[QUOTE=kiloy;38760445]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?[/QUOTE]
svn cleanup working status,
svn update.
If error occurs again, repeat.
Hi, maybe i'm not in the right thread but it seems that your GMod is working but unfortunately mine is crashing. I don't know wich Addon or wich stuff is making that error, I have disabled all my Workshop mods and I have only in the addons folder : cap / cap_ressources / wire / TDM Vehicle that's all. Does somebody know why the game is crashing or it's only me ? Sorry for bad english.
I have just found out that an issue I've been having with another mod (Smartsnap) is being caused by CAP. Basically when I have CAP installed smartsnap doesn't work in singleplayer, only in multiplayer. My mods list:
SBEP, CAP, Wiremod, Spacebuild, AdvDupe, Gravityhull, door stool, legacy addons, multiparent, stacker, precision, smartsnap(of course), stacker and weight.
[B]Rev 391 changes:
Added:[/B]
* Some cap weapons to npc weapons.
[B]Note:[/B] not all npcs can use scripted weapons.
[B]Updated:[/B]
* Some new or updated gatespawners provided by Avent.
* sb_gooniverse gatespawner now have gravity controllers on space gates.
[B]Fixed:[/B]
* Shield hit effect error for players, what havn't cap installed (in mp).
* Iris computer not activating iris from menu.
* Puddle Jumper shield killing player on exit if it activated.
* Puddle Jumper shield effect activating few times when open/close pods (now 100% fixed!).
* Cap turrets have wrong position of turret part sometimes on spawn.
* Asgard/ori/ag3 beams going through the shield.
* Stargate wire manual slow dial not locking last chevron.
* Sometimes gatespawner stop works after reload it.
* Dagger have double sounds playing in mp.
* FNP90 lua errors when use it with npc's.
* Some other fixes.
=====
And guys, i'm really busy right now, havn't time for cap. I have just uploaded fixes what did on this week or so, because some things is important for fix.
[QUOTE=AlexALX;38766343][B]Rev 391 changes:
Added:[/B]
* Some cap weapons to npc weapons.
[B]Note:[/B] not all npcs can use scripted weapons.
[B]Updated:[/B]
* Some new or updated gatespawners provided by Avent.
* sb_gooniverse gatespawner now have gravity controllers on space gates.
[B]Fixed:[/B]
* Shield hit effect error for players, what havn't cap installed (in mp).
* Iris computer not activating iris from menu.
* Puddle Jumper shield killing player on exit if it activated.
* Puddle Jumper shield effect activating few times when open/close pods (now 100% fixed!).
* Cap turrets have wrong position of turret part sometimes on spawn.
* Asgard/ori/ag3 beams going through the shield.
* Stargate wire manual slow dial not locking last chevron.
* Sometimes gatespawner stop works after reload it.
* Dagger have double sounds playing in mp.
* FNP90 lua errors when use it with npc's.
* Some other fixes.
=====
And guys, i'm really busy right now, havn't time for cap. I have just uploaded fixes what did on this week or so, because some things is important for fix.[/QUOTE]
Great fixes Alex, loving all the update.
One thing though - after most of your posts, you say 'thats all for now' or haven't any more time, so no more updates'. Just don't say it, because it isn't like people are gonna complain because of no updates, it is a free thing, so we don't expect you must do it, you just do it cause you can code, you like doing it, you are nice, and you want to make a great stargate pack for everyone, so just stop saying it cause we won't mind.
[QUOTE=AlexALX;38766343]And guys, i'm really busy right now, havn't time for cap. I have just uploaded fixes what did on this week or so, because some things is important for fix.[/QUOTE]
Oh shut up! You say that every time and then BANG! new update with tousands of fixes :)
[QUOTE=Madman07;38767198]Oh shut up! You say that every time and then BANG! new update with tousands of fixes :)[/QUOTE]
True Dat :3
[QUOTE=Jurikuer;38762902]I have just found out that an issue I've been having with another mod (Smartsnap) is being caused by CAP. Basically when I have CAP installed smartsnap doesn't work in singleplayer, only in multiplayer. My mods list:
SBEP, CAP, Wiremod, Spacebuild, AdvDupe, Gravityhull, door stool, legacy addons, multiparent, stacker, precision, smartsnap(of course), stacker and weight.[/QUOTE]
I can say with quite a bit of certainty that this is not a CAP issue. I have CAP and smartsnap and mine works fine in single player. It might be another mod which is clashing with CAP and causing a cascading affect onto smartsnap.
