This has probably been answered before, but I really cba going through the 60 or 70+ pages since my last visit here.
I have the most up to date build (as far as I can tell) in my garrysmod\addons folder, and if I had gmod12, it would be working fine. But nothing is showing up in gmod13.
How can I make it work with 13?
[QUOTE=Bennyboy2312;38608371]This has probably been answered before, but I really cba going through the 60 or 70+ pages since my last visit here.
I have the most up to date build (as far as I can tell) in my garrysmod\addons folder, and if I had gmod12, it would be working fine. But nothing is showing up in gmod13.
How can I make it work with 13?[/QUOTE]Then you havn't up to date build.
[QUOTE=Bennyboy2312;38608371]This has probably been answered before, but I really cba going through the 60 or 70+ pages since my last visit here.
I have the most up to date build (as far as I can tell) in my garrysmod\addons folder, and if I had gmod12, it would be working fine. But nothing is showing up in gmod13.
How can I make it work with 13?[/QUOTE]
You need to update CAP and don't forget to install wire/update wire.
And don't say "up to date build" because CAP isn't compiled.
Imagine how Stargate started out for GMod a couple of years ago.
Now there's pretty much everything to play around with, atleast most of the major stuff and some smaller things. :)
One thing i'm curious about.
Is anyone in CAP still actively working for the addon, like building models and such?
xD Go ahead and call me names, but i'm still waiting for the day that someone does destiny's blast door with those big gearwheels, infront the bridge. ^^"
[QUOTE=fdinasty;38612847]Imagine how Stargate started out for GMod a couple of years ago.
Now there's pretty much everything to play around with, atleast most of the major stuff and some smaller things. :)
One thing i'm curious about.
Is anyone in CAP still actively working for the addon, like building models and such?
xD Go ahead and call me names, but i'm still waiting for the day that someone does destiny's blast door with those big gearwheels, infront the bridge. ^^"[/QUOTE]
There once was a start on the models for those blast doors, never saw the light of day though.
He started modelling it...
Hey, where's the model clipping code for the event horizon?
I have added doors to atlantis transporter but it looks ugly when you open doors. They
are getting out so i'm gonna clip them! :D
[B]Rev 375 changes:
Added:[/B]
* Goauld and soldier NPC/Player models.
* New wraith blaster shoot sound (thanks to locutus_1).
* Wire input "Alarm" on destiny console (used destiny alarm sound).
* Feature to refill naquadah generators by right mouse click from tool. This will refill 25% of energy, can be used only once in 30 seconds.
* Wraith blaster spawnicon.
* Daedalus idle sound (thanks to locutus_1).
[B]Updated:[/B]
* Destiny alarm sound, now it have loop (thanks to... me :D).
* French translation.
[B]Fixed:[/B]
* Gatespawner rings haven't addresses on gm_mobenix_v3_final map.
* Apple core - no smoke and holograms after duplication.
* Cloak/shield devices and energy shoots not working if some workshop addons installed.
* Destiny console - set value menu breaks console if press OK and not type any values in menu.
* Destiny main and medium turrets not duplicating correct.
* Shield core have sometimes incorrect activates (effects is on, but it not work).
* Movie stargate haven't chevron lock sounds in classic mode with on-button-press feature.
* Movie stargate haven't different sound and anim of activation top (last) chevron when classic mode and SGC Type enabled.
* Prior player model haven't correct animations.
* Stargate sg1/movie top chevron sometimes have small interval between front and back chevron (very old bug).
* Some other fixes.
[B]Note:[/B] cap_resources folder updated!
[B]Note two:[/B] goauld npc/player model still little buggy - it have in some positions of model holes in body (no texture). But in most time it works fine (and i'm not modeler for fix this bug).
ps goauld and soldier models have included in cap long time ago, but it haven't correct animations, so long time exists only like ragdoll, now i have fixed it.
Does it look ugly like that? >:|
I'm trying to clip the doors when they're open so they don't exit the atlantis
transporter but it doesn't really work.
