Thanks for the update.
Btw is there anyway to re-write the shields so that it deflects everything and bullets? So that way you dont have to alter the Hl2 Weps? Just wondering..
[B]Rev 384 changes:
Fixed:[/B]
* Ship shield reflects energy pulse (and not destroy it).
ps woops, forgot add this in previous update.
So cartman, that autostrectch is cool but...
with proper spacebuild-type ships, it may get annoying that it is a total sphere, maybe you could make an option that it more forms around the contraption than just forms a large sphere around it?????
Not flaming, just idea.
Other thing is, can someone fix the shild core? You are doing all this stuff with the stool, how hard can it be, just different on and off stuff and different menu (changing shape of core and stuff). Again, just an idea.
Another idea is a shield that reflcts bullets, rockets, grenades etc like the one malakai uses in the episode where they are stuck in the loop (love the golf through stargate :D) and then the normal shield that just stops ents, and the relefctive one take more power?
Again, all ideas for people/ alex and cartman seem to be doing a lot, so hey, why not :D
Hey guys, i forgot to say - atlantis transporter names support multi-language, so can have any char in name. This come few revs ago, just forgot to write in changelog...
-snip-
[B]Rev 385 changes:
Fixed:[/B]
* Asgard transporter have wrong wire input names for Z coordinate and not work using XYZ inputs.
* Possible error for some users with asgard transporter.
[editline]2nd December 2012[/editline]
Hey guys, i've noticed about bug reports for "update reminder" pop-up message shows always, even when you have latest rev. Fix for this problem - go and remove addons/cap/ver.txt, and run svn update again. And when you will have this problem do this again.
[editline]2nd December 2012[/editline]
[B]Rev 386 changes:
Added:[/B]
* Atlantis transporter console panel closing when you start dial.
ps just by small request from toinou. In fact in show it closes so...
[QUOTE=CharlieX3;38664356]Do you made this on mutliplayer server with another players or in singleplayer? :D Because on some servers are other players allowed to change that settings ...[/QUOTE]
Yea this was on multiplayer, forgot to mention that.
[B]Rev 387 changes:
Fixed:[/B]
* Atlantis transporter can dial busy transporter (and this creating errors).
* Some other small fixes.
Hey is there any way we can get the mod files in our area and make them recognizable? I know in the current version of gmod they are still in my addons folder.
But I don't know if I can get them in the .gma format somehow or is it impossible ?
( I mean on the user end, I understand it would be impossible to put Avon Stargate and or CAP on Steam Workshop with the filesize limit)
[QUOTE=ryann122;38679029]Hey is there any way we can get the mod files in our area and make them recognizable? I know in the current version of gmod they are still in my addons folder.
But I don't know if I can get them in the .gma format somehow or is it impossible ?
( I mean on the user end, I understand it would be impossible to put Avon Stargate and or CAP on Steam Workshop with the filesize limit)[/QUOTE]
What do you mean by your area?
Are you new to GMOD?
Just asking because of your apparent lack of understanding as to how gmod addons work...
Put the folders cap and cap_resources into addons, there is probably a way to put them into .gma format, but that would be unnecessary as they don't need to be .gma files...
[QUOTE=Avent;38680584]What do you mean by your area?
Are you new to GMOD?
Just asking because of your apparent lack of understanding as to how gmod addons work...
Put the folders cap and cap_resources into addons, there is probably a way to put them into .gma format, but that would be unnecessary as they don't need to be .gma files...[/QUOTE]
No im not new to gmod... yes they are in the addons folder... and they don't show up in game.
[QUOTE=ryann122;38681767]No im not new to gmod... yes they are in the addons folder... and they don't show up in game.[/QUOTE]
I'm having the same problem, but on my Mac. I returned to Gmod and my favorite addon, only to find that I can't seem to get it working. Been trying to fix it (in a very basic manner) all day now. Kinda frustrating to spend €25 only to find that the addon isn't working. Is there maybe some way to active non-workshop add ons or something? A nice installation manual would be nice.
If only I got back sooner and still got Gmod 12.
[QUOTE=Dilum2444;38681943]I'm having the same problem, but on my Mac. I returned to Gmod and my favorite addon, only to find that I can't seem to get it working. Been trying to fix it (in a very basic manner) all day now. Kinda frustrating to spend €25 only to find that the addon isn't working. Is there maybe some way to active non-workshop add ons or something? A nice installation manual would be nice.
If only I got back sooner and still got Gmod 12.[/QUOTE]
You spend 25€ for what? GarrysMod ? If yes then you are funny because it cost only 7.99€...
Ok back to addons...firstly try it with clean gmod and to the addons folder put only cap cap_resources wire ... then just slowly start adding your older addons and lets see which one is conflicting to CAP and maybe Alex will fix it...
[QUOTE=ryann122;38681767]No im not new to gmod... yes they are in the addons folder... and they don't show up in game.[/QUOTE]
My apologies if I sounded a bit rude, but I actually needed to know whether you were new to the program or not :v:
Can you dump into a pastebin or something similar what you get in the developer's console when starting up gm_construct, then link it in this forum?
