1. Post #1801

    February 2012
    9 Posts
    It only works on certain types of glass. The glass that you can shoot a million times and it just leaves bullet marks doesn't break, but glass that can shatter if you shoot it will.
    Tested in two different maps with breakable glass (rp_city8 and gm_city_freerun_2_v1), the glass does not break with the screwdriver.
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  2. Post #1802
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    Tested in two different maps with breakable glass (rp_city8 and gm_city_freerun_2_v1), the glass does not break with the screwdriver.
    Update your SVN and try again.
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  3. Post #1803

    February 2012
    9 Posts
    Yeah, it works.Good job!
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  4. Post #1804

    March 2011
    3 Posts
    My suggestions:
    1. Make dalek snpcs fully functional and destroyable (JUST LIKE IN FILM)
    2. Make a mod called doctor who
    3. you should really make cyberman snps and cybermat
    4. I think tardis indors will be difficult but try to make some sort of skybox change for tardis and when you start the game tardis will automaticly appear, enter it and you will see a tardis control room
    5. make high res for the model of the angel (new model)

    Thats all for now, i think you can do it, i`d like to help but i cant programm on lua 5.1 (only if you could teach me)
    P.S. How about amy and river song?
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  5. Post #1805
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    My suggestions:
    1. Make dalek snpcs fully functional and destroyable (JUST LIKE IN FILM)
    2. Make a mod called doctor who
    3. you should really make cyberman snps and cybermat
    4. I think tardis indors will be difficult but try to make some sort of skybox change for tardis and when you start the game tardis will automaticly appear, enter it and you will see a tardis control room
    5. make high res for the model of the angel (new model)

    Thats all for now, i think you can do it, i`d like to help but i cant programm on lua 5.1 (only if you could teach me)
    P.S. How about amy and river song?
    1. Maybe.
    2. Why would we make a mod outside of this Addon?
    3. No.
    4. What?
    5. You do it.

    P.S No.
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  6. Post #1806

    February 2012
    9 Posts
    I like the idea of the Dalek NPC. Epic scenes can be created flying with the TARDIS pursued by Dalek
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  7. Post #1807

    October 2011
    9 Posts
    Update your SVN and try again.
    When I use call tardis all it does is turn invisible does not move thanks for your time help would be apreciated
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  8. Post #1808

    March 2011
    3 Posts
    1. Maybe.
    2. Why would we make a mod outside of this Addon?
    3. No.
    4. What?
    5. You do it.

    P.S No.
    3. Why not to make a cyberman?
    4. The skybox change is impossible for all maps, sorry
    2. The mod will unite all the addons of DW and some materials for garrys mod
    5. it is hard for me but I'll try

    P.S. i think i can make it for myself and apply for your mod

    6. I have made a change of TARDIS models using addons from garrysmod.org looking good))
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  9. Post #1809
    GLaDOS MkII's Avatar
    July 2008
    117 Posts
    Hey Ronon.

    Been playing around with your advanced SVN, looking good :) Just wanted to point out one minor detail. It seems in the code for the TARDIS flightmode, the axis upon which the model spins remains relative to the world, and not the prop. So you have the box set on a tilt of 5, however not the axis, so the box does not spin around the centrepoint of the light down to the centrepoint of the base, but rather 5 to the X of the light down to the centrepoint of the base.

    I personally added a bit more of a tilt in my installation, set to 15 instead of 5. Thi is when it gets really noticable, as the axis the box rotates on is now from the centrepoint of the base up to the centre "public call" of one of the signs!

    Taking a quick look, I couldn't figure out a method of changing the access tilt. Any chance you could help with that?
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  10. Post #1810
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    Hey Ronon.

    Been playing around with your advanced SVN, looking good :) Just wanted to point out one minor detail. It seems in the code for the TARDIS flightmode, the axis upon which the model spins remains relative to the world, and not the prop. So you have the box set on a tilt of 5, however not the axis, so the box does not spin around the centrepoint of the light down to the centrepoint of the base, but rather 5 to the X of the light down to the centrepoint of the base.

    I personally added a bit more of a tilt in my installation, set to 15 instead of 5. Thi is when it gets really noticable, as the axis the box rotates on is now from the centrepoint of the base up to the centre "public call" of one of the signs!

