Garry's Mod

Garry's Mod

gm_functional_flatgrass3
 This topic has been pinned, so it's probably important
Chad  [developer] 22 Jul, 2018 @ 9:49pm
Note about trains and possible derailment:
This map uses switches from Magnum's Trakpak2.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=391016040

The traintracks in this map and their switches are meant for building your trains and driving them.

Because many train addons have weird and very large hitboxes (like sligwulfs trains) there is a chance certain train addons dont make the automatic track switches behave like they should, causing derailments. Because their hitbox is so large they trigger the autoswitches on places where they shouldn't be triggered.

If you want to disable the automatic track switching, type in the console:

sv_cheats 1

followed by:

ent_fire "trigger_multiple" disable

Change disable to enable to enable them back again.

Please note that you may have to be an admin to do this.



Last edited by Chad; 22 Jul, 2018 @ 10:06pm
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Showing 1-15 of 23 comments
Chad  [developer] 22 Jul, 2018 @ 10:00pm 
Also on a note: Unlike the first one the bridges dont have those invisible "bumps" anymore which could cause derailments in the first functional_flatgrass. This should be fixed in this version. This was actually a source bug where func_doors we're a fraction smaller than world brushes which was causing the bump. I did not know about this back then but I do know about it now and made sure it's fixed in this version by changing the big bridges to models where this wouldn't happen.

Only the small, single track, bridge is still a func_door. It has some slopes to ease out the tiny bump but I still would drive slightly slower there than on the main lines.

The tracks are thorougly tested throughout the map and they should not derail, unless you are trying to break speed records of a few hunded miles or kilometers per hour.
RainyEmbers 23 Jul, 2018 @ 5:42pm 
First lol
seabs 24 Jul, 2018 @ 7:30am 
you might want to check up on the bridges, they still have incredibly aggressive bumps on each end:
https://steamuserimages-a.akamaihd.net/ugc/985611021588155103/5E531E5CF9C0B92857E5009FE98075AEA79BCFE1/
Chad  [developer] 24 Jul, 2018 @ 9:43am 
Originally posted by F-B Seaboard:
you might want to check up on the bridges, they still have incredibly aggressive bumps on each end:
https://steamuserimages-a.akamaihd.net/ugc/985611021588155103/5E531E5CF9C0B92857E5009FE98075AEA79BCFE1/
No they do not, i have tested trains with a speed of 300km/h on them

as well as alot of people on the server

these are straight from a trakpak, unmodified, so they work. except the single bridge which may have a slight bump because its a func_door and not a model. but all main lines are 100% fine

if your trains derail its a problem with the train and not with the map and/or the trainpack
Last edited by Chad; 24 Jul, 2018 @ 9:44am
Chirpyruko 24 Jul, 2018 @ 12:47pm 
what train addon do you reccomend use?
Chad  [developer] 24 Jul, 2018 @ 9:05pm 
Originally posted by doogledrape:
what train addon do you reccomend use?
none

train addons have large hitboxes and they trigger the autoswitches.

If you need to use train addons, disable the trigger_multiple's as explained above
Sc-Wolfy! 25 Jul, 2018 @ 8:15am 
its not about the triggers. their is a hitbox problem on your brighes that derails train. as we speaking off Grovestreetman's / american locomotive pack / bobster / PHX wheels / Sprop wheels and magnums train pack. all derail on that point. Sligwolf & CBH use SLIDERS. that dont have problems.
Chad  [developer] 25 Jul, 2018 @ 8:24am 
Originally posted by scott (NRGM):
its not about the triggers. their is a hitbox problem on your brighes that derails train. as we speaking off Grovestreetman's / american locomotive pack / bobster / PHX wheels / Sprop wheels and magnums train pack. all derail on that point. Sligwolf & CBH use SLIDERS. that dont have problems.
The train switches aren't brushes, they are from Magnums Trakpak2. Models. And the prefabs are literally placed unedited.

So no the trains do not derail, they have been tested thoroughly and if they derail it's a problem with the train and not the map, as these track pieces are the same as any other maps that uses trakpak2.
Sc-Wolfy! 25 Jul, 2018 @ 8:51am 
i am talking about the BRIGHES. on the top layer, 3 of them. not switches. they are fine. but the brighes got bumpy tracks wen go over it ending up derailing every train that goes over it even at 40mph and the speed to get over it is max 5 a 10mph
Chad  [developer] 25 Jul, 2018 @ 8:54am 
Originally posted by scott (NRGM):
i am talking about the BRIGHES. on the top layer, 3 of them. not switches. they are fine. but the brighes got bumpy tracks wen go over it ending up derailing every train that goes over it even at 40mph and the speed to get over it is max 5 a 10mph
That must be a problem with your train then because all my trains work fine. Even reached speed well over 300km/h with simple bogeys.

We've also been building trains on a popular server since it's release and nobody had problems with the bridges.
Sc-Wolfy! 25 Jul, 2018 @ 9:31am 
we from trainbuild had your map on a server and people who drove their trains derail. everyone derailed on those brighes. so it isnt ur trains fault but a hitbox is placed to low or to high and dumps us
Chad  [developer] 25 Jul, 2018 @ 9:42am 
Originally posted by scott (NRGM):
we from trainbuild had your map on a server and people who drove their trains derail. everyone derailed on those brighes. so it isnt ur trains fault but a hitbox is placed to low or to high and dumps us
Thats weird, since they work fine for most people.

I just checked in hammer and they are alligned, also they are models prop_dynamics so they shouldn't bump. Only the small 1 track is made out of brushes and is a func_door so that one has little slopes to prevent the bump but that shouldnt be necesarry on the main lines.
sauceboss 26 Jul, 2018 @ 8:40am 
Originally posted by Professor Goldsteinberg:
Also on a note: Unlike the first one the bridges dont have those invisible "bumps" anymore which could cause derailments in the first functional_flatgrass. This should be fixed in this version. This was actually a source bug where func_doors we're a fraction smaller than world brushes which was causing the bump. I did not know about this back then but I do know about it now and made sure it's fixed in this version by changing the big bridges to models where this wouldn't happen.

Only the small, single track, bridge is still a func_door. It has some slopes to ease out the tiny bump but I still would drive slightly slower there than on the main lines.

The tracks are thorougly tested throughout the map and they should not derail, unless you are trying to break speed records of a few hunded miles or kilometers per hour.
metrostoi doesnt work at all. eh, CBH seems to work nice!
Chad  [developer] 26 Jul, 2018 @ 9:41am 
Originally posted by iMajestix:
Originally posted by Professor Goldsteinberg:
Also on a note: Unlike the first one the bridges dont have those invisible "bumps" anymore which could cause derailments in the first functional_flatgrass. This should be fixed in this version. This was actually a source bug where func_doors we're a fraction smaller than world brushes which was causing the bump. I did not know about this back then but I do know about it now and made sure it's fixed in this version by changing the big bridges to models where this wouldn't happen.

Only the small, single track, bridge is still a func_door. It has some slopes to ease out the tiny bump but I still would drive slightly slower there than on the main lines.

The tracks are thorougly tested throughout the map and they should not derail, unless you are trying to break speed records of a few hunded miles or kilometers per hour.
metrostoi doesnt work at all. eh, CBH seems to work nice!
metrosoi is probably a train addon, so the hitbox is weird and it will trigger the switches. Not sure about that other one but glad it works!
lime 18 Aug, 2018 @ 8:39am 
On the comment about the diamond interchanges from a while ago: That actually has something to do with Trakpak2 having broken diamond and X-interchanges, no matter which thing i use.
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