1. Post #441
    ggrifi's Avatar
    March 2010
    322 Posts


    Armed and unarmed versions of the newly re-coded seismic bomb.

    EDIT: This is my 300th post :D
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  2. Post #442

    September 2010
    54 Posts
    One thing I always wanted to see used were the rover tank threads :o
    I remember there were tank threads under the ents once but they had weird collision and were centered around a phx plate o
    Dunno anymore if they even did something beside being weird.
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  3. Post #443
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    I was working on a few new bridge models, and I'd be happy to contribute if I could only figure out how to texture them and put them into the game. I'm modeling them in Autodesk Inventor and converting them into Blender, but I have no idea how blender works, and even if I did, it's too imprecise for me...
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  4. Post #444
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    I was working on a few new bridge models, and I'd be happy to contribute if I could only figure out how to texture them and put them into the game. I'm modeling them in Autodesk Inventor and converting them into Blender, but I have no idea how blender works, and even if I did, it's too imprecise for me...
    Can you really use blender without knowing how to pronounce it?

       worst internal joke ever   
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  5. Post #445
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,741 Posts
    Can you really use blender without knowing how to pronounce it?

       worst internal joke ever   
    Well the hard part is stuffing all the fruit in it and selecting the suitable mode.
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  6. Post #446
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    Actually, that's the easy part. The hard part is trying to find a space on the counter for it to fit, and a clean bowl/cup to put the remains in afterwards...

    The biggest issue I have at the moment is texturing; perhaps that's why they don't show up. They're not textured.

    Does anyone have any suggestions on how to texture them? I feel really dumb, as Youtube videos haven't helped in the slightest.
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  7. Post #447
    HonorGuard's Avatar
    April 2008
    781 Posts
    *pictures and words*
    Yay Mac turret! Not coded yet, but there's progress and I'm happy about that. I love that new bridge too, we've needed a new bridge or two for small bridge for a while.

    Edited:

    Does anyone know if the Spacebuild svn is broken or something? It hasn't been updated in a while, but I thought I'd try to update it tonight and this popped up.

    Repository UUID '6a709f25-11a0-695e-31aa-49de4645bbfd' doesn't match expected
    UUID 'edd5c968-7b50-0410-8ba1-ad2d2051e852'

    Any ideas what that means? I've got legal gmod so that isn't it...
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  8. Post #448
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    Yay Mac turret! Not coded yet, but there's progress and I'm happy about that. I love that new bridge too, we've needed a new bridge or two for small bridge for a while.

    Edited:

    Does anyone know if the Spacebuild svn is broken or something? It hasn't been updated in a while, but I thought I'd try to update it tonight and this popped up.

    Repository UUID '6a709f25-11a0-695e-31aa-49de4645bbfd' doesn't match expected
    UUID 'edd5c968-7b50-0410-8ba1-ad2d2051e852'

    Any ideas what that means? I've got legal gmod so that isn't it...
    Try a new checkout, should work...
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  9. Post #449

    August 2011
    22 Posts
    I've got some suggestions. There's some entities in the Slyfo folders for SBEP that seem, judging by both their appearance and their filenames, to warrant scripting for use in LS3. Can't recall exactly which ones off the top of my head but I'll edit this post to add more info as I dig it up.
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  10. Post #450

    September 2010
    54 Posts
    I've got some suggestions. There's some entities in the Slyfo folders for SBEP that seem, judging by both their appearance and their filenames, to warrant scripting for use in LS3. Can't recall exactly which ones off the top of my head but I'll edit this post to add more info as I dig it up.
    I guess you mean the battery / water crates and pallets and maybe the barrels (of which one says refined, mostlikely oil or such)
    Just took a look since I'm ingame and had the chance to.
    Maybe they could get added as new options for batteries and other ls containers, like some servers have Mandrac LS storages.
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  11. Post #451
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    I guess you mean the battery / water crates and pallets and maybe the barrels (of which one says refined, mostlikely oil or such)
    Just took a look since I'm ingame and had the chance to.
    Maybe they could get added as new options for batteries and other ls containers, like some servers have Mandrac LS storages.
    Could be a good idea :)
    At the moment we're just switching the files to a new dev svn, then our plan is to add some fixes (or some other 'small' things people suggest). Then afterwards we're gonne clean the stuff up a bit, making use of those models which might serve as batteries or something can be part of that...
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  12. Post #452
    ggrifi's Avatar
    March 2010
    322 Posts


    I wrote a tesla turret ^__^ unfortunately the image doesn't do the effect justice (lots of arrays and love went into this sENT!)

