• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=Boba Fett;39288651]Isn't there another way to rotate shit? I'm on an I7-2630 @ 2.00 ghz and it rotates slow for me as well...[/QUOTE]There is build-in way for source engine (what used for sg-1 gates ring), but it works bad with stop at start pos thing what should be at universe stargate... As for pc specs - on my pc in works fine (3.3 ghz, like in videos what i record - you can se how it should rotate), also works fine under brother pc (2.5 ghz). But under 2.2 ghz it works badly...
[QUOTE=AlexALX;39290078]There is build-in way for source engine (what used for sg-1 gates ring), but it works bad with stop at start pos thing what should be at universe stargate... As for pc specs - on my pc in works fine (3.3 ghz, like in videos what i record - you can se how it should rotate), also works fine under brother pc (2.5 ghz). But under 2.2 ghz it works badly...[/QUOTE] You should change that, games these days don't require good cpu's only proper vga's everything above 2ghz is obsolete for gaming so you might want to change that. [editline]20th January 2013[/editline] [QUOTE=The Art of War;39289440]Other hardware specs? Sounds like it's just horribly unoptimised.[/QUOTE] Operating System: Windows 7 - 64Bit CPU: Intel(R) Core(TM) i7-2630QM CPU @ 2.00GHz RAM: 8,00 GB Dual-Channel DDR3 Motherboard: ASUSTeK - N73SV GPU: 2048MB GeForce GT 540M HDD: 2x 488GB Seagate ST9500325AS LCD: Generic PnP Monitor (1600x900@60Hz) Can run Crysis2 on max so yea bad way of approach on the coding.
OS: Windows 7 Ultimate - 64 bit CPU: Intel i5- 2500K CPU 3.30 GHz 3.60 GHz Video Card: ASUS 6950 2 GB RAM: 8.00 GB I run Black ops 2 and Far Cry 3 on max
Rotating isn't proper under 2.2Ghz.
[QUOTE=Madman07;39293036]Rotating isn't proper under 2.2Ghz.[/QUOTE] Sound so unlogic like having an object rotate should be something quite easy to calculate... What's the current approach on the rotating code?
[QUOTE=Boba Fett;39293178]Sound so unlogic like having an object rotate should be something quite easy to calculate... What's the current approach on the rotating code?[/QUOTE]It change model angles every 0.001 second. If cpu is slow, then it can't calculate new angles every 0.001 second, and do this bit later, so this is reason why rotattion is slow in this case.
[QUOTE=AlexALX;39293542]It change model angles every 0.001 second. If cpu is slow, then it can't calculate new angles every 0.001 second, and do this bit later, so this is reason why rotattion is slow in this case.[/QUOTE] Have it rotate every 0.1 second perhaps I doubt people will care about the precision/smoothness of the rotation rather than having it rotating slow...
[QUOTE=Boba Fett;39294200]Have it rotate every 0.1 second perhaps I doubt people will care about the precision/smoothness of the rotation rather than having it rotating slow...[/QUOTE] Look, I have 2.26/7 GHz procesor, and it runs perfectly fine. Maybe an option (covar) for the above, else it will be making what is quality less quality.
Just for completeness, I have an i5 760 4x2.8GHz and the SGU gate rotates just fine for me. My graphics card is a little poor by comparison: GeForce 8800 GTS 320MB, which means sometimes the particle effects waste my FPS dramatically. Otherwise fine though
Hello. It's been a long time since I posted, and this was one issue that I posted about. For me the SGU gate only spins slowly in single player. If I am running Gmod in any form of multiplayer, either listen server or dedicated (both over the internet or lan) the gate spins at its proper speed. My computer is a notebook with a core i7 processor 1.7GHz, with a turbo boost up to 2.93GHz.
[QUOTE=Boba Fett;39294200]Have it rotate every 0.1 second perhaps I doubt people will care about the precision/smoothness of the rotation rather than having it rotating slow...[/QUOTE] [QUOTE=orrila;39294669]Look, I have 2.26/7 GHz procesor, and it runs perfectly fine. Maybe an option (covar) for the above, else it will be making what is quality less quality.[/QUOTE] I already think about this, but not sure if this will help, need test on some slow pc, because i havn't right now ability to install gmod again on slow pc... Also while testing i have some strange thing... if set gmod settings to lower, then somewhy universe stargate rotating slow even on good pc (when i have testing dx8 warning message in cap under dx8), probably there is some limit for speed of lua execution under low graph settings... So idk. Anyway right now i'm very busy so later will think, but idk when.
As I've said, it's a problem with the pack, not my graphics card. My computer is fully capable of running GMod. [editline]21st January 2013[/editline] I fixed gate rotation. That was a video setting. [editline]21st January 2013[/editline] Actually it's more off and on now...
[QUOTE=AlexALX;39295362]I already think about this, but not sure if this will help, need test on some slow pc, because i havn't right now ability to install gmod again on slow pc... Also while testing i have some strange thing... if set gmod settings to lower, then somewhy universe stargate rotating slow even on good pc (when i have testing dx8 warning message in cap under dx8), probably there is some limit for speed of lua execution under low graph settings... So idk. Anyway right now i'm very busy so later will think, but idk when.[/QUOTE] If you need any test subject, I could test the code, either way this has already been bugging me from the start when the sgu gate was recoded with this function so if you can change it go for it!
[QUOTE=Madman07;39293036]Rotating isn't proper under 2.2GHz.[/QUOTE] I disagree, i have 1.9 GHz and it works correctly.
