@Orilla Ah, so that's what you did.
Btw i'm doing something in 3D. Codename "Lua 3 Arena", it should be a Garry's Mod/Quake 3 Arena mutant clone thingy
that will be scriptable in Lua like GMod. For now i made it load Quake 3 Maps. :D
[url]http://filebeam.com/b756d5e3eeec8e97b79728e7edf9e056.jpg[/url]
Hey guys, garry again broke cap after latest gmod13 update, but i can't understand what's wrong because wiremod also not working and doing error spam in console, so i can't do anything until wire will be fixed...
[QUOTE=AlexALX;38021394]Hey guys, garry again broke cap after latest gmod13 update, but i can't understand what's wrong because wiremod also not working and doing error spam in console, so i can't do anything until wire will be fixed...[/QUOTE]
We understand Alex don't worry about it, maybe also good to wait until the official release of gmod13 this Oktober or so.
My CAP and wiremod are working fine in gmod13, what SVN link are you using for wirmod? also can someone add my gatespawners to CAP in the next update because I've recently added my map to Gmod13 workshop but I am unable to upload ini files, Thanks.
So, what do you guys think about these ZPM's? :D
[img]http://filebeam.com/459affd693088a198258bfe76f22aef0.jpg[/img]
[editline]14th October 2012[/editline]
Btw can somebody please give me SVN links of Wiremod and Life Support 3?
I've searched for wire svn link on their forum but i got 404'd :(
U should enable AA when making screenshots!
Take it no one has been reading my posts on CAP forums.
Spacebuild 3
• Spacebuild (contains SB, LS, RD and CAF) : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/spacebuild/[/url]
• Spacebuild Content (contains models, materials, sounds, ... for SB, LS, RD and CAF): [url]http://spacebuild.googlecode.com/svn/trunk/sb3/spacebuild_content/[/url]
• Black hole cache : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/black_hole_cache/[/url]
• Petrol Systems : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/petrol_systems/[/url]
• Resource Transit System: [url]http://spacebuild.googlecode.com/svn/trunk/sb3/resource_transit_system/[/url]
Wiremod
• Wire (Includes Wire Model Pack 1): [url]https://github.com/wiremod/wire.git/branches/master[/url]
• Wire For Garry's Mod 13 (Includes Wire Model Pack 1): [url]https://github.com/wiremod/wire.git/branches/garrysmod13[/url]
[QUOTE=cartman300;38032569]So, what do you guys think about these ZPM's? :D
[img]http://filebeam.com/459affd693088a198258bfe76f22aef0.jpg[/img]
[editline]14th October 2012[/editline]
Btw can somebody please give me SVN links of Wiremod and Life Support 3?
I've searched for wire svn link on their forum but i got 404'd :([/QUOTE]
Personalty I don't like it. They look to translucent when there activated.
Does anyone here remember how to speed up life support generators (water pumps for example) using wire?
@goldentriangles
Yeah, i think i should tweak it a bit. >.>
@madman
You're right. :D
[editline]14th October 2012[/editline]
@captainshaun
Thanks! <3
[editline]14th October 2012[/editline]
@captainshaun
Dude. Your Wiremod svn link is 404. -.-
[QUOTE=Captainshaun;38032992]Take it no one has been reading my posts on CAP forums.
Spacebuild 3
• Spacebuild (contains SB, LS, RD and CAF) : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/spacebuild/[/url]
• Spacebuild Content (contains models, materials, sounds, ... for SB, LS, RD and CAF): [url]http://spacebuild.googlecode.com/svn/trunk/sb3/spacebuild_content/[/url]
• Black hole cache : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/black_hole_cache/[/url]
• Petrol Systems : [url]http://spacebuild.googlecode.com/svn/trunk/sb3/petrol_systems/[/url]
• Resource Transit System: [url]http://spacebuild.googlecode.com/svn/trunk/sb3/resource_transit_system/[/url]
Wiremod
• Wire (Includes Wire Model Pack 1): [url]https://github.com/wiremod/wire.git/branches/master[/url]
• Wire For Garry's Mod 13 (Includes Wire Model Pack 1): [url]https://github.com/wiremod/wire.git/branches/garrysmod13[/url][/QUOTE]
Sigh doesn't anyone know where to get a working Petrol mod that's comparable with LS2?
[QUOTE=GOLDENTRIANGLES;38033302]Sigh doesn't anyone know where to get a working Petrol mod that's comparable with LS2?[/QUOTE]
Look here [url]http://www.snakesvx.net/faq/downloadsvn[/url]
@cartman300 it says that when you try to open it on your web browser, it's something to do with github filing system, it downloads fine using tortoisesvn. If you want to see the files on your web browser go to [url]https://github.com/wiremod/wire.git[/url]
[QUOTE=GOLDENTRIANGLES;38033302]Sigh doesn't anyone know where to get a working Petrol mod that's comparable with LS2?[/QUOTE]
Why are you using LS2? LS3 is what you should be...
[QUOTE=cartman300;38032569]So, what do you guys think about these ZPM's? :D
[img]http://filebeam.com/459affd693088a198258bfe76f22aef0.jpg[/img]
[editline]14th October 2012[/editline]
Btw can somebody please give me SVN links of Wiremod and Life Support 3?