    EDIT: I also just finished making a pulse laser turret for Cerus's mini turret model:



    Demo on an antlion: http://imgur.com/a/tiigQ#0
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  13. Post #453
    HonorGuard's Avatar
    April 2008
    781 Posts
    O.oTesla turret? That's really nifty. Any idea if a wave motion gun or some sort of solid beam weapon is possible?

    Edited:

    Could be a good idea :)
    At the moment we're just switching the files to a new dev svn, then our plan is to add some fixes (or some other 'small' things people suggest). Then afterwards we're gonne clean the stuff up a bit, making use of those models which might serve as batteries or something can be part of that...
    I hope the lift tool counts as a small fix. That thing's been broken for a while... Thanks for taking the helm, so to speak.
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  14. Post #454
    ggrifi's Avatar
    March 2010
    322 Posts
    O.oTesla turret? That's really nifty. Any idea if a wave motion gun or some sort of solid beam weapon is possible?
    Solid beam/wave motion? do go on :o

    EDIT: Also I feel so spoiled, after having to do Java and Haskell for a semester, going back to Lua feels like being hugged by a billion kittens at the same time :D
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  15. Post #455
    HonorGuard's Avatar
    April 2008
    781 Posts
    Solid beam/wave motion? do go on :o
    There was a superweapon project that Paradukes started a long time ago that had to be abandoned for some reason or other. He called it Helios/Deathray. There were a few varients of it and I've got old video footage here somewhere....
    http://www.youtube.com/watch?v=sS0hRL9JE3Q
    http://www.wegame.com/watch/helios-mk2/
    http://www.wegame.com/watch/Deathray-Mk2/
    http://www.wegame.com/watch/Deathray-Mk3/

    Edited:

    Anything like one of those that could actually do prop damage would be awesome since we really don't have too many beam weapons.
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  16. Post #456
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    Copied the files for sbep to my dev svn and gave some people access already.
    Commited the changes mentioned before to the adv gyro (damper, ...) to the 'old' and the dev svn.

    Will commit the new "generalized" svn by the end of the week to a googlecode svn so everyone can use it. The dev svn itself will be used for our own stuff, this way we can test before we put it live and hence have a smaller change of "serieus" errors. I might allow some people "read-only" access to that svn to at a later time though.
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  17. Post #457
    (User was banned for this post ("Reaction image"))
    Holt!'s Avatar
    September 2011
    4,196 Posts
    Good to see we've still got guys willing to keep this alive.

    You all deserve Medals
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  18. Post #458
    ggrifi's Avatar
    March 2010
    322 Posts
    There was a superweapon project that Paradukes started a long time ago that had to be abandoned for some reason or other. He called it Helios/Deathray. There were a few varients of it and I've got old video footage here somewhere....
    http://www.youtube.com/watch?v=sS0hRL9JE3Q
    http://www.wegame.com/watch/helios-mk2/
    http://www.wegame.com/watch/Deathray-Mk2/
    http://www.wegame.com/watch/Deathray-Mk3/

    Edited:

    Anything like one of those that could actually do prop damage would be awesome since we really don't have too many beam weapons.
    I just so happen to have been making mostly beam/laser weapons :D

    EDIT: I'm having trouble with NPC's. I'm trying to make a device that attracts NPC's, but I have no idea how to make them do what I want them to
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  19. Post #459
    HonorGuard's Avatar
    April 2008
    781 Posts
    I just so happen to have been making mostly beam/laser weapons :D

    EDIT: I'm having trouble with NPC's. I'm trying to make a device that attracts NPC's, but I have no idea how to make them do what I want them to
    Yay death rays! As far as the npc thing goes, there's gotta be coding that affects if an npc will attack a target or not, as well as the agro range. If you can find that bit of code, then maybe you can change the effect radius to be larger.
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  20. Post #460
    Gold Member
    cbale2000's Avatar
    May 2007
    574 Posts
    EDIT: I also just finished making a pulse laser turret for Cerus's mini turret model:



