@Avent, if you are patient enought, your dream may come true.
Right now I have working Lantean and Ori Rings system (completly recoded, new names!) with optimized models (LOD models + shadow LOD) and textures (4 times (some even 16 times) smaller textures + LOD textures). It lacks of base models (will be made soon) and panels (also soon).
Also, I'm intending to release it on SteamWorkshop (easy instalation + autoupdate feature) using modular design - Core Pack (a must have pack) + packs that you really want, for example Ring Pack, Gate Pack, Ramp Pack, Weapon Pack. Well, that's obvious it will take months to rewrite, recompile and optimize shit but rings will be the first thing that will come alive.
P.S. Sme of you may began to hate me - I will be experimenting to change ugly address system for distance system, for rings. Sure, it's more difficult, but it also give u opportunity to ring you to some base even, if you don't know address and you are to far to use 'dial nearest' feature.
[QUOTE=Avent;38123850]I would honestly appreciate a simple, non-expanding version of the pack that only has gates, DHDs, gatespawner, rings and ring panels.
Especially for GMod 13;
Just a Stargate pack that has _no_ errors, works flawlessly and can be downloaded effortlessly (maybe even using Steam Workshop).
AlexALX (among his countless complaining) is putting a lot of effort into fixing something that will always have errors in it, is completely disorganized, and is only going to continue to fragment. (Something like a HDD with no defragmenting software: it only gets more chaotic as time passes).
In my opinion, the detail put into the Stargates in this pack is awe inspiring; they should be available to anyone with GMod 13, not just those dedicated to the cause. Otherwise the whole pack will eventually lose popularity, which would be quite sad; GMod is the only game I know of with a working Stargate system that is not only fun, but actually practical for the game.
This concept would be like a dream come true for me, but I suppose it could also piggy-back MadMan07's 'Modular' scheme- that way all the people who want the other stuff (which is kinda unnecessary in my opinion, but still pretty cool) wouldn't be left out of the picture.[/QUOTE]
The fact of the matter is he is right, We should have at least SOMETHING working for gmod 13 I would be ok just settling with just the core part of the mod. The stargazes for a month or so while you awesome guys re-do it for 13..
I would help if I knew luaJT or just normal lua but I don't sorry.
[URL="http://www.facepunch.com/member.php?u=259435"]Madman07[/URL] is right in the long run, CAP should be given a really good quality look over. One of the big things that causes gmod addons to break are updates to the engine. And this shouldn't happen anymore when gmod 13 comes out since it will use it's own engine.
[editline]21st October 2012[/editline]
[QUOTE=Madman07;38123962]@Avent, if you are patient enought, your dream may come true.
Right now I have working Lantean and Ori Rings system (completly recoded, new names!) with optimized models (LOD models + shadow LOD) and textures (4 times (some even 16 times) smaller textures + LOD textures). It lacks of base models (will be made soon) and panels (also soon).
Also, I'm intending to release it on SteamWorkshop (easy instalation + autoupdate feature) using modular design - Core Pack (a must have pack) + packs that you really want, for example Ring Pack, Gate Pack, Ramp Pack, Weapon Pack. Well, that's obvious it will take months to rewrite, recompile and optimize shit but rings will be the first thing that will come alive.
P.S. Sme of you may began to hate me - I will be experimenting to change ugly address system for distance system, for rings. Sure, it's more difficult, but it also give u opportunity to ring you to some base even, if you don't know address and you are to far to use 'dial nearest' feature.[/QUOTE]
The biggest thing with rings for me is that I always thought they should have some kind of menu system like the stargates. Maybe you could put some kind of range limiter on the rings also. (make it an option).
Is there something you can do to make rings secure? For instance, you can make a gate private and put an iris on it. Is there something you could do to make the rings secure? This way I can put rings in my fort/base/ship and not have to worry about intruders finding the address.
Will this new version be dropping support for ls2?
My intention is to change address system to range system - you specify a range that rings will look for, and they dial other rings from that range. So no addresses. On the other side with such system, there won't be any need for VGUI's. But, if someone have way better idea than those two, feel free to let me know!
To make it more realistic, any hand devices will be able only to dial nearest rings. Rest of rings will be avaible by using ring panels. Rings will have 'Blocked' feature settable both via menu and via wire - when Blocked is set, you can't use rings in both ways. There are going to be 2 types of rings - Ori and Lantean, both with and wihtout a base ring (so you can hide them, or make visible).
To early to say about rd/ls 2. It all depends, which version will be official one for gmod13, but, personally, I would make it ONLY for rd/ls 3.
So will we still have the option to call specific rings with the ring panel?
