• Stargate Carter Addon Pack
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[QUOTE=Madman07;36609846]I just watched "WarGames: The Dead Code", and guess what? Main character had Mac. Nothing special. And Stargate Worlds Wallpaper. Again, nothing special. But, he made something like alt-tab (no idea what they do on mac) to switch to his friend video-call and for a moment (2-3 sec.) he switched to the Stargate Worlds, GAME! For fuck sake, how?![/QUOTE] The same way Eli was playing it in SGU.....
[QUOTE=Madman07;36609846]I just watched "WarGames: The Dead Code", and guess what? Main character had Mac. Nothing special. And Stargate Worlds Wallpaper. Again, nothing special. But, he made something like alt-tab (no idea what they do on mac) to switch to his friend video-call and for a moment (2-3 sec.) he switched to the Stargate Worlds, GAEM! For fuck sake, how?![/QUOTE] nothing special ??
I just found this mod yesterday, and I'd like to say that you guys are doing an absolutely fantastic job. The last time I saw any sort of stargate addon, it left me feeling like it didn't do justice to the fantastic show I grew up watching. Thank you so much for making what numerous game studios failed to come close to achieving. Will Ha'taks be included in a later update? I'm looking forward to crushing some dreams in one of those. ...I giggled like a drunken school-girl the first time I flew a Tel'tak.
[QUOTE=a1steaksa;36611960]I just found this mod yesterday, and I'd like to say that you guys are doing an absolutely fantastic job. The last time I saw any sort of stargate addon, it left me feeling like it didn't do justice to the fantastic show I grew up watching. Thank you so much for making what numerous game studios failed to come close to achieving. Will Ha'taks be included in a later update? I'm looking forward to crushing some dreams in one of those. ...I giggled like a drunken school-girl the first time I flew a Tel'tak.[/QUOTE] we use to have ships in this pack like that but they ended up being to bed for gmod or something like that
[QUOTE=Lantian;36613623]we use to have ships in this pack like that but they ended up being to bed for gmod or something like that[/QUOTE] i think u mean big XD not bed :p
question: if the darts in the show fit through the gate, why don't the darts in this pack fit?
[QUOTE=kibbols;36615208]question: if the darts in the show fit through the gate, why don't the darts in this pack fit?[/QUOTE] The gate is too small. Though I didn't think the darts were [I]that[/I] big compared to the gates, I just checked. :S
Hey is there a way to fix this "My npcs dont get trapped in the containtment shields" Anyone who can help?
@a1steaksa, thanks! :) Like other ppl mentioned, Hat'Tak, Daedalus are there just as models. No plans to make them any entities. Simply - source maps are to small. @kibbols, gates are to small. If I would resize Dart, then it would be ridiculousness small.
[QUOTE=Madman07;36609846]I just watched "WarGames: The Dead Code", and guess what? Main character had Mac. Nothing special. And Stargate Worlds Wallpaper. Again, nothing special. But, he made something like alt-tab (no idea what they do on mac) to switch to his friend video-call and for a moment (2-3 sec.) he switched to the Stargate Worlds, GAME! For fuck sake, how?![/QUOTE] There are some early builds out there I guess I could ask a guy I know who was Q&A head there but lol I don't think there's access to it now, more likely is the people that were testing it didn't delete it.
[B]Rev 265 changes: Updated:[/B] - Now you can spawn zpm directly in hub. [B]Fixed:[/B] - Naquadah generator mk2 instant explode when shoot it, now only if health is gone. - Some other small bugs.
[QUOTE=kibbols;36615208]question: if the darts in the show fit through the gate, why don't the darts in this pack fit?[/QUOTE] Gates are too small, thats why puddle jumpers look tiny [editline]4th July 2012[/editline] What does the Stone Tablet do and how do I use it?
[B]Rev 266 changes: Fixed:[/B] - Adv dupes of zpm hubs (fixed? please test and report). Note: in old adv dupes zpmhubs still broken, you should respawn it and save again. - Tampered zpm don't spawn in zpmhubs direcly.