    Demo on an antlion: http://imgur.com/a/tiigQ#0
    Needs a bigger beam.
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  21. Post #461
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    There was a superweapon project that Paradukes started a long time ago that had to be abandoned for some reason or other. He called it Helios/Deathray. There were a few varients of it and I've got old video footage here somewhere....
    HOLY CRAP WHY HAVE I NOT SEEN THIS BEFORE

    EDIT: Wait, I've seen the MK2 design before.
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  22. Post #462
    ggrifi's Avatar
    March 2010
    322 Posts
    Needs a bigger beam.
    Literally fixed that like 5 minutes after posting the picture :P
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  23. Post #463

    August 2011
    22 Posts
    Another few things I was speaking of include this from Punisher239 here and maybe adding more MedBridge parts to the SBEP Assembler. If memory serves me there's MedBridge-style parts that could plausibly be used as heavy water electrolyzers or as water splitters. He also made a pretty sweet SmallBridge bulkhead door here and an awesome MedBridge blast door here. Don't know how many of these were ever exported, though. Also there's this alignment issue with the smallbridge docking clamp. Plus, turning this thing into the SmallBridge assault pod, mayhaps?
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  24. Post #464
    Gold Member
    Alkalisk's Avatar
    September 2011
    279 Posts
    Another few things I was speaking of include this from Punisher239 here and maybe adding more MedBridge parts to the SBEP Assembler. If memory serves me there's MedBridge-style parts that could plausibly be used as heavy water electrolyzers or as water splitters. He also made a pretty sweet SmallBridge bulkhead door here and an awesome MedBridge blast door here. Don't know how many of these were ever exported, though. Also there's this alignment issue with the smallbridge docking clamp. Plus, turning this thing into the SmallBridge assault pod, mayhaps?
    As far as im aware none of these were ever published or even passed on so unless the creator comes back we will be unable to do anything about it.
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  25. Post #465
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    Shouldn't be too hard to get ahold of one of them.
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  26. Post #466

    August 2011
    22 Posts
    Try looking in the left-hand pane of the Q-menu in either of the two leftmost tabs. It's in one of them. I think in the SBEP community folder in the browse tab. I'll find the exact names of some of the parts in question.
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  27. Post #467
    HonorGuard's Avatar
    April 2008
    781 Posts
    HOLY CRAP WHY HAVE I NOT SEEN THIS BEFORE

    EDIT: Wait, I've seen the MK2 design before.
    This would be cool too. http://www.youtube.com/watch?v=-SRcR...eature=related
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  28. Post #468
    ggrifi's Avatar
    March 2010
    322 Posts
    http://imgur.com/a/TDraE#0

    Rewrote my door hacker sENT. You fire the bolt from the launcher, and if it hits a door frame, it'll force the door open.



    EDIT: You'd better appreciate that one, I pulled an allnighter to get it done xD (and then realised I have lectures today :| )
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  29. Post #469
    (User was banned for this post ("Reaction image"))
    Holt!'s Avatar
    September 2011
    4,196 Posts
    http://imgur.com/a/TDraE#0

    Rewrote my door hacker sENT. You fire the bolt from the launcher, and if it hits a door frame, it'll force the door open.



