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 Post #201
 12th March 2009
Dennab
March 2009
97 Posts
Lol
Impossible.

Well you could fake it... maybe...
and people said the earth is flat.....
 Post #202
 18th March 2009
FaceWound's Avatar
November 2007
14 Posts
why is the link broken for me?
 Post #203
 18th March 2009
mbainrot's Avatar
August 2008
420 Posts
Because its an old thread that you bumped...

I might write my own and release it, I'll put it on google code so if my website fucks its self people will be able to get to it.
 Post #204
 18th March 2009
ZeikJT's Avatar
August 2006
551 Posts
why is the link broken for me?
Did you even look on page 5? There are at least 3 working download near the middle.
 Post #205
 19th March 2009 Last edited by mbainrot; 19th March 2009 at 06:31AM..
mbainrot's Avatar
August 2008
420 Posts
Found the links, is there source code?

edit:
alternatively an MD5 of a known good file?
 Post #206
 24th March 2009
1xinfusion's Avatar
November 2006
509 Posts
Because its an old thread that you bumped...

I might write my own and release it, I'll put it on google code so if my website fucks its self people will be able to get to it.
why reinvent the wheel
 Post #207
 24th March 2009 Last edited by Jinto; 24th March 2009 at 08:48PM.. (Updated links)
Jinto's Avatar
May 2005
1,133 Posts
I'll try to find the source code, no guarantees though. It's sitting on a DVD somewhere on my desk.

Edit: There, found it. Updated the links in the first post as well.

Download:
http://cdbarrett.com/dump/releases/gmsv_vphysics.zip
http://cdbarrett.com/dump/releases/g...hysics_src.zip

Download:
 Post #208
 25th March 2009 Last edited by mbainrot; 25th March 2009 at 11:00AM..
mbainrot's Avatar
August 2008
420 Posts
ta mate :)

Time to hit the sound barrier :P

edit: what compiler did you use to compile it?
 Post #209
 28th March 2009
NLMike's Avatar
March 2009
10 Posts
Rawr Where to extract what?
 Post #210
 28th March 2009 Last edited by Jinto; 28th March 2009 at 10:22PM..
Jinto's Avatar
May 2005
1,133 Posts
Rawr Where to extract what?
Extract to garrysmod/
Ignore the Source directory, that's just there if you're interested in it.
 Post #211
 29th March 2009 Last edited by NLMike; 29th March 2009 at 02:24PM.. (Misspell)
NLMike's Avatar
March 2009
10 Posts
Ehm if i do sv_maxvelocity we wont go faster
 Post #212
 29th March 2009
Jinto's Avatar
May 2005
1,133 Posts
Ehm if i do sv_maxvelocity we wont go faster
Read the first post, it's phys_maxvelocity.
 Post #213
 30th March 2009
mdob's Avatar
January 2009
4 Posts
I extracted it and put it all where its supposed to but the console won't recognize phys_maxvelocity or any others. I don't get it??
 Post #214
 30th March 2009
Dennab
April 2008
1,703 Posts
I extracted it and put it all where its supposed to but the console won't recognize phys_maxvelocity or any others. I don't get it??
You're doing something wrong.
 Post #215
 30th March 2009
mdob's Avatar
January 2009
4 Posts
Ok i put the .dll in Drive: \Program Files \Steam \SteamApps \steam name \garrysmod \garrysmod \lua \includes \modules
and i put the .lua in Drive:\Program Files \Steam \SteamApps \steam name \garrysmod \garrysmod \lua

PS I'm playing in single player (idk if that makes a difference though)
 Post #216
 30th March 2009
Gold Member
mblunk's Avatar
June 2007
5,867 Posts
Ok i put the .dll in Drive: \Program Files \Steam \SteamApps \steam name \garrysmod \garrysmod \lua \includes \modules
and i put the .lua in Drive:\Program Files \Steam \SteamApps \steam name \garrysmod \garrysmod \lua

PS I'm playing in single player (idk if that makes a difference though)
You need to run the script for it to work, or put it in lua/autorun to have it run by itself.
 Post #217
 30th March 2009 Last edited by mdob; 31st March 2009 at 12:20AM..
mdob's Avatar
January 2009
4 Posts
how do i run the script (srry for being a noob)

Edit: Thank you for your help, I finally got it to work. It crashed the game XD apparently my PC cant handle the speed of light.
 Post #218
 14th April 2009
Dennab
March 2006
866 Posts
Does this work on multiplayer?
 Post #219
 14th April 2009 Last edited by Python1320; 14th April 2009 at 02:20PM..
Python1320's Avatar
May 2007
698 Posts
Absolutely. Disabling gravity on my server is serious fun. Even more lulz is achieved by making the gravity vertical.

And you absolutely have to try attaching a massless thruster (search on the forum for it) with 40000 as force and the force applied to the object's center on Airboat and setting phys_maxvelocity to 40000
 Post #220
 17th April 2009
luck_or_loss's Avatar
January 2007
1,767 Posts
The source mapping grid is too small with this module.
 Post #221
 19th April 2009
wookwarrior's Avatar
August 2008
265 Posts
not if your creative.
 Post #222
 25th April 2009
3DSquirrel's Avatar
June 2006
105 Posts
not if your creative.
I made a menu controller for most of the options. Autorun script.

