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Ulysses Stuff => General Chat & Help and Support => Topic started by: jargon113 on November 23, 2009, 01:25:29 PM

Title: UClip question
Post by: jargon113 on November 23, 2009, 01:25:29 PM
I saw an update for gmod today and it included:

Switching into noclip mode is now predicted

does this have anything to do with Uclip and could it be fixed with this update?
Title: Re: UClip question
Post by: Megiddo on November 23, 2009, 02:20:50 PM
It's possible that he actually got around to fixing noclipping (finally). You tell us, does Uclip work again? If it does, he fixed it. If not, it's still broken.
Title: Re: UClip question
Post by: Jay on November 23, 2009, 02:54:36 PM
i dont know what it means by "Predicted".  does that mean if you look up in the air you will start flying? :Z
Title: Re: UClip question
Post by: Megiddo on November 23, 2009, 04:04:22 PM
i dont know what it means by "Predicted".  does that mean if you look up in the air you will start flying? :Z

It means he made the client and server properly sync up on the noclip movement. Which may or may not mean he fixed the original problems he introduced. Not having prediction is just a relatively minor annoyance.
Title: Re: UClip question
Post by: NaRyan on November 23, 2009, 05:00:08 PM
I just tried Uclip (on a listen server)
Using my other steam account I was not able to noclip through the world (got stuck a few times trying to, but moving about a bit unstuck me)
However with props it was a bit hit and miss, sometimes I could no-clip right through them, sometimes I would get stuck halfway, and sometimes I would stop as soon as I hit the prop.

Guess whatever was broken is "kind of unbroken", so either some kind person needs to have a look at Uclip or we need to wait another 6 months for Garry to fix GMOD....
Title: Re: UClip question
Post by: Megiddo on November 23, 2009, 08:31:30 PM
I just tried Uclip (on a listen server)
Using my other steam account I was not able to noclip through the world (got stuck a few times trying to, but moving about a bit unstuck me)
However with props it was a bit hit and miss, sometimes I could no-clip right through them, sometimes I would get stuck halfway, and sometimes I would stop as soon as I hit the prop.

Guess whatever was broken is "kind of unbroken", so either some kind person needs to have a look at Uclip or we need to wait another 6 months for Garry to fix GMOD....

Interesting. It sounds like he probably fixed the set functions, but the get functions are still broken. I can work with that. I'll add a workaround to my todo list. :D
Title: Re: UClip question
Post by: Megiddo on November 24, 2009, 12:19:54 PM
Nope, he didn't fix the function I need (SetVelocity). Tinkering with the code and recent math classes gave me an idea on another workaround that won't bring the CPU to it's knees though. I'll see if I can't work on that over Thanksgiving break.
Title: Re: UClip question
Post by: jargon113 on November 25, 2009, 08:01:14 AM
Megiddo, that would be awesome. I have been without UClip for too long! I miss it!
Title: Re: UClip question
Post by: Tommo1590 on November 28, 2009, 12:34:37 PM
So is uclip totaly brocken?
Title: Re: UClip question
Post by: Megiddo on November 28, 2009, 12:54:41 PM
So is uclip totaly brocken?

It's been broken ever since garry removed the functionality of several functions Uclip depended upon, yes.
Title: Re: UClip question
Post by: Tommo1590 on November 30, 2009, 10:38:25 AM
! really need a anti noclip ... any suggestions??
Title: Re: UClip question
Post by: Megiddo on November 30, 2009, 11:18:52 AM
<censor>! really need a anti noclip ... any suggestions??

There's currently nothing that I know of. I wasn't able to work on Uclip over the weekend due to mono. Maybe Christmas break, assuming I don't lose the ability to breathe or something...
Title: Re: UClip question
Post by: [WCA]AIDS on November 30, 2009, 11:29:14 AM
I wasn't able to work on Uclip over the weekend due to mono. Maybe Christmas break, assuming I don't lose the ability to breathe or something...

Don't die bro, I would be sad.
Title: Re: UClip question
Post by: NaRyan on December 02, 2009, 09:28:41 AM
There's currently nothing that I know of. I wasn't able to work on Uclip over the weekend due to mono. Maybe Christmas break, assuming I don't lose the ability to breathe or something...

This is the best we have (http://www.facepunch.com/showthread.php?t=633950)
It does not protect all your props/the world.
It just crates a sphere that if someone trys to noclip through, it forces them out of no-clip.

Handy if you want to keep other players out of a small room/fort, while you have peace to do what you need to do.
I do have it on my server but hardly use it, as thanks to a Wire addon I now have an E2 chip that teleports players/props/npc..ect if they come within 1000 units of it, usually have it set to teleport them 1000 units away (depening on where I am on map that is changed to be either x,y or z)
Or on the map I usually use constuct_flatgrass_v5-2 I have it set to teleport them to location 0,0,100 (since that is above ground)
Title: Re: UClip question
Post by: Tommo1590 on December 04, 2009, 05:36:22 AM
File has been deleted :(
Title: Re: UClip question
Post by: NaRyan on December 04, 2009, 02:46:37 PM
File has been deleted :(

Oops should have checked that...

Here is a working link for it. (http://naryan.ukgame.co.uk/Noclip Field.zip)
It's the one I use on my server, so I know it works. (just tested it to make 100% sure it still works)
I have edited it slightly, changed it from Traffic Cone model to the Breen Globe model.
And have changed the colour of the circle from red to green.

