@MadMan07, idea for power requirements of rings:
Rings can activate and teleport players within short distances via their inbuilt power generators (who knows, maybe they have some sort of technology that relies upon magnets, zero point energy, whatever)
However, to teleport between rings that are a far distance away, they require extra power, as the ring's 'inbuilt' power generators cannot supply enough within a reasonable amount of time for stable teleportation (maybe make them float out, then cancel, or just not float out at all with an error sound effect)
To supply the power, you connect a power source to the ring platform base, which supplies each of the individual rings via some sort of magnetism or something.
More simply, they act kind of like the SGU gates, but don't require as much power ;)
For more details of my SVN: That's the moment when crash ( complet reinstallation: new folder )
[IMG]http://i40.servimg.com/u/f40/12/10/28/57/rfeq10.jpg[/IMG]
:suicide:
@Avent, I like that idea.
@count23, dial nearest, disable, private features will stay.
@Woogoo, that's the point. On the other side I have no ide how Daniel could find out adress of Ori mothership rings -.-
Beta testing is now closed, no more ppl is needed.
It could be possible that the rings' addressing system is relative, e.g. the symbols signify a direction from the base in which to search for another set of rings within range?
That would at least explain how Daniel dialled the Ori mothership, since it wouldn't have an unknown static address.
Also not saying that this should be implemented in gmod, as it's kinda complicated.
I was rather thinkin that it's just depend on range. Like Vala said in 09x06 [Beachead], "... rings find themselves ...". It mean that there is no thing like ring addressing system. I think i will go exactly that way. I suspect there will be much complains on that but it will make make using them much more awesome. Both Ori and Goa'uld panels has 6 buttons - they can define nice ranges, like 1-near, 6-far away. Extra 3 buttons on Ancient Panel can serve special purpose (like transport only humans, instant ring disable, etc).
[QUOTE=Link320;35990715]It could be possible that the rings' addressing system is relative, e.g. the symbols signify a direction from the base in which to search for another set of rings within range?
That would at least explain how Daniel dialled the Ori mothership, since it wouldn't have an unknown static address.
Also not saying that this should be implemented in gmod, as it's kinda complicated.[/QUOTE]
To that svn problem:
just click on update again and again until it is all downloaded...
[QUOTE=Madman07;35990935]I was rather thinkin that it's just depend on range. Like Vala said in 09x06 [Beachead], "... rings find themselves ...". It mean that there is no thing like ring addressing system. I think i will go exactly that way. I suspect there will be much complains on that but it will make make using them much more awesome. Both Ori and Goa'uld panels has 6 buttons - they can define nice ranges, like 1-near, 6-far away. Extra 3 buttons on Ancient Panel can serve special purpose (like transport only humans, instant ring disable, etc).[/QUOTE]
I think an address system is better for gameplay purposes. Just limit the range. Also you should add in the possibility to intercept matterstreams like in the episode where sg-1 escapes from hell.
Maybe its better. But I'm not going to make it :)
I thought about it and i throwed out that idea. To much problems with that. Maybe in future.
@assassin21: Doesn't work, only the first DL work, after I obtain ERROR first ...
Wait, how do I send a emssage without being a friend
So Madman and the rest of the team, how is it going ? You all well , i didn't check this forum in a few weeks so i have a lot of catching up to do. Anyone want to fill me in?
Alex is working on cap for usual gmod.
Me is working on stargate pack for gmod 13.
:)
[QUOTE=adrianooo321;35993709]So Madman and the rest of the team, how is it going ? You all well , i didn't check this forum in a few weeks so i have a lot of catching up to do. Anyone want to fill me in?[/QUOTE]
PPpppotato
Hi
I have some error on my server :
[addons/cap/lua/entities/dhd_base/init.lua:155] Model missing: models/MarkJaw/dhd_new/dhd_base.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b33.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b34.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b35.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b36.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b37.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b38.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b20.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b21.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b22.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b23.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b24.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b25.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b26.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b27.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b28.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b29.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b30.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b31.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b32.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b14.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b15.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b16.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b17.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b18.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b19.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b1.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b2.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b3.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b4.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b5.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b6.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b7.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b8.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b9.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b10.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b11.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b12.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b13.mdl
[addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/dialorb.mdl
[addons/cap/lua/entities/ring_panel_goauld/init.lua:18] Model missing: models/Madman07/ring_panel/goauld_panel.mdl
[addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)
[addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)
[addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)
Thank you.
[QUOTE=Madman07;35993768]Alex is working on cap for usual gmod.
