• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=cartman300;38794651]If you want to learn some lua (or anybody else), try to make something EXTREMLY hard in it.[/QUOTE] No, that's not the way to go if you're a complete beginner to C-like syntaxes, Lua or programming in general. First you need to learn a few concepts and thought patterns that are not complex at all, then you should start doing simple blocks of code WITHOUT JUST USING COPY & PASTE to learn how things are often written. Surely you have a point in the fact that you learn the most by challenging yourself, but in the beginning it's a bad idea to aim too high.
[QUOTE=The Art of War;38804315]but in the beginning it's a bad idea to aim too high.[/QUOTE] Yep, if I did that I would get annoyed not being able to do it and give up prob.
Hey, @alexalx. CAP limits and convars don't get saved after SRCDS restart.
[QUOTE=cartman300;38805072]Hey, @alexalx. CAP limits and convars don't get saved after SRCDS restart.[/QUOTE]This isn't bug. You should manualy put this convars to server config. They cannot be saveable.
Hey! on hzn_horizon and on sb_twinsuns, firing any of the stationary cap weapons appears to de-render everything except for world geometry (or something like that). Cannot see props, world props, spacebuild atmospheres, etc. If anything moves, it renders again. Screenshot: [url]https://dl.dropbox.com/u/19905635/file%20hosting/2012-12-13_00001.jpg[/url] Disconnecting from the server, then reconnecting, fixes this.
It probably happens on any map, but those are just the two I was playing when the bug occurred. It also appears to be clientside, as sometimes it only happens to one of the two people playing. I think you might need to be looking at the weapons for it to occur.
That happens on every map, whenever someone fires the railguns that stuff happens. When it happens half of the players on my server crash, the other have to rejoin the server. I believe it's because of too many effects or something that's overloading it. Firing too many anything will cause it. I tried it with every weapon. The only reason it happens with the railgun is because of the high fire rate.
Hey, when you're walking inside of a jumper and when cloak is on, the player is visible outside. I think it's a bug.
[QUOTE=cartman300;38818762]Hey, when you're walking inside of a jumper and when cloak is on, the player is visible outside. I think it's a bug.[/QUOTE]And i think it isn't. Cloaking generator never cloak players in gmod. It cloak only ents/props etc. Anyway like i said before - i'm very busy right now so....
[QUOTE=AlexALX;38819525]And i think it isn't. Cloaking generator never cloak players in gmod. It cloak only ents/props etc. Anyway like i said before - i'm very busy right now so....[/QUOTE] it should cloak players. it does in the show, plus it would look better that way.
[QUOTE=BlackMac;38816774]I believe it's because of too many effects or something that's overloading it.[/QUOTE] That is correct. CAP weapon effects use a massive amount of particles, which overloads the buffer. The effects can be optimized, but someone has to bother doing it.
The Ion Canon spawms errors in mp when fired (not sure in sp), and the bullet that it fires splits into 5 if you look closely. Fix? Ofc alex, when you have time
[QUOTE=garbius;38821327]That is correct. CAP weapon effects use a massive amount of particles, which overloads the buffer. The effects can be optimized, but someone has to bother doing it.[/QUOTE] Not really. Each bullet makes 3 effects - shoting (which dissappear fast), flyby (actuall bullet), hit (mostly created when two previous are not used anymore). As for railgun, I'm not sure but if I remember it correctly, railgun bullet effect is just one effect despite ammount of fired bullets (still unsure),
[QUOTE=Madman07;38825672]Not really. Each bullet makes 3 effects - shoting (which dissappear fast), flyby (actuall bullet), hit (mostly created when two previous are not used anymore). As for railgun, I'm not sure but if I remember it correctly, railgun bullet effect is just one effect despite ammount of fired bullets (still unsure),[/QUOTE] So much for you disappearing madman
[QUOTE='[GG]Super;38825843']So much for you disappearing madman[/QUOTE] Says the guy who joined less than two weeks ago with 3 posts?
[QUOTE=The Art of War;38831301]Says the guy who joined less than two weeks ago with 3 posts?[/QUOTE] And that means what? I like Stargate CAP, I can read through a post and I don't normally go on forums hence why I am just new to the forum and just because I am new doesn't mean I haven't been watching CAP through development? Just don't everyones new sometimes and things have to be said.
