks to iron out in the future. ;)
 Post #246
 6th September 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Norfair12 posted:
Smart car still has the leaning problem. (why not just remove it from the pack considering it has been an issue for quite some time now?)

Starflight feels like it is missing the front right tire when you try to drive/move it, as the car wobbles of kilter.
Those are model rigging problems, so blame kuno, not LSK.
 Post #247
 6th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
Like I said, I don't know who did what part, I just point out things that seem off to me. :)
 Post #248
 8th September 2008
eggs's Avatar
August 2005
192 Posts
don't delete car because they don't turn properly some of us like the smart car and the jeep 93 yj as they are. i like having one car that still does wheelies ... as long as they spawn and move i am happy will download the newest update later and see what needs doing not the silly little bugs.
 Post #249
 8th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
eggs posted:
don't delete car because they don't turn properly some of us like the smart car and the jeep 93 yj as they are. i like having one car that still does wheelies ... as long as they spawn and move i am happy will download the newest update later and see what needs doing not the silly little bugs.
The bugs are important to fix, if content is just added over time and the bugs are left alone, it will make it very unstable and not wanted over time. At this point, I didn't say anything about a good chunk of the cars and their slippery steering because I know that the HL2 EP2 engine is a bitch to work with. However when you try to inch forward and a car just starts to pull flips like it is in zero G, that is a problem.
 Post #250
 8th September 2008
kuno86's Avatar
November 2007
222 Posts
Ok, i managed to fix the starfligt :D
http://rapid share.com/files/143685320/Starflight_fixed.rar.html

Edit:
The model of the smart is 100% correct, there is only something that moves its mass-center to the right (out of the smart).
All it wheels have suspension and if you spawn another car and change its model to "smart.mdl" (model manipulator tool) everything is perfectly fine.

The way to fix it is to move its mass-center back into the center of the car :D
 Post #251
 11th September 2008
Bullseye911's Avatar
December 2006
177 Posts
You should really add the content of "Empires" a mod for HL2.
It has very good military vehicles.

I have already made an request of the command vehicle:
http://forums.facepunchstudios.com/s...d.php?t=608827
 Post #252
 13th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
Well I have finally got around to merging the new vehicles with the 2.5 pack. I will merge them, fix the chevelle if I can, and possibly add empires mod content since I was in the middle of that already and maybe some worthless tractors too.
 Post #253
 13th September 2008
eggs's Avatar
August 2005
192 Posts
Whoop worthless tractors.
 Post #254
 17th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
Well a bit of an update. I can't get the Empires mod vehicles to work. They are set up in the mod to be able to have more than 2 axles. Garrysmod allows 2. So yeah. I delete a few of the rear axles and the script doesn't work at all. They are also in separate models, by that I mean the base, turret, and barrel. Too much of a pain in the ass to figure out.

I did however manage to add the sounds. Now the line bus sounds like a city bus. I also lowered the line bus since for some reason it was compiled like a pickup truck with a lift kit. The only thing is it makes the suspension really soft and it's like driving a boat but it looks more realistic, flips slightly easier.

Here is what it looks like now. Also I switched the skin. I like this one better. I will leave it the same as it is now in the pack though.



You may not notice the difference but it is about 3-5 inches lower than before.

I also have to fix the glass and reflections on the Diablo textures.
 Post #255
 17th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
Sgt.Sgt posted:
Well a bit of an update. I can't get the Empires mod vehicles to work. They are set up in the mod to be able to have more than 2 axles. Garrysmod allows 2. So yeah. I delete a few of the rear axles and the script doesn't work at all. They are also in separate models, by that I mean the base, turret, and barrel. Too much of a pain in the ass to figure out.

I did however manage to add the sounds. Now the line bus sounds like a city bus. I also lowered the line bus since for some reason it was compiled like a pickup truck with a lift kit. The only thing is it makes the suspension really soft and it's like driving a boat but it looks more realistic, flips slightly easier.

Here is what it looks like now. Also I switched the skin. I like this one better. I will leave it the same as it is now in the pack though.

You may not notice the difference but it is about 3-5 inches lower than before.

