so yeah, about those videos that don't exist yet
Oh, and it's my laptop. Expect horrible graphics and FPS.
The music is the only saving grace here, but hey.
wow, I didn't realize the GHD was still that broken... nice video aside from the fact that the hull didn't work properly lol
I am a man of taste and refinement, although it terrifies me how youtube managed to label the song correctly despite it being partial and innate.
But yeah, particularly in the infinite map, hulls have a habit of just... not working. It happened when the hull wound up flat upside down, which also kept me from interacting with the doors as you saw.
It can also happen sometimes when attempting to weld hulls together. On that note, a highlight-confirm method to hull creation would be downright wonderful for transitions, while still allowing whole-contraption hulling.
So, I had planned on making some epic movie, perhaps using that same song, but I didn't get very far...
A single Gravity hull obviously wouldn't work, so I set about making each of those a gravity hull by walking through it and selecting each prop as I went. This worked semi-glitch-free (Transitions weren't very smooth) until I hit one of the first ones that sticks almost straight up, which caused the camera to fly into oblivion as it sometimes does, and nothing would revert the camera to it's usual position, except killing myself.
The best part is how these function as mildly-entertaining visual bug reports. Aside from that, using gravhull on a buoyancy-floated ship works fantastically. Now I just need to master rudders. And torpedo floats.
Still haven't seen Sauron...
My problem with fins rudders is that when I try to turn them I always wind up propelling myself backwards like it's a flipper.
Also, some odd behavior that might be intentional but is annoying as hell.
1) I create a gravhull
2) I weld another prop to the hull
3) That prop is now part of that gravhull.
5) Crippling lag when attempting to weld an object to a multi-hull vessel.
[lua/gravityhull/sv_main.lua:434] attempt to index a nil value[lua/gravityhull/sv_main.lua:434] attempt to index a nil value
if p.HeldBone and p.OldMass and p:GetPhysicsObjectNum(p.HeldBone):IsValid() then
Hello, i found a bug that does a huge server lag between a crash.
Is just put two plates with hull designator and connected by a rope. The rope does the lag.
Heres a video where i can show it better.
The past buggy SB ships ("MAN, STRAP YOURSELF IN") and old keep_upright grav plate space stations. They didn't work.
So while people are thinking of really crazy complex ghd builds to post (if they even are), I figured I'd make a simple contraption.
Sorry for sucking at snowboarding, I only got a couple of good flips in.
D'you think it would be possible to implement the ability to unfreeze a Gravity Hull with the "R" button while you're standing inside it?
Would make a few things a tonne more easier.
For me, the most pressing bug is prop spawning, while inside a hull and trying to spawn something into the hull.
It's as if the prop is first spawning in the real world, then getting lost somewhere in the transition to being placed inside the hull. This is especially common when the hull is a non standard angle.
I'll keep that in mind too. I just read somewhere that GHD is messing up people's underwatertextures-- can someone explain what's going on? The submarine fix works as intended for me, perhaps it malfunctions in other circumstances?
That's what it's supposed to do-- I've heard reports that some people get purple/black checkers underwater when using the GHD and I have no idea what could cause that. If anyone who has this bug could speak up, I really need info about it so I can fix it.
EDIT: Apparently it's a conflict with LS3. I'll check it out when I can.
To my understanding, when you walk into a gravity hull zone, your physical player is moved to the actual gravity hull. The gravity hull takes the shape of the hull zone(the props that are being hulled), and is completely invisible and non-interactive to anything outside of the hull. When looking at the hull zone, the contents of the actual hull are drawn in that space.
The shape of the selected props becomes the shape of the actual hull.
Am I wrong to consider that a basic teleportation portal?
Am I wrong to assume that the GHD tool could be modified to make a selected prop(such as a door) act as the entrance and drawing zone of an actual hull of a different size, a premade room?
(i just watched a lot of dr who so)
I'm (sometimes) getting the "in-water texture" when I'm hovering above water, whether thats in a helicopter, just noclip or just plain being thrown across the water with an extremely high recoiled weapon
Edit: I'll try and get a screenshot gimme a minute.
Edit 2: It's not being cooperative, can't get a screenshot at the moment, will post one as soon as I get the bug again.
Is there any chance that it could be a bug in gmod? Since removing GHD doesn't fix it, I'm not sure what could be doing it in my code. Someone told me they removed LS3 and it fixed it, but I'm not sure.