• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=AlexALX;38150307]You just never test thing so much like me - i'm testing everything few times, all possible cases and in different ways. And when i'm doing that - i'm found so much bugs, and some of them still exists...[/QUOTE] Just wait for new ring system. Completly idiot proof without any way for breaking it.
[QUOTE=TheEyes;38148413]The only reason they're dying is because either they are inactive, or their owners/contributors are too lazy to fix it.[/QUOTE] Wrong, most of us left, the only people in CAP are Me(Only managing the Forums now a days),Alex, Locutus (if he's still around) and Ronon (if he feels like doing something) The rest of us all left. So quit bitching or just uninstall CAP...
[QUOTE=Madman07;38150341]Just wait for new ring system. Completly idiot proof without any way for breaking it.[/QUOTE]You still working on it? oO
[QUOTE=Avent;38144427]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] I didn't make the one i posted. I do agree this is better. [editline]23rd October 2012[/editline] [QUOTE=Madman07;38150341]Just wait for new ring system. Completly idiot proof without any way for breaking it.[/QUOTE] Madman, somebody will find a way...
[QUOTE=kibbols;38150507] Madman, somebody will find a way...[/QUOTE] Lol, yes :D [QUOTE=AlexALX;38150415]You still working on it? oO[/QUOTE] He is working on the rings. If you saw he recently installed gmod because of failure of Daedalus sim. I think he posted that some time back, maybe 3 pgs or something.
[QUOTE=Boba Fett;38150350]Wrong, most of us left, the only people in CAP are Me(Only managing the Forums now a days),Alex, Locutus (if he's still around) and Ronon (if he feels like doing something) The rest of us all left. So quit bitching or just uninstall CAP...[/QUOTE] I don't know why you guys still bother... Most of cap will not work with new gmod, most of the people in this thread either complain, or ask for new stuff, and only cartman and orilla use the cap forums.... Seems to me this addon should have been left for dead a long long time ago.
[QUOTE=Iziraider;38150861]I don't know why you guys still bother... Most of cap will not work with new gmod, most of the people in this thread either complain, or ask for new stuff, and only cartman and orilla use the cap forums.... Seems to me this addon should have been left for dead a long long time ago.[/QUOTE] :( - this made me cry. Not really.
[QUOTE=Arashin;34670552]the SVN link is broken[/QUOTE] Join the club! Link is not working for me either, It comes up with the error every time I try to download this mod with tortiseSVN - "Unable to connect to a repository at URL 'http://carterspack.svn.sourceforge.net/svnroot/carterspack' OPTIONS of 'http://carterspack.svn.sourceforge.net/svnroot/carterspack': Could not read status line: An existing connection was forcibly closed by the remote host. (http://carterspack.svn.sourceforge.net)" If any one knows how to get past this would be apriated very much!
[QUOTE=AlexALX;38150415]You still working on it? oO[/QUOTE] I'd started recently. I've optimized both rings models, ori rings just got new texture (thanks for boba for source). Besides, most of old (old but completly recoded) works with minor changes. Hovewer, I've finally setted up complete idea for my engineering project, so rings are going to be suspended for some time.
[QUOTE=AlexALX;38145799]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...[/QUOTE] Excuse me.. But if you can't press the center button on the DHD, then why would you be using a DHD in the first place? Why would you be using push-button dialing if you can't use a fully working DHD? I don't understand how someone who is using the push-button method wouldn't have access to the DHD's center button. Excuse my lack of coding knowledge but why couldn't you use something like is used in the DHD's lightup coding? If it the receiving gate lights up, but the person who dialed the gate backs out of the address, then after a few seconds such as 30 or so then the lights on the gate will turn off. Just like the DHD, after a minute or so the DHD will clear the address and shut down if the 7th symbol isn't locked. The simple fact of the matter is that the gates open suddenly and without any warning if you dial using the push-button method. And this is bad.
