• Stargate Carter Addon Pack
    4,521 replies, posted
@Alex, place everything in root folder.
[QUOTE=Madman07;38166693]@Alex, place everything in root folder.[/QUOTE]For me this isn't option. So....... ===== [B]@all[/B] It was a good year and I have learned new language - lua, but it did not change anything for me and my life... So I say goodbye everyone, I hope I will never remember gmod again and will not take crap in my life again. And now going to remove gmod...
Izi, this is the time the addon should be left for dead.
Legacy addons need to have info.txt renamed to addon.txt to be loaded. Still getting loads of errors about ValidEntity though. Come baaaaack!
[QUOTE=Link320;38167476]Legacy addons need to have info.txt renamed to addon.txt to be loaded. Still getting loads of errors about ValidEntity though.[/QUOTE]It works???!!!!?!?!?!?!??!!?Going to test before delete gmod, if yes, probably i'm will be still here :D
Let's cross our fingers... ...Without CAP I don't know if I'll be able to play GMod..
Well, right now Wiremod's broken too, which would screw things up even if all the native errors in CAP were fixed. On the plus side the Wraith and Prior NPCs seem to be working fine, even if they're the only things that work.
[QUOTE=Link320;38168067]Well, right now Wiremod's broken too, which would screw things up even if all the native errors in CAP were fixed. On the plus side the Wraith and Prior NPCs seem to be working fine, even if they're the only things that work.[/QUOTE]Yes right now wiremod broken... But as for cap... I can say - it works (after some edits), but with some errors. Garry somethong change with setangles function, somewhy i'm getting errror: [QUOTE]bad argument #2 to '__sub' (Angle expected, got userdata)[/QUOTE] But what wrong here idk.... [QUOTE]e:SetAngles(ang-angForw*i*40);[/QUOTE] Trying understand what wrong.... UPD: fixed.... In strange way... idk why it should be now like that. [CODE] local a = angForw*i*40; e:SetAngles(ang-Angle(a[1],a[2],a[3]));[/CODE]
All I can do is refer you here: [url]http://www.facepunch.com/showthread.php?t=1220466[/url]
I'm not informed on the specifics of this concept, but apparently you won't have to close GMod whenever you change a lua file in something you're making. It should just update automatically on the change, which should be useful for bug fixing.
It was like that since beggining. Reload map for clientside files, lua_reloadents for serverside. It seems that right now autoreload + reload cl_init without disconnecting is supported, but, I wouldn't trust it.
[QUOTE=Avent;38168768]I'm not informed on the specifics of this concept, but apparently you won't have to close GMod whenever you change a lua file in something you're making. It should just update automatically on the change, which should be useful for bug fixing.[/QUOTE] Yep always was but I always exited the game every time I changed something, not reliable to trust it to reload everything correctly during runtime. EDIT: Ninja'd..
I was almost done building my sgu-themed base (put almost 2h into it) when this s**t happened. <_< Stuff is probably going to be fixed at some point, but if it doesn't then i'm done with gmod. >_<
GMod officially sucks now thanks to Garry.
