[QUOTE=orrila;38194875]Yeah, but it's not a programming language, it is a scripting language[/QUOTE]
Not technically.
@TheEyes: Because it's interpreted instead of compiled? A scripting language is a programming language used for iteration/automation of tasks.
CAP once was collected from pieces of different addons together, and now it turns out to be divided, so when you are going to upload it to workshop?
[B]Rev 321 changes:
More new gmod fixes:[/B]
* Now ships are flyable and have correct camera.
* Cloaking should work now.
* Stargate wire e2 lib should work now.
* Moved e2 chips to main folder of e2 chips (because it seems like wiremod folder opening not working).
* Kino should work fine now.
* Ship keybinders menu works now.
* Some other fixes.
[B]Note:[/B] it seems like much effects havn't translucency or not work correct, later will try to fix something, but not sure if i can fix it.
[QUOTE=Neesk;38195343]CAP once was collected from pieces of different addons together, and now it turns out to be divided, so when you are going to upload it to workshop?[/QUOTE]
When each part will be recoded. Soon you should be able to see new ring system (panels left). However I'm really busy, so don't expect is tomorrow or so.
[QUOTE=Madman07;38195506]When each part will be recoded. Soon you should be able to see new ring system (panels left). However I'm really busy, so don't expect is tomorrow or so.[/QUOTE]For what do separation if legacy addon system works fine?... Also svn is better when in project is few developers... Anyway probably your are going release new ring system without anything else lke small addon so...
Hey, i saw the beta version of previous rings from Madman, they were AWESOME, i think Madman should include his rings into official CAP.
@AlexALX, Steam Workshop is WAY better than svn. No need for client, no need for update. Easier for noobs, easier for pros. svn is NOT an addon system - it's an developer platform. It was used because lack of such tool, but since there is Workshop, why shouldn't it be used? I'm going to release it as one of the new Stargate Pack parts. Second part will be ramps. Then MAYBE gates. And so on (as long as i will have enought time). Users will be able to select only those parts, that they really need.
@cartman300, yeah, they are. And no, it's NOT going to be included in CAP because of the reasons I've mentioned few lines upper.
But enought talking about my addon, it's CAP thread. I will make new thread in time.
[QUOTE=Madman07;38196800]@AlexALX, Steam Workshop is WAY better than svn. No need for client, no need for update. Easier for noobs, easier for pros. svn is NOT an addon system - it's an developer platform. It was used because lack of such tool, but since there is Workshop, why shouldn't it be used? I'm going to release it as one of the new Stargate Pack parts. Second part will be ramps. Then MAYBE gates. And so on (as long as i will have enought time). Users will be able to select only those parts, that they really need.
@cartman300, yeah, they are. And no, it's NOT going to be included in CAP because of the reasons I've mentioned few lines upper.
But enought talking about my addon, it's CAP thread. I will make new thread in time.[/QUOTE]
@madman CAP is to big to fit on Steam Workshop it would need to be broken into like 20 parts for the whole mod.
[QUOTE=Madman07;38196800]@AlexALX, Steam Workshop is WAY better than svn. No need for client, no need for update. Easier for noobs, easier for pros. svn is NOT an addon system - it's an developer platform. It was used because lack of such tool, but since there is Workshop, why shouldn't it be used? I'm going to release it as one of the new Stargate Pack parts. Second part will be ramps. Then MAYBE gates. And so on (as long as i will have enought time). Users will be able to select only those parts, that they really need.[/QUOTE]
You can't really compare SVN with Steam Workshop. SVN is more than just a simple uploading / downloading tool. It's a versioning tool that can merge files on different branches. It also uses incremental updates, so you just have to download the last changes of a file.
I want to see how you code in a team with the Steam Workshop.
(btw it would be cool if you could use Git as it's faster and has more features than SVN)
@pennerlord, I'm not saying that workshop = svn. Svn is NOT designed for addon easy downloader, rather than complex developer tool. And I didn't said that developers should operate on workshop. They can use svn or git or whatever, and upload result on workshop.