[img]http://filebeam.com/a0f10cfa3b18cdb326d278c6ab5eec2e.jpg[/img]
[img]http://filebeam.com/cd1780470264e4b9c489ad1a74f44bc7.jpg[/img]
Take a look on my destiny shield core code. I'm clipping there an open/close animation, because it would be visible from the bottom.
Oh, god!
My GMod doesn't even render clipping on event horizon for some reason, and
i was trying to clip my doors and wondered why it doesn't work. >.>
[editline]28th November 2012[/editline]
Yup, clipping now works but i can't clip the same model 2 times.
Either one side or the other gets clipped.
I do have a small (or no so, I'm no programmer) suggestion for the Movie Gate:
Would it be possible to add a small delay between the stop of the symbol track and the chevron locking? At the moment, it's almost instantaneous, and feels weirdly abrupt. If changing the time is possible, then I'd suggest to make it feel a bit more like the movie gate adding another delay between the chevron opening and closing.
To clarify, to feel more akin to the way the gate moved in the 1994 movie, I suggest having the inner track stop, hold for about half a second, The chevron open, hold for about a second, and then close and proceed with dialing.
Like I said, I am no programmer and, for all I know, what I've suggested could be massively difficult to do, so feel free to ignore me. I just thought I'd throw my two bits into the center. Keep up the great work!
[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]
It kinda did extend a little after the connection, but this would take up valuable time for fixes.
[editline]27th November 2012[/editline]
[QUOTE=assassin21;38614641]He started modelling it...[/QUOTE]
He never finished it either. If he did, he never released it.
fdinasty put this picture MANY pages back, page 2 or 3 I think. is it possible to get the eh picture? I'd like that for my eh.
[URL]http://img546.imageshack.us/img546/546/es47bse458e4.png[/URL]
and Karmal Khan added this pages back too.
[URL]http://i.imgur.com/IRj75.png[/URL]
It's a SGU eh
both are ugly EH even the edited is horrible...
Someone really should make a proper animation for it.
Umm.... shit....
I accidentally clipped my world in half, and now not even restart helps. o__o
[img]http://filebeam.com/f083dd5cce19931c1f257d48b25e06e0.jpg[/img]
[editline]28th November 2012[/editline]
And i clipped my Q menu in half, my physgun in half, all my spawned models are in half, my player model is in half....
[QUOTE=cartman300;38623441]Umm.... shit....
I accidentally clipped my world in half, and now not even restart helps. o__o
[img]http://filebeam.com/f083dd5cce19931c1f257d48b25e06e0.jpg[/img]
[editline]28th November 2012[/editline]
And i clipped my Q menu in half, my physgun in half, all my spawned models are in half, my player model is in half....[/QUOTE]
well there's your problem
cartman300, I'm sure there is a way to clip prop many times. Maybe instead of using inbuild functions you will have to do some part on your own (there were few methods for achieving clipping). If not, split doors for two parts :)
[QUOTE=remy561;38614545]There once was a start on the models for those blast doors, never saw the light of day though.[/QUOTE]
I did ^^, but it was looking rather crappy compared to the standart of CAP.
There are/were still some things missing (e.g. the big gearwheel) plus a lot of redundant things in it like too many polygons etc.
I still have the original .max file but didn't do anything with it since feb./mar. 2011 :D
If someone's interested in it plus the sounds, note me. ^^"
[QUOTE=Madman07;38625228]cartman300, I'm sure there is a way to clip prop many times. Maybe instead of using inbuild functions you will have to do some part on your own (there were few methods for achieving clipping). If not, split doors for two parts :)[/QUOTE]
Yup, i found a way to clip doors more than once. :D
Now it works.
[url]http://www.facepunch.com/showthread.php?t=1228927[/url]
Forgive me guys, been a while since I've had gmod installed (I'm talking a year).
Installed gmod, got the SVN for CAP and wiremod and put them in the addons folder. And nothing at all shows up.
What am I missing here? From what I can gather, addons work differently now (Steam workshop?) But i believe neither of these are in there.