And If your going to drop support for ls2 and only use ls3 I would recommend increasing the energy consumption for gates. From what I remember you could power the gate with a medium wind generator. (I could be wrong) Also, do you know of any addon for ls3 that adds resource pumps like the ones from ls2? They are really useful when creating big stations or advanced structures. Not to mention just plain easier to transport and fill up storage devices.
I'm asking anyone here that would know, not just madman07
Only, if you know, how far the target rings are.
Gates, that a long time till I will do anything with them (well, half year ? :P ).
Madman, can i help you with something?
I got motivated again to code something again.
Stargate?
That one could be recoded. Why? At the beggining they were fine, but when we started adding different features (wormhole jump, fast/slow dial, on button press, instant open) they became unstable... I was thinking a little bit about dialing procedure - that one could be recoded to not use timers, but rather some Think loop with checking global timer value to avoid ugly behaviour (or something like that).
Maybe this can be used for SGU event horizon? looks a lot better than the bad recording currently in use. (I DIDN'T MAKE THIS)
[IMG]https://pbs.twimg.com/media/A5v0MfNCEAAQGaD.png[/IMG]
It doesn't look even close to being better to the current sgu event horizon we've got!
So i decided to upload my ZPM Screen because i wont run again gmod and finish them fully...
[url]https://rapidshare.com/files/1049903106/ZPM_Screen_by_CharlieX3.rar[/url]
[img]http://cloud.steampowered.com/ugc/578959652841335478/6B07DF154A02F56CED65F099DCDD6C24A21025C8/[/img]
And of course dont forget to change my steam name in all three files to yours, its adv dupl protection :)
If you will need help with wiring it just ask [B](SG-ᐰ) Cookie$ [Rodney McKay] on steam[/B], he knows ...
[QUOTE=Boba Fett;38127721]It doesn't look even close to being better to the current sgu event horizon we've got![/QUOTE]
THIS is the eh used in your pack....
[IMG]http://kendalls.yolasite.com/resources/horizon_shit.png[/IMG]
[QUOTE][IMG]https://pbs.twimg.com/media/A5v0MfNCEAAQGaD.png[/IMG][/QUOTE]
This looks better.
[QUOTE=kibbols;38128446]THIS is the eh used in your pack....
This looks better.[/QUOTE]
It does not, it's just the normal sg1 EH grayscaled not proper contrasted or better edited of curves and levels, so no it does not look better, you tried it in game?
[QUOTE=Boba Fett;38128600]It does not, it's just the normal sg1 EH grayscaled not proper contrasted or better edited of curves and levels, so no it does not look better, you tried it in game?[/QUOTE]
yes, that's why i said it looks better than a pixelated picture of the show's eh.
[QUOTE=kibbols;38128668]yes, that's why i said it looks better than a pixelated picture of the show's eh.[/QUOTE]
Last time I tried that eh it looked just like shit to me with the details mentioned above, so yea if anyone wants to make another sgu eh feel free to but not simply by editing the current blue eh and desaturating it!
[QUOTE=kibbols;38128446]THIS is the eh used in your pack....
[IMG]http://kendalls.yolasite.com/resources/horizon_shit.png[/IMG]
This looks better.[/QUOTE]
It looks no different
Boba, how is the current blue one made? What software is used for rendering such wavy form?
[QUOTE=cartman300;38129168]Boba, how is the current blue one made? What software is used for rendering such wavy form?[/QUOTE]
AfterEffects - Rain Drops and such filters...
[QUOTE=orrila;38129125]It looks no different[/QUOTE]
Your on crack.
[QUOTE=Madman07;38126506]Stargate?
That one could be recoded. Why? At the beggining they were fine, but when we started adding different features (wormhole jump, fast/slow dial, on button press, instant open) they became unstable... I was thinking a little bit about dialing procedure - that one could be recoded to not use timers, but rather some Think loop with checking global timer value to avoid ugly behaviour (or something like that).[/QUOTE]
And fix the gate at the receiver end not lighting up if the dialing gate was dialed using chevron light-up button press.
Gates spontaneously opening with no warning = bad and random death.
[editline]21st October 2012[/editline]
[QUOTE=CharlieX3;38128074]So i decided to upload my ZPM Screen because i wont run again gmod and finish them fully...
[URL]https://rapidshare.com/files/1049903106/ZPM_Screen_by_CharlieX3.rar[/URL]
[IMG]http://cloud.steampowered.com/ugc/578959652841335478/6B07DF154A02F56CED65F099DCDD6C24A21025C8/[/IMG]
And of course dont forget to change my steam name in all three files to yours, its adv dupl protection :)
If you will need help with wiring it just ask [B](SG-ᐰ) Cookie$ [Rodney McKay] on steam[/B], he knows ...[/QUOTE]
This is beautiful! now if only we had something like this for the display all other resources! :dance:
Do we put it in e2 folder or adv dupe folder?