[QUOTE=cartman300;39300370]I disagree, i have 1.9 GHz and it works correctly.[/QUOTE] Maybe you've got more than 2 cores? Anyway, rotation could be updated every 1/30 sec or even better - at the same rate as gmod is running. There is some easy way to get number of FPS. It would cause that rotation would be still smoth, but update rate would depend on computer spec (yes, cpu also take a role in rendering). P.S. Doing it on embedded system - i would make an interrupt with assembly code. Yeah, kind of an obsession -.-
[QUOTE=Myrdden;39299862]I fixed gate rotation. That was a video setting. [editline]21st January 2013[/editline] Actually it's more off and on now...[/QUOTE]What exactly video setting you changed? Maybe theres bug happens only because low graph settings, not sure.
Yea liked madman said let it update on the amount of fps or just cap it at 60.
Can someone help me? I was trying to install the cap_resources when suddenly it stopped saying that the server was denying me access. I thought nothing of this since the last time I installed the mod it said that but allowed me to continue playing, this time it didn't. I've completely cleared my addons out, redownloaded Garrys mod and it still keeps doing this. Can anyone help me? I've tried to update it but it says that it's locked. Can someone please help me! I've been dying to have this mod back!!
[QUOTE=sdbrendan;39292089]OS: Windows 7 Ultimate - 64 bit CPU: Intel i5- 2500K CPU 3.30 GHz 3.60 GHz Video Card: ASUS 6950 2 GB RAM: 8.00 GB I run Black ops 2 and Far Cry 3 on max[/QUOTE] Of course you can, it's a desktop. i5-2500K 4x@4.0GHz 6MB L2 Gigabyte AMD HD 7950 SOC 8GB Corsair Vengeance 1600MHz CL9 (9-9-9-24) DRAM Asus ROG Maximus IV Gene-Z/Gen3 1x128GB Intel SSD 550/520/s 1x2TB Seagate Barracuda 7200RPM Corsair 650W 80+ Gold PSU Noctua NH-D14 Fractal Design case DVD/BD i7 3630QM 4x@2.4GHz Turbo @3.4GHz 2x4 threads (HT) GTX 660M 2048GB GDDR5 SDRAM 8GB 1600MHz DDR3 CL11 MSi MS-16GA 750GB 7200RPM 120W adapter/48W battery 1920x1080 display You can have an i7 extreme clocked at 4.5, 6 cores, HT etc etc, if your CPU is defect in any way or if the motherboard can not handle the load it doesn't matter
Hello?
[QUOTE=Gaurdian23;39349906]Hello?[/QUOTE] Stop bumping that thread, leave it dying lonely please.
[QUOTE=Gaurdian23;39349906]Hello?[/QUOTE] What server is denying you access?
So uh, I'm still having that issue with the view thing in ships... Not sure how that lead to a massive discussion about graphics and processor power, but it's still there and still annoying... Yeah... [editline]25th January 2013[/editline] Also, with Enviroments, leaving a ship will reset one's suit to 5% of their resources. That sort of negates giving them their own enviroments in the first place... It does so with a Kino as well, it will run down, then when you stop it just resets. Can someone look at how the enviroments of these things work, please? It doesn't make sense.
[QUOTE=Myrdden;39363134]So uh, I'm still having that issue with the view thing in ships... Not sure how that lead to a massive discussion about graphics and processor power, but it's still there and still annoying... Yeah... [editline]25th January 2013[/editline] Also, with Enviroments, leaving a ship will reset one's suit to 5% of their resources. That sort of negates giving them their own enviroments in the first place... It does so with a Kino as well, it will run down, then when you stop it just resets. Can someone look at how the enviroments of these things work, please? It doesn't make sense.[/QUOTE] How about try to delete all your addons and also disabling all your workshop addons, and then try to run CAP only with wiremod?? If it wont help then its problem in your computer... If it'll help then try adding slowly one after one the addons(+Workshop addons) and decide which one is problematic -_- ... maybe it will help Alex or anybody to decide what is your problem ;) ...
Well, it's the thing with the Kino and whatnot is invariably an issue with environments, and not just environments in perticular, as I had it with Spacebuild 3 as well. I've yet to see if disabling my everything fixes the view thing. [editline]26th January 2013[/editline] Oh, wait. Doesn't Enviroments have its own LS system? Odd...
Okay, disabled all of my addons, and I still get the glitch. It's only with the jumper, f-302, and telk'tak, though. Everything else works fine.
I think it's source forge. This is what I get when I try to download the cap_resources: Error REPORT of '/svnroot/carterspack/!svn/vcc/default': Could not read chunk size: Error connection was closed by server ([url]http://carterspack.svn.sourceforge.net[/url])
[QUOTE=Gaurdian23;39386775]I think it's source forge. This is what I get when I try to download the cap_resources: Error REPORT of '/svnroot/carterspack/!svn/vcc/default': Could not read chunk size: Error connection was closed by server ([url]http://carterspack.svn.sourceforge.net[/url])[/QUOTE] Seems to still work for me, make sure you've got the latest client and not the beta versions or so from your svn client.
[QUOTE=Boba Fett;39390084]Seems to still work for me, make sure you've got the latest client and not the beta versions or so from your svn client.[/QUOTE] Could you or someone else upload the materials folder , latest SVN client wont download it correctly, and manually downloading every single file with svn is not an option.. Nvm fixed, looks like tortoise svn and a SSD dont work together
[QUOTE=dragonuser76;39399546]Could you or someone else upload the materials folder , latest SVN client wont download it correctly, and manually downloading every single file with svn is not an option..[/QUOTE] You can go to our svn (nit a direct link but find it from source forge), there should be an option of downloading entire pack as zip file.
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