[QUOTE=GOLDENTRIANGLES;38156361]Excuse me.. But if you can't press the center button on the DHD, then why would you be using a DHD in the first place? Why would you be using push-button dialing if you can't use a fully working DHD? I don't understand how someone who is using the push-button method wouldn't have access to the DHD's center button. Excuse my lack of coding knowledge but why couldn't you use something like is used in the DHD's lightup coding? If it the receiving gate lights up, but the person who dialed the gate backs out of the address, then after a few seconds such as 30 or so then the lights on the gate will turn off. Just like the DHD, after a minute or so the DHD will clear the address and shut down if the 7th symbol isn't locked. The simple fact of the matter is that the gates open suddenly and without any warning if you dial using the push-button method. And this is bad.[/QUOTE]I thing right now saind anything abotu new features or some changes in cap - is walse of your time, because gmod13 is comming and... *go for search sense of life*
[QUOTE=Iziraider;38150861]I don't know why you guys still bother... Most of cap will not work with new gmod, most of the people in this thread either complain, or ask for new stuff, and only cartman and orilla use the cap forums.... Seems to me this addon should have been left for dead a long long time ago.[/QUOTE] We complain and ask for new stuff because we want this mod to be the best it can be. It would be like having a child and having no desire to see them achieve goals. I don't use the cap forms because facepunch is the Walmart of forms. Sure I could travel an extra 20 miles to the dairy to buy a gallon of milk buy why bother when walmart is easier and closer. [editline]23rd October 2012[/editline] [QUOTE=AlexALX;38156552]I thing right now saind anything abotu new features or some changes in cap - is walse of your time, because gmod13 is comming and... *go for search sense of life*[/QUOTE] I was talking about when it gets redone for gmod 13, I didn't mean now lol. Yes that would be completely pointless If I meant for gmod 12 :v:
Look guys. Instead of doing what Triangles is saying, why not do this. The concept is a lot simpler. 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 the 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 - very useful. And why aren't co-ordinates on a map used to form the address, and just the name is different. It would make a lot more sense.
No, this could be only correctly achieved using delayed travel, but that is impossible for now without bugs. If gate addresses are defined by coordinates then there would still be addresses like 123456 and 123457, for example if a gate is 10 units above another gate, their addresses would be ABCDEF and ABCDEG. Anyway, what's wrong with current one? It's fine!
Hey guys continue rate me dumb and i'll left :D
[QUOTE=AlexALX;38161394]Hey guys continue rate me dumb and i'll left :D[/QUOTE] Lol, you care wayyy too much about FP forum ratings :P
This is exactly why new stargate system should be made from scratch.
[QUOTE=Madman07;38161767]This is exactly why new stargate system should be made from scratch.[/QUOTE] That is exactly why I said we should start from scratch with new models/textures and code for Gmod13
[QUOTE=Boba Fett;38163353]That is exactly why I said we should start from scratch with new models/textures and code for Gmod13[/QUOTE] I do. Well almost. Fixed models, some new textures, 99% of new code, etc. Currently new Ring System weight is only 14mb :)
I'm having another small problem with CAP but this time on GMod 13 Whenever i try to spawn a gate this appears in the console [CODE][ERROR] lua/includes/modules/timer.lua:214: timer.Simple - called wrong! 1. error - [C]:-1 2. Simple - lua/includes/modules/timer.lua:214 3. Create - addons/sb3/lua/autorun/server/sv_caf_autostart.lua:416 4. SpawnFunction - addons/cap/lua/entities/stargate_atlantis/init.lua:150 5. Spawn_SENT - gamemodes/sandbox/gamemode/commands.lua:600 6. unknown - gamemodes/sandbox/gamemode/commands.lua:653 7. unknown - lua/includes/modules/concommand.lua:69 [/CODE] And the rest of the console is spammed with [CODE] [SmartSnap 13] addons/cap/lua/weapons/sodan_cloak/cl_init.lua:85: attempt to call global 'ValidEntity' (a nil value) 1. TraceLine - addons/cap/lua/weapons/sodan_cloak/cl_init.lua:85 2. GetEyeTrace - gamemodes/base/gamemode/obj_player_extend.lua:183 3. v - lua/autorun/client.lua:421 4. unknown - lua/includes/modules/hook.lua:86 [ERROR] addons/cap/lua/entities/stargate_base/cl_init.lua:217: attempt to call global 'ValidEntity' (a nil value) 1. v - addons/cap/lua/entities/stargate_base/cl_init.lua:217 2. unknown - lua/includes/modules/hook.lua:86 [/CODE] Can anyone help me? Thanks :)
@cartman - it is unlikely one would have gates this close together.
