1. Post #161
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Ok, about the gravity hull designator. It causes the systems that determine what planet the players on to not work while you are inside, this results in the game thinking you are in space. To resolve this just use gravity plating or a LS Core to make it breathable. I hope to eventually come up with a way to fix this conflict, once and for all.

  2. Post #162
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Ok, about the gravity hull designator. It causes the systems that determine what planet the players on to not work while you are inside, this results in the game thinking you are in space. To resolve this just use gravity plating or a LS Core to make it breathable. I hope to eventually come up with a way to fix this conflict, once and for all.
    It overrides some finding functions, try switching out what you can for one of the overridden ones.

  3. Post #163
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    It overrides some finding functions, try switching out what you can for one of the overridden ones.
    This is impossible, I use source engine functions such as ENT:Touch() that only work if the entity is actually inside of it. These cannot be substituted, or it will have lag spikes like SB again.

  4. Post #164
    There's only one person in this whole world like you. And people can like you exactly as you are.
    Lambda 217's Avatar
    March 2008
    4,502 Posts
    Enviroments seems to not work with disabling prop gravity with Physical Properties or propGravity(0), the props fall down as normal. :saddowns:

  5. Post #165
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    If you want zero gravity you can go in space. Its just the way the planets work, they set the gravity of it each second, there's really nothing I can do about it.

  6. Post #166
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    SVN Update: Added Support for the GHD
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  7. Post #167
    Gold Member
    superstepa's Avatar
    June 2009
    8,935 Posts
    Would anything bad happen , If I just put everything except lua from SB3 , and put it into Environments?

  8. Post #168
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    I don't think so, as long as no lua was put in.

  9. Post #169
    There's only one person in this whole world like you. And people can like you exactly as you are.
    Lambda 217's Avatar
    March 2008
    4,502 Posts
    Who was hosting the server in this picture?
    http://grab.by/grabs/3d7841338acac57...1290fedfd9.png
    500 Server FPS with a cruiser out, damn!

  10. Post #170
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    TornadoChas3r, he is hosting my test server.

  11. Post #171
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Hey guys, another useful SVN update! I added full support for vehicle linking, so you can make fighters again with the ease of not having to worry about filling up your suit all the time.

  12. Post #172
    Diet Taco's Avatar
    February 2010
    204 Posts
    I got an idea, which shouldn't be too difficult but would add uniqueness to each individual player.
    Why not provide suit model options? Instead of everyone being the same model but differently colored, why not allow the option to choose your suit model? (Could be found under the Environments tab and near settings)

    Perhaps something like:
    -Combine Elite (Default)
    -Metro Cop
    -Combine Soldier
    -HEV suit (custom downloaded model)
    -CS:S GasMask (requires CS:S obviously)

    Those would just be the default options for players to choose from, but as always if people wanted custom models to be used on their server instead they could go into your lua file and edit them themselves.
    The reason I think multiple options should be available, is simply so that color isn't the only thing that makes people look differently from each other. Plus its fun, if anything, to choose your space suit /ect.

    Edited: Sorry for the Bump :(

    Also, I'm not sure if you are aware of this but whenever I spawn the LCDevice from the Entities menu I receive this error:
    Code:
    addons\environments\lua\entities\lscore\init.lua:143 attempt to index field 'BaseClass' (a nil value)
    Another note, the HUD doesn't show up after I respawn. Even if I take off the helmet and put it back on... The HUD never returns after dying.
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  13. Post #173
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Working on the issues right now.

  14. Post #174
    Diet Taco's Avatar
    February 2010
    204 Posts
    Working on the issues right now.
    Any chance of the suit model options? (Along with the bug fixing)
    Or are you just focusing on bug fixes for now?

  15. Post #175
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Any chance of the suit model options? (Along with the bug fixing)
    Or are you just focusing on bug fixes for now?
    Yeah, will add that eventually, gotta figure out how to do it without having a massive page of model options.