[QUOTE=Dilum2444;38681943]I'm having the same problem, but on my Mac. I returned to Gmod and my favorite addon, only to find that I can't seem to get it working. Been trying to fix it (in a very basic manner) all day now. Kinda frustrating to spend €25 only to find that the addon isn't working. Is there maybe some way to active non-workshop add ons or something? A nice installation manual would be nice.
If only I got back sooner and still got Gmod 12.[/QUOTE]
I think there is a bug with 'legacy addons' in the mac version of GMod at the moment; send Garry and email telling him that you can't load legacy addons on mac, and hope that he will fix it in due time ^.^
[QUOTE=CharlieX3;38685092]You spend 25€ for what? GarrysMod ? If yes then you are funny because it cost only 7.99€...
Ok back to addons...firstly try it with clean gmod and to the addons folder put only cap cap_resources wire ... then just slowly start adding your older addons and lets see which one is conflicting to CAP and maybe Alex will fix it...[/QUOTE]
I wasn't very clear. It's been a few years and computer transfers, so I have no other mods than wire and CAP. I'll try the clean install
Nice job on the Atlantis Transporters, AlexALX! I love 'em! :D
@ryan<load of numbers or something>
Putting cap and cap_resources into a workshop addon file will not do anything to hepl them show up in-game.
Just a tiny little request, when using the gate overloader can you make it so the event horizon doesn't fizzle about 15 times per second? It's rather ear-grating and because of how long it takes for the gate to overload, it lasts a while.
Maybe fizzle once ever 2-5 seconds?
I am having a small problem when trying to use the apple core and the Destiny console. If I press E on the circle above the screen on the left to change the string for he values displayed it brings up the menu but after I close the menu it won't open again and none of the buttons will work on the core and console. I was wondering if this was a known bug. I also find that the destiny console and the core don't adv dupe properly and often have a similar problem of not being usable
[QUOTE=freelancer_1234;38686910]I am having a small problem when trying to use the apple core and the Destiny console. If I press E on the circle above the screen on the left to change the string for he values displayed it brings up the menu but after I close the menu it won't open again and none of the buttons will work on the core and console. I was wondering if this was a known bug. I also find that the destiny console and the core don't adv dupe properly and often have a similar problem of not being usable[/QUOTE]update cap to latest version. And please before report any cap bug - update to latest version first. You should do this always.
[QUOTE=Avent;38685780]Nice job on the Atlantis Transporters, AlexALX! I love 'em! :D[/QUOTE]
Still, I made the first version (even if it was not published) so don't forget about me.
[QUOTE=Madman07;38686981]Still, I made the first version (even if it was not published) so don't forget about me.[/QUOTE]
We never forget you Madman <3
[QUOTE=Madman07;38686981]Still, I made the first version (even if it was not published) so don't forget about me.[/QUOTE]
Of course Madman! I just didn't get an opportunity to bath you in my appreciation; sorry :3
[B]@Avent[/B] like i see in this thread [url]http://www.facepunch.com/showthread.php?t=1230143[/url]
Garry not going to change limits and thats sucks( this means you probably neven will can have so much addons like can have in gmod10....
[QUOTE=Boba Fett;38687044]We never forget you Madman <3[/QUOTE]
Who's Madman ?
[QUOTE=Iziraider;38687876]Who's Madman ?[/QUOTE]
Good question oO?
[QUOTE=AlexALX;38687587][B]@Avent[/B] like i see in this thread [url]http://www.facepunch.com/showthread.php?t=1230143[/url]
Garry not going to change limits and thats sucks( this means you probably neven will can have so much addons like can have in gmod10....[/QUOTE]
Following Garry locking that thread, I posted this on his profile comments;
[QUOTE=Avent]Avent - 1 Hour Ago
Garry! Regarding [url]http://facepunch.com/showthread.php?t=1230143[/url]
I think I was getting the error because gmod hadn't automatically removed uninstalled workshop addons, I went through and deleted all of the .gma files which corresponded to addons I'd uninstalled, and stopped getting the error :)[/QUOTE]
[QUOTE=Avent;38687913]Following Garry locking that thread, I posted this on his profile comments;[/QUOTE]Uninstalled addons not mointing in game so you are wrong. In fact idk why garry did this limit. Because when i have very much addons then .dua cache still something around 1mb, and garry should do limit not by files, and by cache size - max 64mb or so...
Uninstalled addons don't get deleted, they waste our f*cking hard disk space and we need to clean them manually. I don't know why garry implements something in half and then releases it. Also, his limits are shit.
[QUOTE=AlexALX;38686961]update cap to latest version. And please before report any cap bug - update to latest version first. You should do this always.[/QUOTE]
My CAP automatically updates every hour so i alway have the latest version. I managed to narrow the issue down further. It only happens when I press cancel on the menu instead of OK
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