[QUOTE=connorlawd;38528860]Can you update an svn when via ftp? as in i use filezilla to ftp to my server could i update svn with that?[/QUOTE]
Well, i don't know but i know you could simply upload the changed files, not all files.
Hey people and mappers! I created a CAP .fgd for Hammer so it's
possible to add CAP entities directly to maps, like ZPM's stargates and stuff.
If people are interested i'll release it.
[QUOTE=cartman300;38541834]Hey people and mappers! I created a CAP .fgd for Hammer so it's
possible to add CAP entities directly to maps, like ZPM's stargates and stuff.
If people are interested i'll release it.[/QUOTE]i think you can't use correct stargate spawning via .fgd. Because like i remember you can't set stargate address/group. It seems like avon removed this feature somewhy from his pack long time ago, and cap also havn't this feature. Also can be problems with some devices, because it have some values set in spawnfunction, not in initialize, this will create bugs... So also should be recoded some things for prevent bugs... And then its not so easy.
But some entities like ZPM's can't be spawned via gatespawner, that's why i'm making/using .fgd
[editline]21st November 2012[/editline]
p.s. I'm making a CAP related gamemode so that's why i need some prespawned things.
[QUOTE=cartman300;38542222]But some entities like ZPM's can't be spawned via gatespawner, that's why i'm making/using .fgd[/QUOTE]and for what you need spawn zpm? In multiplayer you will can't connect it to anything if you are not admin... And for what tehn spawn it?... Maybe better then spawn just prop with zpm model?...
[QUOTE=AlexALX;38542288]and for what you need spawn zpm? In multiplayer you will can't connect it to anything if you are not admin... And for what tehn spawn it?... Maybe better then spawn just prop with zpm model?...[/QUOTE]
[url]http://sg-carterpack.com/index.php/topic,309.0.html[/url]
Btw will you add Horizon support any time soon?
There's a dev snapshot released.
[url]http://www.facepunch.com/showthread.php?t=1205606[/url]
I tried creating a fgd for cap entities but I could never get them working correctly in game, for example the ZPM would spawn but was unable to move it until I unfroze it with the physgun and the other one was the control chair, it never spawned at the start of the game I had to do an admin clean up for it to spawn. I did want to hide a ZPM in game for the control chair. If you do create a fgd I be looking forward to using it, it will help in the next version of my map.
[B]Rev 366 changes:
Fixed:[/B]
* Hud on energy devices not working.
* SGC zpmhub hud displaying when convar "cl_draw_huds" disabled.
* Physical bullets not going through stargates.
* Now grenades/rpgs going through stargates from another addons (if ent class name contain "grenade" or "rpg").
* Some other small fixes.
Be excited!
[url]http://filebeam.com/cf83c657bdf041ef45467a91c1fb1c78.jpg[/url]
[B]Rev 367 changes:
Fixed:[/B]
* Some ents have falling down after teleported via stargate (like combine ball, rpg rockets).
* Re-fixed shield effect activating few times on puddle jumper when open/close pods.
* Shield effect activation on puddle jumper when open/close pods and shield is not activated.
* Physical bullets pass through the stargates when wormhole is unstable.
* Other small fixes.
=====
Thats all for now.
Just about few updates in day: [URL=http://sleekupload.com/uploads/5/60u9gb8t.png]60u9gb8t.png[/URL]
:v:
[QUOTE=cartman300;38542484]Btw will you add Horizon support any time soon?
There's a dev snapshot released.
[url]http://www.facepunch.com/showthread.php?t=1205606[/url][/QUOTE]I have looked this gamemode, and for now it isn't completed. There is no functions what needed for our stargate's. So author should code some compatibility lib with old devices (ls2/ls3), and only after that probably i'll can do something. So remind about this later, when gamemode will be compeled.
who in their right mind would use a completed version of software
@Alex, when i shoot with the P90 trough the gate i get this error
-snip-
Nevermind, i forgot to update CAP.
[B]Rev 368 changes:
Updated:[/B]
* Stargate config.ini file: removed non-used fields, added new.
* Now gatespawner protection changing works without gatespawner reloading.
* Now changing gatespawner enable convar via console automatically reload gatespawner.
* Now changing gatespawner protection convar via console automatically update gatespawner protection (no need reload anymore).
* Stargate CFG sync code now using new gmod net liblary instead umsg's (fix for much data sending).
[B]Added:[/B]
* Feature to make any cap entities/weapons/tools admin-only.
* Feature to disable any cap entities/weapons/tools.
* Feature to change ZPM MK3/Tampered ZPM energy capacity.
* Feature to change black hole energy amount and resources.
* Added error notification for player, when him try spawn admin-only ent.
[B]All this features added to stargate config.ini file.[/B] This should be usefull for server owners. Now server owners can disable or make admin-only any cap devices what exists in spawnmenu. And this thing will prevent spawning disabled/admin-only ents by duplicator.
[B]Note:[/B] disabled tools will still displaying in stargate tab, but player can't use it.
[B]Note two:[/B] please read "How to create your own config.txt" before do anything with config.ini (use user_config.ini).
[B]Fixed:[/B]
* stargate_reload command reset client-side sync cfg data (old avon bug).
