• Stargate Carter Addon Pack
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[QUOTE=cartman300;38318145]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)[/QUOTE]Do you know how much should be recoded for add this thing? Also on sg-1 ring only one symbol is unused - "?". I'll not change anything abotu point of origins, so stop talking about that. Also i'm getting small break, so will be no fixes for some time (maybe only tomorrow will come one rev and then break).
[QUOTE=AlexALX;38318276]Do you know how much should be recoded for add this thing? Also on sg-1 ring only one symbol is unused - "?". I'll not change anything abotu point of origins, so stop talking about that. Also i'm getting small break, so will be no fixes for some time (maybe only tomorrow will come one rev and then break).[/QUOTE] if you make a custom galaxy on universe gate, for example: 123 and the address, 456789. any gate dialing 9 chevrons would have to dial 456789123 instead of having # at the end. You could base a changeable point of origin off of this. I'm not trying to make an argument, I'm simply pointing out something with a similar effect as what cartman wants.
[B]Rev 347 chagnes: Fixed:[/B] * Gate overloader crash gmod graphics before explode. * Some fixes for on-button-press light-up feature. * Some other fixes. ====== As for instant overloading gate with rd2 installed - yes, i also have this bug after install rd2. Later will try fix it, but not promiss anything. And my "later" can be for long time now. [editline]5th November 2012[/editline] [QUOTE=kibbols;38319707]if you make a custom galaxy on universe gate, for example: 123 and the address, 456789. any gate dialing 9 chevrons would have to dial 456789123 instead of having # at the end. You could base a changeable point of origin off of this. I'm not trying to make an argument, I'm simply pointing out something with a similar effect as what cartman wants.[/QUOTE]9 chevron dialling is coded in different way, it just not need point of origin. In stargate universe when sg team dialled destiny - there is just static "9" chevron "code" without any point of origin, like you remember it dialled from icarus with earth poo symbol. So in game exacly same thing.
@kibbols I already coded different points of origin for GMod 12, but it's bugged and it doesn't work anymore in GMod 13 @_@ [video=youtube;BJmkU6pVoGc]http://www.youtube.com/watch?v=BJmkU6pVoGc&list=UUc5EJmjZG6fS2u-eERoZvsQ&index=1&feature=plcp[/video] However, i'm making something else now Realistic gate address list updating. When you spawn new gate or update current gate's name or address, the gate will automatically dial 2 other gates after a minute or two and update with it's address list. Then the dialed gates will dial next 2 gates until the whole gate network is updated, also gates without a DHD will show up in the address list but they will not have their own address list, address list will be saved inside the DHD. Of course it will be toggleable via console. [editline]5th November 2012[/editline] I just realized i'm obsessed with realistic stargates. >.>
[QUOTE=cartman300;38320515] However, i'm making something else now Realistic gate address list updating. When you spawn new gate or update current gate's name or address, the gate will automatically dial 2 other gates after a minute or two and update with it's address list. Then the dialed gates will dial next 2 gates until the whole gate network is updated, also gates without a DHD will show up in the address list but they will not have their own address list, address list will be saved inside the DHD. Of course it will be toggleable via console. [editline]5th November 2012[/editline] I just realized i'm obsessed with realistic stargates. >.>[/QUOTE] that sounds awesome, cant wait
[QUOTE=cartman300;38320515]@kibbols I already coded different points of origin for GMod 12, but it's bugged and it doesn't work anymore in GMod 13[/QUOTE]And i'm never like that by one smple reason: this isn't like in tv show, and also this break some thing with addresses - address can't have two same symbols, and when we can't dial gate what have poo symbol in address. So your feature is just wrong and i'll never do this thing. ps in first test of my system i have "coded" that by mistake like you can see on this very old video: [video=youtube;HFGdX3lzqqA]http://www.youtube.com/watch?v=HFGdX3lzqqA[/video]
[QUOTE=AlexALX;38319774][B]Rev 347 chagnes: Fixed:[/B] * [B]Gate overloader crash gmod graphics before explode.[/B] * Some fixes for on-button-press light-up feature. * Some other fixes. [/QUOTE] OMG THANKYOUUU :3 :3 :3 Though, I'm worried that I've screwed up my GPU with that crash, not sure whether it's software or hardware, 'cause some other stuff isn't rendering anymore D: [editline]5th November 2012[/editline] Also, just for curiosity's sake; What was causing the crash? o.O
There are any servers that are hosting CAP in gmod 13?
