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Founded
6 August, 2024
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93 Comments
SligWolf 18 Dec @ 7:43am 
@scorpanelo:
I understand that you have created a separate add-on, BUT in order to use the functions of a train, you need an original SW addon as a base addon. It must be based on an original SW Addon to function properly. That's why the SW Base is denying it.

And you addon seems to be a copy / clone, otherwise the SW Base would throw no error.

I sended a friend request.
scorpanelo 18 Dec @ 7:25am 
@SligWolf if you want, you can send me friend request and take a look at addon
scorpanelo 18 Dec @ 7:18am 
@SligWolf it's already on workshop but available only for friends cuz i need provide some small changes
scorpanelo 18 Dec @ 7:17am 
@SligWolf i mean SW Diesel Ludmilla used only as example, the only thing was taken it's lua scripts, but they was changed a bit to my purpose but everything else fully custom made by me.

you need to understand that this is not rework or addon to SW Diesel Ludmilla this is completely separate new electric locomotive which was made by me

and i have one problem with publishing. when i try in /addons my mod it's work fine but when i upload it and download it via workshop sw base says "Unapproved or conflicting addon detected. Please uninstall this addon:"
SligWolf 18 Dec @ 7:01am 
@scorpanelo:
I'm also interested what you made, you could upload your addon to your WorkShop so I can take a look at it.
SligWolf 18 Dec @ 6:46am 
@scorpanelo:
No that's not possible.
The whitelist you mean is only for official SW addons.

If you use the SW Diesel Ludmilla as a fork addon, then you should programm your functions based on the original.

Means:
The original addon must be subscribed, so your addon can work properly. That's at the moment the only way you can do it if you want to use out base addon. :steamthumbsup:
scorpanelo 18 Dec @ 4:41am 
thanks for the answers!
@Grocel, I understand. My addon is a completely separate, new addon created using “diesellubmila” as an example, without any third-party addons. The addon is ready, but I noticed that your base has some kind of "whitelist". How can I get approval? Is this possible?
Grocel 18 Dec @ 2:23am 
@scorpanelo: Currently we do not give any kind of developer support and also no documentation because of aforementioned time constraints. This means you may develop for the base addon, but we won't respect any third party addons that might break if we need to change something important.
SligWolf 17 Dec @ 6:54am 
@scorpanelo:
1. Not yet. There are other things that need to be done first for all trains.
2. To have what a base is mostly made for, a central place for all duplicated code that would sit in every single addon. And the convenience to update a function without editing and updating all the addons.
3. Maybe. There are some suggested but I haven't decided yet.
4. No. There is simply no time for that. All the other stuff is more important than to create a wiki for our base addon.
5. This is answered in the group description.
Here the link to the rules what's allowed and what not:
https://eo.steamhost.cc/steamcommunity_com/groups/SligWolfAddons/discussions/0/4513255384648080868/
scorpanelo 16 Dec @ 10:00am 
hi! the base is amazing! and i have some questions about the base

1. what about trackpak 3 support?
2. why did you make this addon? what inspired you?(like for fun or lua knowledge improve. etc)
3. tanks, will there be any works in future?
4. will there be any documentation for your database?
5. i'm working on addon on your base, can i use some audios(idle,door,horn) in my work? or do you have like some rules for publishing addons on your base?
SligWolf 15 Nov @ 2:16pm 
Not anymore since the last big update with all the new pallets and industrial shelves.
Except you know how to program in lua.
Christmas Kiln 15 Nov @ 11:56am 
Question about the forklifts. Would it be possible to remove the load limit, or bypass it somehow? Lets say for the sake of Sandbox, I need to move something slightly bigger than the pallet itself.
SligWolf 25 Oct @ 3:17pm 
It should be still there, it's just a bodygroup.
I thought it would be better this way, so not all locos have same fixed number. :steamthumbsup:
FruitBerryCrunch 25 Oct @ 1:27pm 
Question:

I noticed that in the thumbnail of the SW Western Loco, there's a number plate on the side.

Was that a scrapped feature it had during its development? If so, why was it removed?
arsin 24 Oct @ 7:34am 
ok
SligWolf 23 Oct @ 6:08am 
@arsin:
To fit my fleet and style ofcourse!
My stuff always are based on RL stuff but never a 1:1 model! :steamthumbsup:
arsin 23 Oct @ 4:47am 
SligWolf Why Does The EMD Train Has a Buffers And Chain Coupler Design?
SligWolf 19 Oct @ 2:34am 
The Green-T7 was a part of a childhood idea and a part of the sci-fi train from Back to the Future.

The name idea was much simpler as you think. From my drawings of my childhood, this train was green and had the number seven, one of my favorite numbers. And the T just stands for train.

