had no idea - I was in cap since page 4 in this thread
[QUOTE=orrila;38740071]had no idea - I was in cap since page 4 in this thread[/QUOTE]
Cap exist longer than this thread :p
[QUOTE=Boba Fett;38738856]Model, Texture, Animate and Code them and we're happily to add them to CAP! We would probably assist you with it as well![/QUOTE]
Model, texture, animations are already done, and it's included in CAP. I found a model,
physics models is wrong a bit but i fixed that. I'm working on the code (AI). :D
[QUOTE=cartman300;38741365]Model, texture, animations are already done, and it's included in CAP. I found a model,
physics models is wrong a bit but i fixed that. I'm working on the code (AI). :D[/QUOTE]Hm, it seems like avon pack have model long time ago, and after it included it cap - we also have this model now...
[QUOTE=cartman300;38741365]Model, texture, animations are already done, and it's included in CAP. I found a model,
physics models is wrong a bit but i fixed that. I'm working on the code (AI). :D[/QUOTE]
What would you say for not coding them in usual way, but to use an artifical neural network. At first stage usual feed-forward network could be used with quite huge neurons ammount, later you could test other networks, like Hopfield one. But learning patterns would be problematic. So (really insane idea) self-learning capability could be implemnted. But one-user self-learning is ussles. If gmod would allow some kind of server write options, neural network could learn different behaviors on different gmod copies andthem mix them together. It would make replicators actually evolve :))
Or simply use some genetic algorithm to evolve certain behaviours :)
[QUOTE=Boba Fett;38740112]Cap exist longer than this thread :p[/QUOTE]
yeah, I know that obviously. I know there was a thread before this one, but had no idea there where 3 or 4. But I do understand cap was first out in around 2011 or something (what I got from that video of cap timeline).
@Madman
Duuuuude. Calm down :)
I'm working actually making them have an artifical neural network.
I already found a good one, however, i'm trying to make a C++ module out of it.
But for some strange reasons GMod doesn't simply want to load my modules. >.>
[editline]7th December 2012[/editline]
Ehmm.... yeah, i've managed to load the module AND i've learned that i shouldn't reward them for walking. >.>
They simply run in circles instead of gather resources and replicate.
[QUOTE=cartman300;38741365]Model, texture, animations are already done, and it's included in CAP. I found a model,
physics models is wrong a bit but i fixed that. I'm working on the code (AI). :D[/QUOTE]
Talking about a proper model with proper texture's and animations, the one from avon just isn't right...
[QUOTE=Boba Fett;38742179]Talking about a proper model with proper texture's and animations, the one from avon just isn't right...[/QUOTE]
Why don't you model it then?
@cartman300, don't use external modules. Artifical neural network is simple. Each neuron perform a MAC instruction - multiply and accumulate. All of them do the same thing, taking inputs (like position of food, ammount of other replicators, direction to food, and few others) and gives outputs like x,y,z position and action of replicator :)
The hardest part is just to prepare learning patterns....
[QUOTE=cartman300;38742104]@Madman
Duuuuude. Calm down :)
I'm working actually making them have an artifical neural network.
I already found a good one, however, i'm trying to make a C++ module out of it.
But for some strange reasons GMod doesn't simply want to load my modules. >.>
[editline]7th December 2012[/editline]
Ehmm.... yeah, i've managed to load the module AND i've learned that i shouldn't reward them for walking. >.>
They simply run in circles instead of gather resources and replicate.[/QUOTE]
If you succeed you will be a god.
[QUOTE=Madman07;38742480]@cartman300, don't use external modules.[/QUOTE]Agree with this.
First - external modules will not auto-load from legacy addon system (and did this, even in gmod10), so manual copy to gmod main dir will be just sucks.
And second - you probably will never do correct version for OSX or LINUX systems. So don't do this at all.
[QUOTE=connorlawd;38742476]Why don't you model it then?[/QUOTE]
Because I don't got the inspiration/interest to mod for gmod nor for stargate anymore.
[QUOTE=Boba Fett;38742179]Talking about a proper model with proper texture's and animations, the one from avon just isn't right...[/QUOTE]
There IS a replicator model in cap that's not from aVoN's pack, as i said.
An image can be found a few pages before.
[QUOTE=Boba Fett;38742774]Because I don't got the inspiration/interest to mod for gmod nor for stargate anymore.[/QUOTE]
Too bad your models were good.
[QUOTE=cartman300;38742884]There IS a replicator model in cap that's not from aVoN's pack, as i said.
An image can be found a few pages before.[/QUOTE]
Hmm might be from Progsys, does that one got anims?
