• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=AlexALX;38234895]Can anyone say what happens with this model (maybe material) in new gmod? oO [URL=http://sleekupload.com/uploads/view/gm_flatgrass0006_1.jpg][IMG]http://sleekupload.com/uploads/5/thm/gm_flatgrass0006_1_thm.jpg[/IMG][/URL][/QUOTE] Seems it is set on the second skin family as that is the Fire_on texture for it... As for the sprite where did you tried it in a new vmt or in the lua code?
Destiny canon does NOT have skins. It has separate, stripes glow model. Why not skins? Skins let you choose only enabled/disabled. Thanks to separate model, it was possible to fade in/out stripes transparency. Since garry broke something with drawing transparent entities, it's broken as well :)
[QUOTE=Madman07;38235105]Destiny canon does NOT have skins. It has separate, stripes glow model. Why not skins? Skins let you choose only enabled/disabled. Thanks to separate model, it was possible to fade in/out stripes transparency. Since garry broke something with drawing transparent entities, it's broken as well :)[/QUOTE]Ok thank you for hint. After i add "ent:SetRenderMode(RENDERMODE_TRANSALPHA)" for turrets and "ENT.RenderGroup = RENDERGROUP_TRANSLUCENT" for sg_turret_part cl_init.lua file it start works. But it still have bug with rendering - somewhy in some angles i can't see ent. Exacly same problem with stargate effets when it have rendergroup BOTH or TRANSLUCENT. Here is video with this bug (i have specifically turn on effects with translucency enabled): [video=youtube;RmIWkZ103x0]http://www.youtube.com/watch?v=RmIWkZ103x0[/video] I have no idea why this happens, and can't fix it... Maybe should report to garry like gmod bug? [editline]29th October 2012[/editline] [QUOTE=Boba Fett;38234932]As for the sprite where did you tried it in a new vmt or in the lua code?[/QUOTE]Tried all ways...
[B]Rev 332-333 changes: Fixed:[/B] * Destiny main turret fire effect (but with rendering bug what i can't fix). * Jaffa stationary staff weapon activation code - now can press use also on it parts, and it have mass now. * Renamed "Staff_stationary" to "staff_stationary" (lowercase now, for linux/mac os). [editline]29th October 2012[/editline] Hey guys, what do you thing about this idea: Upload small workshop addon with name "Stargate Carter Addon Pack", what will include: - Fix for map icons (what not loading from legacy addon system). - Small script what will display motd window with "How to install svn version of cap" for users what havn't installed svn version of cap. - Write in description same things. For what? Just for informing workshop users - there is CAP addon and stargates. So what do you thing? Yes this will be not "real" addon and some users will complain, but like i remember madman did same thing when upload cap to garrysmod.org.
First time fix to this mod to working 100%
[QUOTE=juhaszjani;38237438]First time fix to this mod to working 100%[/QUOTE]Then let garry fix sprites translucent and translucent entites rendering. Because right now cap have only this two bugs (at least bugs what created new gmod, not bugs what cap have before in gmod10).
If you tried both already than I doubt there's another fix other than making a new sprite texture for it with an already alpha in it... For workshop yea perhaps good idea sort like the TAC, could fit good with the project I'm currently doing for CAP but still long way for that to be done. For now Alex I'd say prepare everything already than when I've figured something out on my side with my project we'll merge them together and upload it to workshop!
[QUOTE=Boba Fett;38238712]If you tried both already than I doubt there's another fix other than making a new sprite texture for it with an already alpha in it... For workshop yea perhaps good idea sort like the TAC, could fit good with the project I'm currently doing for CAP but still long way for that to be done. For now Alex I'd say prepare everything already than when I've figured something out on my side with my project we'll merge them together and upload it to workshop![/QUOTE]I have tried also recreate sprite add new alpha etc but probably i had did something wrong because it didn't help... Hmmm... After thinking i got another idea about workshop. Motd on map load will a little annoying, so there is another way - smal lua script will add "stargate" tab in spawnmenu, when user open it, it will display page with html (or just plain) text of how install svn version of cap. I thing with new gmod spawnmenu this is possible now. Should try later if this idea can work. As for you project, can you pm me with answer - what exacly is "your project" and what it will do?)) I'll not tell anyone)
Upload new splitted up stargate pack on workshop. No need for legality checker, TAC, updater, and other shit. Whoa, i'm drunk xD
[QUOTE=Madman07;38239118]Upload new splitted up stargate pack on workshop. No need for legality checker, TAC, updater, and other shit. Whoa, i'm drunk xD[/QUOTE]Nooo, no.. i don't want separation(( :suicide:
[QUOTE=Madman07;38239118]Upload new splitted up stargate pack on workshop. No need for legality checker, TAC, updater, and other shit. Whoa, i'm drunk xD[/QUOTE] Madman you're drunk go home! On an other note: @Alex Yea that might be a better idea! I'll pm you when I feel like it just prepare it so it can access a webpage!
