[QUOTE=Boba Fett;38588216]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]
I believe they were added from thebigalex's sg-mod.
[QUOTE=AlexALX;38588274]
hm.... ???[/QUOTE]
Hmm indeed, recalling from that rev it does look like ViktorK provided them seems he got permission to have them included into cap, but hey if they don't work just remove them...
[QUOTE=Boba Fett;38589106]Hmm indeed, recalling from that rev it does look like ViktorK provided them seems he got permission to have them included into cap, but hey if they don't work just remove them...[/QUOTE]No, it can stay as ragdolls like before, i just tried to make it like npc/player model...
@cartman - Hey, those weapons... they look nice. R u doing ar2 as well?
@boba or any other cap modeler with free time... I have a cool idea:
Modeling and making the Asgard Computer Core from stargate SG1 and Atlantis. It could have an in-built shield, can be wired to control weapons, could act as a resource node thing, store in it e2's and have multiple helpful ship-controlling functions like that, or anything else you can think of (and if any coder from cap is good enough, a time dialation thing maight be nice, but I think that is pretty much impossible for gmod.)
[video=youtube;rsDMMCY9Hi4]http://www.youtube.com/watch?v=rsDMMCY9Hi4[/video]
I've recently screwed with rings. Look at this, it wasn't possible before! :D
@Orilla
All weapons are done, all besides the ones that already shoot trough gates (Grenade, RPG, Crowbar, Crossbow...)
@orrila
No one will do any model/texture related content anymore, I've more or less lost all interest in Stargate/CAP but I stay with it for another year or so because I can.
But yea without any proper modelers nor texture artist that request can't be made, or someone from outside cap has to offer his content.
: (
yeah, I thought this would be the answer, nice idea though wan't it :D
Well Assassin once made a model but ti was in google sketchup so it wouldn't be proper at all...
[QUOTE=Boba Fett;38591897]Well Assassin once made a model but ti was in google sketchup so it wouldn't be proper at all...[/QUOTE]
for the asgard core?
[editline]25th November 2012[/editline]
[QUOTE=orrila;38590683]: (
yeah, I thought this would be the answer, nice idea though wan't it :D[/QUOTE]
somebody would have to try to make the textures/materials, but I could try to make the basic core computer shape.
did the player dimensions change in gmod13?
[QUOTE=kibbols;38593112]did the player dimensions change in gmod13?[/QUOTE]
Nope.
[editline]26th November 2012[/editline]
@Linux users
Please look at this addon and tell me if it works
[url]https://stargate-accessories.googlecode.com/svn/trunk/[/url]
Enable the lua weapons via "lua_weapons 1" console command
[B]Rev 370 changes:
Added:[/B]
* Feature to change amount of naquadah/energy generation of naquadah generator mk1/mk2 (look at stargate config.ini).
* Feature to disable nuke explosion of naquadah generator mk2 when it overloaded/damaged (will be just small explosion instead).
* Feature to disable menu opens when press E on ring panel (and not on button).
[B]Updated:[/B]
* German translation.
* Ring rings code - now it collide with props/ents when moving (if it not frozen or welded).
* Now you can drop crowbar, gravgun and gmod camera.
[B]Fixed:[/B]
* CAP player models not displaying in multiplayer.
* Wraith bomb lua error when stun player.
* Whaith bomb have crazy jumping on touch after one activation.
* Ring rings can be touched via physgun.
* Droped weapons not going through gates.
* Wraith blaster havn't physics model (i have create my own, but it bit buggy, anyway better that nothing).
* Cap sweps not spawing from toolgun.
* Some other fixes.
[B]Note:[/B] cap_resources folder updated!
@Alex
You screwed something, only updates on rings are that you can't touch them via physgun
They behave the same.
[QUOTE=cartman300;38594445]@Alex
You screwed something, only updates on rings are that you can't touch them via physgun
They behave the same.[/QUOTE]Hm, not understand about what you talking... "screwed"? oO
[QUOTE=AlexALX;38594768]Hm, not understand about what you talking... "screwed"? oO[/QUOTE]
Rings don't work as they're supposed to. They don't have physics and they throw me away when i touch them with player. Only thing that
works is ENT.Untouchable = true
* Ring rings code - now it collide with props/ents when moving (if it not frozen or welded).
^ No, doesn't work.
[editline]26th November 2012[/editline]
@Alex, you didn't commit all changes on ring_ring entity.
