yet another way to hack people without having a link to yourself.
I've got a lot of respect for you -=Fox=-, always trying to push Wiremod harder and harder!
Thank you very much!Thanks for your comments DuFace. You're a great addition to these forums.[/b]
Technically yes you can. All multiplayer servers running Source based games have to be registered with a master server, if only one server in our WIGwork is registered it'd be the only one the master server would know about. This could be a nice fail-safe actually, it'd stop players joining normally through Steam from spawning just anywhere. The visible server could act as a kind of lobby that ensures that players can only spawn where the ambient conditions are suitable (so not in space).Can you "hide" servers from GMOD so they cannot be accessed directly, but only through this WIG? One could always password protect them, but that approach is a bit of a kluge.[/b]
Vendetta Online has a nice way of navigating through space. Each solar system is divided up into 256 sectors that are displayed on a navigation computer as a 16x16 grid. Only a few sectors have interesting things in them, like rocks to mine, space stations to dock with, etc. The spacebuild network could be navigated like this but obviously on a much smaller scale, like using 4 servers in 2x2 grid to start with. Each server would be a sector in a single solar system, one might have a planet in that players can use for building and resource harvesting, one could be mostly empty containing only a space station.
This would be blurring the lines between typical spacebuild and RP but it could yield some really awesome gameplay. I used to enjoy Vendetta Online but I got bored with it after a while because it took so long to rank up and get new equipment that it lost its interest. Combine a massive amount of space and the freedom of Garry's Mod and what do we have?
I'm not entirely sure what you mean by this. How is it different? All I've been able to find out about gravity in Source is that there is a trigger that can be used to alter the gravitational force applied to its parent entity by some constant between 0 and 1. Source uses inches as a measure of distance so the gravity value that you can change in GMod is probably the acceleration due to gravity measured in inches per second per second (but don't quote me on that).How is gravity calculated for props versus the player, and why is it different?[/b]
I don't know what the weight of the entity is either. Strictly speaking the weight of an object is its mass multiplied by the acceleration due to gravity. So I don't know whether the Weight STOOL adjusts the mass or the actual weight of the prop. If it's the latter then that could explain any differences between players and props.
Sorry I haven't really answered your question.
Fields of Green
yet another way to hack people without having a link to yourself.
Maybe it's just my GMOD that's broke, but when I change the server gravity, only live NPCs and players are affected. All other props and ragdolls are unaffected and fall at 9.80665 m·s<sup>−2</sup> or 600 or whatever value Source uses by default. Additionally, players (but not NPCs) are stuck to the ground and unaffected by gravity until they jump or run off a cliff. Putting aside the fact that lower or higher gravity should make movement more difficult and thus slower, this would make sense, except in situations of negative gravity, where the behavior is surreal indeed. Dark energy, anyone?I'm not entirely sure what you mean by this. How is it different?[/b]
Sometimes I find anomalies, like when I start a game with negative gravity set, and then switch it to positive, sometimes props will continue to fall up.
And I doubt the gravity units are in·s<sup>−2</sup>, because standard gravity is about 386 in·s<sup>−2</sup>, not 600.
Actually there is a way to have actual planets... Look up Uplanet Gamemode on Facepunch. They got close SOOOO close... the only problem with it is that players can't walk on the equator, but they got the gravity down to a "T" and the player view angles solved.
BUT if you made a ship or vehicle and flew or rode around, it worked PERFECTLY.
It seems they might have given up at this point though don't quote me on that.
I think what might be more feasible at this moment would be to have the 2x2 server "cluster" actually have the ability to transmit the Dupes they've acquired at certain intervals, like a auto SVN update for a Central Dupe Repository. So when you trigger an event to be transported to another server, the server can then link the SteamID to the Dupe saved, so when you appear on the server, a dupe of your contraption is spawned.
I do think that you will probably have to spawn the contraption in a Zero-G field so that it won't bump around and cause massive lag from moving or wobbling due to being spawned on the ground, this will also keep props still and prevent blackholing of devices. The spawn area should also be No-Clip enabled so you can fly around to get IN your ship, then fly the ship outside of the spawn area and on to wherever your going.
I do think that one would be wise to make a dupe of your contraption in Single player to ensure that it is 100% dupe compatible, or you may have to end up repairing what the dupe didn't save.
I wonder if it would be possible... to have a SENT that is dupe compatible that would take a measure of your stats and state of the player. Then that could be sent as a batch job through the WIG as two dupes, one of player stats and one of the device. Then the server after receiving the Player Stat SENT could then apply the stats to the player. This would be good for things like health, armor, weapons, Life Support and Gcombat.
Though if the transportation didn't do any of those things, it might not be a bad thing, as long as the Life Support compatible map has the spawn area with life support, and an area for recharging ones own Life Support. A space station basically.
Anyways lots of ideas, keep em coming!
http://tiny.cc/OMFGWTFBBQ
Best People On Wiremod!
Black Phoenix, Azrael, Jat Goodwin, Magos Mechanicus, ITSBTH, Fizyk, g33v3s,tuusita, InfectiousFight, ief015
Pointless things that are pointless, are pointlessly pointless, therefore pointlessness is pointless.
So pointlessly pointing out the pointlessness of this pointless signature is utterly pointless.
My IQ is 123
How about this: Teleportation between servers costs Energy![]()
How about it costs real dollarsHow about this: Teleportation between servers costs Energy[/b]
20$ PlayerHow about it costs real dollars[/b]
5$ Prop
10$ Vehicle
10$ Entity
2$ Custom weapons
1$ / Wire entity
1$ Thrusters/Dynamite etc
Right?![]()
Well, that's one way to fund wiremod's development.20$ Player
5$ Prop
10$ Vehicle
10$ Entity
2$ Custom weapons
1$ / Wire entity
1$ Thrusters/Dynamite etc
Right?[/b]
![]()
Maybe we should focus on getting a working system before making it cost anything
But thats not a bad idea, it would prevent people from transporting constantly, lagging the server up really bad from insane client log-ons. But i think maybe a script to only allow transports at certain times and only 1 at a time, might be a little more effective![]()
http://tiny.cc/OMFGWTFBBQ
Best People On Wiremod!
Black Phoenix, Azrael, Jat Goodwin, Magos Mechanicus, ITSBTH, Fizyk, g33v3s,tuusita, InfectiousFight, ief015
Pointless things that are pointless, are pointlessly pointless, therefore pointlessness is pointless.
So pointlessly pointing out the pointlessness of this pointless signature is utterly pointless.
My IQ is 123
How about a wormhole-type system for going between servers? I don't remember what show I saw this on, but the captain of some ship requested a wormhole from point A to point B, and a control-tower type of place took that request and set it up. People couldn't always go through, since someone/some script is monitoring it, and it would be a very efficient method, lag-speaking
Originally Posted by Flux
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