• Stargate Carter Addon Pack
    4,521 replies, posted
Cartman, it's just apple that can copyright rounded edges, not you
[B]Rev 335 changes: Fixed:[/B] * Stargate not working when installed some broken energy addon (now it will just not use energy if there is no needed energy functions). * No diplicate of cap stuff in other tabs (entities/weapons/npcs) anymore. * Some other fixes.
[B]Rev 336 changes: Fixed:[/B] * Now order of cats in stagate tab is same for all language - first entites, then player weapons, npcs, props. * Stargate/rings vgui menu - no white box instead close button anymore. * Ring menu now looks little better. * Added cap logo icon for stargate/rings vgui menus (instead gmod white-blue logo). * Now you can't use tools from draw menu (when press C) on gatespawner ents. * AGV cloaking now works fine. * Kino now works fine. * Malp camera rotation now not so slow. * Jaffa Dagger now takes more damage. * Numbers on ring panels/sodan obelisk now looks good. * Mini drones now explode when hit. * Hangar buttons now looks fine. * TelTak door was not transparent. * Ancient obelisk works now. * Some other fixes. ==== How looks menu now: [IMG]http://sleekupload.com/uploads/5/menu_2.png[/IMG] Much better) Plus cap logo :v:
[QUOTE=cartman300;38253660]@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 [/QUOTE] You don't own intellectual property concering your non-commercial modification for the non-commercial modification?... EDIT: @Alex's picture above: For the love of God show it in English...
[B]Rev 337 changes: Changes:[/B] * Now stargates for send address list to client (in vgui menu) using new gmod net liblary isntead umsg's. It should be better. [B]Fixed:[/B] * Cap buttons are back to wire button models. * Now when press C and look at dhd - no anymore halo effect. * Now we can press left mouse button for activate symbol on dhd when pressed C (no attacking anymore). * Some other small fixes. ==== So guys, feature with pressing buttons on dhd is now works exacly same like in gmod10. Yes, handy dial from dhd is back! [QUOTE=The Art of War;38265044]EDIT: @Alex's picture above: For the love of God show it in English...[/QUOTE]Oh sorry :D Forgot change language before create screen. Heres english menus: Stargate: [IMG]http://sleekupload.com/uploads/5/sgmenu.png[/IMG] Ring panel, updated: [IMG]http://sleekupload.com/uploads/5/ringmenu.png[/IMG]
[B]Rev 338 changes: Added:[/B] * New options for stargates and rings to new gmod tool menu (when hold C). [B]Changed:[/B] * lua_language_reload command to sg_language_reload. [B]Fixed:[/B] * Apple core not activating shield core. * Zat effect lua error. * Black hole lua error. * CFD now can be deactivated with wire. * Some other fixes. =========== Video demostration of new options for stargate and rings: [video=youtube;OvO-AONYgqM]http://www.youtube.com/watch?v=OvO-AONYgqM[/video] Yeah, this things available long time ago only from using wiremod, and now can be used much easier (but still wire have more features). [editline]1st November 2012[/editline] [B]Rev 339 changes: Updated:[/B] * German translation. [B]Fixed:[/B] * Wrong english word "Abudos" replaced to "Abydos". * Some fixes for new options menu.
[QUOTE=AlexALX;38275308][B]Rev 338 changes: Added:[/B] * New options for stargates and rings to new gmod tool menu (when hold C). [B]Changed:[/B] * lua_language_reload command to sg_language_reload. [B]Fixed:[/B] * Apple core not activating shield core. * Zat effect lua error. * Black hole lua error. * CFD now can be deactivated with wire. * Some other fixes. =========== Video demostration of new options for stargate and rings: [video=youtube;OvO-AONYgqM]http://www.youtube.com/watch?v=OvO-AONYgqM[/video] Yeah, this things available long time ago only from using wiremod, and now can be used much easier (but still wire have more features). [editline]1st November 2012[/editline] [B]Rev 339 changes: Updated:[/B] * German translation. [B]Fixed:[/B] * Wrong english word "Abudos" replaced to "Abydos". * Some fixes for new options menu.[/QUOTE] Liar ! :D You sad me that you left CAP ! :D
[QUOTE=CharlieX3;38278147]Liar ! :D You sad me that you left CAP ! :D[/QUOTE]Not really, i would left cap if garry removed legacy addon system, but it stay so i'm also stay. [editline]2nd November 2012[/editline] Hey guys, one week passed after gmod13 released, and we have almost fully working cap. I thinks thats good. I have send bug report about problems with rendering translucent entities to garry's mod support and got answer: [QUOTE]This is a bug and we are working on releasing a patch to fix this soon. Sit tight[/QUOTE] So guys i think this bug will be fixed, and probably bug with wrong sprite rendering wil lbe also fixed (not sure yet). Just wait for next gmod13 patch and hope will fix this bugs. I think that has been done a good job and we can respire (not sure if this is correct translate of russian phrases).