  16. Post #176
    Diet Taco's Avatar
    February 2010
    204 Posts
    Yeah, will add that eventually, gotta figure out how to do it without having a massive page of model options.
    Well since it wouldn't be more than like 8models, maximum, why not just put it below the Suit Coloring in settings? Have it be small model avatars that would not take up too much space and wouldn't require a scroll bar.

  17. Post #177
    Gold Member
    darkedone02's Avatar
    February 2006
    2,579 Posts
    I wish this mod have some type of compatibility with the Black Hole Cache Addon.

  18. Post #178
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    I wish this mod have some type of compatibility with the Black Hole Cache Addon.
    It doesn't? What part doesn't work? All LS3 should work properly with this.

  19. Post #179
    Gold Member
    darkedone02's Avatar
    February 2006
    2,579 Posts
    It doesn't? What part doesn't work? All LS3 should work properly with this.
    From what I know, I've download it via SVN from the main website of SB3 and LS3.

    Edit:

    I found the solution, it seems the one on Spacebuild's Website is the problem, I've download another one which actually works from garrysmod.com, the Black Hole Cache 1.6

  20. Post #180
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Hey guys, today I am redoing the SVN so I can add more addons like my LS to its folder structure without having to create a new SVN. You will need to redownload the addon with the new structure in order to get updates.
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  21. Post #181
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    I added my WIP LS system to the SVN at http://environments.googlecode.com/s...nvironmentsRD/ if anyone wants to have a go with it and help me test it out. It can run on a server with LS3 and RD3 with no problems, so you can run both at the same time.

  22. Post #182

    May 2011
    1 Posts
    It's very good that you're working on your own life support system.
    That way we don't have too use LS3 anymore.
    Keep up the good work!
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  23. Post #183
    Fantist's Avatar
    July 2006
    15 Posts
    I just downloaded the latest svn updates right before heading to bed. I see you updated the visor hud. I can see the clock now, but at 1680x1050 the three bars on the left side are still cut off (I didn't try 1920x1200 but I doubt that would change anything plus it makes me lag a bit). Also the breathing sounds while your helmet is on is creative but you should include an option to turn it off because it gets kind of annoying with headphones on plus I imagine it would get annoying eventually even without using headphones. I like that when you die in space your body floats and spins around a bit. Much better then how your body suddenly has gravity in space when you die with SB3. As I said, I haven't gotten to test the actual life support yet, but I just wanted to drop you a line and say keep up the good work. =)
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  24. Post #184
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    I just downloaded the latest svn updates right before heading to bed. I see you updated the visor hud. I can see the clock now, but at 1680x1050 the three bars on the left side are still cut off (I didn't try 1920x1200 but I doubt that would change anything plus it makes me lag a bit). Also the breathing sounds while your helmet is on is creative but you should include an option to turn it off because it gets kind of annoying with headphones on plus I imagine it would get annoying eventually even without using headphones. I like that when you die in space your body floats and spins around a bit. Much better then how your body suddenly has gravity in space when you die with SB3. As I said, I haven't gotten to test the actual life support yet, but I just wanted to drop you a line and say keep up the good work. =)
    There is an option, its in the Settings Menu in the Environments tab in the tool part of the spawn menu. I meant to make it off by default, but I forgot, and will fix that next update.

  25. Post #185
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Does anyone have any ideas for the LS? Changes or just any new ideas are good.

  26. Post #186
    Sharpile's Avatar
    July 2009
    66 Posts
    When trying to spawn a gas storage I get this error:

    [addons\environmentsrd\lua\weapons\gmod_tool\stools \gas_storages.lua:55] attempt to call method 'AddResource' (a nil value)

    Perhaps this can be fixed easily?

  27. Post #187
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    oh, sorry let me upload the fix

    Edited:

    updated the SVN with the fix

  28. Post #188
    garbius's Avatar
    August 2008
    26 Posts
    Does anyone have any ideas for the LS? Changes or just any new ideas are good.
    Stargate and CAP support.