Me is working on stargate pack for gmod 13.
:)[/QUOTE]
Awesome im glad that Cap is not going to End with the release of Gmod 13:P
[QUOTE=The Art of War;35993821]PPpppotato[/QUOTE]
Its a valid formula !
@adrianooo321, It's going. I didn't said im making CAP.
@zod331, stupid question but ... did you tried adding those models to gmod? -.-
[QUOTE=Madman07;35994564]@adrianooo321, It's going. I didn't said im making CAP.
@zod331, stupid question but ... did you tried adding those models to gmod? -.-[/QUOTE]
Yes i downloaded cap and cap_resources
Linux or Mac?
Linux (Debian 6 amd64)
Hi CAP Team, i want to say something, The Stargate SG1 And Atlantis Unstable Vortex/Kawoosh Does not sound from the movie, You can download the sound which it was from the movie [URL="http://www.mediafire.com/?97khi6gc1ax7yx7"]http://www.mediafire.com/?97khi6gc1ax7yx7[/URL]
Edit : The Stargate SG1 or Atlantis Open sound is longer, so you might change something on the lua
[QUOTE=zod331;35994735]Linux (Debian 6 amd64)[/QUOTE]You should install gmod server on case-insensetive file system on linux, or cap will not work.
[editline]17th May 2012[/editline]
[QUOTE=Madman07;35993768]Alex is working on cap for usual gmod.[/QUOTE]Hm, idk, probably i'm going to real life)
[editline]17th May 2012[/editline]
[QUOTE=Ayman2;35994952]Hi CAP Team, i want to say something, The Stargate SG1 And Atlantis Unstable Vortex/Kawoosh Does not sound from the movie, You can download the sound which it was from the movie [URL="http://www.mediafire.com/?97khi6gc1ax7yx7"]http://www.mediafire.com/?97khi6gc1ax7yx7[/URL]
Edit : The Stargate SG1 or Atlantis Open sound is longer, so you might change something on the lua[/QUOTE]Thanks, but no, i'm not going to change that.
[QUOTE=Madman07;35990010]@Woogoo, that's the point. On the other side I have no ide how Daniel could find out adress of Ori mothership rings -.-[/QUOTE]
Im sorry i wasnt clear on that, what i ment was that stargate sg1 didnt have an address system for rings,but to keep it simple on Garry's mod to keep the address system in would be a good idea
Note: while writeing this I noticed that when i went back to correct something if i changed anything it would delete the thing infront of it (spaces or letters) know how i can fix it?
[QUOTE=Woogoo;35995380]Im sorry i wasnt clear on that, what i ment was that stargate sg1 didnt have an address system for rings,but to keep it simple on Garry's mod to keep the address system in would be a good idea
Note: while writeing this I noticed that when i went back to correct something if i changed anything it would delete the thing infront of it (spaces or letters) know how i can fix it?[/QUOTE]
Press insert on your keyboard.
Look at this video i made now:
[url]http://youtube.com/watch?v=a7-0MPsG7bg[/url]
Just in regards to ring power, I believe they should have an external energy source. But not require substantial power, we saw in "The Other Guys" in season 6 that rings could run of a mk1 naquahdah reactor and get from a planet to space (And that their power sources can get depleted over time). So i'd go with the assumption that they're older ancient tech that run off pre-zpm power sources like liquid naqhahdah.
@Count23
Could you perhaps make a WIP thread on the Sg-carterpack.com forum from the gate's your working on I'm quite intrigued about the progress you've been doing!
[QUOTE=cartman300;35995798]Press insert on your keyboard.
Look at this video i made now:
[url]http://youtube.com/watch?v=a7-0MPsG7bg[/url][/QUOTE]
Thanks
[QUOTE=Boba Fett;35997625]@Count23
Could you perhaps make a WIP thread on the Sg-carterpack.com forum from the gate's your working on I'm quite intrigued about the progress you've been doing![/QUOTE]
When I have some progress, i'll post something :) At the moment I haven't had a chance to start beyond basic dimension scaling from reference photos.
[B]@count23[/B] if you will change stargate size, then probably should be also remodeled iris/event horizon models. Just saing.
Anyway i hope it will just for your pack for gmod13, and cap will stay like right now in gmod10.
We're not touching CAP. It's my personal stargate pack for gmod 13.
Iris/eh - they just need resizing.
[QUOTE=Madman07;35994564]@adrianooo321, It's going. I didn't said im making CAP.
[/QUOTE]
Sorry my mistake
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