[QUOTE=juhaszjani;38324985]There are any servers that are hosting CAP in gmod 13?[/QUOTE] i dont think there is any reason to say gmod 13 anymore since anyone who LEGALY has gmod is using version 13
Ok, so there are any servers that are hosting CAP in gmod? And why not work gate overloader? Or how can i use it? I place in front of the opened stargate, but nothing happen, i press "E" on the overloader, i hear a turret sound effect and thats all, nothing other happening. No overloader effect, no overloader bumm :D
universe gate menu dont show last symbols [url]http://savepic.su/2820562.htm[/url]
[QUOTE=juhaszjani;38325722]Ok, so there are any servers that are hosting CAP in gmod? And why not work gate overloader? Or how can i use it? I place in front of the opened stargate, but nothing happen, i press "E" on the overloader, i hear a turret sound effect and thats all, nothing other happening. No overloader effect, no overloader bumm :D[/QUOTE] Afros Spacebuild server has it. Don't know if the server is back up yet though since it has been down. [editline]5th November 2012[/editline] Oh and btw why does cap and cap_resources have to be 2 folders? It's a bit annoying to have to copy the files out of the folder every time i'm gonna update.
[B]Rev 348 changes: Fixed:[/B] * Gate overloader instant overload gate if rd2 installed (is it works with rd3 now? please test). * Asuran gate weapon don't consume energy if energy addon installed. * Stargate universe vgui menu don't display all glyphs. * Stargate glyphs column in menu now set size based on max length of addresses in list (this means if in list only 7 chevron addresses and gate isn't local - it will set shorter size for glyphs column, so please re-test menu now for all gates). Size will be a bit larger than address, but this better than have bug in menu. * Shield core effects now works exactly like should (correct position, angles). * Some other fixes. ============= [QUOTE=johan svensk;38326952]Oh and btw why does cap and cap_resources have to be 2 folders? It's a bit annoying to have to copy the files out of the folder every time i'm gonna update.[/QUOTE]Why you have to copy files out? Why you can't just keep cap and cap_resources in addons folder? I'm not see any point of your action. ============= And now i'll be busy, so no more updates for some time (only if its critical or for fix is really small).
[QUOTE=AlexALX;38328276][B]Rev 348 changes: Fixed:[/B] * Gate overloader instant overload gate if rd2 installed (is it works with rd3 now? please test). * Asuran gate weapon don't consume energy if energy addon installed. * Stargate universe vgui menu don't display all glyphs. * Stargate glyphs column in menu now set size based on max length of addresses in list (this means if in list only 7 chevron addresses and gate isn't local - it will set shorter size for glyphs column, so please re-test menu now for all gates). Size will be a bit larger than address, but this better than have bug in menu. * Shield core effects now works exactly like should (correct position, angles). * Some other fixes. ============= Why you have to copy files out? Why you can't just keep cap and cap_resources in addons folder? I'm not see any point of your action. ============= And now i'll be busy, so no more updates for some time (only if its critical or for fix is really small).[/QUOTE] It's because the SVN has cap and cap_resoucres within another folder and so we have to extract those two folders into the addons folder or else it doesn't work. It also doesn't update when they are copyed out of the original folder, so we have to keep extracting them to update.
[QUOTE=The_Webster;38328531]It's because the SVN has cap and cap_resoucres within another folder and so we have to extract those two folders into the addons folder or else it doesn't work. It also doesn't update when they are copyed out of the original folder, so we have to keep extracting them to update.[/QUOTE]No, you can just create 2 new repo in addons folder with using this links: [code]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/ http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/code] And problem solved.
[QUOTE=AlexALX;38328587]No, you can just create 2 new repo in addons folder with using this links: [code]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/ http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/code] And problem solved.[/QUOTE] Well that makes it so much easier. Those should be put on the front instead of the one that has been causing me so many problems. I'm not the only one who's had this problem.