Hey guys i know its probably already been answered but iv just installed cap and its showing up as Cap:unknown error when i try and spawn anything
[QUOTE=ryan260193;38744781]Hey guys i know its probably already been answered but iv just installed cap and its showing up as Cap:unknown error when i try and spawn anything[/QUOTE]
That doesn't really tell anyone anything
[QUOTE=ryan260193;38744781]Hey guys i know its probably already been answered but iv just installed cap and its showing up as Cap:unknown error when i try and spawn anything[/QUOTE]
Well, just do the usual before posting. Uninstall all workshop addons, take out all other addons from addons folder, put in ONLY - FULLY UPDATED - Wiremod and CAP. If this doesn't work, then post something that is more helpful like a console report or a screenshot.
And if you have illegal gmod, nothing can be done to help. I say this because this sounds like an ilegal gmod problem, but please don't see this as an accusation or anything.
[QUOTE=Sneaky2k12;34652275]Ok i got a problem. so i installed CAP and when i start a single or multiplayer game the gate dissapears when the game starts and it dose not allow me to spawn anything related to the CAP. I have completly removed GMOD and reinstalled i have re downloaded CAP and wire mod i have tryed playing it with only CAP and wire mod in my addons and nothing seems to work. Anyone know how to fix this???
I have just realised that the CAP also breaks all of my other addons. When i have CAP in my addons i can not spawn any entities or use any weapons and i can not use any tools other than the default GMOD tools.[/QUOTE]
Install Wire mod or/And Spacebuild and life support to fix it.
You must check the console.
[QUOTE=orrila;38749605]Well, just do the usual before posting. Uninstall all workshop addons, take out all other addons from addons folder, put in ONLY - FULLY UPDATED - Wiremod and CAP. If this doesn't work, then post something that is more helpful like a console report or a screenshot.
And if you have illegal gmod, nothing can be done to help. I say this because this sounds like an ilegal gmod problem, but please don't see this as an accusation or anything.[/QUOTE]
I didn't don't worry its odd even with a fresh install and no workshop addons the same problem occurs. even the console says "Carters Addon Pack - Unknown Error" im going to try a fresh CAP download and will let u know how it goes
And if that doesn't help, you may want to re-download gmod
[QUOTE=orrila;38751355]And if that doesn't help, you may want to re-download gmod[/QUOTE]
Ok got it working with a fresh download thankyou
My friend and me are hosting 2 servers with CAP, Horizon and Spacebuild 3
Check it out if you have free time.
[url]http://www.syntaxserver.net/forum/[/url]
[editline]8th December 2012[/editline]
Btw sometimes there's a bug when people touch shield/shoot at shield/do stuff with it.
[code]
[ERROR] addons/cap/lua/effects/shield_hit/init.lua:80: attempt to index field 'Material1' (a nil value)
1. unknown - addons/cap/lua/effects/shield_hit/init.lua:80[/code]
THX for servers
[QUOTE=cartman300;38753934]My friend and me are hosting 2 servers with CAP, Horizon and Spacebuild 3
Check it out if you have free time.
[url]http://www.syntaxserver.net/forum/[/url]
[editline]8th December 2012[/editline]
Btw sometimes there's a bug when people touch shield/shoot at shield/do stuff with it.
[code]
[ERROR] addons/cap/lua/effects/shield_hit/init.lua:80: attempt to index field 'Material1' (a nil value)
1. unknown - addons/cap/lua/effects/shield_hit/init.lua:80[/code][/QUOTE]
[QUOTE=cartman300;38753934]My friend and me are hosting 2 servers with CAP, Horizon and Spacebuild 3
Check it out if you have free time.
[url]http://www.syntaxserver.net/forum/[/url][/QUOTE]
I'll get on it just as soon as horizon is done updating. haven't updated it in a while
I played the horizon server, it's pretty fun. good job.
[QUOTE=kibbols;38758804]I played the horizon server, it's pretty fun. good job.[/QUOTE]
Thanks a lot, Horizon is still in early Alpha so there are a few bugs.
The servers will stay online for a long time, so we'll be there as they improve the Gamemode.
I'm happy you enjoyed it.
Any idea when CAP will work with Horizon?
[QUOTE=BlackMac;38758864]Thanks a lot, Horizon is still in early Alpha so there are a few bugs.
The servers will stay online for a long time, so we'll be there as they improve the Gamemode.
I'm happy you enjoyed it.
Any idea when CAP will work with Horizon?[/QUOTE]
sorry, i wish i knew too.
I am getting this error when trying to finish the resources part of the SVN SVN:
Error: REPORT of '/svnroot/carterspack/!svn/vcc/default': Could not read response
Error: body: An existing connection was forcibly closed by the remote host.
Error: ([url]http://carterspack.svn.sourceforge.net[/url])
Can somebody tell me what is wrong and how to fix it?
Sorry, you need to Log In to post a reply to this thread.