• Stargate Carter Addon Pack
    4,521 replies, posted
[img]http://img.6f.sk/screens/4fe0527faf74aadc089559346ef869d6.jpg[/img] Ehm? :D Nice doors :D
[QUOTE=TheEyes;38311368]Mass-renaming[/QUOTE]This will not help, because you should also edit via hex editor all models materials etc. And i'm not sure if it will works after modify model path in model files.
[QUOTE=orrila;38300992] Izi - what was your reason???[/QUOTE] Daedalus
[QUOTE=Avent;38306136]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] I don't know why you are comparing apples to benches. Because GitHub isn't the same as Subversion because GitHub is a hosting for Git repository's. Subversion is a VCS (Version control system) just like Git. And some advantages of Git over Subversion: - It is faster. Way faster - It is decentralised. If your svn repo is offline the developers can still develop and work on the history without the need of internet or your svn repo. Because every Git clone is it's own Git repo. Those are the main advantages over Subversion. And because this mod is huge it would be way faster to download and update using Git then with Subversion.
[QUOTE=Simex;38312923]I don't know why you are comparing apples to benches. Because GitHub isn't the same as Subversion because GitHub is a hosting for Git repository's. Subversion is a VCS (Version control system) just like Git. And some advantages of Git over Subversion: - It is faster. Way faster - It is decentralised. If your svn repo is offline the developers can still develop and work on the history without the need of internet or your svn repo. Because every Git clone is it's own Git repo. Those are the main advantages over Subversion. And because this mod is huge it would be way faster to download and update using Git then with Subversion.[/QUOTE] Yep you are right ... I am using Git and its really faster then subversion... for example: I was downloading 50Mb from SVN for about 5minutes, and by Git it was downloaded in ca 15-30seconds ;) ... Maybe its good time to move CAP to the Git repository :)
As I said, STOP arguing about wiremod download methods. No-one cares. It won't change anyones mind on anything (except maybe make madman more likely to close thread). So just STOP. From now on anyone who talks about about this is a spambot (and therefore should be banned[temporarily ofc])
[B]Rev 345 changes: Added:[/B] * Now dialling using on-button-press feature (via dhd) will light-up target gate after chevron is locked, and before you press big center button on dhd. * Convar "stargate_gatespawner_protect", allow enable/disable gatespawner protect for gates/ents from editing (by default 1, enabled). So if disable it - you can move gates, can tool, etc. [B]Updated:[/B] * Turkish language. [B]Fixed:[/B] * Destiny turrents effect not removing correct (what cause effects crash after some time). * Cloaking breaks alpha value of uncloaked ents. * Missing material for staff weapon model from stool (someone have removed it). * Some models can't be selected in stools. * Some other fixes. [B]NOTE:[/B] cap_resources folder updated! ========== New "old" feature for on-button-press dialing is back. It can be little buggy, not sure. Also due to much "bug" reports what i havn't, please before report if something not work - [B]disable all workshop addons, install only cap and wiremod and test it. [/B] If it works - then enable addon one by one and when you will get bug again - tell me addon name, i can try fix it. But anyway in most cases some workshop addons break something in can due to bad code of workshop addon. So better say this to author of this addon.
[QUOTE=AlexALX;38314381]New "old" feature for on-button-press dialing is back. It can be little buggy, not sure.[/QUOTE] Seriously, it wasn't bugged in first place.
[QUOTE=Madman07;38314498]Seriously, it wasn't bugged in first place.[/QUOTE]It was bugged and very much. I have coded own version of it right now. For example in you version if you already press # button on dhd, and then removing it - target gates are broken forever. Also you havn't correct coded wire outputs updating with this. Anyway this doesn't matter anymore because atleast this things works fine now.
Woooooo! I LOVE the new update! It's AWESOME!
Didn't test the last update yet. Thanks for all the work you are doing. Was the Overloader fixed too? -It instantly explodes the gate and the graphic rendering of the whole game goes crazy. Only fixable by a gmod restart afterwards.
[B]Rev 346 changes: Fixed:[/B] * Target stargate light-up before chevron lock on atlantis stargate using on-button-press dial. * Some other fixes. =========== [QUOTE=code_X;38314832]Didn't test the last update yet. Thanks for all the work you are doing. Was the Overloader fixed too? -It instantly explodes the gate and the graphic rendering of the whole game goes crazy. Only fixable by a gmod restart afterwards.[/QUOTE]For me overloaded always work fine. Like i said before - probably some workshop addon breaks something for you.
You were right the instant blow up happens only when CAP is used together with LifeSupport 2 and Resource Distribution 2 from workshop. Isn't cap supposed to work together with LS+RS? Edit: The broken rendering (the whole map flashes in different colors and all fonts are become corrupted) happens to me and all the players on the server with cap+cap_resources+wire only as soon the gate blows up, even if the client reconnect to the same map or to another server/map the rendering is still broken, the only thing that helps in that case is, they have to close the whole game and reopen it. I tested this in multiplayer and singleplayer, with just the cap/cap_resource/wire addon and every other addon removed.