So for the first 10 people who want it:
http://rapidshare.com/files/225405922/jabo.lua.html
 Post #223
 26th April 2009
VitasLoWang's Avatar
August 2007
271 Posts
What are the phys_minfrictionmass and phys_maxfrictionmass options for? Does it mean that and objects heavier then phys_maxfrictionmass will not have bigger friction?
 Post #224
 30th April 2009
Xigence's Avatar
September 2005
4 Posts
Tried this a dozen times, but everything sticks to the ground no matter what settings I use.
 Post #225
 4th May 2009
coolguyfourteen's Avatar
May 2009
971 Posts
this is the greatest thing to come to garrys mod ever
 Post #226
 4th May 2009
coolguyfourteen's Avatar
May 2009
971 Posts
Does this work on multiplayer?
yeah, i think so
 Post #227
 10th May 2009
kna_rus's Avatar
September 2008
104 Posts
There is some difference between source code and actual binary.
Console log:
Code:
] lua_run PrintTable(physics)
> PrintTable(physics)...
SetAirDensity	=	function: 03807B90
GetPerformanceSettings	=	function: 03807B30
SetPerformanceSettings	=	function: 03807B48
GetGravity	=	function: 03807B78
SetGravity	=	function: 03807B60
GetAirDensity	=	function: 03807BA8
] lua_run PrintTable(_R["PhysEnv"])
> PrintTable(_R["PhysEnv"])...
includes\util.lua:35: bad argument #1 to 'pairs' (table expected, got nil)
(_R is table for metatables. _R["Entity"] is FindMetaTable("Entity"))
And C++ code:
Code:
// physics methods
phys->SetMember( "GetAirDensity", GetAirDensity );
phys->SetMember( "SetAirDensity", SetAirDensity );
phys->SetMember( "GetGravity", GetGravity );
phys->SetMember( "SetGravity", SetGravity );
phys->SetMember( "SetPerformanceSettings", SetPerformanceSettings );
phys->SetMember( "GetPerformanceSettings", GetPerformanceSettings );
phys->SetMember( "GetSimulationTimestep", GetSimulationTimestep );
phys->SetMember( "SetSimulationTimestep", SetSimulationTimestep );
phys->SetMember( "CreateEnvironment", CreateEnvironment );
//phys->SetMember( "DestroyEnvironment", DestroyEnvironment );

// phys environment
ILuaObject* PhysEnv = Lua()->GetMetaTable( "PhysEnv", TYPE_PHYSENV );
if( PhysEnv )
{
// __gc
PhysEnv->SetMember( "__gc", DestroyEnvironment );
}
Also there are no PhysObj functions TransferObject() and Scale().

I can't recompile it because Visual C++ Express 2008 gives a bunch of errors like this:
Code:
1>c:\hlsrc1\public\tier0\dbg.h(463) : error C2664: 'Msg' : cannot convert parameter 1 from 'const char [6]' to 'const tchar *'
1>        Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
Can anyone recompile it and upload somewhere?
 Post #228
 10th May 2009 Last edited by Jinto; 10th May 2009 at 05:18PM..
Jinto's Avatar
May 2005
1,133 Posts
The binary is older than the source code, just compile it yourself and it'll have those functions. The error you get is because you're compiling the project as Unicode, change it to Multi-Byte character set. If need be I'll compile it myself and post an udpated binary.
 Post #229
 12th June 2009
Python1320's Avatar
May 2007
698 Posts
@kna_rus: I managed to compile it but Scale() just crashes the server so better to use the old binary unless Jinto manages to compile something which doesn't crash.
 Post #230
 13th August 2009
Gold Member
imadaman's Avatar
August 2008
4,295 Posts
So this still work? Yes? Good.
 Post #231
 13th August 2009
Python1320's Avatar
May 2007
698 Posts
Yes it does work, partially. For the sake of all that is not crashy do not try to use the resize function.
By all other means, have fun with it.

Thanks Jinto!
 Post #232
 14th August 2009
Dennab
June 2009
910 Posts
and people said the earth is flat.....
Reality is not a fucking video game.
 Post #233
 14th August 2009
Gold Member
mu ha ha's Avatar
October 2005
3,035 Posts
Reality is not a fucking video game.
Why? Are the electrons moving around in your computer not a part of reality?
 Post #234
 15th August 2009
kronflux's Avatar
April 2008
38 Posts
@kna_rus: I managed to compile it but Scale() just crashes the server so better to use the old binary unless Jinto manages to compile something which doesn't crash.
well can we just get rid of ScalePhysicsObject or whatever, before compiling? or is it necessary?
 Post #235
 15th August 2009
Jinto's Avatar
May 2005
1,133 Posts
well can we just get rid of ScalePhysicsObject or whatever, before compiling? or is it necessary?
Scale was just a test mainly, not required. Can remove the entire function and it's corresponding SetMember entry for the metatable.
 Post #236
 15th August 2009
blah45's Avatar
July 2007
364 Posts
I would bow down to the coder that utilizes this mod to create a railgun that shoots through the world and fires a metal slug entity.
 Post #237
 15th August 2009
kronflux's Avatar
April 2008
38 Posts
idunno if its just me, but I can't get the darn thing to compile :p
 Post #238
 17th August 2009
Vexont's Avatar
September 2007
1,491 Posts
idunno if its just me, but I can't get the darn thing to compile :p
Just toss it into garrysmod/garrysmod and unzip, worked like a charm for me.
 Post #239
 17th August 2009
Jinto's Avatar
May 2005
1,133 Posts
idunno if its just me, but I can't get the darn thing to compile :p
You need the gmodinterface headers from the sqlite module, you need the source sdk, you need to create a project for it.
I didn't include the project file, it causes more trouble for people wanting to compile, uses all my directory paths. I figured anyone really wanting to compile it, should be smart enough to create the project for it.
Just saying you can't get it to compile, doesn't say much, I cannot offer more help than the first sentence of this post without more information, errors, warnings, etc.
 Post #240
 20th August 2009
-TB-'s Avatar
August 2008
754 Posts
Jinto since you were able to change these types of variables, would it be possible for you to make a .dll to be able to change the max amount of constraints?
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