Sorry to be such an idiot, it's probably just quicker to ask than to spend another 2 hours messing around.
No problem for asking, that is what forums are for.
cap and cap_resources must be in addons folder, not one large folder with both, but the 2 seperate folders. And then also include wiremod. If they are only thing in your addons and gmod is clean installed and cap is correct put into addons, then something is very wrong.
[QUOTE=Matteh;38627123]Forgive me guys, been a while since I've had gmod installed (I'm talking a year).
Installed gmod, got the SVN for CAP and wiremod and put them in the addons folder. And nothing at all shows up.
What am I missing here? From what I can gather, addons work differently now (Steam workshop?) But i believe neither of these are in there.
Sorry to be such an idiot, it's probably just quicker to ask than to spend another 2 hours messing around.[/QUOTE]I hear that in mac os legacy addon system not working, so create bug report for garrysmod.
[editline]29th November 2012[/editline]
[B]Rev 376 changes:
Added:[/B]
* Atlantis transporter and wraith hand spawnicons.
* Teltak open/close sounds for doors.
* Wraith hands feeding sound.
* Idle sound for Life Sign Detector.
* Function "stargateAtlantisTPName" and "stargateAtlantisTPTeleport" to wire expression2 lib.
* Wire gate chip for set atlantis transporter name.
[B]Updated:[/B]
* Atlantis transporter now have sounds, doors, buttons, menus for set name and dial menu (almost like rings). Now it can teleport npcs, ragdolls, small props/ents etc. Added new wire inputs for it. Also it can be saved with gatespawner.
* Gate glider idle sound, now it have better loop.
* Wraith hands weapon now have feeding sound. Also now it have animations and two attack modes - primary is just fight with left hand, and secondary is feeding.
[B]Fixed:[/B]
* Wire input "press" not working on cap door controllers.
* Puddle jumper have hud and pods flickering when spawned few jumpers on map.
* Rings sometimes go at ceiling.
* Teltak hovering feature not work.
* Lua errors on some ship when activate self-destruct or explode.
* Shield strength status not work on destiny shuttle.
* GateSpawner disable not work when disable it via stargate convars menu.
* GateSpawner protection not disabling work when disable it via stargate convars menu.
* Teltak always re-close doors when someone start flying on it (even when door already closed).
* Teltak not duplicating correct.
* Rings on teltak havn't correct animation.
* Some other fixes.
Thanks to locotus_1 for sounds (anyway, i have edit it myself).
[b]Note:[/b] cap_resources folder updated!
[B]Rev 377 changes:
Added:[/B]
* Wire expression2 lib function "stargateAtlantisTPGetName".
* Wire gate chip for get name of atlantis transporter.
[B]Updated:[/B]
* Renamed wire expression2 lib function "stargateAtlantisTPName" to "stargateAtlantisTPSetName".
[B]Fixed:[/B]
* Ship turrets sometimes not spawning correct with adv dupe 2.
* Player stuck in teltak rings.
* LSD idle sound still playing after player death (note - there is still bug in singleplayer, if type kill in console only, sound will stay, it seems like sound can't be stoped when game paused from lua).
* Some other fixes.
[B]Rev 378 changes:
Fixed:[/B]
* Tollan turret not using energy.
The stargates dosnt work on gm_stargrass_final they open but they dont teleport.
Map works at singleplayer no idea whats the bug i got this error at server console
[ERROR] addons/cap/lua/stargate/shared/weapon.lua:67: attempt to call method 'IsValid' (a nil value)
1. v - addons/cap/lua/stargate/shared/weapon.lua:67
2. unknown - lua/includes/modules/hook.lua:75
3. Give - [C]:-1
4. RunClass - gamemodes/sandbox/gamemode/player_class/player_sandbox.lua:65
5. Call - gamemodes/base/gamemode/player.lua:274
6. PlayerSpawn - gamemodes/base/gamemode/player.lua:248
7. unknown - gamemodes/sandbox/gamemode/init.lua:41
[B]Rev 379 changes:
Added:[/B]
* New atlantis transporter teleport sound.
