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License: GNU General Public License v3.0
I can't install it because of my stupid IDM Downloader.
like when I try to download the zip file, my tool wouldn't even allow me to download it just because it says "Details: Cannot open local file for writing while joining downloaded parts into one file".
Can someone who has this tool tell me how to fix this issue?
When spawning a regular Source vehicle, I get a notification saying the map is creating an error. Source vehicles spawn in mid-air at the center of the map with no collisions nor any kind of interactivity. Cannot be removed either.
Please. They are cool!
like "infmap_setpos 69420 69420 69420"
Something far away from spawn first person hands just disappear on any weapons. It gets OK later.
Sometimes far away from the original map I just can't take weapons... Or anything else. If I return or die, nothing changes. I have to reload the map.
Title, the command to toggle Wiremod FLIR is flir_toggle
Hi, you're awesome! Hopefully you won't lose your motivation on this and get this revolutionary project done!
https://www.youtube.com/watch?v=ZoOfqoGF6Oo
Sincerely,
Garry's Mod community
I've found that while using Vphysics Jolt AND your seamless portals mod in an infinite map, props will get caught in the map's edges. They won't move to the new chunk. I've noticed this is more of a vertical issue then horizontal I believe.
I have no real way to describe the issue further I apologize.
But I hope this isn't a big problem that'll be impossible or far too difficult to fix.
Otherwise it seems if I DON'T use seamless portals Vphysics Jolt works perfectly.
Only catch is spawning anything (like props) from the spawn menu seems to not spawn on the terrain.
Works for "planet" terrains but not the main terrain.
I hope my Issue was concise and might lead to a possible solution.
Also i'm just going to throw this out there if i've caught your attention, have you ever considered utilizing seamless portals to make a modern "Gravity Hull Designator" of sorts? It seems possible with that technology. Just asking since I love that sort of stuff. Thanks if you've for your time if you've read this.
I'm not certain if this is one of those 'eventually' features, but your view is being clipped pretty close, a far cry from the '2 billion units' plan.
You can't see anything out there, just empty space.
Until I turn so it's within the camera's far plane distance...
Maybe there's a way to change that with console commands, but I don't know them.
Collisions are broken on faraway terrain and I'm guessing this also includes all planets.
Basically, after dropping down onto any terrain very distant from spawn, I get stuck on it for a few seconds unable to move, then clip through it. The extent to which this happens varies depending on the complexity of the terrain.
im kinda dumb so how do u intall this?
I've been messing with the addon, and found an issue where after adding 1 additional E2 to my ACF car to do an odometer, the car ceases to work with the chunks teleportation. I can still see the car there and I'm in it, but the car physically no longer exist where I am seeing it combined with I am driving into a map wall instead of being teleported
Audio source location isn't offset when being moved between chunks.
1: biomes. once yiou have trees implimented (if your going to) multiple ground textures, rock textures and tree textures, maybe just 2 to start with, that way it adds just a bit of variation
examples of biomes that we could see:
something like a snowy one
something like a plains biome where the ground is mostly flat
maybe a large rocky one that has lots of rocks and few trees but in some areas a bit of grass and small bush or two
a sprawling forest with a river or pond
They just dissapear when entering a new chunk.
maybe use manual SetVelocity on all RPGS?
If the mod is enabled, things work fine. But it's when you click the "enabled" checkbox in the spawn menu Options tab and try to drive off that the game will suddenly crash the moment you leave the center chunk.
I'd provide an error log if necessary, but it is unknown if Garry's Mod (or any Source game in particular) stores crash logs anywhere.
Add some buildings, rocks or something, please. The map is now empty, so even giand hills looks strange, you just can't compare them to anything
They spawn at the spawn area just fine but I tried driving out a bit and spawned one and then it freaked out lmao
When you switch to the view from the created camera (stool camera), while moving it to another chunk, the camera remains in the first chunk and goes to the opposite end (assuming you stay in the first chunk). Example: hot air balloon camera. If you do not fly after it, the camera will move to the other end of the chunk.
As I understand it, this is due to the fact that each chunk is a duplicated chunk at the beginning, in which the necessary objects are removed. (Ground, etc.)