[B]@madman[/B] Can you please update first message and change link to two this links please?
[QUOTE=cartman300;38320515]@kibbols I already coded different points of origin for GMod 12, but it's bugged and it doesn't work anymore in GMod 13[/QUOTE] your system required the use of e2 and I couldn't even use your e2 stuff because of errors.
[QUOTE=kibbols;38330125]your system required the use of e2 and I couldn't even use your e2 stuff because of errors.[/QUOTE] There were no errors, you simply wrote the E2 wrong, and i made it complicated to use because it was bugged, really bugged, and it was not for "simple" users.
Updated. Btw, I thought it's obvious you can download repo separately.
[QUOTE=Madman07;38330871]Updated. Btw, I thought it's obvious you can download repo separately.[/QUOTE]Thanks, but can you please also set it in code tag? ([ code ] [ /code ])? Just for see full link not as url)) Because it cut some path of url and you can't copy it without go first to this url (some users complained about the incorrect link, because they not guessed to click on the link first and then copy it).
Great. Garry broke something, my binary module doesn't get loaded at all anymore (gmsv_agate_win32.dll)
[QUOTE=cartman300;38333630]Great. Garry broke something, my binary module doesn't get loaded at all anymore (gmsv_agate_win32.dll)[/QUOTE]Lol? oO Your module? For what it is?
Yup, because i couldn't find any way to get MD5 hash of a string, i created a module that will add a lua function that will do that. Module compiled successfully but when i run require("agate") absolutely nothing happens, same thing when i compile the example code and run require("example"), i get a nil error. [code]] lua_run require("agate") > require("agate")... Couldn't include file 'includes\modules\agate.lua' (File not found) (@lua_run (line 1)) [ERROR] lua_run:1: Module not found! 1. require - [C]:-1 2. unknown - lua_run:1[/code] Also physics clipping in stargates doesn't work. [editline]6th November 2012[/editline] This is in the newest revision of GMod Module Base >.> So i'm doing it right. I think. [code]/* require( "example" ); MsgN( TestFunction() ); MsgN( TestFunction( 24.75 ) ); */[/code]
[QUOTE=cartman300;38333798]Also physics clipping in stargates doesn't work.[/QUOTE]Not only. Shield core also don't work like should because hook ShouldCollide is broken right now. Garry removed them for "optimization" reasons. Idk if he will back it or do something else. There are much people what complain about this here: [url]http://www.facepunch.com/showthread.php?t=1222984[/url]
Well, that's stupid. Removing a function that was working instead of leaving it ingame and making a replacement first.
Anyone wanna pool their money into hosting an Aussie CAP server? :v:
Modules are quite dangerous, because you need to prepare version for win, linux and osx, so, unless you are planning to do so, it's better to stick with plain lua.
Hey guys, i have discovered one good thing... I'm run linux server on case-sensetive file system with cap installed without any problems when i just rename every cap file to lower-case without hex edit models or edit any lua files! It seems like enough to make the names of all files/folder in lower-case, and it works! So... Maybe its time to re-upload whole cap for make it work fine on linux? I can do this, but this need at least two revs and probably few hours for upload 2.5 GB of data in svn again. So madman, boba_fett and others - what do you thing? Can i reupload cap? [got permission from madman, going renaming] [editline]6th November 2012[/editline] [B]@all[/B] please do not update cap right now. I'm going to rename everything, there can be few null updates on svn.
[QUOTE=AlexALX;38340528]Hey guys, i have discovered one good thing... I'm run linux server on case-sensetive file system with cap installed without any problems when i just rename every cap file to lower-case without hex edit models or edit any lua files! It seems like enough to make the names of all files/folder in lower-case, and it works! So... Maybe its time to re-upload whole cap for make it work fine on linux? I can do this, but this need at least two revs and probably few hours for upload 2.5 GB of data in svn again. So madman, boba_fett and others - what do you thing? Can i reupload cap? [editline]6th November 2012[/editline] [B]@all[/B] please do not update cap right now. I'm going to rename everything, there can be few null updates on svn.[/QUOTE] I'll get gmod downloading now!
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