    Taking a quick look, I couldn't figure out a method of changing the access tilt. Any chance you could help with that?
    I set it to 5 instead of a larger number, because I thought it looked ridiculous with a bigger tilt. And what do you mean by the access tilt?
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  11. Post #1811
    GLaDOS MkII's Avatar
    July 2008
    117 Posts
    I set it to 5 instead of a larger number, because I thought it looked ridiculous with a bigger tilt. And what do you mean by the access tilt?
    Yeah, each to his own I guess. Also I have no idea what I meant by the access tilt... I believe I meant the AXIS tilt, and went full metal retard
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  12. Post #1812

    February 2012
    9 Posts
    A small request: Could you make the TARDIS disappears when you press a button on the keyboard, as with flying mode without first having to create a Adv.Input and wire the 'Desmaterialize' input of the TARDIS? It would be more comfortable as well.
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  13. Post #1813
    7H3_H4CK3R's Avatar
    February 2011
    425 Posts
    A small request: Could you make the TARDIS disappears when you press a button on the keyboard, as with flying mode without first having to create a Adv.Input and wire the 'Desmaterialize' input of the TARDIS? It would be more comfortable as well.
    Won't work like that unless its an entity made during the map making process, but even then I doubt any of our map makers will spend time doing this. The entity itself uses wire to choose its destination and travel there.
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  14. Post #1814
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    A small request: Could you make the TARDIS disappears when you press a button on the keyboard, as with flying mode without first having to create a Adv.Input and wire the 'Desmaterialize' input of the TARDIS? It would be more comfortable as well.
    You'd still have to wire or use the designator tool to decide your destination regardless.
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  15. Post #1815
    Pirate Jesus's Avatar
    January 2010
    288 Posts
    Sniper, can I go ahead and put the Pure Daleks into the Gmod 13 workshop? I was thinking about adding most of the Doctor's Enemy models you've created.. And making a workshop collection known as "Enemies of the Doctor"
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  16. Post #1816
    TheSniper9's Avatar
    April 2008
    378 Posts
    No problem, you can add any of the models you want.
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  17. Post #1817
    Pirate Jesus's Avatar
    January 2010
    288 Posts
    No problem, you can add any of the models you want.


    Sweet. Thanks Sniper.


    Edit:

    I don't know how I missed this. But the orbs on all the daleks except the Eternal Dalek are supposed to be grey aren't they?
    o.e
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  18. Post #1818

    October 2011
    16 Posts
    I agree with Yaru ... its rather buggy this flight mode but will be AWESOME ! :) ... and well ... im gunna host a Spacebuild soon... because i am admin im gunna fly around in the tardis ! :D!

    EDIT : Also going from Flight mode to normal and attempt to warp the game stops responding again :\
    That's gonna be awesome! People will build a giant spaceship and see your tardis park on top of it, then you take out your sonic screwdriver and blow it up! :D
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  19. Post #1819
    Pirate Jesus's Avatar
    January 2010
    288 Posts
    If anyone wants to toy around with Overv's magic box code... It's included in this download he released of all his previously unreleased projects

    Download (3.25 MB)


    Maybe someone can find a way to make a working TARDIS out of it. There's some other projects in there as well.
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  20. Post #1820
    Viewtiful Bob's Avatar
    October 2011
    157 Posts

    Oh no. No way in hell I'm Letting this thread die.

    Edit: Sure! "Dumb" me all you want. I just don't want to see all of this hard work go to waste. Make of that what you will.
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  21. Post #1821
    Tydeus's Avatar
    January 2011
    869 Posts
    It died a few pages back. The Star Wars thread seems dead too.
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  22. Post #1822
    Viewtiful Bob's Avatar
    October 2011
    157 Posts
    It died a few pages back. The Star Wars thread seems dead too.
    The Star Wars thread is still going strong. I don't know what you're talking about.
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  23. Post #1823
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,427 Posts
    It died a few pages back. The Star Wars thread seems dead too.
    The Star Wars Model thread is far from dead, it's just on hold until this college quarter is over.
    I'm not about to let this thread die either. So I'm going to be bringing it back with some classic doctor who models.


    The body is done (not in this picture) except for the thing in his chest.
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  24. Post #1824
    Viewtiful Bob's Avatar
    October 2011
    157 Posts
    [/QUOTE]
    The body is done (not in this picture) except for the thing in his chest.[/QUOTE]

    I knew this thread wouldn't be...
    *sunglasses*
    ...deleted.
    YEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAHHHHHHHH HHHH!!!

    Edit:Whoops. Quoting didn't work.
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  25. Post #1825
    TheSniper9's Avatar
    April 2008
    378 Posts
    Looks like a great start, if you need anything just let me know and Ill see what I can do to help!

    Sorry I have not been around all to much as of late trying to find a job and doing some models for my portfolio as well as playing all the great new games takes up a lot of my time!

    I know its not Doctor Who related but this is what I have been up to for the past few days!
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  26. Post #1826
    Tydeus's Avatar
    January 2011
    869 Posts
    Dead until revived, of course. Away for college = dead. Not releasing ports to me also = dead. Which is true
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  27. Post #1827
    owenthecool's Avatar
    April 2012
    48 Posts
    Now, I know how to make the TARDIS bigger on the inside.