[QUOTE='[GG]Super;38833984']And that means what? I like Stargate CAP, I can read through a post and I don't normally go on forums hence why I am just new to the forum and just because I am new doesn't mean I haven't been watching CAP through development? Just don't everyones new sometimes and things have to be said.[/QUOTE] Let's forget that you are new. And let's forget about how long you have been around. It doesn't change that fact that what you said was not constructive to the conversation, nor was it even called for. The way you worded it made it sound rude, and hostile towards Madman07, who was not only not talking to you, but also helping somebody with an issue. Now, back to a lighter topic, I just saw two tweets from David Hewlett, who seemed to mention two very interesting things. For [url=https://twitter.com/dhewlett/status/279282394018762752]one[/url], he said it is going to be a good year for science fiction, and him. (2013) As well as being reunited with Destiny. And [url=https://twitter.com/dhewlett/status/279290999367417856]two[/url], he basically just confirmed that he has written, and will most likely be directing an SGU movie.
[QUOTE=Lord Hayden II;38835970]Let's forget that you are new. And let's forget about how long you have been around. It doesn't change that fact that what you said was not constructive to the conversation, nor was it even called for. The way you worded it made it sound rude, and hostile towards Madman07, who was not only not talking to you, but also helping somebody with an issue. Now, back to a lighter topic, I just saw two tweets from David Hewlett, who seemed to mention two very interesting things. For [url=https://twitter.com/dhewlett/status/279282394018762752]one[/url], he said it is going to be a good year for science fiction, and him. (2013) As well as being reunited with Destiny. And [url=https://twitter.com/dhewlett/status/279290999367417856]two[/url], he basically just confirmed that he has written, and will most likely be directing an SGU movie.[/QUOTE] It depends on how you look on what i said in the first place when i read it, it doesn't appear hostile to me and you say madman was not talking to me yet i was not talking to you nor the art of war so how about we forget all this.
Cartman/Black, I know u check up here every now and then, and I cbf signing up on your forums 'cause I live in Australia, so my ping with your server is massive. With that syntax server of yours, could you please share on how you managed to make it so that players can noclip around and through their own props, but not through the world / other player's props?
Cartman were you not going to code replicators and actually make them... work?
ever since i watched stargate sg-1 for the first time i dreamed about a game or a mod with a fully functional stargate. and when i discovered cap i was happy as hell and i'm still still enjoying this mod as the first day, guys you have created the best stargate project ever, and i don't want it to die so i beg you please continue on, if you need help then write on every forum you can find, post a an article on moddb too do what ever you can but please don't pull the plug on it, if i had any sort of knowledge on things that could help you then i would gladly help but sadly i don't, but other people do have that knowledge. so please keep this project because all of the other stargate project i was following all died and i don't to see this one die as well! From your biggest fan, Daniel (aka danc77).
[QUOTE=danc77;38852867]ever since i watched stargate sg-1 for the first time i dreamed about a game or a mod with a fully functional stargate. and when i discovered cap i was happy as hell and i'm still still enjoying this mod as the first day, guys you have created the best stargate project ever, and i don't want it to die so i beg you please continue on, if you need help then write on every forum you can find, post a an article on moddb too do what ever you can but please don't pull the plug on it, if i had any sort of knowledge on things that could help you then i would gladly help but sadly i don't, but other people do have that knowledge. so please keep this project because all of the other stargate project i was following all died and i don't to see this one die as well! From your biggest fan, Daniel (aka danc77).[/QUOTE] Thank you, currently the only active member is Alex and he's a coder therefor no new content can be provided to the users, we already tried posting for help but there is just no one that's interested with the required skill for the team so yea as long as Alex stays active CAP will work on GMOD13 if he ever decides to leave than CAP will be as good as dead...
[url=http://www.moddb.com/mods/stargate-empire-at-war]A Stargate mod for Star Wars: Empire At War Forces of Corruption[/url] came out today. Also, I have been getting back into mapping, and I want to create a basic Stargate Worlds map with a heap of fan-made worlds. Anyone have any ideas on what you would like to see?