[QUOTE=AlexALX;38278399]Not really, i would left cap if garry removed legacy addon system, but it stay so i'm also stay. [editline]2nd November 2012[/editline] Hey guys, one week passed after gmod13 released, and we have almost fully working cap. I thinks thats good. I have send bug report about problems with rendering translucent entities to garry's mod support and got answer: So guys i think this bug will be fixed, and probably bug with wrong sprite rendering wil lbe also fixed (not sure yet). Just wait for next gmod13 patch and hope will fix this bugs. I think that has been done a good job and we can respire (not sure if this is correct translate of russian phrases).[/QUOTE] Yes you did! Great job!
Yeah, thanks alex. Without this cap was sure to have died.
Latest gmod update fixed map icons not loading from legacy addon system and broke timer.Remove function. [QUOTE]lua_run timer.Remove("test"); lua_run timer.Create("test",10.0,1,function() end);[/QUOTE] After calling this twise in console - my gmod crashing. Also in other lua scripts this causing crash after latest update. So right now dhd and some other devices in cap create gmod crash. Can't do anything with this, so just wait for next gmod update. So until garry fixed gmod there will be no new cap updates, because i can't do anything in gmod right now without crash >_<
@Alex Still having that sprite problem? If so tell me where I can find the sprite got some time left for some work on cap!
I have a problem with CAP, when ever i try to sawn a stargate i get a notice saying 'Carter Addon Pack: Error, check your console', i have checked my console the error is wiremod not found or wrong installed, i have wiremod installed via SVN i put it in the main directory and in the addons folder, but i still get that error, i have rev 338. Also Gmod 13 has a problem with the addon pack aswell, i can spawn stargates, but the chevrons don't show up on stargates and the transport rings won't transport, they come up and just sit there then just disappear, but the shadow of the rings is still there i can walk on them, name them and shoot them but i cannot transport between rings. Is there a way round these problems?
Uninstall all gmod. Re-install - put ONLY CAP and WIRE (fully updated) in the addons folder and then try. DO NOT USE Avons pack or SG_WITH_GROUPS - they are already in cap. Put nothing in the main directory, only put CAP and wire in addons.
[QUOTE=Boba Fett;38285735]@Alex Still having that sprite problem? If so tell me where I can find the sprite got some time left for some work on cap![/QUOTE]Yep, problem still here. This sprites is from source materials.gcf, so i thing this is gmod bug or so, we can create own sprites of cource but this should fix garry i think... I have already create bug report so waiting for him answer. Anyway heres sprites what work wrong: sprites/redglow2 sprites/blueglow1 sprites/light_glow03 maybe some other idk.
[QUOTE=Ori;38285805]I have a problem with CAP, when ever i try to sawn a stargate i get a notice saying 'Carter Addon Pack: Error, check your console', i have checked my console the error is wiremod not found or wrong installed, i have wiremod installed via SVN i put it in the main directory and in the addons folder, but i still get that error, i have rev 338. Also Gmod 13 has a problem with the addon pack aswell, i can spawn stargates, but the chevrons don't show up on stargates and the transport rings won't transport, they come up and just sit there then just disappear, but the shadow of the rings is still there i can walk on them, name them and shoot them but i cannot transport between rings. Is there a way round these problems?[/QUOTE] You're installing wire from SVN - you're meant to install it from git.
[QUOTE=TheEyes;38285914]You're installing wire from SVN - you're meant to install it from git.[/QUOTE] Svn version of wiremod also updated now so also works. But anyway cap right now not working correct after latest gmod update - it create crashes and n oring on sg1 gates etc. Wait for next gmod update.
[QUOTE=TheEyes;38285914]You're installing wire from SVN - you're meant to install it from git.[/QUOTE] You can use Github with SVN, too. [editline].[/editline] [url]https://github.com/blog/966-improved-subversion-client-support[/url]
@Alex Here you go mate try these: [url]http://www.mediafire.com/?2zd84cexovjv98c[/url]
[QUOTE=Boba Fett;38286984]@Alex Here you go mate try these: [url]http://www.mediafire.com/?2zd84cexovjv98c[/url][/QUOTE]Red glow works fine, bug blue and white still have black box (also you have used wrong vtf file for blueglow, i have changed but still not help)... Hmmm, wait, something wrong with effect of naquadah bomb, becaus i have set redglow for testing and it still have black box, going to re-check lua code. [editline]2nd November 2012[/editline] Something weird happened here. I just restarted gmod and now boba's sprites again have black box. Have no idea whats wrong... [editline]2nd November 2012[/editline] Hmmm... After more tests i got whats wrong. It seems like material:SetInt() function broken and not work. Because after move every parameter to .vmt file it start works. So then garry should fix this issue. Anyway boba fett effects it seems look better so i'l use it later. :D [editline]2nd November 2012[/editline] [B] @boba fett[/B] You have used wrong file for redglow. there is two redglow's you used just redglow, but needed redglow2. Anyway i don't need it anymore, i can fix it myself now. (it looks better because mage size is bigger, and there is no sprite cropping) [editline]2nd November 2012[/editline] Or maybe i'll just wait until garry will fix setint function and still use original materials...