Only changes are from this
[code]function ENT:StartTouch(ent)
if self.ReachedPos then return end
if ent:GetClass()=="prop_physics" or ent:IsPlayer() then
local velo = ent:GetVelocity();
if velo == Vector(0,0,0) then ent:TakeDamage(1000, self.Entity) return end
ent:SetVelocity(-10*velo);
end
end[/code]
to this
[code]function ENT:StartTouch(ent)
if not IsValid(ent) or ent.IsRings then return end
local phys = ent:GetPhysicsObject()
if (IsValid(phys) and not phys:IsMotionEnabled()) then
constraint.NoCollide( self, ent, 0, 0 );
phys:EnableMotion(true);
phys:EnableMotion(false);
end
if ent:IsPlayer() and not self.ReachedPos then
local velo = ent:GetVelocity();
if velo == Vector(0,0,0) then ent:TakeDamage(1000, self.Entity) return end
ent:SetVelocity(-10*velo);
end
end[/code]
[B]@cartman300[/B] ok, i have alreadu understand this feature isn't work) Soon will be fix for this with some another fixes/new features.
[QUOTE=cartman300;38590569]I've recently screwed with rings. Look at this, it wasn't possible before! :D[/QUOTE]
Nothing new. My new ring system is capable of doing such thing as well. Hovewer, mine rings first check, if there is no any obstacles above them that could block them. They also vapourize things that would be transfered partially. And I have new Ori Ring Base :) So shame I didn't released it yet :D
[B]Rev 371 changes:
Added:[/B]
* Now you can't dial blocked stargates (if it blocked by wall, floor, big prop etc). This feature can be disabled in stargate config.ini. Also it can be enabled only for world entity (map walls, floor, ground etc, not player props/ents). Look at config.ini.
* Ring rings now not instant removing when something is blocking it (and teleportation fail). It will go back to ring base now after some time.
[B]Fixed:[/B]
* Ring rings physics not working (woops, forgot enable it after some tests).
* Stargate IsBlocked function not work, now stargate can't dial another gate if it is blocked by wall or floor etc, like in old avon stargate addon (old cap bug).
* Ring rings now not shows on activation when ring base placed on ceiling (old cap bug).
* Ragdolls now teleporting through rings without bugs.
* Fixed stuck in ramp/group aftet teleport through rings.
* Some other bugs.
======
And guys, thats all for now. Probably i'll be busy for some time, so no more updates.
I have a strange problem, wich i supose no one else have. As i'm not sure where to ask i'll ask first here then in advanced duplicator 2 thread. So when i have CAP and adv dupe 2 i get errors and adv dupe 2 stops working (it's menu actualy) and i get those errors:
[ERROR] addons/cap/lua/autorun/a_gmod_beta.lua:42: bad argument #1 to 'pairs' (table expected, got nil)
1. pairs - [C]:-1
2. Find - addons/cap/lua/autorun/a_gmod_beta.lua:42
3. PurgeFiles - addons/advdupe2/lua/advdupe2/file_browser.lua:1010
4. PurgeFiles - addons/advdupe2/lua/advdupe2/file_browser.lua:1014
5. UpdateClientFiles - addons/advdupe2/lua/advdupe2/file_browser.lua:1036
6. Init - addons/advdupe2/lua/advdupe2/file_browser.lua:1066
7. Create - lua/includes/extensions/client/panel/scriptedpanels.lua:153
8. unknown - addons/advdupe2/lua/weapons/gmod_tool/stools/advdupe2.lua:1083
Timer Failed! [Simple][@addons/advdupe2/lua/weapons/gmod_tool/stools/advdupe2.lua (line 1626)]
[ERROR] addons/advdupe2/lua/advdupe2/file_browser.lua:970: attempt to index field 'Help' (a nil value)
1. unknown - addons/advdupe2/lua/advdupe2/file_browser.lua:970
[ERROR] addons/advdupe2/lua/advdupe2/file_browser.lua:970: attempt to index field 'Help' (a nil value)
1. unknown - addons/advdupe2/lua/advdupe2/file_browser.lua:970
If it's more related to adv dupe 2 then i'll ask there.
[B]@Abdal[/B] i having problems with adv dupe 2, so idk whats wrong for your...
[editline]26th November 2012[/editline]
[B]Rev 372 changes:
Fixed:[/B]
* Stargate iris not blocking anything after latest update (woops :D).
* Possible bug with adv dupe 2 for some users.
* Apple core not saving wire data from destiny console with duplicator.
* Some ents spawning with no gravity after duplicating.
* Ship weapons not saving wire data on turret parts.
* Naquadah generator mk2 not work after latest updates.