Although I do recommend not having it show the field area (untick box in options for it), as if you have a few of them down they can start to cause FPS lag for users with lower spec computers.
Title: Re: UClip question
Post by: JamminR on December 04, 2009, 03:29:12 PM
Tommo, please make sure to read ALL posts of a release before saying download doesn't work.
The original author of the release makes two posts that both link to a working download.
He even pokes fun at someone on the last post because they jumped before looking.
Title: Re: UClip question
Post by: NaRyan on December 04, 2009, 05:37:55 PM
I had problems using that version.
It would block all players, even if they were Admin (and allow admin noclip was ticked) or SuperAdmin.
And at times it would "forget" what the Admin only setting means.

You ever seen the chaos that can happen when the idiots spawn 100 of them set to 1000 Radius...
Server full of unhappy players....
Title: Re: UClip question
Post by: Megiddo on December 16, 2009, 05:52:49 PM
I worked with the new Uclip ideas some tonight, and realized that the API that's not broken is a lot more restrictive than I originally thought. It's still possible to get Uclip working under the working API, but it's going to require matrix calculations... and I'm not sure how happy the CPU will be with that from lua. It should be fairly straight forward to implement, I'll let you know how it goes as I try it out.

If only garry would get off his lazy butt and fix his breakage, none of this would be necessary...
Title: Re: UClip question
Post by: JamminR on December 16, 2009, 06:10:03 PM
He's waiting on you to fix UClip in a hackish way. Once you've spent the time to do that, a new release will come out, fixing the breakage, fixing other things, and breaking others.

Darn it, hurry up and hack UClip so we can move on to the next breakage.
:P
Title: Re: UClip question
Post by: Megiddo on December 17, 2009, 10:17:56 AM
It appears that it's too CPU intensive... I fly through the wall and then it 'collides' with it once I'm already through... and I continue moving after stopping (due to the backlog generated while the CPU is muddling through the calculations). Even when I coax it into working, due to the workaround, movement is very choppy -- not the buttery smoothness we're used to with the old Uclip. Looks like it really is up to garry to fix this problem, sorry guys. :P
Title: Re: UClip question
Post by: cobrasvt1999 on December 21, 2009, 10:01:21 AM
Do we have any updates on the UClip problem? my server was one where many would take sanctuary using it from annoying folks.... and since it has been broken the server has lost that important touch.....
Title: Re: UClip question
Post by: Megiddo on December 21, 2009, 10:06:06 AM
Do we have any updates on the UClip problem? my server was one where many would take sanctuary using it from annoying folks.... and since it has been broken the server has lost that important touch.....

The update is that garry needs to fix the API. Nothing more can happen with Uclip until then, I've tried every workaround I could think of.
Title: Re: UClip question
Post by: cobrasvt1999 on December 21, 2009, 10:11:31 AM
ok, well thanks for trying. just outa curiosity, what are the odds that Garry will get it fixed anytime soon?
Title: Re: UClip question
Post by: Megiddo on December 21, 2009, 10:24:05 AM
ok, well thanks for trying. just outa curiosity, what are the odds that Garry will get it fixed anytime soon?

We sent him two emails asking him pretty much the same thing and got no reply... so I'd say he's not planning on fixing it.
Title: Re: UClip question
Post by: Vakaris on March 02, 2010, 09:53:46 AM
Just bumping a few-month old thread for new intel.
Seems like the UClip business has gone silent once again, probably meaning that there is no walk-around yet. Maybe it would be possible to simply undo some of garry's work with the noclip engine? Maybe add the vector commands manually?
Title: Re: UClip question
Post by: Megiddo on March 02, 2010, 10:58:42 AM
Just bumping a few-month old thread for new intel.
Seems like the UClip business has gone silent once again, probably meaning that there is no walk-around yet. Maybe it would be possible to simply undo some of garry's work with the noclip engine? Maybe add the vector commands manually?

The only option left for Uclip is to override garry's noclip system entirely, which should be straight forward to implement, but I personally lost interest in this project (tired of fixing garry's problems). One way you could help is to keep sending garry emails reminding him to fix the current noclip system.
Title: Re: UClip question
Post by: JamminR on March 02, 2010, 03:15:06 PM
which should be straight forward to implement
It was my understanding that it was tried, and failed. (http://forums.ulyssesmod.net/index.php/topic,4376.msg17554.html#msg17554)
Title: Re: UClip question
Post by: Megiddo on March 02, 2010, 04:08:05 PM
It was my understanding that it was tried, and failed. (http://forums.ulyssesmod.net/index.php/topic,4376.msg17554.html#msg17554)

That method was using another API that involved using matrices in order to perform the conversion. :P

Overriding noclip completely would mean we handle all noclip (even when you're not clipping into objects) ourselves.
Title: Re: UClip question
Post by: Vakaris on March 02, 2010, 05:27:53 PM
I dought he even looks at the e-mails and that's not really a surprise because he's been dragging GMod down for over a year now. SnakeSVX (the maker of Spacebuild) banned for a comment that garry didn't like, noclip system overhauls, movement and jumping changes, etc. What happens next is up to the community, more specifically - it's modder fraction, to do what's best.