So the name is: Green Train Number 7
Not very imaginative or a good train name, but it fits I think. :steamthumbsup:
FruitBerryCrunch 18 Oct @ 2:55pm 
And also how did it get it's name Green-T7?

My guess is it has to do with the Pennsylvania Railroad T1, as they also look like they share some similarities in design.
FruitBerryCrunch 18 Oct @ 9:29am 
Question:

What was the inspiration for the design of the Green-T7 Locomotives and Coaches?

It reminds me of something from Geo Tracks, a collection of childhood train toys I used to play with.
SligWolf 22 Sep @ 9:05am 
@beetlejuicehero:
They will connect to each other via a scripted button. You can use console commands to make them visilbe.

developer 1
vcollide_wireframe 1

You need to fire a USE to activate these buttons. Example:
https://wiki.facepunch.com/gmod/Entity:Use(function)

So with wire I would use E2 and link the button (class: "sligwolf_button") to your chip and fire a USE to it. Link it how you want, via E2 or entity marker. I'm not sure how you can fire that USE with wire, it's been a long time since I used wire in the game.

Hope that helps! :steamthumbsup:
beetlejuicehero 21 Sep @ 5:44pm 
how do the trailers for the trucks connect and if possible can i use wire and/or e2s to make a trailer to connect to a truck like how the trailers that come with the trucks connect
MajorThomas 1 Sep @ 12:13pm 
SligWolf is quite possibly one of the best GMod Addon creators in the game's history. We can't forget the people who helped him, either. Thanks a ton for all the awesome stuff you made for us to play with!
SligWolf 12 Jul @ 8:57am 
No you can't steer it. You have to leave the train to change the railway switches.
But I work on a method to change the tracks while in the train. But that's a future update, will not come so soon. :steamthumbsup:
Steve2alex 11 Jul @ 6:44pm 
question:

can i steer while in a mini train or must i leave it to press E (+use) on the tracks
i dont expect an instant reply so dont worry if you take a bit
SligWolf 27 Jun @ 4:32pm 
@cat_transcendentem:
Watch the second video on the Workshop page of the train. :steamthumbsup:
cat_transcendentem 27 Jun @ 1:11pm 
*rails
cat_transcendentem 27 Jun @ 1:11pm 
how do i put them Suspension Trains on the rais
FruitBerryCrunch 10 May @ 12:08pm 
Thats adorable.

Shame they didnt become an addon, but whats fascinating is how you made a board game out of them and then brought them to life in Gmod.

Thats pretty cool! :steamthumbsup:
SligWolf 10 May @ 10:43am 
Here a very old screenshot of the RL models made of paper. they are the third generation:
https://eo.steamhost.cc/steamcommunity_com/sharedfiles/filedetails/?id=119492589

The RL models today are 3D printed from my printer. :steamthumbsup:
SligWolf 10 May @ 10:40am 
To answer your question, yes there where a long time ago planned to have their own addon. But that's over.

Almost 2 decades ago I made a boardgame including these little tanks and missions you have to do to win the game. I made these little tanks for gmod and created a Wire Expression 2 game for Gmod for it to play with my cousin who lives far away from me. So we could play over a long distance still my selfmade game, but online. I still have the now 3D printed boardgame here, as ol memory about it.

That's the story behind them. But they will never have their own addon. They stay just as cute little models in the SW ModelPack.
FruitBerryCrunch 10 May @ 10:23am 
Question:

The Mini Tanks in the SW Model Pack. Were those originally gonna be a separate addon like derivable mini tanks? Similar to the SW Tiny Hover Racer and the SW Mini Trains?
Memesicle Kickflip™ 7 May @ 2:22pm 
i saw the comment regarding passenger wagon taillights, perhaps you could make an end-of-train/flashing rear-end device for freight stock as well.

some more coaches would be neat as well, e.g. baggage/mail, cab (for push-pull operations), dome/observation, sleeper.
SligWolf 27 Apr @ 1:57am 
@elabagnara222:
I'm really sorry but that's a question for google.
If you have to start from the whole beginning of making your own stuff for gmod, then please search for guides that help you making models for the valve source engine and qc scripting.
CrookMusician 26 Apr @ 8:46pm 
I want to rework your SW-Blue X13 bike model and make it my own. How do I rework this model?
paw1999 15 Apr @ 12:44pm 
The Train Controller is the best idea you have. Way better than using the AMT to pull a bunch of Freight cars, which is cursed, but then again, it's Gmod. It's pretty much the norm, so I shouldn't complain about that. But point being, I love the controller and cannot wait for updates on this useful tool.
FruitBerryCrunch 14 Apr @ 8:26am 
This Train Controller is such a cool idea. Just the idea of being able to control the trains without having to drive them is a very nifty feature. I get that it's a prototype but still, such an awesome idea. :steamthumbsup:
SligWolf 10 Apr @ 6:49am 
@Everyone:
Little info for the SW Train Controller:
Since this project was for over a year untouched, we decided to release the prototype from the last video for you. But be aware that this SWEP will have issues. Small ones, but still issues.