[QUOTE=code_X;38316519]You were right the instant blow up happens only when CAP is used together with LifeSupport 2 and Resource Distribution 2 from workshop. Isn't cap supposed to work together with LS+RS? Edit: The broken rendering (the whole map flashes in different colors and all fonts are become corrupted) happens to me and all the players on the server with cap+cap_resources+wire only as soon the gate blows up, even if the client reconnect to the same map or to another server/map the rendering is still broken, the only thing that helps in that case is, they have to close the whole game and reopen it. I tested this in multiplayer and singleplayer, with just the cap/cap_resource/wire addon and every other addon removed.[/QUOTE]I don't know, maybe this gmod bug? Because i never had this thing.
[QUOTE=code_X;38314832]Didn't test the last update yet. Thanks for all the work you are doing. Was the Overloader fixed too? -It instantly explodes the gate and the graphic rendering of the whole game goes crazy. Only fixable by a gmod restart afterwards.[/QUOTE] OMG! This is the bug I was complaining about a couple pages ago! But I thought it was my graphics core failing 'cause I put too much stress on it! It's good to see other people getting the same problem :D
I just cleaned up my gmod and started from fresh, its still happening every time the gate explodes. Right when rendering issues starts this is spammed in console (I just have seen because its hard to see anything because of the glitch), its the point where red big sparks goes out of the exploding gate. [CODE][ERROR] addons/cap/lua/effects/unstable_zap/init.lua:65: bad argument #3 to 'AddBeam' (number expected, got nil) 1. AddBeam - [C]:-1 2. DrawExtraBeams - addons/cap/lua/effects/unstable_zap/init.lua:65 3. unknown - addons/cap/lua/effects/unstable_zap/init.lua:55[/CODE] The screenshot looks not so worse than it was in game, you couldn't see anything in game. In this test I used 4 overloaders, but it happens with just one too. [URL="http://www.imagebanana.com/view/tiyuvrwh/gm_construct0010.jpg"][IMG]http://i.imagebanana.com/img/tiyuvrwh/thumb/gm_construct0010.jpg[/IMG][/URL][URL="http://www.imagebanana.com/view/k6rxtff2/gm_construct0008.jpg"][IMG]http://i.imagebanana.com/img/k6rxtff2/thumb/gm_construct0008.jpg[/IMG][/URL]
words can not describe the amount of pissed I am right now. [CODE] Command: Update Error: Working copy 'G:\Program Files (x86)\Steam\steamapps\kibbols\garry's mod Error: beta\garrysmodbeta\addons\cap_resources' locked. Error: 'G:\Program Files (x86)\Steam\steamapps\kibbols\garry's mod Error: beta\garrysmodbeta\addons\cap_resources' is already locked. Completed!: [/CODE]
[QUOTE=kibbols;38317492]words can't describe the amount of pissed I am right now. [CODE] Command: Update Error: Working copy 'G:\Program Files (x86)\Steam\steamapps\kibbols\garry's mod Error: beta\garrysmodbeta\addons\cap_resources' locked. Error: 'G:\Program Files (x86)\Steam\steamapps\kibbols\garry's mod Error: beta\garrysmodbeta\addons\cap_resources' is already locked. Completed!: [/CODE][/QUOTE] Issue an SVN 'cleanup' command on each locked directory, wait for it to finish, update directory, profit.
[QUOTE=Avent;38317508]Issue an SVN 'cleanup' command on each locked directory, wait for it to finish, update directory, profit.[/QUOTE] thank you
kibbols, just click right on the two cap folders and select TortoiseSVN/Clean up/Cleanup working copy status. This happens from time to time when the download was interrupted. Edit: Yes, rate me late :)
[QUOTE=kibbols;38317537]thank you[/QUOTE] Also, why are you running GMod beta? It's discontinued...
[QUOTE=Avent;38317508]Issue an SVN 'cleanup' command on each locked directory, wait for it to finish, update directory, profit.[/QUOTE] I even made a tutorial on this. xD [url]http://www.youtube.com/watch?v=kfWtycNqVBM&list=UUc5EJmjZG6fS2u-eERoZvsQ&index=7&feature=plcp[/url] [editline]4th November 2012[/editline] [QUOTE=Avent;38317581]Also, why are you running GMod beta? It's discontinued...[/QUOTE] Discontinued? It's regulary updated.
spacebuild stuff and LS stuff need username and password? customaddonframework isn't working either.
GMod was updated and is now GMod 13, Gmod 13 Beta is no longer GMod 13; but if it's still updated, I've got no idea what Garry puts on it lol
weapon stun crashed my gmod, i don't know if this happens to other people.
stun works here fine
[QUOTE=code_X;38318077]stun works here fine[/QUOTE] ok
Hey, i had another idea about changabe point of origins. So why not make each DHD spawn with different symbol, instead of #, to be % or & or $ or " or some other thingy? Stargates without DHD's could have # as point of origin, DHD's could send point of origin data to the stargate. (So when you respawn DHD, the point of origin changes)
Im missing replicators, where can i download a working version? (in gmod 13)
[QUOTE=juhaszjani;38318158]Im missing replicators, where can i download a working version? (in gmod 13)[/QUOTE] There are no working replicators for GMod 13 (yet)
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