[QUOTE=AlexALX;38287511]Red glow works fine, bug blue and white still have black box (also you have used wrong vtf file for blueglow, i have changed but still not help)... Hmmm, wait, something wrong with effect of naquadah bomb, becaus i have set redglow for testing and it still have black box, going to re-check lua code. [editline]2nd November 2012[/editline] Something weird happened here. I just restarted gmod and now boba's sprites again have black box. Have no idea whats wrong... [editline]2nd November 2012[/editline] Hmmm... After more tests i got whats wrong. It seems like material:SetInt() function broken and not work. Because after move every parameter to .vmt file it start works. So then garry should fix this issue. Anyway boba fett effects it seems look better so i'l use it later. :D [editline]2nd November 2012[/editline] [B] @boba fett[/B] You have used wrong file for redglow. there is two redglow's you used just redglow, but needed redglow2. Anyway i don't need it anymore, i can fix it myself now. (it looks better because mage size is bigger, and there is no sprite cropping) [editline]2nd November 2012[/editline] Or maybe i'll just wait until garry will fix setint function and still use original materials...[/QUOTE] Well.. It seems that something is wrong with the Gates. When i press the 2nd chevron on the DHD the game crashes. Anyone have this too? :P - General Jack'O'Neill
[QUOTE=JackONeill;38288593]Well.. It seems that something is wrong with the Gates. When i press the 2nd chevron on the DHD the game crashes. Anyone have this too? :P - General Jack'O'Neill[/QUOTE] [QUOTE]But anyway cap right now not working correct after latest gmod update - it create crashes and n oring on sg1 gates etc. Wait for next gmod update. [/QUOTE]
[B]Rev 340 changes: Added:[/B] * Ability to scroll with mouse wheel in cap convars edit menu. [B]Fixed:[/B] * Stargate sg1/movie/infinity/universe not working after latest gmod update. * Some effects not working properly. * Some other fixes. [B]Edit:[/B] gmod update is out now, cap should work fine. ===== Found another way for fix sprites - so cap_resources folder [B]isn't updated[/B], this update just fixes default sprites rendering. Also new gmod update fixed map icons loading from legacy addon system (already said that) so cap now works just fine. [editline]2nd November 2012[/editline] [B]Rev 341 changes: Fixed:[/B] * Re-fixed some effects not working.
do you mind me asking are you ever gonna but the hat'ak and aurora class warship back in or were they causing problems. also is the bc-303 gonna be put in and is the bc-304 ever gonna get the interior back or is it too glitchy, sorry if it's a bit to early to be asking this sort of question but there is never gonna be a better time
I managed to get this working for Gmod 13 but strangely all the sounds aren't playing and the errors claims they don't exist. I'm currently re installing to try and fix it. Also, I was going to complain about the stargates not working when I dial but that's probably my incompetence.
Here you go: [url]http://www.mediafire.com/?x840kkto1wta3wg[/url]
[QUOTE=ZRXBLUE;38292686]do you mind me asking are you ever gonna but the hat'ak and aurora class warship back in or were they causing problems. also is the bc-303 gonna be put in and is the bc-304 ever gonna get the interior back or is it too glitchy, sorry if it's a bit to early to be asking this sort of question but there is never gonna be a better time[/QUOTE] Hatak and aurora willl never be back because they where to large for CAP. The models are still in CAP however. If you want them download an old CAP revision and then use them from there. Both never had shields and hatak never had weapons - so if you can code why not re-code them. No X-303 (not bc-303) because no modeler - or no one willing to model it. BC-304 interior - probably not. This was madmans ship and he is yet to finish it. If you are unsure about anything I have said, go and ask CAP devs. Only this is what I was told when I asked these questions long ago (on pg 4 or something on this thread). And also, this is some assumptions based on other things they have said.
Oh, God, Orilla, you're really stupid sometimes. He CAN'T use older revisions! This is GMod 13! Every other revision is BROKEN!
[QUOTE=cartman300;38298953]Oh, God, Orilla, you're really stupid sometimes. He CAN'T use older revisions! This is GMod 13! Every other revision is BROKEN![/QUOTE] Models probably still work... I rated him dumb for a different reason.
oh well, also the x-303 and BC-303 are the same but the Prometheus was designated BC-303, which is where that came from
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