(Also, isn't Medbridge pronounced "Meed-bridge", if it's "MediumBridge"?)
I haven't played in almost two years.
For not to mention, most of the dev team being gone doing something else.
Doubt its Meed-bridge, even though it comes from medium. Same way you incorrectly stress medevac as medi-vac rather than med-evac from Medical Evacuation. Flows better as medbridge than meedbridge which sounds like a very drunk town in england. Besides, I doubt we are going to get anything bigger. Medbridge is already huge.
As for what has gone on, fuck all is a good description. The devs have all been away with IRL stuff, and gmod is sitting (and has been for a while) on the cusp of a massive overhaul that is Gmod-13. That will break everything so a lot of devs have postponed releases of content until its out of beta. After all, they dont want to create a community like minecraft now has, whereby something gets released, then it breaks because, even though MC is officially out, thats just a milestone and its STILL IN BETA PEOPLE. Sorry
I've uploaded some of the bits I've worked on to the SVN, so those can be checked out. I've also made another video showing the 3 designs I've had for the Double Hatch hull doors. Other tasks I have in mind for myself include getting the skin switcher for SmB to work with the SmB parts I've made, and creating an adapter for the ODST Drop Pod's pod bay so it can be better integrated to ships.
Unfortunately, door options 1 and 2 won't work like I would like them to, due to the current door code turning off the door's collision and that there doesn't seem to be a way to animate collision models. They will then be likely modified into full retracting versions of themselves.
Crazy question, the old SVN and new SVN for Gas Systems 2 seem quite different, has it been integrated into SB3 too or is there an extra folder from LS2 needed for Gs2 now?
Was anybody still attempting to make slower, big blast doors, with different sounds? No offense meant to the makers of the original doors, but I don't think blast doors/bulk head doors are supposed to sound like they open and close with compressed air. :\ They're supposed to sound beefy- you know, clanking sounds, maybe some metal on metal grinding or something? Just some food for thought, not sure if it's edible.
Added the old code for the conflict systems addon (back in the CDS days and SB2) made by solthar to the dev svn. Don't think it ever got finished, but some of the code might come in handy maybe?
I can do big stompy stopmy door sounds, if someone has a door to put them to.
Here is a nice little door closing sound I whipped up. For some big doors.
I was wondering if i should add a low electric hum. I guess thats a yes then :P
If I add much more to it, I wont be able to trim it to fit an animation. Its time someone either produced a door for me to soundboard to, or someone stepped up and said they will animate a door to fit the length of the sound.
Well we might need to hear the current version of the sound clip, if it's at all changed from before, and let our imaginations run with it. Though with the one you shared, my thoughts turned to a many-shutter based door. Also, I had another SmB hull piece idea. I'm really going to need to make a list though of my ideas and which ones I've started/finished on though, before I really start adding more. The new idea though, was adapter panels, compatable with the small elevator tube, just using it sideways as a smaller hall.
Other news, my ODST Pod Bay adapter's hit a snag. I've got it ingame, and collisions working, but the pod bay itself has unusual collisions, so it won't just slide into the hull piece. Would either have to no-collide it into place or just repurpose the elevator hull.
I think the only thing you'd really need to do would involve making a med/small/modbridge equalivent of the pod bay, then porting the code. Or something like that, I have no idea what it takes to make nifty stuff for gmod.
Hmm, another game that has some good ideas/effects is section 8. I'm not sure if anyone else played it but there's a nice effect for getting a player from the dropship to the planet surface, that could hopefully be applied to the pods after they launch. The effect is about twenty seconds into the trailer. http://www.youtube.com/watch?v=4j_t_HfLSBs
More good section 8 footage here. http://www.youtube.com/watch?v=RZQ00rtmX5k
Not sure if any of this is helpful or even usable.
i loved playing this about 2 years ago before everything broke, is everything relatively fixed yet? also, apparently gcombat is required for spacebuild 3, but gcombat is out of date as far as i can tell... which version is required?
ps. just installed SVNs of spacebuild, phx, wiremod ect to a fresh gmod install... phx works fine but none of the spacebuild models show in the props menu, not even their categories. i followed all the instructions, what have i done wrong?
Svn link: http://divranspack.googlecode.com/sv...nspack/PewPew/
Also, here's the whole pack, full of SVN goodness: http://divranspack.googlecode.com/sv...20divranspack/
PHX was folded into vanilla Gmod.
I don't know what instructions you followed, but when you check out the new Spacebuild SVN, the are several folders that have to be moved to Addons.
With the newest version of Tortoise SVN, you can't check out a folder, then move subfolders, and be able to update them. You have to checkout those subfolders by themselves.
That's what I've done with Wire and Spacebuild
link to instructions? i followed instructions on the SBEP wiki.
edit: got it working WOW this has come a long way. tools that line it all up and weld it for you based on points on the models?? automated doors and hatches?
edit: the gyro should determine turn speed and acceleration by the mass of the objects it's attached to.
don't even try to use the weapon of sbep most of them make crash
in fact most of lua stuff in sbep are not working well or crash servers
the only things that work well or partially well are: docking clamp(sometime make crash), skin switcher,doors stuff (when they work after duplication), gyropod(cpu resource burner and sometime transforme your ship in a nice contemporary sculpture), vehicles exit point, part assembler, ...and i don't remember anything else
sry guys don't slap me but it's true
Does anybody know waht all the inputs for the 4x rocket pods do? They seem to be for wire guidance, but I can't seem to get them to work-the missiles fly for a few feet then arc down.
Hi love this mod but there are a couple of things id like to see
The weapons are somewhat unbalanced is there a way to make them require energy even if just as an option it would mean a fighter can load up with flack annihilate everything.
Is there a way I could go about helping with this mod I've been meaning to learn to model for source for a long time is there any good place to jump in? Im familiar with mapping but haven't managed a model yet.
I would highly recommend poking Destroyer or Slyfo if you want modelling help.
If you add energy requirements try to add support for both RD2 and RD3.
Preferably using some helper functions or so build into SBEP (autorun or something), so it can easily be reused later on in the other weaponry. Using these helper functions can also provide a "backup" if no RD is installed, since they can then return some sort of default value...
I can help if you want me to...
Also, I am unsure how to wire up targeting.
For the beginning maybe with some bulky ent that converts energy to ammo (later maybe other resources)
I remember something like that in an X3R addon, there was a missle capital ship that was able to craft it's missles itself :o
never had it though, I prefer energy weapons for the simple reason of not needing physical ammo :3
everything worked fine until i joined a couple servers... now lua errors everywhere.
I think some of the errors potatoes is experiencing is due to the current version of SB3 being not quite compatable with the CAP/Stargate stuff. At least, I had a whole bunch of errors show up whenever there was a Stargate and it couldn't handle the change to the resource system.
Other news, I'm ready to upload more stuff to the SVN; most importantly, the Double Hatch doors. Also, I whipped up a new SmB Square Door, cause there're only 2 currently for that frame, and they're both the same, just with a different texture.
I plan on making a similar version for the 1w2h door, because there's only one choice of door animation for that frame.
(And before anyone asks, I don't know why the video preview's screwed up, but it plays fine. I also am not sure on why the embed is so big.)
oh and the animation is nice :3 also not slow like some which can be annoying when you wanna get through fast, maybe there could be added a wireinput for that? no idea if that's even ingame adjustable...
anyone know if there's a cloaking device in this mod or another that will also cloak anything inside the ship it's used on? kinda tired of cloaking my ship then realizing either from a camera or a friend that everyone can see the player models of me and my crew sitting on sweet fuck all while traveling through space...