[QUOTE=freelancer_1234;38164083]I'm having another small problem with CAP but this time on GMod 13 Whenever i try to spawn a gate this appears in the console [CODE][ERROR] lua/includes/modules/timer.lua:214: timer.Simple - called wrong! 1. error - [C]:-1 2. Simple - lua/includes/modules/timer.lua:214 3. Create - addons/sb3/lua/autorun/server/sv_caf_autostart.lua:416 4. SpawnFunction - addons/cap/lua/entities/stargate_atlantis/init.lua:150 5. Spawn_SENT - gamemodes/sandbox/gamemode/commands.lua:600 6. unknown - gamemodes/sandbox/gamemode/commands.lua:653 7. unknown - lua/includes/modules/concommand.lua:69 [/CODE] And the rest of the console is spammed with [CODE] [SmartSnap 13] addons/cap/lua/weapons/sodan_cloak/cl_init.lua:85: attempt to call global 'ValidEntity' (a nil value) 1. TraceLine - addons/cap/lua/weapons/sodan_cloak/cl_init.lua:85 2. GetEyeTrace - gamemodes/base/gamemode/obj_player_extend.lua:183 3. v - lua/autorun/client.lua:421 4. unknown - lua/includes/modules/hook.lua:86 [ERROR] addons/cap/lua/entities/stargate_base/cl_init.lua:217: attempt to call global 'ValidEntity' (a nil value) 1. v - addons/cap/lua/entities/stargate_base/cl_init.lua:217 2. unknown - lua/includes/modules/hook.lua:86 [/CODE] Can anyone help me? Thanks :)[/QUOTE] i think that CAP on gmod 13 is 100% broken
[QUOTE=Lantian;38164236]i think that CAP on gmod 13 is 100% broken[/QUOTE]yes, latest gmod13 updates broke it completely, and i'm probably will not going fix it. Not sure yet, waiting for official release of gmod13.
@Orilla Wrong, i always have at least 2 gates in my base. One is usually the backup gate. :D Backdoor, if you want so. :D [editline]24th October 2012[/editline] But, hey, that can be fixable to be like in the show, you can dial out but dialing in will be a problem. :D
Good, maybe someone will start actually rewriting gates using master/slave system instead of current, ugly parallel? It would give to it more robustness and advanced things (like light up multiple gates with same address, or real time dial override) would be easier to implement. Btw Cartman, Orilla has right. This is brilliant way, and if I would ever start working on gates, I would defiantly make it. Address based on coordinates. For each type of gate (milky, pegasus, destiny) the way of calculating address would be different, thus you would have multiple gates in your base as long as they are different type (useful for midway base). Ofc gate names would have to dissappear. But I believe, it would make new gate system amazing!
Why names disspear, then you cannot tell where gate is. It was just an idea. Using cartmans radom address generator is also a good system. I think for now however the current one is ok. And that if a new one was ever to be re-coded a convar would be absolutely great, the current system is still good simply because it is easier to use and more options for control, especially for admins on servers. The trouble is, I love the current one, and my idea. so I duuno :D
Just wondering out loud, since I have practically no lua knowledge, how long would it take a competent person to recode the gates once familiarity with Gmod 13 is established?
@orrila, that's the point. They also didn't knew where gate are. @Link320, that depends how much features you are planning to put in, how much time you can spend on it and especially, are you a skilled person or not. I would say few weeks at least.
I might try to code test gates in 2 weeks or so, but i don't guarantee they'll work OR i'll start doing it at all! I just love coding random stuff. xD
Hm.... Or i'm stupid man or old addon system removed or not working in gmod13. If so, then good bye, i'll not use workshop in any case.
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