I would like to know if anybody could upload Carter's Addon Pack into Gmod 13 Workshop. It's a SVN, so the whoever can upload Wiremod can upload CAP. You obviously need the creators permission, so ask either AvoN, who created the Stargate SVN(which is broken) or the guy who made Carter addon pack. Thank's, bye!
[QUOTE=0m4r;35679037]so the whoever can upload Wiremod can upload CAP. You obviously need the creators permission, so ask either AvoN, who created the Stargate SVN(which is broken) or the guy who made Carter addon pack[/QUOTE]
Wiremod is uploaded by the Wiremod team. Addons should be uploaded to the Workshop by their creators
Dear 0m4r, please look this thread:
[URL="http://facepunch.com/threads/1177812"]http://facepunch.com/threads/1177812[/URL]
Also garry broke much things what we using in stargates, and we can't fix it, and garry also do not want fix it i think. So cap on gmod13 is unstable and probably will not be converted fully to gmod13. Right now you can use it with old way - place cap and cap_resources in addons folder. But some things will not work (or work incorrect).
And also like said DarthTealc - that true, cap will never be uploaded to Workshop, or split into separate addons.
Also in workshop we can't upload txt or ini files, and we have many configs/language files etc in data folder, without what addon will not work. So this is also reason why we can't use workshop. And fonts also can't be uploaded to workshop (and custom fonts in addons don't work at all in gmod13)
ps And this is official statement.
What did he break that you can't fix? Most stuff got documented already, together with how to change/fix them...
[QUOTE=SB2DevTeam;35717526]What did he break that you can't fix? Most stuff got documented already, together with how to change/fix them...[/QUOTE]
That:
[url]http://facepunch.com/threads/1173977[/url] (can't be fixed at all, and i do not want say to every addon user "you should manual copy fonts to garrysmod folder"...)
[url]http://facepunch.com/threads/1173971[/url] (already wrote DMultiChoice for gmod13, but this is stupid)
[url]http://facepunch.com/threads/1177637[/url] (for color i already found other solution, but still can't use setfont in it, if use ApplySchemeSettings font works (if manual copy it), but color is still white).
+ also colors alpha not working for normal mode, and if set color to Color(0,0,0,0) it will be black, not invisible... But this will be fixed i think.
could it be coded to have a svn downloaded program in gmod 13?
so that all the addon on workshop has to do is link to the SVN and any changes are updated to the client by the SVN
Dose anyone know when the cap will be released on g-mod 13
[QUOTE=DarthTealc;35679492]CAP isn't going to end up on the Workshop. The Workshop limits addons to 100MB. CAP is 2GB. That means it would have to be split into at least 21 separate addons.
Even if Valve allows addons greater than 100MB, so the whole addon could fit, it still wouldn't happen. When a single file is updated you have to re-download the entire addon. So if they fix a single typo, you would have to re-download 2GB. I don't know about you but that would take me over 1 hour at full speed, and would use a significant chunk of my internet usage. (For some people that would take a lot longer and would use up most of their monthly internet usage)
Also if I was the developer of a 2GB addon, I wouldn't want to be waiting 12+ hours for the update to upload to the Workshop every time a single file needs updating. (Because that is how long it would take me to upload 2GB)
That is why big addons will stick with SVN. If they update a single file you only have to download that single file. It is a much better system for big addons. The Workshop is best suited to small addons and maps.
(I'm not part of the CAP team or anything, so this isn't an official statement, but I'm going on what is known about the Workshop)[/QUOTE]
I agree on this. But if they increase the file size, why do they have to make it one big file? Or does that happen automaticly?
Also btw, why would you even download files with your 3G internet? Use your home broadband instead so you are not limited by monthly download usage.
[QUOTE=johan svensk;38285233]Also btw, why would you even download files with your 3G internet? Use your home broadband instead so you are not limited by monthly download usage.[/QUOTE]
Most ISPs have monthly download limits. I know mine does, we had to upgrade to their tier two package because watching netflix was getting us close to our cap.
And I don't think you'll see many big addons go on the workshop mostly because minor changes require a complete reupload. I added 10MB worth of files to a pack I had uploaded and had to re-up all 215MB just to apply the update, and every person that subscribed had to redownload all 80MB of packed files. It's just not as feasible for large and frequently updated projects as SVN is.
Besides, most large projects would go straight over the average subscriber's head. I have no faith in the end users when I get comments about how to download things from the workshop, or where to find the files when the game constructs an addon folder for it just one path deep in the menu.
What! I've never heard of home broadband with limited download, at least not in Sweden.
[QUOTE=cobbs_2008;38284620]Dose anyone know when the cap will be released on g-mod 13[/QUOTE]Already released, just download it from SVN.
Alright, people may hate me for this, but what is the best SVN for Mac?
[QUOTE=Superdude_C;38365574]Alright, people may hate me for this, but what is the best SVN for Mac?[/QUOTE]
svnX is pretty gewd
[QUOTE=amkoc;38405255]svnX is pretty gewd[/QUOTE]
Sorry for asking but what is the SVN link? (location)
[QUOTE=natekelly;39309490]Sorry for asking but what is the SVN link? (location)[/QUOTE]
If you mean CAP,
[url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/[/url]
[url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/url]
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