[QUOTE=cartman300;38169483]GMod officially sucks now thanks to Garry.[/QUOTE] It won't suck if there's CAP! :D
Garry FIXED FONTS LOADING FROM LEGACY ADDON SYSTEM!!! YEAH!!!!!!!!!!!!!! Now only map icons not loading from legacy addon system, but this isn't big problem... fonts is more important... Status of cap on new gmod: * Stargate works itself, opening effects still have bugs like in gmod beta. * Rings work. * Weapons not working, tried to fix, but still have some error idk why, maybe try later fix again. * Ships not working, havn't ideas how to fix for now. Later will look closer. * Some ents/stools works fine, some not. Need time for testing etc. So guys, soon (after wiremod will be fixed), will be also uploaded "small" update for cap, what should atleast fix some parts of it. Also this update will broke cap on gmod12, so if someone will using cap on gmod12 (in offline mode for example) - then just keep rev 318 as latest for gmod12. [editline]25th October 2012[/editline] [B]Rev 319 changes: Fixed:[/B] * Cap work on new gmod. [B]Please note:[/B] there is still much stuff broken and not working. And also this update broke cap for users what still use gmod12. So just don't update and keep rev 318 as latest for gmod12. And don't forget update cap_resources folder! ========= This almost all what i can fix... I have no ideas how to fix weapons or ships or some other stuff. This should do only coders what wrote this things. Also there is link for fixed wiremod: [url]https://github.com/wiremod/wire/tree/[/url]
[QUOTE=AlexALX;38169890]Garry FIXED FONTS LOADING FROM LEGACY ADDON SYSTEM!!! YEAH!!!!!!!!!!!!!! Now only map icons not loading from legacy addon system, but this isn't big problem... fonts is more important... Status of cap on new gmod: * Stargate works itself, opening effects still have bugs like in gmod beta. * Rings work. * Weapons not working, tried to fix, but still have some error idk why, maybe try later fix again. * Ships not working, havn't ideas how to fix for now. Later will look closer. * Some ents/stools works fine, some not. Need time for testing etc. So guys, soon (after wiremod will be fixed), will be also uploaded "small" update for cap, what should atleast fix some parts of it. Also this update will broke cap on gmod12, so if someone will using cap on gmod12 (in offline mode for example) - then just keep rev 318 as latest for gmod12. [editline]25th October 2012[/editline] [B]Rev 319 changes: Fixed:[/B] * Cap work on new gmod. [B]Please note:[/B] there is still much stuff broken and not working. And also this update broke cap for users what still use gmod12. So just don't update and keep rev 318 as latest for gmod12. ========= This almost all what i can fix... I have no ideas how to fix weapons or ships or some other stuff. This should do only coders what wrote this things. Also there is link for fixed wiremod: [url]https://github.com/wiremod/wire/tree/[/url][/QUOTE] THANK THE LAWD
[QUOTE=AlexALX;38169890]Garry FIXED FONTS LOADING FROM LEGACY ADDON SYSTEM!!! YEAH!!!!!!!!!!!!!! Now only map icons not loading from legacy addon system, but this isn't big problem... fonts is more important... Status of cap on new gmod: * Stargate works itself, opening effects still have bugs like in gmod beta. * Rings work. * Weapons not working, tried to fix, but still have some error idk why, maybe try later fix again. * Ships not working, havn't ideas how to fix for now. Later will look closer. * Some ents/stools works fine, some not. Need time for testing etc. So guys, soon (after wiremod will be fixed), will be also uploaded "small" update for cap, what should atleast fix some parts of it. Also this update will broke cap on gmod12, so if someone will using cap on gmod12 (in offline mode for example) - then just keep rev 318 as latest for gmod12. [editline]25th October 2012[/editline] [B]Rev 319 changes: Fixed:[/B] * Cap work on new gmod. [B]Please note:[/B] there is still much stuff broken and not working. And also this update broke cap for users what still use gmod12. So just don't update and keep rev 318 as latest for gmod12. And don't forget update cap_resources folder! ========= This almost all what i can fix... I have no ideas how to fix weapons or ships or some other stuff. This should do only coders what wrote this things. Also there is link for fixed wiremod: [url]https://github.com/wiremod/wire/tree/[/url][/QUOTE] ALL HAIL ALEX THE GOD (not goa'uld)
[QUOTE=AlexALX;38169890]Garry FIXED FONTS LOADING FROM LEGACY ADDON SYSTEM!!! YEAH!!!!!!!!!!!!!! Now only map icons not loading from legacy addon system, but this isn't big problem... fonts is more important... Status of cap on new gmod: * Stargate works itself, opening effects still have bugs like in gmod beta. * Rings work. * Weapons not working, tried to fix, but still have some error idk why, maybe try later fix again. * Ships not working, havn't ideas how to fix for now. Later will look closer. * Some ents/stools works fine, some not. Need time for testing etc. So guys, soon (after wiremod will be fixed), will be also uploaded "small" update for cap, what should atleast fix some parts of it. Also this update will broke cap on gmod12, so if someone will using cap on gmod12 (in offline mode for example) - then just keep rev 318 as latest for gmod12. [editline]25th October 2012[/editline] [B]Rev 319 changes: Fixed:[/B] * Cap work on new gmod. [B]Please note:[/B] there is still much stuff broken and not working. And also this update broke cap for users what still use gmod12. So just don't update and keep rev 318 as latest for gmod12. And don't forget update cap_resources folder! ========= This almost all what i can fix... I have no ideas how to fix weapons or ships or some other stuff. This should do only coders what wrote this things. Also there is link for fixed wiremod: [url]https://github.com/wiremod/wire/tree/[/url][/QUOTE] the inner ring doesnt show so i cant dial or nothing neither do the chevrons show for me.