* Cap doors not duplicating correct.
* Some other bug fixes.
ps just hot fixes for previous update... Now thats all.
[B]Rev 373-374 changes:
Moved:[/B]
* All Expression2 chips to e2shared/stargate/ folder (like before).
[B]Fixed:[/B]
* Expression2 chips not displaying in e2 editor file list.
* Possible problems with file.* functions.
====
And now 100% last, must go :D Anyway, sorry for so much updates in one day, just like here:
[URL="http://sleekupload.com/uploads/5/60u9gb8t.png"]http://sleekupload.com/uploads/5/60u9gb8t.png[/URL]
:v:
[QUOTE=AlexALX;38600262][B]Rev 373-374 changes:
Moved:[/B]
* All Expression2 chips to e2shared/stargate/ folder (like before).
[B]Fixed:[/B]
* Expression2 chips not displaying in e2 editor file list.
* Possible problems with file.* functions.
====
And now 100% last, must go :D Anyway, sorry for so much updates in one day, just like here:
[URL="http://sleekupload.com/uploads/5/60u9gb8t.png"]http://sleekupload.com/uploads/5/60u9gb8t.png[/URL]
:v:[/QUOTE]
So is that updates done forever? Totally offtopic but what is the post limit?
[QUOTE=Madman07;38599068]Nothing new. My new ring system is capable of doing such thing as well. Hovewer, mine rings first check, if there is no any obstacles above them that could block them. They also vapourize things that would be transfered partially. And I have new Ori Ring Base :) So shame I didn't released it yet :D[/QUOTE]
I know madman, i have your beta SVN. :D
That's why i got inspired to make current rings do what they do now.
Also alex coded it into CAP after i showed him my video.
[editline]26th November 2012[/editline]
[QUOTE=connorlawd;38602921]So is that updates done forever? Totally offtopic but what is the post limit?[/QUOTE]
No, of course they are not done forever. There will be updates as long as Alex is interested in stargates, and it seems he won't go away for some years. :D
[QUOTE=cartman300;38602941]I know madman, i have your beta SVN. :D
That's why i got inspired to make current rings do what they do now.
Also alex coded it into CAP after i showed him my video.
[editline]26th November 2012[/editline]
No, of course they are not done forever. There will be updates as long as Alex is interested in stargates, and it seems he won't go away for some years. :D[/QUOTE]
You kind off missed my second question :D
[QUOTE=connorlawd;38603162]You kind off missed my second question :D[/QUOTE]
Well, we don't know.
[QUOTE=connorlawd;38602921]So is that updates done forever? Totally offtopic but what is the post limit?[/QUOTE]
He's probably sleeping or doing something else, If he was here he would say to you: никогда
Love when he forgets to switch the types of keyboards on his computers and just flirts with me on Steam in Russian.
Also if anyone is interested in playing spacebuild with CarterPack I got a brand new dedicated server.
You will need SBEP Models only,SB3 Models only and Enviornments (On workshop).
87.117.217.25
[QUOTE=BlackMac;38603219]....Love when he forgets to switch the types of keyboards on his computers and just flirts with me on Steam in Russian....[/QUOTE]
-le snip-
I am being an asshole again. :D
The update rates are almost as bad as wiremod :v:
[editline]26th November 2012[/editline]
(I'm not saying that having fixes out quickly is bad)
I just had a thought. You know how in "Air, Part 1" of SGU, when they dial the gate on P4X-351 to [I]Destiny[/I]? Well, the unstable vortex - the "kawoosh" - goes out more than usual. Or, rather, it goes out as far as it normally does, but then extends out a bit further before finally retracting and settling into the event horizon. Could this effect be coded into CAP? Just a suggestion, but it would look pretty cool. :)
[QUOTE=Tyenkrovy;38607996]I just had a thought. You know how in "Air, Part 1" of SGU, when they dial the gate on P4X-351 to [I]Destiny[/I]? Well, the unstable vortex - the "kawoosh" - goes out more than usual. Or, rather, it goes out as far as it normally does, but then extends out a bit further before finally retracting and settling into the event horizon. Could this effect be coded into CAP? Just a suggestion, but it would look pretty cool. :)[/QUOTE]No for one reason - don't want recode it, because it also require re-do sounds and some other things. And this isn't so "useful" feature for spend so much time for this.
[B]@all[/B] Probably some time later will be rev 375 with gatespawner fix for mobenix_v3_final ring addresses, and french translation update, maybe some other fixes. Just upload it when it will be done (waiting for translation fixes from french translation author).
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