What is the process to set it up?
[editline]21st October 2012[/editline]
[QUOTE=Boba Fett;38128694]Last time I tried that eh it looked just like shit to me with the details mentioned above, so yea if anyone wants to make another sgu eh feel free to but not simply by editing the current blue eh and desaturating it![/QUOTE]
Also if anyone is willing we could use a new unstable EH animation texture.
[QUOTE=Boba Fett;38128694]Last time I tried that eh it looked just like shit to me with the details mentioned above, so yea if anyone wants to make another sgu eh feel free to but not simply by editing the current blue eh and desaturating it![/QUOTE]
I did make this one several months ago with the regular horizon.
[t]http://i.imgur.com/IRj75.png[/t]
Used a bit more filtering than just gray scaling.
[QUOTE=Karmal Khan;38130332]I did make this one several months ago with the regular horizon.
[t]http://i.imgur.com/IRj75.png[/t]
Used a bit more filtering than just gray scaling.[/QUOTE]
7/10 would use this over current one.
[QUOTE=Karmal Khan;38130332]I did make this one several months ago with the regular horizon.
[t]http://i.imgur.com/IRj75.png[/t]
Used a bit more filtering than just gray scaling.[/QUOTE]
they should use this :O
[QUOTE=GOLDENTRIANGLES;38130081]And fix the gate at the receiver end not lighting up if the dialing gate was dialed using chevron light-up button press.
Gates spontaneously opening with no warning = bad and random death.
[editline]21st October 2012[/editline]
This is beautiful! now if only we had something like this for the display all other resources! :dance:
Do we put it in e2 folder or adv dupe folder?
What is the process to set it up?
[/QUOTE]
Its not adv_dupl file ... there are three e2 files so yo uhave to put them into data/e2 or expression2 idk know ...
then just run the game spawn all three e2's and wire them ... it doesnt have so many wire inputs outputs so maybe you can try to wire it with Trail and Error and maybe u will find right connections ...
and like i sad you can also speak to Cookie$ because he already know how to wire it
[QUOTE=Karmal Khan;38130332]I did make this one several months ago with the regular horizon.
[t]http://i.imgur.com/IRj75.png[/t]
Used a bit more filtering than just gray scaling.[/QUOTE]
Needs more editing, looks to dark now, pull up the outer edges so the light is more diffused and even over everything and not centred in the middle!
[QUOTE=Boba Fett;38135010]Needs more editing, looks to dark now, pull up the outer edges so the light is more diffused and even over everything and not centred in the middle![/QUOTE]
You guys really do have good eyesight. I cannot see a difference. The one above just seems a bit brighter in the middle I think. And no, I am not 'on crack' lol. I am not even dyslexic or short sighted, and I still see no difference :D lol.
Hey, what about an clientside convar? So everyone could basically toggle the event horizon they like?
[QUOTE=GOLDENTRIANGLES;38130081]And fix the gate at the receiver end not lighting up if the dialing gate was dialed using chevron light-up button press.
Gates spontaneously opening with no warning = bad and random death.[/QUOTE]Impossible do this thing in gmod. Why? Just because in tv show target gate opening with some delay, and in gmod it opens instant. Or will be delay after you press "center" button on dhd, and this isn't looks good.
[editline]22nd October 2012[/editline]
[QUOTE=cartman300;38135703]Hey, what about an clientside convar? So everyone could basically toggle the event horizon they like?[/QUOTE]Impossible, because there is also unstable effect, what used different material. All this code is server-side.
Can anyone do a search, if with the new engine, we can use custom shaders? I will be more than willing to write one if it's possible.
[QUOTE=AlexALX;38135717]Impossible do this thing in gmod. Why? Just because in tv show target gate opening with some delay, and in gmod it opens instant. Or will be delay after you press "center" button on dhd, and this isn't looks good.
[editline]22nd October 2012[/editline]
Impossible, because there is also unstable effect, what used different material. All this code is server-side.[/QUOTE]
Piss-easy to make it delay. You're just too lazy to figure out how.
[QUOTE=TheEyes;38138444]Piss-easy to make it delay. You're just too lazy to figure out how.[/QUOTE]Not so easy like you think. There is big problem with teleporting bullets etc with delay. Also there is problem with time - i can't "freeze" time for some entity for some time - for example, teleport bomb what have time to detonayion 10 sec, when it will be in wormhole - it still counting down, and this is one of problems what will be if add delay. Source engine isn't desined for that. At least without coding on c++ our mod.
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