[QUOTE=AlexALX;38237083][B]Rev 332-333 changes: Fixed:[/B] * Destiny main turret fire effect (but with rendering bug what i can't fix). * Jaffa stationary staff weapon activation code - now can press use also on it parts, and it have mass now. * Renamed "Staff_stationary" to "staff_stationary" (lowercase now, for linux/mac os). [editline]29th October 2012[/editline] Hey guys, what do you thing about this idea: Upload small workshop addon with name "Stargate Carter Addon Pack", what will include: - Fix for map icons (what not loading from legacy addon system). - Small script what will display motd window with "How to install svn version of cap" for users what havn't installed svn version of cap. - Write in description same things. For what? Just for informing workshop users - there is CAP addon and stargates. So what do you thing? Yes this will be not "real" addon and some users will complain, but like i remember madman did same thing when upload cap to garrysmod.org.[/QUOTE] You could upload the lua files on workshop and the modelpack with the svn.
[QUOTE=remy561;38240036]You could upload the lua files on workshop and the modelpack with the svn.[/QUOTE]Isn't good idea, lua files yes, but cap folder for example have much other files including in data folder what can't be uploaded on workshop... Also what sense upload all luafiles if it still will not work? Svn is better for updating/editing etc.
[QUOTE=AlexALX;38240614]Isn't good idea, lua files yes, but cap folder for example have much other files including in data folder what can't be uploaded on workshop... Also what sense upload all luafiles if it still will not work? Svn is better for updating/editing etc.[/QUOTE] Yea just go with your plan Alex I like that! Getting a somewhat concept of my project idea now need to draw it out!
I get the feeling this shouldn't be happening, lol. I've seen this glitch before, actually, but it's been a long time. Maybe something to do with the texture file alpha channel? [IMG]http://i31.photobucket.com/albums/c382/riggermantis/CAP-rev-333-gate-weapon-glitch.png[/IMG]
[QUOTE=Tyenkrovy;38245815]I get the feeling this shouldn't be happening, lol. I've seen this glitch before, actually, but it's been a long time. Maybe something to do with the texture file alpha channel? [/QUOTE] You should probably read back up the thread, you will find that your question will immediately be answered.
[QUOTE=Avent;38245920]You should probably read back up the thread, you will find that your question will immediately be answered.[/QUOTE] Ahhh, yup. Sorry 'bout that. Guess my brain's a bit fuzzy at ~3AM. O.o
[QUOTE=Tyenkrovy;38246072]Ahhh, yup. Sorry 'bout that. Guess my brain's a bit fuzzy at ~3AM. O.o[/QUOTE] Hahah! Np :D
An easy to fix bug, you're indexing the Asgard transporter's sound as a variable "sound", which means when you go to use sound.Play() for it later in the file, it won't work.