@sdbrendan, is there any size limit? If there is, what's a problem to split huge pack into several smaller and let ppl decide which part they really want? Did I said somewhere, that I want to put CAP on workshop?
For fucks sake, read what I'm writing, do not speculate and do not take my single words out of entire content.
[B]Rev 322 changes:
Fixed:[/B]
* Destiny console screen not displaying kino's video.
* MCD now works.
* Dart harvester now havn't black entities in it.
* Ship shield now works (but effects seems work wrong).
* Other small fixes.
====
[B]@all[/B] Can someone of coders (what can read this thread, not from cap team) look what can be wrong with effects? I just can't understand whats wrong here. Also it seems like sprites in new gmod rendering wrong (for example - when you shoot from asgard weapon).
Right now almost everything in cap works fine, except effects. I'm not really good in graphic part and don't know anything about effects in gmod... So this should look someone else.
[B]@Madman07[/B] Workshop have one big lack - if you have updated one line in some lua file for fix something, then all users will completely redownload whole addon.
---
If upload cap into workshop now, and i'll do some fixes - users will redownload all 3 GB of data. Lol...
Uploading the whole pack as one would be a really stupid thing to do. It's much smarter to do what madman said and take cap apart into modules, test each module so it works separately from the rest and upload them that way.
And keep the SVN for development, but make it private so only devs have access to it(maybe a few testers). And use only workshop for distribution. It should download any updates you make automatically anyway.
[B]Rev 323 changes:
Fixed:[/B]
* Mouse clicking for dhd's (when open dhd menu).
* Shield code now works, but have strange fps drop while activating sometimes.
At least found workaround fix for mouse cliclikg on dhd thing, because in new gmod GetEyeTrace return always same pos when some menu is opened.
ps also now you can press "c" near dhd, move mouse to needed button and press "E" instead left mouse click (what will attack dhd if you have weapon in hands) - it will activate it.
pss going to sleep now, 4:49 AM in my country right now :D
Still having the Kino issue with Rev 323. Console gives this error:
[CODE]ERROR: Hook 'CheckTimers' Failed: addons/cap/lua/weapons/kinoremote/init.lua:196: bad argument #2 to 'SetFOV' (number expected, got no value)
Removing Hook 'CheckTimers'
[/CODE]
Also, having a problem with the MALP. The remote doesn't work at all. This is the error from the console:
[CODE][ERROR] addons/cap/lua/entities/malp/init.lua:141: attempt to index field 'environment' (a nil value)
1. unknown - addons/cap/lua/entities/malp/init.lua:141[/CODE]
Hope this helps in correcting it.
Edit: Another error occurs when attempting to use Orlin's minigate. It fails to activate, and all other gates and DHDs on the map become unusable afterwards.
Here's the console message:
[CODE]ERROR: Hook 'CheckTimers' Failed: addons/cap/lua/entities/stargate_orlin/init.lua:136: bad argument #2 to 'ChangeVolume' (number expected, got no value)
Removing Hook 'CheckTimers'[/CODE]
Why haven't we found [URL="http://www.reddit.com/r/Stargate/comments/125gdo/the_complete_sg1_atlantis_setshipprop_schematics/"]this[/URL] earlier ?
@AlexALX in your next update can you please add the gatespawners for my map SG1_The_Fifth_Race, because workshop will not let me upload ini files, Thanks. You can download them from my SVN link [url]http://subversion.assembla.com/svn/sg1_the_fifth_race[/url]
[QUOTE=Captainshaun;38205793]@AlexALX in your next update can you please add the gatespawners for my map SG1_The_Fifth_Race, because workshop will not let me upload ini files, Thanks. You can download them from my SVN link [url]http://subversion.assembla.com/svn/sg1_the_fifth_race[/url][/QUOTE]Hm, i have to do something with this. Workshop also not allow upload .txt files and anything in data folder... That's stupid. Hmmmm.... Need think.
[QUOTE]Still having the Kino issue with Rev 323. Console gives this error:[/QUOTE]
Are you sure updated this file to latest rev?...