    EDIT: You'd better appreciate that one, I pulled an allnighter to get it done xD (and then realised I have lectures today :| )
    Does it do it Instantly? If it took up to a minute depending on the size of the door it would seem less Over powered.
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  30. Post #470
    ggrifi's Avatar
    March 2010
    322 Posts
    Does it do it Instantly? If it took up to a minute depending on the size of the door it would seem less Over powered.
    I might add that as a feature :) Currently the way it's nerfed is because I couldn't work out how to make it override wire commands given after it's already opened the door.
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  31. Post #471
    Gold Member
    Mooee's Avatar
    June 2008
    1,131 Posts
    Have you conidered setting it up so it would "reapply" itself every so often as long as it's in contact with a door?
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  32. Post #472
    count23's Avatar
    October 2007
    455 Posts
    Wow, finally found the SBEP forum that's active again. I was looking at creating some new sbridge and medbridge pieces myself. Good to see others have (And already used some ideas i was planning on :) )
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  33. Post #473
    ggrifi's Avatar
    March 2010
    322 Posts
    Have you conidered setting it up so it would "reapply" itself every so often as long as it's in contact with a door?
    I am working on it, don't worry xD I'm just having to re-learn Lua. I haven't looked at it in over a year, but considering I just spent half a year learning java, this shouldn't be too hard.
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  34. Post #474
    ErrJect's Avatar
    August 2010
    103 Posts
    He also made a pretty sweet SmallBridge bulkhead door here and an awesome MedBridge blast door here. Plus, turning this thing into the SmallBridge assault pod, mayhaps?
    I could probably recreate doors similar to those ones. And the SmB Assault Pod, I extracted from what was already in the pack, fixed up the pod door interior and character position on it, and reenabled it in the vehicle tab. Only problem I have with it is the character uses a sitting pose in the pod, resulting in their legs going through the door.

    In other news, I've been able to get my VF-1a (fighter mode) model in game, and working in the vehicle tab. Only problem with it there is the same that several of the other seats have: spawning them, they tend to get lodged in the ground sometimes. Dunno how to fix that, unless there's a line that can be used in the .qc that changes where the character sits.
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  35. Post #475
    HonorGuard's Avatar
    April 2008
    781 Posts
    Another few things I was speaking of include this from Punisher239 here and maybe adding more MedBridge parts to the SBEP Assembler. If memory serves me there's MedBridge-style parts that could plausibly be used as heavy water electrolyzers or as water splitters. He also made a pretty sweet SmallBridge bulkhead door here and an awesome MedBridge blast door here. Don't know how many of these were ever exported, though. Also there's this alignment issue with the smallbridge docking clamp. Plus, turning this thing into the SmallBridge assault pod, mayhaps?
    There was a little toy made by thelaughingchee or something like that on garrysmod.org. Take a look
    http://www.youtube.com/watch?v=1wCWyJMPurk
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  36. Post #476
    count23's Avatar
    October 2007
    455 Posts
    Anyone aware of any plans to reintroduce the glass texture for sbridge panels? Just so we can have some proper windows :)

    Also, There was some other medbridge stuff floating around too, I saw a one person cycling airlock around a while back. looks like it just needed some coding done.

    EDIT: Also, Having a bit of weirdness with the docking clamps that I'm not sure how to fix.

    I'm building a sn SBEP ship in two parts, so it can seperate from its' engine block to explore planets. Now i've built the two halfs using the SHDW docking clamps, and I've used super parent to put all the parts of one half of the ship together, but if i try to dock this with it's counterpart clamp, the entire ship spazzes out and scatters parts. I've been using super parent multi and assume it's incompatible, anyone know of a workaround? A better parent tool or just a different approach I should use? (I've tried no colliding adjacent componants in both docking clamps but that still didnt work). All I can think of is to parent everything on the two ships and just weld the clamps to the parented ship pieces instead.
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  37. Post #477
    ggrifi's Avatar
    March 2010
    322 Posts
    Fixed the door hacker, now instead of constantly holding the door open, it sends the open code every couple of seconds, along with a beep and flash of light. Also, it can be damged by normal weapons (if you hit it about 3 times with a crowbar it explodes)

    EDIT: Now accepting ideas for simple entities! (like, don't ask me to code you a sENT that turns gravity upside down etc lol)

    EDIT EDIT: Also here is a list of the entities I've completed so far:

    * Precision Laser (Satellite laser, can be mounted on the dual tank bay, capable of burning through small-medium props; I recommend using it to burn through sections of ship hull for boarding)

    * Pulse Laser Turret (Cerus-mount laser gun that fires a blue pulsed laser that is only really useful against players, npc's or specific entities (large circuit components, small weapons, fuel tanks, life support etc)

    * Medical Hypo (Insta-health, use to activate)

    * Door Override Injector (Fires a small probe that latches onto SBEP doors and, while active, forces them open. Can be destroyed by any weapon with minimal effort, so only useful in temporary ship-boarding)

