• Stargate Carter Addon Pack
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[QUOTE=Link320;38175683]"Changed map icons to png images" Great work Alex![/QUOTE] LOL! This is probably why the map textures aren't working for you, Alex :P Also, GMod 13 is quite awesome! Lovin' the way you can dl dupes in-game :D
[QUOTE=Link320;38175683]"Changed map icons to png images" Great work Alex![/QUOTE] [QUOTE=Avent;38175873]LOL! This is probably why the map textures aren't working for you, Alex :P Also, GMod 13 is quite awesome! Lovin' the way you can dl dupes in-game :D[/QUOTE] Hey guys, you really think i'm an idiot? I have changed this long time ago, and in some old gmod13 beta versions map icons loaded from legacy addon system, but later garry broke it, and now icons loading only if place it in root directory or use workshop addon, but not addon from legacy addon system.
Avon's stargate mod? Where is a thread, and it works with gmod 13?
Can't wait until this is updated to Gmod 13!
Alex you used to/still do run a Linux server right? Have you tried CAP on it since GMod 13? When I enable CAP the server freezes before it finishes loading, I was wondering if this is a problem my end or not. Edit: Well, the problem is with your file.FindInLua() function, something is calling it wrong and making the whole loading process freeze. Edit2: Ignore that. Not CAP's fault directly, another addon was still calling FindInLua and was doing so incorrectly.
[QUOTE=johan svensk;38176900]Can't wait until this is updated to Gmod 13![/QUOTE] indeed, altho alex did update it so the stargates now work on gmod13
It's how I see all those recent CAP fixes for gmod 13: [IMG]http://cdn.ebaumsworld.com/picture/Timjb1/duct_tape_2.jpg[/img]
[QUOTE=Madman07;38179105]It's how I see all those recent CAP fixes for gmod 13: [IMG]http://cdn.ebaumsworld.com/picture/Timjb1/duct_tape_2.jpg[/img][/QUOTE] Duck Tape fixes all.
Where did you find that picture of my car?
[QUOTE=Madman07;38179105]It's how I see all those recent CAP fixes for gmod 13: [IMG]http://cdn.ebaumsworld.com/picture/Timjb1/duct_tape_2.jpg[/img][/QUOTE]But it works! :D
[QUOTE=cartman300;38175238]WarboyX, try cleaning up cap_resources folder and then updating again.[/QUOTE] Tried that already, Didn't work.
[QUOTE=Madman07;38179105]It's how I see all those recent CAP fixes for gmod 13: [url]http://cdn.ebaumsworld.com/picture/Timjb1/duct_tape_2.jpg[/url][/QUOTE] Really? I see cap more like [img_thumb]http://g-cdn.apartmenttherapy.com/203281/tifi-beer_rect540.jpg[/img_thumb] I feel like it's one little mistake away from going horribly wrong :))
[QUOTE=Madman07;38179105]It's how I see all those recent CAP fixes for gmod 13: [IMG]http://cdn.ebaumsworld.com/picture/Timjb1/duct_tape_2.jpg[/img][/QUOTE] Atleast he is trying :)
I feel bad for you guys. Since Garry decided he didn't care how many casualties this update caused, it seems like [i]years[/i] of work by you guys are now down the drain. Too bad you guys couldn't take what you know with GMod and LUA and make your own stand-alone CAP game. That'd be awesome.
[QUOTE=Tyenkrovy;38183503]I feel bad for you guys. Since Garry decided he didn't care how many casualties this update caused, it seems like [i]years[/i] of work by you guys are now down the drain. Too bad you guys couldn't take what you know with GMod and LUA and make your own stand-alone CAP game. That'd be awesome.[/QUOTE] Hmm? The majority of the mod would appear to be working at present, which is more than I expected immediately post-update. Though I don't understand the extent of the changes involved, I doubt very much this is as catastrophic as you're saying it is. Also building a whole new game from scratch to fix these few problems is like suggesting someone buy a new car because their brakes are out.
[QUOTE=Tyenkrovy;38183503]Too bad you guys couldn't take what you know with GMod and LUA and make your own stand-alone CAP game. That'd be awesome.[/QUOTE] That would invoke copyright laws upon them. A mod is fine but a stand alone game - I don't think MGM would allow. And no, they would never do that, too little devs.
michaeldim: Ahhh. Didn't know it was working that well. Maybe it's just my copy that's being stupid. orrila: Ah, yeah. Now that you mention it, I think there was a project to make a TC Stargate game out of Far Cry years ago and MGM put the kibosh on that.
[B]Rev 320 changes: Added:[/B] * Stargate tab with all cap things in spawnmenu. * Atlantis transporter multi-language. [B]Fixed:[/B] * Player and ship weapons (entities) should work now (maybe not all, havn't time for testing right now). * Ships now havn't error spam, but still somewhy not flyable. * Puddle Jumper now works, but camera somewhy is wrong. * Gravity Controller stool now works fine. * Drones now works. * Some other small fixes. [B]Note:[/B] there is still much stuff not working, i'm trying to fix it, but this need more time, and i need help... ======== About "Stargate tab with all cap things in spawnmenu." here is it: [URL=http://imageshack.us/f/846/gmflatgrass0001.jpg/][IMG]http://imageshack.us/a/img846/897/gmflatgrass0001.th.jpg[/IMG][/URL]
There seems to be an odd glitch with the Kino. I sent it through the gate and everything seemed to work fine. But when I tried to switch back to my own view, it was stuck on the Kino's point of view still and wouldn't switch back. Oddly, I could switch between weapons and even fire them despite this. Dieing didn't reset my viewpoint either. Dunno if it's just an issue with my installation, like the problems I was having before seemed to be (reinstalling GMod fixed those).