* Wire input "Wire Disable DHD Sound" for dhds, disables dhd activation sounds for wire input "PressButton" only.
[B]Updated:[/B]
* German translation.
[B]Fixed:[/B]
* Droped weapon sometimes go through walls.
* F302 eject not working.
* Gmod tool menu (when hold C) not opens on DHD sometimes.
* Some other fixes.
[B]Note:[/B] cap_resources folder updated!
===========
[QUOTE=Darkonion;38638013]The stargates dosnt work on gm_stargrass_final they open but they dont teleport.
Map works at singleplayer no idea whats the bug i got this error at server console
[ERROR] addons/cap/lua/stargate/shared/weapon.lua:67: attempt to call method 'IsValid' (a nil value)
1. v - addons/cap/lua/stargate/shared/weapon.lua:67
2. unknown - lua/includes/modules/hook.lua:75
3. Give - [C]:-1
4. RunClass - gamemodes/sandbox/gamemode/player_class/player_sandbox.lua:65
5. Call - gamemodes/base/gamemode/player.lua:274
6. PlayerSpawn - gamemodes/base/gamemode/player.lua:248
7. unknown - gamemodes/sandbox/gamemode/init.lua:41[/QUOTE]Just tested - my gates works fine on this in mp or sp. Might be conflict with some workshop addon like always. Disable all workshop addons and test again.
Jep some workshop addon is the reason now i have to figure out which one :/
[QUOTE=AlexALX;38638272][B]Rev 379 changes:
Added:[/B]
* New atlantis transporter teleport sound.
* Wire input "Wire Disable DHD Sound" for dhds, disables dhd activation sounds for wire input "PressButton" only.
[B]Updated:[/B]
* German translation.
[B]Fixed:[/B]
* Droped weapon sometimes go through walls.
* F302 eject not working.
* Gmod tool menu (when hold C) not opens on DHD sometimes.
* Some other fixes.
[B]Note:[/B] cap_resources folder updated!
===========
Just tested - my gates works fine on this in mp or sp. Might be conflict with some workshop addon like always. Disable all workshop addons and test again.[/QUOTE]
[QUOTE=AlexALX;38635673]
* LSD idle sound still playing after player death (note - there is still bug in singleplayer, if type kill in console only, sound will stay, it seems like sound can't be stoped when game paused from lua).
[/QUOTE]
Yeah, all you need to do is type 'kill sound' (or it may be 'kill sounds' [with added 's']) in console and it will reset all the sounds that are annoying you and which should not be there.
[QUOTE=orrila;38638751]Yeah, all you need to do is type 'kill sound' (or it may be 'kill sounds' [with added 's']) in console and it will reset all the sounds that are annoying you and which should not be there.[/QUOTE]Right now this bug happens only if user open console in sp and type kill when have lsd in hands. In all other cases it works fine. Aslo there is command "stopsound". But anyway i can't call it from lua (because its blocked).
[editline]29th November 2012[/editline]
[B]Rev 380 changes:
Fixed:[/B]
* Atlantis transporter have doors slightly not on center.
* Atlantis transporter menu buttons now a bit large (for big words of translations).
===
Oh, and how the hell i didn't see this before :D
ps and it can be last update for some time, because i must work now.... :D
What the f... I just updated, started my GMod, pressed Q and CAP Outdated window
popped up....
[editline]29th November 2012[/editline]
Ah.... Rev 380. >.>
[editline]29th November 2012[/editline]
- SNIP -
Nevermind
It happened only once for apparently no reason. >.>
[QUOTE=cartman300;38639145]What the f... I just updated, started my GMod, pressed Q and CAP Outdated window
popped up....
[editline]29th November 2012[/editline]
Ah.... Rev 380. >.>[/QUOTE]
This is your face at this moment:
[url]http://sleekupload.com/uploads/5/60u9gb8t__2.png[/url]
:v:
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