[QUOTE=AlexALX;38138543]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.[/QUOTE]
Stop anything from entering whilst the other gate is opening, and make it transport normally.
Just leave it how it is, it is fine, and adding this feature may add unwanted bugs. I had another idea however, probably some will not like it but hey, we all have our own opinions.
Idea - A cutscene of the wormhole (depending on gates which cutscene comes up [universe gate-universe type cutscene) and it can be turned on or off in convar. You would also need to add a convar for the type of convar on the sg1 gate. The older one or the newer one (I would say the newer could be default but idk).
Also, I wouldn't mind searching for the cutscenes and giving you links or something.
But again, just an idea. Post thoughts pls.
The way I see the limitation is if someone dhd dialled a gate as fast as they could.
The receiving gate either needs to open instantaneously (which I think has happened in the show a few times) or the dialling gate needs to wait for the receiving gate to do its inbound sequence, it can't predict being dialled before the central button is pressed..
Personally I'm fine with the almost instant activation we have now, better than a delay.
Anyway, tomorrow's the big day. How much stuff is going to require fixing, and is the existing gmod 12 code going to be completely replaced by the 13 stuff?
The code isn't going to be replaced. It is already in the code. Anything in gmod 13 is compat in gmod 12.
Who likes my idea??? - the one above
A way - hard to program however - would be to start the receiving gates chevrons lighting up as soon as the gate system can define the address from a different address. This may create problems however when addresses are 123456 and 123457, making th gate system only being able to distinguish between them when the 6th chevron is rechead. This could be fixed by either using co-ordinates on a map to form the address (brill idea, just like real stargates), or by using cartmans random gate address generator.
There are some sections of code that are different depending on the version due to changes to arguments etc, e.g.
if Gmod13() then
...
else
...
Also, to my knowledge, you can't play cutscenes as you propose, especially in multiplayer.
[QUOTE=Link320;38138751]The way I see the limitation is if someone dhd dialled a gate as fast as they could.
The receiving gate either needs to open instantaneously (which I think has happened in the show a few times) or the dialling gate needs to wait for the receiving gate to do its inbound sequence, it can't predict being dialled before the central button is pressed..
Personally I'm fine with the almost instant activation we have now, better than a delay.
Anyway, tomorrow's the big day. How much stuff is going to require fixing, and is the existing gmod 12 code going to be completely replaced by the 13 stuff?[/QUOTE]
It's the 22nd today, tommorow is the 23rd.
obviously it shall not be in multi-player then. Why is it you can't play them in sp though??? I am sure there is some way of doing it.
Can you think of any addon that has cutscenes?
And yeah, got a day ahead of myself there.
I'm going for the popcorn. It's going to be awesome flamewar here in 3, 2, 1...
[QUOTE=Madman07;38139604]I'm going for the popcorn. It's going to be awesome flamewar here in 3, 2, 1...[/QUOTE]
LOL, I am not flaming, sorry to dissapoint
no refuned :D
-snip-
[QUOTE=Madman07;38139604]I'm going for the popcorn. It's going to be awesome flamewar here in 3, 2, 1...[/QUOTE]
No flaming from me, just trying to point out that if it could be done, it probably would've been done already by now.
[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.[/QUOTE]
I'm not talking about a delay like that.
I'm talking about if the gate is dialed using button-press chevron light up after the address is entered but before the middle activate button is pressed the gate on the other end will light up.
For instance 1234567 is dialed the gate on the other end lights up, but a wormhole is not established. when the middle button is pressed it activates as normal. Something simple as that.
If someone dials fast then that's fine don't restrict or otherwise put a physical delay in the system. Just have it light up when the address is locked in.
[QUOTE=orrila;38138721]Just leave it how it is, it is fine, and adding this feature may add unwanted bugs. I had another idea however, probably some will not like it but hey, we all have our own opinions.
Idea - A cutscene of the wormhole (depending on gates which cutscene comes up [universe gate-universe type cutscene) and it can be turned on or off in convar. You would also need to add a convar for the type of convar on the sg1 gate. The older one or the newer one (I would say the newer could be default but idk).
Also, I wouldn't mind searching for the cutscenes and giving you links or something.
But again, just an idea. Post thoughts pls.[/QUOTE]
*sigh* not the wormhole effect idea again for the stargate mod
[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]
Looks better than that Kibbols thing, but am I the only one who thinks the Universe EH ripples are horizontal? Everyone else seems to think they radiate from the center like in SG1 and SGA.
[QUOTE=GOLDENTRIANGLES;38141534]I'm not talking about a delay like that.
I'm talking about if the gate is dialed using button-press chevron light up after the address is entered but before the middle activate button is pressed the gate on the other end will light up.
For instance 1234567 is dialed the gate on the other end lights up, but a wormhole is not established. when the middle button is pressed it activates as normal. Something simple as that.
If someone dials fast then that's fine don't restrict or otherwise put a physical delay in the system. Just have it light up when the address is locked in.[/QUOTE]
This is EXACTLY how I did coded it in the first place. Then, Alex changed it by saying "it's not correct".
[QUOTE=GOLDENTRIANGLES;38141534]I'm not talking about a delay like that.