I also have to fix the glass and reflections on the Diablo textures.
I did notice that it handled like it was on stilts before, however if you look at real city buses, they are lower to the ground and have that soft suspension (air ride) when they go around corners. I'm all for realism when going around a tight corner at 50+ in a bus, as most vehicles of that class would flip the same as they do in real life.
 Post #256
 17th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
Norfair12 posted:
I did notice that it handled like it was on stilts before, however if you look at real city buses, they are lower to the ground and have that soft suspension (air ride) when they go around corners. I'm all for realism when going around a tight corner at 50+ in a bus, as most vehicles of that class would flip the same as they do in real life.
Yeah. This is a little bit more tippy than a real bus. It has the same turning tilt as an old GMC RTS city bus now. It is a lowfloor bus too so that's why I tried to lower it more... that and the wheels weren't even in the wheel wells. It was just rigged so odd that when I try to do a mass center override I can't it just tilts all stupid, so it is at 0 0 0 which makes it more tippy. To compensate a bit I made it weight 5000 kilograms it also makes it act like it has an engine retarder and it will slow fairly quickly as a result.
 Post #257
 18th September 2008
eggs's Avatar
August 2005
192 Posts
whats the brown car in the right of that picture ? looks like a dodge charger :O well the bit i can see of it looks like one anyway
and when or if you add that skin for the bus can you keep the old one so we can switch between the two using the skin changing tool ?
 Post #258
 18th September 2008
Gold Member
Norfair12's Avatar
September 2005
4,738 Posts
Looks like they got the Chevelle working from that small part I see sticking out. :)
 Post #259
 18th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
No. That is the plymouth fury. There is a chevelle but it's not the same one as the one that guy converted.

Edit:

eggs posted:
whats the brown car in the left of that picture ? looks like a dodge charger :O well the bit i can see of it looks like one anyway
and when or if you add that skin for the bus can you keep the old one so we can switch between the two using the skin changing tool ?
I can't. The model is only setup for 1 skin.
 Post #260
 18th September 2008
eggs's Avatar
August 2005
192 Posts
aww ok well when the next update going to be? with the tractors.
 Post #261
 18th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
eggs posted:
aww ok well when the next update going to be? with the tractors.
When I finish redoing the 25ish scripts for them. So maybe next week sometime.
 Post #262
 18th September 2008
eggs's Avatar
August 2005
192 Posts
awesome
 Post #263
 22nd September 2008
kuno86's Avatar
November 2007
222 Posts
Please give the tractors more hp than the last ones which were very weak :(
You can also set down the speed with the gearbox and win more power :D
 Post #264
 22nd September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
kuno86 posted:
Please give the tractors more hp than the last ones which were very weak :(
You can also set down the speed with the gearbox and win more power :D
Yeah they were absolutely stupid last time. I can't even get them to go up a grade. Also whoever compiled them screwed up... so I don't even know if they are worth adding. The physbox is all skewed. Also did you ever finish that pickup?
 Post #265
 22nd September 2008
kuno86's Avatar
November 2007
222 Posts
yes :D
Take a look at this:


http://rapid share.com/files/147507472/gmc-pickup.rar.html

It has a custom physics-model, all the 8 skins and a new glass-material (you couldn't look through the old glass :D)

Edit:
There is a little path-error in the RAR, just put the folder "gmc_truck" from "materials" to "materials/models" ;)
 Post #266
 22nd September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
kuno86 posted:
yes :D
Take a look at this:


http://rapid share.com/files/147507472/gmc-pickup.rar.html

It has a custom physics-model, all the 8 skins and a new glass-material (you couldn't look through the old glass :D)
:excited: Yay. I didn't know if you were mad at me or something because you quit responding to my pm's. I have a few more vehicles for you. I have the hemitt 8x8 in 3ds format now. I also have a Murcielago some Ferrari's and stuff. I am still working on attachments for the peterbilt chasis and maybe a better skin. I did not realize the firetrucks texture wasn't really done. Let me know if you want to rig some more. I have still been trying to learn how to do it myself to make some of my own but I have only gotten as far as making a vehicle with messed up animations that drives sideways. The tutorial failed to mention which direction to point the vehicle in the viewports.

Scripting that baby now. Thanks for finishing it! :D

Edit:

Here is a preview of what is in the update so far. All these were rigged by kuno86.
 Post #267
 23rd September 2008
eggs's Avatar
August 2005
192 Posts
xD just a few colours for the lambo then :D can't wait for the next update it looks great
 Post #268
 24th September 2008
kuno86's Avatar
November 2007
222 Posts
Is there anyone who can show me, how to use the vehicle-tacho ???
 Post #269
 24th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
Working on another car for the pack. Thanks to kuno I pretty much have it working just a few issues with some animations.