Ummm, I'd appreciate some help from anyone who understands what is going on here; I was overloading a stargate on the map freespace_gs, and when the gate finally blew up, GMod started rendering things terribly. By this I mean there was flickering stuff, the 2d skybox background stopped rendering (but not the 3d part), textures flickered black, lots more flickering, etc. I restarted GMod, and now I'm not seeing some effects such as; the Kawoosh (new and old versions) the effect when the kawoosh goes back into the gate (the ripple thingy) the effect when you 'push' with the hand device motion blur when noclipping fast / falling fast. However, I can still see that big spherical displacement thingy when a naquadah bomb explodes. I am definitely running in DirectX 9.0, I checked the video settings, and I can't seem to fix things; Have I wrecked my GPU or something? o.O [editline]30th October 2012[/editline] Also as a side note; those initial effects didn't end when the gate explosion subsided, they stuck around until I closed the game, but I didn't get any screenshots. [editline]30th October 2012[/editline] Additionally, my power cut out for about 5-10 seconds. This happened approximately five minutes after the whole gmod gpu thing; perhaps there were power fluctuations? (My psu is -supposed- to be safeguarding my hardware against that) [editline]30th October 2012[/editline] After booting back up, I'm now getting some very strange bugs (such as nothing other than the chevrons appearing for the stargate). I'm attempting to reinstall GMod, and I'll write back here with how that goes. ( I'm posting this all in the CAP forum 'cause it seems to have started with the gate overloader, but I'd be happy to snip this post down after I've sorted things out :) ) [editline]30th October 2012[/editline] The 'strange bugs' from the power outage are gone, but I'm back to the original problem : some effects aren't rendering at all. Also to add to the list of effects that aren't rendering, the ring transporter 'white glow' effect doesn't appear at all.
[QUOTE=Avent;38247576]Ummm, I'd appreciate some help from anyone who understands what is going on here; I was overloading a stargate on the map freespace_gs, and when the gate finally blew up, GMod started rendering things terribly. By this I mean there was flickering stuff, the 2d skybox background stopped rendering (but not the 3d part), textures flickered black, lots more flickering, etc. I restarted GMod, and now I'm not seeing some effects such as; the Kawoosh (new and old versions) the effect when the kawoosh goes back into the gate (the ripple thingy) the effect when you 'push' with the hand device motion blur when noclipping fast / falling fast. However, I can still see that big spherical displacement thingy when a naquadah bomb explodes. I am definitely running in DirectX 9.0, I checked the video settings, and I can't seem to fix things; Have I wrecked my GPU or something? o.O [editline]30th October 2012[/editline] Also as a side note; those initial effects didn't end when the gate explosion subsided, they stuck around until I closed the game, but I didn't get any screenshots. [editline]30th October 2012[/editline] Additionally, my power cut out for about 5-10 seconds. This happened approximately five minutes after the whole gmod gpu thing; perhaps there were power fluctuations? (My psu is -supposed- to be safeguarding my hardware against that)[/QUOTE] ive noticed that any large explosion onf freespace_gs causes gmod to crash
[QUOTE=Lantian;38247840]ive noticed that any large explosion onf freespace_gs causes gmod to crash[/QUOTE] It didn't straight-out crash though, just produced a heap of weird graphical stuff o.O Does it have a record of causing GMod to corrupt? :v:
[B]Rev 334 changes: Added:[/B] * Shield anti-noclip mode (for shield from stool). [B]Fixed:[/B] * Asgard transporter not work. * MCD menu now looks good. * Some other fixes.
Is it just me or is Alex adding stuff that i added to Stargate Accessories long time ago without crediting me? Anyway, nice updates, Alex.
[QUOTE=cartman300;38251604]Is it just me or is Alex adding stuff that i added to Stargate Accessories long time ago without crediting me? Anyway, nice updates, Alex.[/QUOTE]Will add comment if you want...
If he doesn't add your code but your features then you don't deserve credits...
@Assasin21 If i make a game that is exactly same as Half Life 2 for example, why did i get sued? I didn't use same code! :O [editline]30th October 2012[/editline] @AlexALX It's fine. >.>
I just got the CAP and I added it to my 11th GMod but it lokks like it doesn't like it cause its not load it. I tryed all the tips what you listed but still not working and also ruining the Avon's pack too. When I start the game it looks like the CAP is not even exist. Any good ideas?
[QUOTE=Dormota;38254209]I just got the CAP and I added it to my 11th GMod but it lokks like it doesn't like it cause its not load it. I tryed all the tips what you listed but still not working and also ruining the Avon's pack too. When I start the game it looks like the CAP is not even exist. Any good ideas?[/QUOTE]Buy legit gmod.
[QUOTE=Dormota;38254209]I just got the CAP and I added it to my 11th GMod but it lokks like it doesn't like it cause its not load it. I tryed all the tips what you listed but still not working and also ruining the Avon's pack too. When I start the game it looks like the CAP is not even exist. Any good ideas?[/QUOTE] Remove Avon's pack, it's included in CAP. Also you need CAP, CAP_resources and Wiremod
Sorry, you need to Log In to post a reply to this thread.