They tried it two years ago.
They tried it two years ago.
It worked! Thanks so much.
The SVN should really be changed to include that line.
Possible? Yes. Practical, without loading times and more or less being completely useless? No.
so yeah, about those videos that don't exist yet
Mmmyeeeeeeeeeeeees?
I'd make one but I'm afraid I'm shit.
I put three up here and they were all shit. The only thing that's stopping me is not having a means to record. I'll just settle with the trial fraps. Lol.
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
Expected horrible taste in music. Was pleasantly surprised.
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.
Fin tool works great for rudders. On planes and on ships.
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.
4) ????
5) Crippling lag when attempting to weld an object to a multi-hull vessel.
Rofl anything that could have gone wrong has in that video
[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.
Oops! :P
I keep forgetting :(
I shall attempt, to remember!
The past buggy SB ships ("MAN, STRAP YOURSELF IN") and old keep_upright grav plate space stations. They didn't work.
Gotcha covered Matt.
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.
'Ey SuperLlama?
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.
In my latest video I really wished for this, I cut a couple of times when the board got away from me. When I was on the sled build map I noclipped onto it and it launched me off, I don't know why. I think it was because When I left no clip I was partially in the board.
Sounds like an update is in order (as soon as I fix physghosts, something went horribly wrong a while back). The reason it isn't already that way is because I wasn't thinking of unfreezing in terms of R, but rather clicking and letting go, which I certainly do not want you to be able to do inside a hull since it's supposed to behave like the world when you're in it. However, R should be just fine, so "yes"
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 get these checkers even when I'm not in a hull. It's driving me nuts because I can't even go underwater now. I don't know what's causing it, I've done a clear install and it doesn't work.
Let me know if you find out what's causing it.
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.
Yes, they've been considering a Tardis.
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.
Which bug are you talking about SuperLlama?
water textures.
I remember there being a texture you could download that fixed that, but I could've sworn that bug was fixed in an update by Garry a long time ago.
Strange, I guess it could just be a gmod bug but perhaps caused more with GHD Active.
I tried a couple fixes but none of them worked