11 hours of work since I got it into milkshape. Learning this is proving a bit difficult. I got it to compile but it looks like the steering animation is fucked in the asshole and the physmodel rotated itself 90 degrees. What a douche... Oh the car also has 6 colors.
 Post #270
 28th September 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
These updates look fucking awesome.

Can't wait to see a release.

Edit:

Kuno, I have a model I would like for a vehicle, what format would you want the model in?

Also the model is already rigged, just needs animations.
 Post #271
 28th September 2008
kuno86's Avatar
November 2007
222 Posts
The best formats for Models is:
1. *.smd
2. *.3ds
3. *.obj
4. *.lwo


And remember that the polygon-limit for source-models is at ~12500 ;)

@Sgt.Sgt:

When will the patch 2.5 go public ?

I personally would prefer to use a SVN because people don't need to download lots of Patches :D
 Post #272
 28th September 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
kuno86 posted:
The best formats for Models is:
1. *.smd
2. *.3ds
3. *.obj
4. *.lwo


And remember that the polygon-limit for source-models is at ~12500 ;)

@Sgt.Sgt:

When will the patch 2.5 go public ?

I personally would prefer to use a SVN because people don't need to download lots of Patches :D
Hopefully soon. But the problem is the amount of new stuff is strewn everywhere and it is hard to figure out which files are needed and what aren't. I would love to do an svn but I can't find one that will let me upload 600MB of shit let alone have extra space for updates. I may just upload the ENTIRE new version to both garrysmod.org and filefront as some twat uploaded the crashtastic version of gmow+- to garrysmod.org and was like OH haer is mai steam EYE DEE! 010101010:0001 add me cuz i upload diz stuff i don't maek.
 Post #273
 1st October 2008
Alchey's Avatar
April 2006
133 Posts
Is there any way to not have my charater floating in nowhere in some of the vehicles?
 Post #274
 1st October 2008
Adam BK's Avatar
May 2008
9 Posts
Hi there, first of all thanks for all the efforts on this pack. But I seem to be having a problem where this pack screws up the Prop Hunt gamemode by AMT, as in you can no longer turn into a prop and therefore the gamemode is useless. I am pretty sure its only this addon as when I delete the Vehicle Pack folder the gamemode works again. Is there anything you can do about this or will I just have to choose either the gamemode or vehicle pack.

Also I am not the only person who has experienced this as WutanG has the same problem at the Prop Hunt thread - http://forums.facepunchstudios.com/s...=418968&page=4.

Edit: I have also posted to AMT about the problem as well.
 Post #275
 1st October 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
Adam BK posted:
Hi there, first of all thanks for all the efforts on this pack. But I seem to be having a problem where this pack screws up the Prop Hunt gamemode by AMT, as in you can no longer turn into a prop and therefore the gamemode is useless. I am pretty sure its only this addon as when I delete the Vehicle Pack folder the gamemode works again. Is there anything you can do about this or will I just have to choose either the gamemode or vehicle pack.

Also I am not the only person who has experienced this as WutanG has the same problem at the Prop Hunt thread - http://forums.facepunchstudios.com/s...=418968&page=4.

Edit: I have also posted to AMT about the problem as well.
The person that made the gamemode has to fix it. Or you have to choose between the pack or the gamemode.
 Post #276
 3rd October 2008
007SILVERTOE's Avatar
June 2006
1,605 Posts
Can we get a working download link please?

Edit:

Re-Uploaded: http://files.filefront.com/Vehicle+P.../fileinfo.html
 Post #277
 6th October 2008
Gold Member
LSK's Avatar
June 2006
3,264 Posts
How's that update coming along guys? Haven't heard from you in a while.
 Post #278
 6th October 2008
Gold Member
Sgt.Sgt's Avatar
January 2006
3,678 Posts
LSK posted:
How's that update coming along guys? Haven't heard from you in a while.
Been busy. Trying to clean up the clusterfuck that it is a bit. Adding new sounds but having issues that I am trying to fix. I have to rename some of them and redo that part of the sounds manifest. My map and other things are delaying it constantly not to mention that it is like 610MB now.
 Post #279
 9th October 2008
Frohman2's Avatar
October 2007
353 Posts
the green car called the Wartburg is actually a Zaporozhet

someone should make a better texture for the school bus.
 Post #280
 10th October 2008
Frohman2's Avatar
October 2007
353 Posts
I wish I knew how to model, I don't know how to make shapes with the application.
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