[editline]27th October 2012[/editline]
[B]Rev 324 changes:
Added:[/B]
* Cap props spawnlist's to stargate tab.
[B]Fixed:[/B]
* Orlin stargate not working.
* Some other fixes.
[B]Changed:[/B]
* All gatespawners now in "lua/data" folder and have file extension ".lua", not ".ini".
Now gatespawners should be uploadable into workshop. Yes i know, it looks little ugly with ".lua" extension, but garry did not give another choice. All .txt or .ini or other files is ignored in workshop, and only one way upload files in it - do it like "lua" file. Please test and say if it works.
[B]Note:[/B] all custom gatespawners what have users must manual move and rename now for make it work.
============
About "Cap props spawnlist's to stargate tab.":
[URL=http://imageshack.us/photo/my-images/802/gmflatgrass0003.jpg/][IMG]http://imageshack.us/a/img802/3405/gmflatgrass0003.th.jpg[/IMG][/URL]
[QUOTE=AlexALX;38206040]Hm, i have to do something with this. Workshop also not allow upload .txt files and anything in data folder... That's stupid. Hmmmm.... Need think.
[/QUOTE]
1. Stop using imageshack.
2. Why do you need file extentions?
[QUOTE=TheEyes;38207359]1. Stop using imageshack.
2. Why do you need file extentions?[/QUOTE]1. I don't know any other good image hosting for english users (i'm using ukraine/russian hostings, it can not work for your).
2. Because without it workshop also don't allow upload file. Script does not care what extention have file.
[QUOTE=AlexALX;38207392]1. I don't know any other good image hosting for english users (i'm using ukraine/russian hostings, it can not work for your).
2. Because without it workshop also don't allow upload file. Script does not care what extention have file.[/QUOTE]
[url]http://sleekupload.com/[/url] <-- way better
[url]http://imgur.com/[/url] <-- fancy as fuck for reddit users
[url]http://www.mediafire.com[/url] <-- just plain upload
Ah, screw all the hosts. [url]http://www.filebeam.com/[/url] is the best one
@AlexALX Thanks the gatespawner work now in workshop and in game.
[QUOTE=AlexALX;38207392]1. I don't know any other good image hosting for english users (i'm using ukraine/russian hostings, it can not work for your).
2. Because without it workshop also don't allow upload file. Script does not care what extention have file.[/QUOTE]
You have this hoster also (It's free) :
[URL="http://depic.me/"]http://depic.me/[/URL]
[QUOTE=Captainshaun;38208001]@AlexALX Thanks the gatespawner work now in workshop and in game.[/QUOTE]Good to hear that.
Yay for broken pages.
Hi guys I have a stargate addon does not work an error installing wire mod, please show the list of addons to be installed
@Exercict
Please use proper English. I understood jibberish.
I just want to say thanks you alex for fixing cap as quick. I was wondering if the mod was dead after gmod 13 release, i'm very happy to see it's not. Thanks again and all contributors.
this is Google
[editline]27th October 2012[/editline]
sorry
[editline]27th October 2012[/editline]
Give just a list of addons
Hai all again. I'm coding some lua stuff again.
I'm working on some random things that's gonna be published on workshop, for example Adrenator (yes, i know, it's a shitty name), it will automatically generate address and name for newly spawned stargates! :D
It will be soon available on workshop!
[editline]27th October 2012[/editline]
Ah, it seems it won't be on workshop that fast. >.>
Garry's Workshopper doesn't work.
However, i renamed it to Unofficial Stargate Modules
It will contain all stuff i'll do and it won't override any of CAP original content.
For now it contains random stargate names and addresses (as in the show),
next thing i'm gonna do is a menu for feature enabling/disabling and stargate addresses/names from the coordinates.
[editline]27th October 2012[/editline]
Okay, i give up! Workshopper simply doesn't work.
[editline]27th October 2012[/editline]
Okay, i replaced my Stargate Accessories SVN addon with Unofficial Stargate Modules one, so USM is uploaded to AGate SVN. Install as usual.
[url]https://stargate-accessories.googlecode.com/svn/trunk/[/url]
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