  29. Post #189
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Stargate and CAP support.
    CAP?
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  30. Post #190
    asb44's Avatar
    October 2008
    437 Posts

  31. Post #191
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Stargate and CAP support.
    Yeah, imma try and work on that. Its going to be a bit tricky, but I should be able to get it working.

  32. Post #192
    garbius's Avatar
    August 2008
    26 Posts
    Another challenge is to stop the suit from resetting to 5% when you exit a CAP ship. An ugly fix in their code would be to save all stats (weapons, ammo and suit) and return them in ENT:Exit(). I hope there is a better way.

  33. Post #193
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Ok, think I got the Stargate override done. I had to do some messy overriding to get it to work, but it should work fine. Will upload in a few minutes after some testing.

    Edited:

    Ok, its on the SVN, unfortunately I had to use my new usermessage base networking system that is unfinished. You will not see the correct values on generators when you join until they update, didn't get around to that. But, it shouldn't be too much of a problem and will be fixed soon.

  34. Post #194
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Oh yeah, also added an option to the options menu to enable a simpler HUD that will work correctly on ALL resolutions for those who have issues or just can't stand the main (awesome) one.

  35. Post #195
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    Added Damage to the life support entities. Now you can blow them up :)
    Also, fixed more possible errors in the player think hook and improved various parts of the life support inner workings.
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  36. Post #196
    garbius's Avatar
    August 2008
    26 Posts
    Some kind of resource valve would be nice to be able to send resources between nodes. I believe it's a simple thing to do; string input for resource name and number inputs for amount and "send". High-speed adresses would be nice too (one address for each resource and the amount is sent as the data to the address).

    Edit:
    Almost forgot the reason I want this. It's a good thing when building large systems with life-support and stuff. If something, e.g. a reactor, malfunctions or someone decides to destroy the place, you don't want unnecessary things to drain all the energy without turning them off completely. A resource valve would make it possible to program the system to keep the most important systems online.

  37. Post #197
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Some kind of resource valve would be nice to be able to send resources between nodes. I believe it's a simple thing to do; string input for resource name and number inputs for amount and "send". High-speed adresses would be nice too (one address for each resource and the amount is sent as the data to the address).
    OH NO NO.

    This should be done with pumps. Just add a wire option to restrict transfer of certain elements.

    If you want the resource valve, go play with SB3.

  38. Post #198
    garbius's Avatar
    August 2008
    26 Posts
    OH NO NO.

    This should be done with pumps. Just add a wire option to restrict transfer of certain elements.

    If you want the resource valve, go play with SB3.
    The valves in SB3 are not user friendly. I was thinking of a simple linked valve to transfer resources within a system. The pump is currently designed to transfer between different systems. Your idea may have some potential, though, if wire inputs are made for more advanced wire control including setting pump rate, resources to be transferred (maybe a table input?) and to cut the flow completely without unplugging.

  39. Post #199
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    The valves in SB3 are not user friendly. I was thinking of a simple linked valve to transfer resources within a system. The pump is currently designed to transfer between different systems. Your idea may have some potential, though, if wire inputs are made for more advanced wire control including setting pump rate, resources to be transferred (maybe a table input?) and to cut the flow completely without unplugging.
    Problem is, the regular user doesn't want advanced wire control over everything. This needs to be accessible for every spacebuilder.

  40. Post #200
    garbius's Avatar
    August 2008
    26 Posts
    Problem is, the regular user doesn't want advanced wire control over everything. This needs to be accessible for every spacebuilder.
    I agree with you, but I think you've misunderstood my post. I do not want to change the current default behaviour of the pump, but instead allow advanced players to gain more from them. In my opinion, the pumps should act exactly as they do now, unless one attaches wires to the inputs I requested. The high-speed wiring addresses I mentioned earlier would most probably not be noticed at all by regular users, since they don't come in contact with advanced wiring.