I'm talking about if the gate is dialed using button-press chevron light up after the address is entered but before the middle activate button is pressed the gate on the other end will light up.
For instance 1234567 is dialed the gate on the other end lights up, but a wormhole is not established. when the middle button is pressed it activates as normal. Something simple as that.
If someone dials fast then that's fine don't restrict or otherwise put a physical delay in the system. Just have it light up when the address is locked in.[/QUOTE]This thing like said madman exists before megre with my addon, but i havn't coded it in this way because this is wrong. You can not press center button on dhd and what then? Target gate already light up... And if we have removed some chevron from dhd - this will create bug (yes it can be fixed, but this is stupid). Also it will broke some of wiremod features what i did, it also should be recoded... And this thing will take too much recoding and fixing bugs what will hapens after that (and madman's version have too much bugs before and i'm don't like bugs :D). You really don't understand why i chooise use different way for on-button-press feature...
You guys all amuse me so much :3
I don't know where you've been all the time but your stuff bugs a lot more than Madman's.
The project started going to shit after Alex got into the team.
[QUOTE=TheEyes;38147530]The project started going to shit after Alex got into the team.[/QUOTE]
LoL Alex a little bit revived this Addon when he joined ... not sent it to shit idiot ... he fixed almost half of the bugs in whole addon after garry f***** up "some of" his updates ...
[QUOTE=TheEyes;38147530]The project started going to shit after Alex got into the team.[/QUOTE]
He's the one who's keeping CAP alive, without him CAP would be dead a long time ago... pay some respect for the man who's keeping spirit in it for all of you after all...
[QUOTE=Boba Fett;38147671]He's the one who's keeping CAP alive, without him CAP would be dead a long time ago... pay some respect for the man who's keeping spirit in it for all of you after all...[/QUOTE]
Sure, he's keeping it alive badly.
shut up eyes. Alex has done a lot of work on this and does not need to be de-moralised by you dismissing it and calling it all sh*t. He has added many things and I have found no bugs. So don't be so mean and rude to someone who is doing a brilliant job keeping CAP alive, considering the circumstances.
[QUOTE=TheEyes;38147832]Sure, he's keeping it alive badly.[/QUOTE]
So you prefer no cap instead of bugged cap?
He is doing his best for something noone else wants to do anymore, be glad!
Although I must say, the death of many, many addons tomorrow is a shame :3
[QUOTE=remy561;38148357]So you prefer no cap instead of bugged cap?
He is doing his best for something noone else wants to do anymore, be glad!
Although I must say, the death of many, many addons tomorrow is a shame :3[/QUOTE]
The only reason they're dying is because either they are inactive, or their owners/contributors are too lazy to fix it.
[QUOTE=Darker Legends;38147224]I don't know where you've been all the time but your stuff bugs a lot more than Madman's.[/QUOTE]Really? My stuff is only stargate system and ,uch bug fixes for whole cap. And it have much less bugs and much more features (for wiremod, correct symbols lock with chevron, manual dialling, atlantis slow dhd dial mode, glyphs in menu, more convars for stargate configuration, mac os fix and much other things). When i'm installing just cap without my old addon (stargate with group system), by 15 minutes i have found ~20 bugs with stargate what isn't exists in my addon. And after that you saing my things have more bugs? Downgrade to old cap rev 210 and use it if you thing it have less bugs (if it still will work after latest gmod12 updates).
There is old video with comprasion cap vs group system (half year ago)...
[video=youtube;bFG7N5MSCgI]http://www.youtube.com/watch?v=bFG7N5MSCgI[/video]
And even in this video you can hear a bug with incorrect sound playing at the Atlantis gate with on-button-press feature. And this is just one of the many others that can be found within 5 minutes of play and test stargates in different ways.
Plus much bugs still exists in cap and this is true, but this isn't my stuff and bugs. So shut up and enjoy that you have.
Oh and one thing - everyone already forgot about fixes what i did for prevent gmod crash when shoot in water or in event horizont via asuran weapon? Or server crash when use dart harverter? And much other fixes including latest fix for asgard beam transparent? It seems like yes... All you can - it cry and say "everything is shit", and neven try make yourself something like this.
[QUOTE=AlexALX;38149624]
Plus much bugs still exists in cap and this is true, but this isn't my stuff and bugs. So shut up and enjoy that you have.
Oh and one thing - everyone already forgot about fixes what i did for prevent gmod crash when shoot in water or in event horizont via asuran weapon? Or server crash when use dart harverter? And much other fixes including latest fix for asgard beam transparent? It seems like yes... All you can - it cry and say "everything is shit", and neven try make yourself something like this.[/QUOTE]
Couldn't agree more. Thanks for al you have done Alex
Some bugs aren't bugs. They are features. And I'm gonna stick to statement, that my code was never seriously bugged. For me.
[QUOTE=Madman07;38150063]Some bugs aren't bugs. They are features. And I'm gonna stick to statement, that my code was never seriously bugged. For me.[/QUOTE]You just never test thing so much like me - i'm testing everything few times, all possible cases and in different ways (sometimes this can take whole day). And when i'm doing that - i'm found so much bugs, and some of them still exists...
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