I have been trying to make it work on a server i bought for my friends, but the map doesnt seem to be working, i did the same thing you would do for the non-dedicated servers, but the map doesnt show up
So when i try to enter a new chunk with a Star Wars vehicle. it disappears for no reason and Npcs' A.I doesn't work correctly onThe Infinite Terrain maps. Please fix.
Both of these seem to have strange issues.
For the camera, it appears to always put your view at 0 0 0, or somewhere near it?
For the target finder, it's like it disregards neighbouring chunks, and only sees the main physical area, so if its target crosses a chunk border and there's another valid target 'closer', it will switch to that one.
-Infinite desert
-Infinite snow mountain area, with a chance to find water
If you drive for long enough you do eventually fall off. Unless the map itself is still big, but the ground is finite which I'm assuming is the case.
Is the ground like just one big prop or something?
Now for some reason for most of the LFS Vehicles I have tested, they tend to disappear when you enter a chunk, but a few chunks away, you can see the vehicle that you are driving, I will link the source code to the vehicles i have tried so far, so basically if the vehicle is big, it doesn't render the chunk that you are in.
(I also attached a video to show you)
[LFS] MI-28 Battle Hind: https://www.mediafire.com/file/znln9xn4cvd2xjr/lfs+vehicles+i+have+tested.7z/file
[LFS] - Planes (Base): https://github.com/Blu-x92/LunasFlightSchool
Please can I get some help?
Sounds go quiet when crossing chunks, depending on the sound.
For example, when driving a simfphys vehicle, the turbocharger whine plays between chunks, but once you leave the original chunk you were in, the car will stop playing the turbo's blow-off valve sound permanently when letting off the throttle.
Or if you leave a car running, move away to another chunk or somewhere in the distance, then come back, the car will be completely silent. All of its sounds will remain permanently silent, so it'll still remain quiet if you rev the engine and stuff. The majority of its sounds will return after driving for a little bit, though some still remain silent.
When I go into the game it doesn't appear in the map menu.
I tried extracting literally all files still didn't work.
Is ragdoll support planned or something that will not be added?
It must be something wrong with the way I have installed the mod, but the surfaces of planets are couches with materials corresponding to their exterior texture. For example, when I fly into "Earth's" atmosphere, instead of there being land inside there is a couch. It has a grass material on it. Mars has red sand, Uranus has blue sand and so on. How do I fix this?
Only tested with Proper Clipping at the moment. The moment the player or clipped entity moves to another chunk, their clips will no longer be visible. The root seems to be the fact both Infinite Map and Proper Clipping mess with ENT.RenderOverride
, so it's 100% an addon conflict. This conflict produces no errors.
How to replicate:
I have the maps installed correctly, yet when I enter any of them they just crash upon fully loading. No going back to menu or anything, just instant full game crash. It doesn't even freeze, it just ends instantly and nothing lags.
Glad to see Will's detours got sounds working significantly better. But there's a small downside. I was driving a Simfphys vehicle and noticed that when I turned it off, the engine sound still played, as well as sounds for the supercharger, and occasionally tire rolling/skidding sounds.
There was also some simfphys cars I have that use a script that play a looping ignition sound before turning the car on, and the ignition sound continues to loop afterwards.
The only way for me to get rid of looped sounds is by going into Xala's Movie Helper and cleaning up sounds. Else they'll just play forever.
While Will's patches worked, I don't understand why they don't like looped sounds. Unless it's like... it's either before where it stops playing a looped sound when it should keep playing, or you force it to keep playing forever?
Cars and planes actually seem to hit a wall, resulting in the vehicle stopping, going into a spin or exploding.
Was just wondering if you could make a placeholder grassy blue sky cubemap for the map since the existing default one doesn't match and is also insanely bright.
error here:
[gmod-infinite-map-main] addons/gmod-infinite-map-main/lua/entities/infmap_planet.lua:292: attempt to index a nil value
1. unknown - addons/gmod-infinite-map-main/lua/entities/infmap_planet.lua:292
when i reach a certain altitude i fall out of my up house
pls help
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