    * Seismic Charge (Can be armed like a Space Mine, or detonated via wire input. Causes blast damage, but doesn't kill props - instead it causes a huge shockwave that knocks anything out of it's path. Useful to clear debris fields or disrupt ship navigation)

    * Tesla Flayer (A tower that fires a stream of electricity toward a vector target within a limited radius, only damages players and npc's - ideal for local area defence in ground bases)

    * [WORK IN PROGRESS] Psy Beacon (Crystal that can be activated via wire input; once activated, it glows light blue and attracts npc's)

    PROGRESS EDIT

    My parents were kind enough to send my hard drive over here, so I've got all my old entities back! I'm in the middle of revamping them. Currently working on the wire scrambler (basically you use it with the gravgun, like the Magnusson devices from HL2:2, and they stick to things and randomize the I/O on nearby wiremod devices, and create a cool Tesla zappy effect around them)

    Screenshot of the Scrambler (tiny orange thing) and tesla effect (zappy thing):
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  38. Post #478
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    So, I've been busy with creating the new svn for this (reused an old sb svn for it).
    The new svn contains "everything" from SB2 and up.
    Next to that SB/CAF/LS/RD (SB3) are combined into a single addon now, there is also a folder with only the content (models, textures, sounds, maps, ...) and SBEP got added to.

    http://www.snakesvx.net/blog/2012/02/new-svn

    Edited:

    Fixed the door hacker, now instead of constantly holding the door open, it sends the open code every couple of seconds, along with a beep and flash of light. Also, it can be damged by normal weapons (if you hit it about 3 times with a crowbar it explodes)

    EDIT: Now accepting ideas for simple entities! (like, don't ask me to code you a sENT that turns gravity upside down etc lol)

    EDIT EDIT: Also here is a list of the entities I've completed so far:

    * Precision Laser (Satellite laser, can be mounted on the dual tank bay, capable of burning through small-medium props; I recommend using it to burn through sections of ship hull for boarding)

    * Pulse Laser Turret (Cerus-mount laser gun that fires a blue pulsed laser that is only really useful against players, npc's or specific entities (large circuit components, small weapons, fuel tanks, life support etc)

    * Medical Hypo (Insta-health, use to activate)

    * Door Override Injector (Fires a small probe that latches onto SBEP doors and, while active, forces them open. Can be destroyed by any weapon with minimal effort, so only useful in temporary ship-boarding)

    * Seismic Charge (Can be armed like a Space Mine, or detonated via wire input. Causes blast damage, but doesn't kill props - instead it causes a huge shockwave that knocks anything out of it's path. Useful to clear debris fields or disrupt ship navigation)

    * Tesla Flayer (A tower that fires a stream of electricity toward a vector target within a limited radius, only damages players and npc's - ideal for local area defence in ground bases)

    * [WORK IN PROGRESS] Psy Beacon (Crystal that can be activated via wire input; once activated, it glows light blue and attracts npc's)

    PROGRESS EDIT

    My parents were kind enough to send my hard drive over here, so I've got all my old entities back! I'm in the middle of revamping them. Currently working on the wire scrambler (basically you use it with the gravgun, like the Magnusson devices from HL2:2, and they stick to things and randomize the I/O on nearby wiremod devices, and create a cool Tesla zappy effect around them)

    Screenshot of the Scrambler (tiny orange thing) and tesla effect (zappy thing):
    How are you going to get them on the svn?
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  39. Post #479
    ggrifi's Avatar
    March 2010
    322 Posts
    How are you going to get them on the svn?
    Honestly, I do not have a clue. This is the same issue I had last year
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  40. Post #480

    August 2011
    22 Posts
    Okay, I've taken screenshots in the Q menu of the tooltips showing each part's filename for the major ones in question so you can see which ones are already in the official SBEP SVN. I hope these are simple things to implement. Each screenshot has a caption with it in my steam gallery to show what I'm requesting. Note: In some cases the prop in question is of a different enough size to the nearest existing in-game equivalent to warrant making its resource consumption/production numbers different in similar magnitude/proportion. here is my Steam Gallery page. I am eager to hear any relevant responses.
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