I've searched for wire svn link on their forum but i got 404'd :([/QUOTE]
I like the ZPM's looks just like what happened when Rodney put the first ZPM in atlantis in the episode the siege part 3. GOOD JOB
[QUOTE=Pigbear;38033534]Why are you using LS2? LS3 is what you should be...[/QUOTE]
Because I hate the resource notes and the resource pumps.
If someone would make it so the nodes were optional and make another version of the pumps that worked the same way they did in ls2, then I would be more than happy to use it.
I realy hope ls4/sb4 Re-adds the pumps from ls2 and makes the nodes optional.
-snip-
I tried to make it so the resource nodes are optional in rs3 but the code is even more complicated than the stargate code.
Lol, btw you guys, I am suprised no-body actually noticed much (apart from cartman a little). Those pics are just altered in serif photoplus by clicking a button. Lol, I am TERRIBLE at drawing.
Just to say, I don't want people thinking I am any good at drawing :D
[QUOTE=GOLDENTRIANGLES;38034515]I realy hope ls4/sb4 Re-adds the pumps from ls2 and makes the nodes optional.[/QUOTE]
check this out instead [URL]http://facepunch.com/showthread.php?t=1205606[/URL]
[QUOTE=kibbols;38036236]check this out instead [URL]http://facepunch.com/showthread.php?t=1205606[/URL][/QUOTE]
This has great potential!
[editline]14th October 2012[/editline]
[QUOTE=Captainshaun;38033415]Look here [url]http://www.snakesvx.net/faq/downloadsvn[/url][/QUOTE]
Anyone care to explain the difference between ls2 and ls2 extended?
is there anything i can do to help? I need something to keep busy.
Stop posting image macros and derailing the thread.
Is there anyway in wire or E2 to make it when a specific resource hits max to turn a generator off, and when it starts to get low to turn a generator.
Nice pack of goodies. Well done to the genius' behind this :)
[QUOTE=GOLDENTRIANGLES;38033026]Does anyone here remember how to speed up life support generators (water pumps for example) using wire?[/QUOTE]
Unless this has changed fairly recently, use a constant value wired to the multiplier input of the generator. Different generators work at different rates so you may need several values. Also it multiplies the energy consumption etc.
[QUOTE=GOLDENTRIANGLES;38054951]Is there anyway in wire or E2 to make it when a specific resource hits max to turn a generator off, and when it starts to get low to turn a generator.[/QUOTE]
You need to write an E2 that checks the state of the resource every [I]x[/I] ticks and either turns the on generator if it is off AND there is sufficient energy (where applicable), or turns it off. Your checks can get quite involved depending on how automatic you want it to be. You should be able to combine polls for lots of resources in the same ticks if you optimise it.
[QUOTE=kernalk;38061762]Unless this has changed fairly recently, use a constant value wired to the multiplier input of the generator. Different generators work at different rates so you may need several values. Also it multiplies the energy consumption etc.[/QUOTE]
How do I wire the multiplier? I'm not certain the types of chips to use. I haven't been in the gmod loop for along time and it was explained to me once before but I forgot alot about wire.
[QUOTE=kernalk;38061762]You need to write an E2 that checks the state of the resource every [I]x[/I] ticks and either turns the on generator if it is off AND there is sufficient energy (where applicable), or turns it off. Your checks can get quite involved depending on how automatic you want it to be. You should be able to combine polls for lots of resources in the same ticks if you optimise it.[/QUOTE]
I wouldn't even begin to know how to code this. It would be much appreciated if someone would volunteer to do this. It would benefit everyone that uses spacebuild.
edit
also oil mod is still broken for me. I'm not sure what it is but I'm missing alot of the generators. Including the oil driller so I can't do anything with out the crude oil. Anyone got any idea whats wrong? My copy of gmod is only out of date since the beginning of October. That's when I put it in steam offline mode.
I think the addons is broken totaly apart weapons but can't fire.
see this [URL="http://www.facepunch.com/showthread.php?t=1218779"]http://www.facepunch.com/showthread.php?t=1218779[/URL]
[QUOTE=GeekDeer;38070954]I think the addons is broken totaly apart weapons but can't fire.
see this [URL="http://www.facepunch.com/showthread.php?t=1218779"]http://www.facepunch.com/showthread.php?t=1218779[/URL][/QUOTE]
this is why I have a copy old steam in offline mode with gmod 12 :)
[QUOTE=GOLDENTRIANGLES;38070984]this is why I have a copy old steam in offline mode with gmod 12 :)[/QUOTE]
indeed, it's a good way to play again with CAP :)
I remember some one who say how to backup the Gmod 12 in few step, is that you i'm not sure ?
Edit : But I have another solution without to be Offline, just put in the options of steam to not keep update in real time, i think that worth also
[QUOTE=GeekDeer;38071118]Edit : But I have another solution without to be Offline, just put in the options of steam to not keep update in real time, i think that worth also[/QUOTE]
This probably won't work, as far as I remember Steam will automatically update GMod anyways when you'll try to launch it if it's not up to date
[QUOTE]Another change worth noting is that the global “_R” no longer exists. It’s accessible via debug.getregistry().[/QUOTE]Damn, that break whole cap now on gmod13. My compatibity lib not work anymore and this mean now cap should be completely recoded for gmod13. So wait for official release and later will thing what to do with this shit.
ps i'm feeling like garry breaks addons specifically and fully...
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