It's not released yet but will come this weekend if all works well. :steamthumbsup:
TheSilent1 19 Mar @ 8:23am 
I am aware but it still feels good to be the last commenter that pushed you to add the models back :clang:
SligWolf 18 Mar @ 7:42am 
I'm glad you happy about it! But you weren't the only one who wanted the old models back. If enough people say something, then things can change. :steamthumbsup:
TheSilent1 17 Mar @ 2:26pm 
I didn't think I'd get this far this easily actually. Thanks so much dude, love ya, keep up the good work :steamhappy: :steamhappy:
SligWolf 15 Mar @ 5:16am 
The old bus models are now back in the SW Bus and Bendy Bus addon!
FruitBerryCrunch 14 Mar @ 5:22pm 
I 100% respect that! Please do take your time. 🙏
SligWolf 14 Mar @ 4:12pm 
It is as current project on the list, like I announced it.
Therefore I make the Announcements and update the RoadMap, FruitBerry!

I tend to work in stages on my projects. So I can't say anything about the details yet. I could use base sounds or not, I can't tell it for now. I need to reach the stage for sound editing to make a good statement.

But since the solving progress of the physics problem from gmod was very present this week, I can tell that I didn't started yet with the train. It must wait even longer because of the bus update.

There is also always the option to replace the sound with your own sound files.
Also, I prefer to finish a project first before adjusting or discuss things.
I do it that way because changing things in the creation process slows me down and kill the mood to work on it for me.

Please respect that and be patient! :steamthumbsup:
FruitBerryCrunch 14 Mar @ 12:23pm 
Question:

When you start making the SD40-2, will it feature its own sounds such as its own horn and engine sound effects or will it use similar sounds like your other SW Trains?

Do most of the sounds come from the main SW Base?
SligWolf 13 Mar @ 3:22pm 
Fine, you get the old models back.
Didn't thought that so many liked them.
Not only here I received comments to bring the old models back.

I give up! I'm convinced, you guys get them back.

But please never expect me to modify the old models in the future.
You will get them back with an update. Unchanged.
I can't change the design to fit my standards because they will look like the new models.
So there is no need to touch them.

And just to clarify, the new bus only accelerate faster.
Thats all what was changed in the vehicle script.
TheSilent1 13 Mar @ 2:18pm 
Hey Slig, I've read your argument on why the old bus isn't staying but the community's consensus is the old models should stay for variety - I understand not wanting to keep a model that was made with little knowledge, but so many people liked the blocky old design, myself included. Another nitpick I have with the new bus is just how fast it is, seems very hard to control in comparison to the old one. My suggestion is - remake the old bus model to fit your standards while retaining the old early 2000s bus design (and speed, I think the previous bus was juuust right in stats). Thanks in advance for any kind of response
SligWolf 9 Mar @ 5:04am 
The main reason was simple.
Because it's a train. Back then I removed it but a lot of people wanted it back.

Furthermore people had good arguments as it is the fastest SW train of it's kind and should stay. It was also back then the first longer articulated train.

Another reason was, that users didn't liked the new design, which I understand because it looks more like a tram than a high speed train.

I personally dislike this old model a lot. But because of the big resistance of removing it, I put it back in.



But the SW Bus will not get the old models back. I was now able to create the bus as I wanted it back in the past. The old models where build with old knowledge and rushed.

I could add a small bus in the future. Because the smallest one seems to big for some maps I guess.
FruitBerryCrunch 8 Mar @ 1:52pm 
Question:

I'm glad the Old X12 is still with us. But what's the reason why it got stay? Is it that the design was still good, did it have some potential, or did it have something important enough for it to stay?
SligWolf 21 Feb @ 11:51am 
The inspiration?
Just many train and crane designs, nothing special. I mixed them in my head together, put them on paper and made the cranetrain as it is today. :steamthumbsup:

F.C.C. stand for:
Flying Crawler Car
You could have find it in the model name too. ^^

Flying because it was designed to fly. What it now can, obviously.
Crawler because it was most of the time on the ground in the early developer state and first release. And Car because it is designed as a car.

Nice side info:
In the first releases the car had a very strong boost that flung it in the air like a big boosted jump. Aiming that thing was tricky but very funny back at his time.