[QUOTE=kibbols;38179188]Duck Tape fixes all.[/QUOTE] if duck tape cant fix something it can never be fixed
[QUOTE=Tyenkrovy;38183503]I feel bad for you guys. Since Garry decided he didn't care how many casualties this update caused, it seems like [i]years[/i] of work by you guys are now down the drain. Too bad you guys couldn't take what you know with GMod and LUA and make your own stand-alone CAP game. That'd be awesome.[/QUOTE] Lua is not an acronym, nor is it a valid programming language.
[QUOTE=TheEyes;38188651]Lua is not an acronym, nor is it a valid programming language.[/QUOTE] Understood, good sir. Thank you for the clarification.
[QUOTE=Lantian;38188551]if duck tape cant fix something it can never be fixed[/QUOTE] INVALID If duck tape didn't work, you're not using enough duck tape.
[QUOTE=kibbols;38189022]INVALID If duck tape didn't work, you're not using enough duck tape.[/QUOTE] Duct tape* It doesn't quack.
[QUOTE=Tyenkrovy;38186468]There seems to be an odd glitch with the Kino. I sent it through the gate and everything seemed to work fine. But when I tried to switch back to my own view, it was stuck on the Kino's point of view still and wouldn't switch back. Oddly, I could switch between weapons and even fire them despite this. Dieing didn't reset my viewpoint either. Dunno if it's just an issue with my installation, like the problems I was having before seemed to be (reinstalling GMod fixed those).[/QUOTE] I have the same problem!
List of issues I've found thus far, although I'm amazed at how much [I]is[/I] working:[HR][/HR]-Expression 2 extension not working due to ValidEntity not having been changed to IsValid, worked once I replaced these in all expression 2 related cap files. -Shield and Asgard Transport effects (probably others too) have the following error, likely due to Vector() now defaulting to (0,0,0) [CODE][ERROR] addons/cap/lua/effects/shield_engage/init.lua:96: bad argument #2 to 'SetModelScale' (number expected, got no value) 1. SetModelScale - [C]:-1 2. unknown - addons/cap/lua/effects/shield_engage/init.lua:96[/CODE] -Trying to update entities by clicking on them produces: [CODE][ERROR] addons/cap/lua/stargate/server/tool.lua:57: bad argument #1 to 'pairs' (table expected, got nil) 1. pairs - [C]:-1 2. UpdateKeys - addons/cap/lua/stargate/server/tool.lua:57 3. LeftClick - addons/cap/lua/weapons/gmod_tool/stools/stargate_shield.lua:116 4. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:240[/CODE] -Cloaking doesn't seem to... cloak. Don't know what's going on there. -The MALP throws a bunch of these: [CODE][ERROR] addons/cap/lua/entities/malp/init.lua:168: attempt to call global 'UpdateRenderTarget' (a nil value) 1. unknown - addons/cap/lua/entities/malp/init.lua:168[/CODE] -Energy pulse stunners give these on impact: [CODE][ERROR] addons/cap/lua/entities/energy_pulse_stun/cl_init.lua:68: attempt to perform arithmetic on local 'dir' (a nil value) 1. unknown - addons/cap/lua/entities/energy_pulse_stun/cl_init.lua:68 [ERROR] addons/cap/lua/entities/energy_pulse_stun/cl_init.lua:68: attempt to perform arithmetic on local 'dir' (a nil value) 1. Draw - addons/cap/lua/entities/energy_pulse_stun/cl_init.lua:68 2. unknown - gamemodes/base/entities/entities/base_anim.lua:50[/CODE] -The zat effect produces loads of these: [CODE][ERROR] addons/cap/lua/effects/zat_tracer/init.lua:100: attempt to perform arithmetic on field 'normal' (a nil value) 1. unknown - addons/cap/lua/effects/zat_tracer/init.lua:100[/CODE] -Asuran gate beam effects at start and end of beam are black boxes, as are those at the centre of a nq bomb explosion. -Gate overloader gave this error, then set both gates on fire and finished overloading in about 20 seconds: bounds = 3.208800 [CODE][ERROR] addons/cap/lua/stargate/shared/stargateextras.lua:15: Tried to use a NULL entity! 1. OBBCenter - [C]:-1 2. GetEntityCentre - addons/cap/lua/stargate/shared/stargateextras.lua:15 3. unknown - addons/cap/lua/effects/unstable/init.lua:18[/CODE] -Goauld Iris upon activating: [CODE][ERROR] addons/cap/lua/entities/goauld_iris/init.lua:119: attempt to perform arithmetic on a nil value 1. HitEffect - addons/cap/lua/entities/goauld_iris/init.lua:119 2. unknown - addons/cap/lua/entities/goauld_iris/init.lua:90[/CODE]
The weapons didn't work in Gmod 12 either.
[QUOTE=orrila;38183993]That would invoke copyright laws upon them. A mod is fine but a stand alone game - I don't think MGM would allow. [/QUOTE] Not if it's non-commercial. [QUOTE=TheEyes;38188651]Lua is not an acronym, nor is it a valid programming language.[/QUOTE] No? ... [url]http://en.wikipedia.org/wiki/Lua_(programming_language)[/url] Sure, it's used for scripting in 99% of all cases but so what, no it's not an acronym it means "moon" in Portugese, and no, it's not spelled LUA, but really so what...
[QUOTE=The Art of War;38194526]Not if it's non-commercial. No? ... [url]http://en.wikipedia.org/wiki/Lua_(programming_language)[/url] Sure, it's used for scripting in 99% of all cases but so what, no it's not an acronym it means "moon" in Portugese, and no, it's not spelled LUA, but really so what...[/QUOTE] I said valid programming language, not programming language.
[QUOTE=TheEyes;38194582]I said valid programming language, not programming language.[/QUOTE] Yeah, but it's not a programming language, it is a scripting language
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