[QUOTE=AlexALX;38766343][B]Rev 391 changes:[/B]
[B]Fixed:[/B]
* Asgard/ori/ag3 beams going through the shield.
[/QUOTE]
I have a question regarding this... We were on multiplayer on a server with the update revision 391. The TN one... My friend had set up the laser pointer/location finder with the Asgard beam, my shield was at 100% with 500 strength. The beam still killed me even though the shield was up, the shield never dropped. Is that normal? Does the shield strength factor the penetration ability of the beam?
[QUOTE=Chriger;38776454]I have a question regarding this... We were on multiplayer on a server with the update revision 391. The TN one... My friend had set up the laser pointer/location finder with the Asgard beam, my shield was at 100% with 500 strength. The beam still killed me even though the shield was up, the shield never dropped . Is that normal?[/QUOTE]It create blast damage where beam touch shield. So if you are near beam it still will kill you.
[QUOTE=AlexALX;38776460]It create blast damage where beam touch shield. So if you are near beam it still will kill you.[/QUOTE]
I remember I made a fix for util.BlastDamage to see shields, but it seems I've never released it :p
[QUOTE=Madman07;38776504]I remember I made a fix for util.BlastDamage to see shields, but it seems I've never released it :p[/QUOTE]
If you know where it is, please commit it. It would be a great addition to CAP.
[url]http://www.facepunch.com/showthread.php?t=1231829[/url]
Ok, at least i have tried...
[QUOTE=AlexALX;38776865][url]http://www.facepunch.com/showthread.php?t=1231829[/url]
Ok, at least i have tried...[/QUOTE]
Hopefully he'll listen, it is an annoying and unnecessary restraint :/
[QUOTE=garbius;38776794]If you know where it is, please commit it. It would be a great addition to CAP.[/QUOTE]
I doubt it's working after all that updates and I can't bother to fix it now...
[QUOTE=Madman07;38776504]I remember I made a fix for util.BlastDamage to see shields, but it seems I've never released it :p[/QUOTE]
Madman, damnit!
Or release your stuff or simply shut up!
Would it be nice if i told you i made an awesome game that runs lua, has stargates, has low system requirements and is free to everyone and that i don't want to release it??
I didn't said I don't want to. I said later that it's probably broken and got lost somewhere on my hdd. Please read carrefully, and don't rate me dumb if you cannot read.
Cool. Another dumb just prove your stupidity.
[QUOTE=freelancer_1234;38771725]I can say with quite a bit of certainty that this is not a CAP issue. I have CAP and smartsnap and mine works fine in single player. It might be another mod which is clashing with CAP and causing a cascading affect onto smartsnap.[/QUOTE]
I don't know what it could be. It was working fine before for me as well. I don't know what changed.
[QUOTE=Madman07;38780522]I didn't said I don't want to. I said later that it's probably broken and got lost somewhere on my hdd.[/QUOTE]
It's not the 1st time you say something like this.
You said you made smooth rings for the canceled stargate pack and someone asked you if you could release them and you said "You can make your own.".
[QUOTE=cartman300;38780880]It's not the 1st time you say something like this.
You said you made smooth rings for the canceled stargate pack and someone asked you if you could release them and you said "You can make your own.".[/QUOTE]
And the new gmod 13 shield core you made and never gave out.
[QUOTE=orrila;38780955]And the new gmod 13 shield core you made and never gave out.[/QUOTE]
And that daedalus simulator you promissed us and never gave us...
People, complaining isn't going to make him want to do anything. You're only making matters worse.
Sir, I do believe you've been told.