    The TARDIS will be a teleporting entity, so when you go inside, you are teleported into a cloud-kinda-based interior.

    Lemme explain, walking into the TARDIS(Entity) will teleport you into the interior(Which will be kind of... cloud-based, so that it works on custom maps.) And to see the interior from the outside, it the texture on the inside will be different, or to be more dynamic(and awesome), it will be a monitor-like thing, so if you place a crate or something inside, you will be able to see it.
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  28. Post #1828
    Tydeus's Avatar
    January 2011
    869 Posts
    Now, I know how to make the TARDIS bigger on the inside.

    The TARDIS will be a teleporting entity, so when you go inside, you are teleported into a cloud-kinda-based interior.

    Lemme explain, walking into the TARDIS(Entity) will teleport you into the interior(Which will be kind of... cloud-based, so that it works on custom maps.) And to see the interior from the outside, it the texture on the inside will be different, or to be more dynamic(and awesome), it will be a monitor-like thing, so if you place a crate or something inside, you will be able to see it.
    I had a similar idea with portals. Like the door of the TARDIS is linked up to one portal and the actual interior of the TARDIS on the secondary portal. Though I think someone said that here one time :P still pretty awesome.
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  29. Post #1829
    owenthecool's Avatar
    April 2012
    48 Posts
    I had a similar idea with portals. Like the door of the TARDIS is linked up to one portal and the actual interior of the TARDIS on the secondary portal. Though I think someone said that here one time :P still pretty awesome.
    yeah, it would totally work, and iv'e been ninja'd?

    Oh yes, I have, but my idea is much simpler, their idea had wiremod and GP coordinates. Not saying that it was bad or anything, its just this might be a bit simpler.
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  30. Post #1830
    Viewtiful Bob's Avatar
    October 2011
    157 Posts
    yeah, it would totally work, and iv'e been ninja'd?

    Oh yes, I have, but my idea is much simpler, their idea had wiremod and GP coordinates. Not saying that it was bad or anything, its just this might be a bit simpler.
    LOL yeah. Wiremod + Simplicity = Oxymoron.
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  31. Post #1831
    owenthecool's Avatar
    April 2012
    48 Posts
    Also, I made a kind of... teaser image. Right here.




    Also, feel free(Since its your mod anyway) to put it on the home page or something. whatever.
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  32. Post #1832
    7H3_H4CK3R's Avatar
    February 2011
    425 Posts
    Also, I made a kind of... teaser image. Right here.




    Also, feel free(Since its your mod anyway) to put it on the home page or something. whatever.
    I'm assuming you are new to posing, so let me inform you on a few things.
    1. Never use that Stock Explosion, it looks terrible.
    2. Use the Camera Tool.
    3. Never pose on Flatgrass without inserting grass, trees, buildings, etc. It looks terrible.
    4. Make a focal point to your poses and use SDOF to focus on that.
    Other than that, work on your posing a bit.
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  33. Post #1833
    Globalnet's Avatar
    August 2009
    304 Posts
    Quick Question:
    1.) The Daleks I've tried are not posable, Are there any Posable daleks? (SFM)


    EDIT: Bumpin a dead thread all day long.
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  34. Post #1834
    Gold Member
    VaSTinY's Avatar
    May 2009
    4,901 Posts
    There is one made by NeoDement, I think it's on Garrysmod.org - It's of the 2005 Daleks and not the 2010 Daleks though, but that model is still amazing.
    It's a ragdoll, you can rotate the Eyestalk, the Head, the weapon thingy, the sucker, and the upper "torso", and the bottom
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  35. Post #1835
    Globalnet's Avatar
    August 2009
    304 Posts
    There is one made by NeoDement, I think it's on Garrysmod.org - It's of the 2005 Daleks and not the 2010 Daleks though, but that model is still amazing.
    As long as I can exterminate, I'm fine.
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  36. Post #1836

    August 2012
    1 Posts
    do you think you could add the 11 doctors sonic to?
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  37. Post #1837
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,427 Posts
    There's a serious lack of classic series Daleks. There's around 20 different classic Daleks that don't include the one's featured with Peter Cushing's Doctor.

    Anyway, can you guess which one I'm working on?

    I think I can control the plunger length using faceposing.
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  38. Post #1838

    July 2008
    9 Posts
    Looking good so far. :)
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  39. Post #1839
    TheSniper9's Avatar
    April 2008
    378 Posts
    Good to see people picking up where I left off, if you need any help just ask I'm always open give advice or help when needed.
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  40. Post #1840
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,427 Posts
    It's coming along nicely, and nobody said which Dalek it was yet
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