* Exploit what allow spawn unspawnable ents or over limit.
* Exploit what allow non-admin users reload gatespawner.
* Now stargate_gatespawner_reload command works in server console.
* Stargate overloader instant overload stargates if no any installed energy addons.
* Anim ramps limit not working.
* MALP, Puddle Jumper, Ship hangar duplication.
* Some ships still shooting after player left it.
* Puddle Jumper have buttons visible when it cloaked.
* Admin-only ents can be spawned via duplicator.
* Some ents can be spawned over limit via duplicator.
* Some other bug fixes.
[B]Removed:[/B]
* CAP npc models from player models list, because it not work in gmod13 (someone should redo models for use it as player model in gmod13).
========
Lol, wtf oO So big changelog... And when I did so much...
What's wrong with the player models? The models it self are properly rigged "well in the amount of the model" So I think it's more a code thing than a model thing.
Also nice updates Alex!
[QUOTE=Boba Fett;38579895]What's wrong with the player models? The models it self are properly rigged "well in the amount of the model" So I think it's more a code thing than a model thing.
Also nice updates Alex![/QUOTE]Player models havn't any lua code. In new gmod added some new animations in player models, and it seems like without it you can't choose model in menu and it not work. So someone should do new animations and recompile model...
[editline]25th November 2012[/editline]
Or maybe you are right... I have found new function "player_manager.AddValidModel" maybe will try use it. Anyway on model some animations still missing, so can be problems...
[editline]25th November 2012[/editline]
Hm... No isn't helping, i can choose it in model list now, but model still not changed... Will check later what can be wrong...
The models don't got any animations as they're ragdolls, they inherit the animations from existing NPC's like the police or rebel soldier.
[QUOTE=Boba Fett;38580352]The models don't got any animations as they're ragdolls, they inherit the animations from existing NPC's like the police or rebel soldier.[/QUOTE]Ah... Ok i probably found problem. Going upload new rev with this fix... Thanks for tip)
[editline]25th November 2012[/editline]
But anyway... What can be wrong with goauld and soldier models? Because when i trying use it for npc then it have wrong animations... And this isn't code problem in this case...
[editline]25th November 2012[/editline]
[B]Rev 369 changes:
Added:[/B]
* Wraith and Prior player models are back, and works.
[B]Note:[/B] not sure, but maybe some animations can be missed.
=========
I still think models should be recompiled for new gmod. At least goauld and soldier models, because it somewhy have wrong animations. As for wraith and prior - still new animations what added in gmod13 can be missed... Someone should look model animations...
The gou'uld and soldier models aren't from us so we don't got the files nor do I know whom or how they compiled those models.
Can you make it so we can equip NPC's with the stargate weapons? I can't seem to do it so I assume it isn't in.
[QUOTE=The_Webster;38581556]Can you make it so we can equip NPC's with the stargate weapons? I can't seem to do it so I assume it isn't in.[/QUOTE]I can, but npc can't shoot from sweps. This is gmod bug or source engine don't know and i can't fix it. Just like in old gmod12...
[QUOTE=AlexALX;38581723]I can, but npc can't shoot from sweps. This is gmod bug or source engine don't know and i can't fix it. Just like in old gmod12...[/QUOTE]
This has something to do with what base npc code is used, like the Police can only use pistol etc and the elite can use smg/ar2 - so if the weapon are that type they should work and the NPC should be able to fire them.
It's all in the code!
[QUOTE=Boba Fett;38581761]This has something to do with what base npc code is used, like the Police can only use pistol etc and the elite can use smg/ar2 - so if the weapon are that type they should work and the NPC should be able to fire them.
It's all in the code![/QUOTE]Ok, this is in code, but not lua. NPC base class is builded in source engine and writed in C++, and i can't change anything. In fact there is way to code own snpc base in lua, but this isn't so easy and still weapons will work only for your coded snpc... And then for what code own ai...
So if someone want to code own ai for wraith and prior - then do this, but i probably not going to do that, bacause this is just hard (maybe later i'll look for some simple ai base, but not promise anything).
I'm almost done porting Half Life 2 weapon lua replacements. It's nice to see HL2 weapons
shoot trough stargates. :D
EDIT:
Yup, done. Works.
Hey, i'm tryin to fix goauld model animations by recompiling model (and editing qc file), but something is wrong...
[video=youtube;N_I0bV7rkJY]http://www.youtube.com/watch?v=N_I0bV7rkJY[/video]
Anyway it looks just funny. :v:
alex, these models are from sgtls and you're not authorised to use them at all...
[QUOTE=assassin21;38588084]alex, these models are from sgtls and you're not authorised to use them at all...[/QUOTE]
Who put them in anyway? I don't recall ever seeing them in CAP oO? I do recall helping someone with the normals of a gou'uld serpent once but adding them to CAP O_O?
[QUOTE=assassin21;38588084]alex, these models are from sgtls and you're not authorised to use them at all...[/QUOTE]Hm... Then why it in cap models?...
[editline]25th November 2012[/editline]
[QUOTE]Author: Boba-Fett
Rev261
Added:
- Some new Ragdolls Provided by ViktorK[/QUOTE]
hm.... ???
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