[QUOTE=Avent;38781023]People, complaining isn't going to make him want to do anything. You're only making matters worse.[/QUOTE]
Most of us are pretty much over the cap thing. You can't make matters any worse than that. (worse for you guys, i mean)
Yep, and you where co-working with madman on daedalus sim, so you can't say anything about that
[QUOTE=orrila;38781236]Yep, and you where co-working with madman on daedalus sim, so you can't say anything about that[/QUOTE]
If you didn't realise, I wasn't complaining...
That was meant to be a joke.
kinda did realise, just didn't take it as one.
[QUOTE=cartman300;38780880]It's not the 1st time you say something like this.
You said you made smooth rings for the canceled stargate pack and someone asked you if you could release them and you said "You can make your own.".[/QUOTE]
The ring system is here. Same as shield-core. But facepunch community does not deserve for it. Yet. You (community) have to grow up a little bit for that. Hovewer I gave you an opportunity (as for community) to use my unfinished stuff. But I demanded starting a fresh Stargate pack, that would make it even better than Cap is now. No one wanted to do it, so how can I give you my stuff? Just to see it's integrated in cap, while half of other stuff and addon conflicts are still here (for example old legacy addon support instead of workshop)...
So, cartman, you really want a not-finished-projects flame war? Fine!
Mine not finished:
- daedalus sim;
- shield core upgrade;
- rings upgrade;
- x302 with realistic fly;
Note, that I've suspended them for a reason (like Izi left because of work, or I'm making engineering ending project), not for something like a lackens of knowledge.
Now, yours not finished projects:
- a terminator hud, aka a red overlay for gmod with text showing up above props;
- a hud pop up with 3 buttons and a text saying you died;
- a element toy, the wonderful pixel drawing game with realistic physics only without that physics part;
- a "Quest gate", print a random string on the screen from a list of predefined strings, gamemode;
- a program in visual basic (you failed here) that generated random adrress for stargates;
- a "lua interpreter in visual basic" probably abandoned because of need of study regex and formal languages for that;
Seems like you are starting a new project every 3 day ;)
Anyway, end off flame war, I'm tired with that. Seems I shouldn't be here any more since i left Cap, so bye facepunch community! You shall not see me any longer.
1. a terminator hud, aka a red overlay for gmod with text showing up above props; a hud pop up with 3 buttons and a text saying you died;
2. a element toy, the wonderful pixel drawing game with realistic physics only without that physics part;
3. a "Quest gate", print a random string on the screen from a list of predefined strings, gamemode;
4. a program in visual basic (you failed here) that generated random adrress for stargates;
5. a "lua interpreter in visual basic" probably abandoned because of need of study regex and formal languages for that;
1. Well... people didn't want it. >.>
2. Abandoned because physics lagged the hell out of it, replaced with Lua2D
3. Still WIP (current WIP).
4. It was a concept damnit, i rewrote it in lua and it's been hosted on BlackMac's servers; finished long time ago.
5. Lua2D (changed the name multiple times); It's finished.
[QUOTE=Madman07;38782129]...flame war...[/QUOTE]
I'm not flaming, i'm stating arguments. It's more like an.... argument war...
[QUOTE=Madman07;38782129]Just to see it's integrated in cap, while half of other stuff and addon conflicts are still here (for example old legacy addon support instead of workshop)...[/QUOTE]What conflicts? If you mean that some another workshop addons conclicting with cap then you are wrong. Conflict happens only because addon author override some functions what using cap, or just did wrong code and broke some hooks etc. So this isn't cap problem/bug. For example i know few addons what in hooks returning "false" and this breaks all other hooks in all another addons including cap. And what? Its addon author fault, not cap. And this will still break cap even in will be like workshop addon.
Also about workshop and legacy addon system. Personally i more like legacy addon system - open source and everyone can edit lua files. Also fast updating with svn. For example wiremod is small addon, but they never go uplaod it into workshop, because it violating GNU GPL v3 license and just because git (svn) is better for them. So in fact we can't also upload it to workshop (much of avon and some other codes is under GNU GPL license, including mine files).
So idk what say...
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