[QUOTE=sdbrendan;38171325]the inner ring doesnt show so i cant dial or nothing neither do the chevrons show for me.[/QUOTE]For me stargates work fine (except open/teleport effects).
Did you update wire? ^ [editline]25th October 2012[/editline] DAMN! I got Ninja'd!
[IMG]http://i50.tinypic.com/eqa6nt.png[/IMG] For some reason I'm met with that when trying to download CAP via a .bat script I wrote based on the command line version of Subversion.
Models aint working for me in SVN 319. and yes I updated cap_resources
[QUOTE=WarboyX;38172596]Models aint working for me in SVN 319. and yes I updated cap_resources[/QUOTE] gmod 13 or 12? if 12, he said things would break if you updated to 319 on 12 [editline]24th October 2012[/editline] Thank you devs for all you've done, hopefully there'll be more fixes and more to come if Ronan ever returns.
[QUOTE=orrila;38160293]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.[/QUOTE] ... What... I had a hard time reading this. If I'm reading this right It sounds like you want the gates to check every time a symbol is pressed for a match. This is not a good idea as it could cause lag and problems because every time a symbol is pressed it would ask all the gates on the server for a matching symbol. Doing this 6 times is really unnecessary. My way, and apparently Madmans way also, was that it checked only once and only when the address was locked in. This is better. I'm pretty sure it would be better if it only checked for the gates once the address was locked in. [editline]24th October 2012[/editline] [QUOTE=Madman07;38161767]This is exactly why new stargate system should be made from scratch.[/QUOTE] [editline]24th October 2012[/editline] [QUOTE=Boba Fett;38163353]That is exactly why I said we should start from scratch with new models/textures and code for Gmod13[/QUOTE] And I agree with both of them. It's truly the only way we could get really good quality work done. I think we should focus on code first. The models we have right now are fine and we can work on them later. Let's fix the car before we paint the body. [editline]24th October 2012[/editline] [QUOTE=Madman07;38164707]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![/QUOTE] B-b-b-but I like setting the address to the gate in my base GOLDEN D: It' fits my name so it's easy to remember and It dials very nicely on a DHD :( don't remove the ability to set our own addresses please. :( If you really really want to You can allow the gates to spawn with your position based address. But let us change them if we want to.
I never post in this thread but I'm a huge fan of CAP. Truth be told, it's one of the few reasons I still play GMod at all. I really appreciate all the hard work that's gone into the mod to date, and the work that you've done this far is spectacular. I would very much like to see this mod supported and updated in the future, as it still holds a huge potential. I hope for the best in future development. That's just my two bits on the project. Keep up the good work, lads.
[QUOTE=michaeldim;38173113]I never post in this thread but I'm a huge fan of CAP. Truth be told, it's one of the few reasons I still play GMod at all. I really appreciate all the hard work that's gone into the mod to date, and the work that you've done this far is spectacular. I would very much like to see this mod supported and updated in the future, as it still holds a huge potential. I hope for the best in future development. That's just my two bits on the project. Keep up the good work, lads.[/QUOTE] Too bad users can't mufti rate. If you could I would rate agree, winner, friendly, Optimistic
[QUOTE=kibbols;38172704]gmod 13 or 12? if 12, he said things would break if you updated to 319 on 12 [editline]24th October 2012[/editline] Thank you devs for all you've done, hopefully there'll be more fixes and more to come if Ronan ever returns.[/QUOTE] 13, I had to move stuff from cap_resources to the main folder for it to load correctly, I shouldn't need to do that.
WarboyX, try cleaning up cap_resources folder and then updating again.
"Changed map icons to png images" Great work Alex!
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