• Stargate Carter Addon Pack
    4,521 replies, posted
Oh yeah - I forgot about gmod 13. He could still put the old ship file into gmod 13 and see what happens. Izi - what was your reason???
Hi, AlexALX, could you tell me the last revision of CAP with the GMod compatibility library? Some of my stuff required it and when you removed it, it broke ALL my other stuff i coded. xD [editline]3rd November 2012[/editline] Nevermind ^, for some reason the library didn't work. >.> However, i found some errors: [code] [ERROR] addons/cap/lua/entities/stargate_sg1/init.lua:331: attempt to index field 'Entity' (a nil value) 1. f - addons/cap/lua/entities/stargate_sg1/init.lua:331 2. StartSequence - addons/cap/lua/entities/stargate_base/modules/lib.lua:38 3. unknown - addons/cap/lua/entities/stargate_base/modules/lib.lua:77 Timer Failed! [StarGate_98_2][@addons/cap/lua/entities/stargate_base/modules/lib.lua (line 77)] [/code]
[B]Rev 342 changes: Updated:[/B] * Turkish translation. [B]Fixed:[/B] * Stargate spawnmenu not work in mp for non-admin players. * Now spawnmenu display author and description of entities/weapons in stargate tab. * Missed "shield" icon for admin-only entities. * Some other fixes.
OH GOD! NEVERMIND! I finally found what alex did. Anyway, i managed to fix my stuff. [url]http://filebeam.com/0d91637af3ea8a31974b32987cada32a.jpg[/url]
[B]@cartman300[/B] hmmm, it seems like some addresses have displaying only 4 glyphs in menu... strange... Will later try fix.
Here's a new fancy changelog blog for CAP I'm working on some PHP to automatically parse changes from SVN [url]http://capchangelog.tumblr.com/[/url]
[B]Rev 343 changes: Updated:[/B] * Turkish translation (again). [B]Fixed:[/B] * Stargate menu displaying only 4 glyphs for some addresses. * Other small fixes. ===== [B]@cartman300[/B] please test menu again...
[B]@AlexALX[/B] I think you were successful. [url]http://filebeam.com/a2db98ce1d1b1be5f0389592a3d46f55.jpg[/url] [editline]3rd November 2012[/editline] GMod physics. xD :eng101: [url]http://www.youtube.com/watch?v=B64fUOvP9QA[/url]
What addons should i have to use cap at the moment ?
[QUOTE=Elyo;38303071]What addons should i have to use cap at the moment ?[/QUOTE] CAP and Wiremod. I use this github version of wiremod -> [url]https://github.com/wiremod/wire.git[/url] [editline]3rd November 2012[/editline] Is it just me or are the spoiler tags not working? :suicide: [spoiler]This spoiler doesn't work[/spoiler]
[B]@cartman300[/B] you should just recode you stuff for new gmod functions, not just use my old compatibility lib... There isn't so much changes... Plus old version of lib have few bugs and can create conflicts with cap now.
Ah, okay, i'll see what i can do. [editline]3rd November 2012[/editline] Okay, i fully migrated to new functions! :D And i've removed the library because it's not needed anymore (for me). [editline]3rd November 2012[/editline] Okay, i'll create another type of "random" address generator. It will generate addresses from the position of the gate. Gonna work on the algorithms.
Will there be a tutorial on how to work everything? I'm getting confused when it comes to the Main cannon, small cannon, the satellites and some of the other stuff. It would be nice to know how to fully utilize everything in the pack. (I can get the ZPM's and that to work, since I've used resource distribution before but some of the other stuff doesn't want to work with it)
The Universe gate's cl_init.lua (line 59) is overriding the entire sound library on the client with a string. You forgot to make the variable local...
It's almost impossible to create an algorithm for generating address by the position of the gate if the stargates accept addresses in any order, like 123456 or 123654 dials the same gate. Does anybody have any idea how to do it? I have no clue. @_@ Edit: Nevermind - i did it using MD5
[QUOTE=Person8880;38304090]The Universe gate's cl_init.lua (line 59) is overriding the entire sound library on the client with a string. You forgot to make the variable local...[/QUOTE]Oh god, big thanks man! I spent several hours today to find error and why the effects do not work, and have not found reason! Really thanks. ps i just didn't try universe stargate :DD
Okay, i managed to make a function that generates address of a stargate address by it's coordinates, however, i've done this in visual basic, now it's time to translate it to lua. Here's an image. [img]http://filebeam.com/3d2ee697643b32a8531620fefbfecdcc.jpg[/img] TheEyes and Iziraider, what the **** is dumb about this?
Okay i installed wiremod and cap but none of the models show :(
[QUOTE=Elyo;38304726]Okay i installed wiremod and cap but none of the models show :([/QUOTE] Models of what? Did you forget to download cap_resources? >.> [editline]3rd November 2012[/editline] AH! If you downloaded wire from the link i gave, open the folder where you downloaded wiremod, copy the "trunk" folder to garrysmod/addons folder and rename it to Wiremod
[B]Rev 344 changes: Fixed:[/B] * Some effects not working after spawn universe stargate. * Everything in cap breaks in mp sometimes. * CAP Tac will be displayed only for players what have cap installed (mp bug). * Some other small fixes.
Why the hell would you use the github version of wiremod? Isn't that the site that lets you download the latest revision without svn? [editline]4th November 2012[/editline] Nvm, that was some other site; But still, what's the advantage of github over subversion?
[QUOTE=Avent;38306136]But still, what's the advantage of github over subversion?[/QUOTE] Absolutely no advantage.
[QUOTE=cartman300;38306558]Absolutely no advantage.[/QUOTE] Then why do u use it instead of svn?
[QUOTE=Avent;38306962]Then why do u use it instead of svn?[/QUOTE] Because it's the only link i have and that guy asked me for wiremod link. Happy?
[QUOTE=cartman300;38307117]Because it's the only link i have and that guy asked me for wiremod link. Happy?[/QUOTE]old svn wiremod link works fine, wiremod team updates both repo - git and svn, so everyone can use what they want.
git is more user-unfriendly, in exchange for being better
Ok, discussion about wiremod over. As alex said, you can all use what you like using. Don't let this turn into an argument.
[QUOTE=orrila;38310495]Ok, discussion about wiremod over. As alex said, you can all use what you like using. Don't let this turn into an argument.[/QUOTE] Agreed. On-topic: Are we working on case-sensitive filesystems or are we still case-insensitive? I don't want to have to use ntfs/jfs for my server.
[QUOTE=TheEyes;38311166]Are we working on case-sensitive filesystems or are we still case-insensitive? I don't want to have to use ntfs/jfs for my server.[/QUOTE]Of course case-insensetive. Because for this this issue someone should review all models/materials/sounds and lua files and make them lower-case. And this is over 6000 files for edit.
[QUOTE=AlexALX;38311303]Of course case-insensetive. Because for this this issue someone should review all models/materials/sounds and lua files and make them lower-case. And this is over 6000 files for edit.[/QUOTE] Mass-renaming
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