[QUOTE=Lord Hayden II;38858273]Also, I have been getting back into mapping, and I want to create a basic Stargate Worlds map with a heap of fan-made worlds. Anyone have any ideas on what you would like to see?[/QUOTE] suggestions: ->a "steampunk world" tailored for the use of the sgu gate (gate invisible/blocked on the dialing list, with clues for the adress scattered everywhere across the map on all worlds) (adress scattered everywhere, so you'll have to figure it out through various dialing attempts at your homebase) ->parts of a "bc-304" cruiser, with rings and a gate stored in the hangar bay ->a "desert world" but with no pyramid, to not make it look like another generic abydos world (gate could be burried beneath sand or a coverstone somewhere on the map, so you have get there first via. rings aboard the bc-304 and dig it out with random tools) ->a "forest world", with a sea at the edge, an island in the middle and a waterfall coming from the top of a cliff ->a standart offworld base to function as a homebase and spawnpoint... maybe with a similar layout to the icarus base, so you'll have the right thematic background to try and dial the sgu adress as in "Air Part1", once you got all clues/symbols (maybe add a feature, that when you try to dial a 9 symbol adress on the icarus ramp too often but got the adress all wrong, you need to let the gate cool down first before dialing again... otherwise, after too many failed attemps in a short amount of time, the danger to overload/explode the gate is imminent) PS: (will provide some sketches for a map layout, when i'm back home from work)
[QUOTE=Lord Hayden II;38858273]Also, I have been getting back into mapping, and I want to create a basic Stargate Worlds map with a heap of fan-made worlds. Anyone have any ideas on what you would like to see?[/QUOTE] Really high detailed map. Tons of models instead of brushes, hi quality textures, hi quality brushes (ground subdivided to many polygons so they are not noticeable) and so on.
We'd prefer quality over quantity meaning we don't need super much worlds that look crappy or just flat, as we would prefer a couple worlds but with an high detail environment "different skyboxes (<-- Yes this is possible just in hammer) for every other world, proper texture blending, particle effects, decent use of placeholders for CAP, etc" So yea it's better I think to have something fancy than just have a lot of it!
[QUOTE=Boba Fett;38864073]We'd prefer quality over quantity meaning we don't need super much worlds that look crappy or just flat, as we would prefer a couple worlds but with an high detail environment "different skyboxes (<-- Yes this is possible just in hammer) for every other world, proper texture blending, particle effects, decent use of placeholders for CAP, etc" So yea it's better I think to have something fancy than just have a lot of it![/QUOTE] Multi High Quality skyboxes aren't possible for gmod atm
(Although i actually hate it to go out of topic at this point, but since we're obviously discussing map thematics now, here we go): Curious as i am...what do you mean by quality in maps? From my point of view, this would mean to design certain map areas with a level of detail, that emphasizes the theme used. Steampunk maps for example have this rusty, rather old looking, maybe a gloomy feeling to it which sometimes reminds me of the early industrial revolution. Desert maps on the other hand have a much brighter but also a kinda empty and lonely design/feeling. PS: Can't wait to get home and start on the map details and sketches for LordHayden's map. There are so many things and ideas in my head right now. xD
[QUOTE=assassin21;38864089]Multi High Quality skyboxes aren't possible for gmod atm[/QUOTE] Follow the way we've used with Flyboi on his Atlantis map in order to have Sunny, Submerged, Offworld skyboxes. We've used properly uvmapped hemisphere (actually hemibox with subdivision sounds way better) with different skins (different skyboxes). Then, that model was placed in area of "x16 size increase" to cover entire city. I doubt that those, who played rp_atlantis noticed it :)
[QUOTE=assassin21;38864089]Multi High Quality skyboxes aren't possible for gmod atm[/QUOTE] It is, like the tutorial I've posted a while ago for Flyboi's map and I also think I've posted it on Tikay map thread how to do it, just with displacements... And High Quality Skyboxes really depends from the textures not really matters if they're multiple or not... Here's the prefab of it: [url]http://gamebanana.com/css/prefabs/5660[/url]
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