@Alex, I thought that the point of empty HUBs are ability to insert ZPM of any type without first removing already existing ZPM in HUB. Also, I believe it was made like that, so ppl cannot get ZPM so fast (eg build invincible shields and weapons) and keep trolling. @Woogoo, Just a prop. If you referring to communications devices, then name says everything.
[QUOTE=Madman07;36617287]@a1steaksa, thanks! :) Like other ppl mentioned, Hat'Tak, Daedalus are there just as models. No plans to make them any entities. Simply - source maps are to small. [/QUOTE] Isn't there a flying Daedalus in the mod already?
[QUOTE=flames911;36623131]Isn't there a flying Daedalus in the mod already?[/QUOTE] I think madman forgot that :D :D ... Yes there is.
There is but it has to be deleted. I asked someone but he prob forgot to do that.
[QUOTE=Madman07;36623666]There is but it has to be deleted. I asked someone but he prob forgot to do that.[/QUOTE] plz don't, i actually like the deadalus. for the smaller maps, it lets you get from planet to planet faster. in bigger maps, its a threat to the others. we need huge maps. does anybody know someone that's willing to make a huge spacebattle map?
[QUOTE=Madman07;36622385]@Alex, I thought that the point of empty HUBs are ability to insert ZPM of any type without first removing already existing ZPM in HUB. Also, I believe it was made like that, so ppl cannot get ZPM so fast (eg build invincible shields and weapons) and keep trolling. @Woogoo, Just a prop. If you referring to communications devices, then name says everything.[/QUOTE]Its still empty when spawn hub. I just did when spawn zpm from stool on zpmhub - zpm in needed place, you not need touch it... Much users want that... Its still different entities, and can be untouched and replaced etc. So you still need first remove zpm from hub, and only after you can spawn new etc. Only one thing changed - no need touch it with hub if spawning zpm on zpmhub.
Any idea on why my copy freaks out when I try to cloak my PuddleJumper?
[QUOTE=a1steaksa;36624692]Any idea on why my copy freaks out when I try to cloak my PuddleJumper?[/QUOTE] if its on gmod 13 i don't think they fixed it yet
@kibbols, This is indoor engine which means it doesn't support huge maps. Hovewer I believe it can be squeezed for more, but it's up to Garry. And he said, he's not planning to change that... @AlexALX, I have no idea what did you said :D
[QUOTE=Madman07;36625422]@kibbols, This is indoor engine which means it doesn't support huge maps. Hovewer I believe it can be squeezed for more, but it's up to Garry. And he said, he's not planning to change that... [/QUOTE] For gmod 13?
[B]Rev 267 changes: Fixed:[/B] * All problems with cap doors/door controller and adv dupe. * Error with Environments when try spawn dupe (but energy links from zpm/naq gen not saving with Environments somewhy, probably EnvironmentsRD bug). * Bug in rd2 with zpm autolink when spawn on hub. * Small fix for naq gen mk2. [B]Rev 268 changes: Fixed:[/B] * Fast fix for adv dupes and zpmhubs (damn, my fault now). * Wire output Energy wrong display energy on naq gen mk2. * Added wire input "ON/OFF" for naq gen mk2. * Now you can have 6 zpm's on mp server (for 2 atlantis zpmhubs). * Fixed naq gen limit not working. ps that's all from me for this week. So stop request or bug reporting, i'll not fix anything in this week anymore (and probably in this month).
I'm getting this error whenever I try to use a shield. The shield also comes up as an error model. [addons\cap\lua\entities\shield\init.lua:205] attempt to index field 'NoCollide' (a function value) I'm using Garrysmod 10.
[QUOTE=a1steaksa;36628297]I'm getting this error whenever I try to use a shield. The shield also comes up as an error model. [addons\cap\lua\entities\shield\init.lua:205] attempt to index field 'NoCollide' (a function value) I'm using Garrysmod 10.[/QUOTE] well this could be happening for several reason's do you have legal gmod. do you have latest cap rev, or it could be broken you could always try cleaning up your addons folder by removing them one by one and seing witch one is causing the conflict hope it helps if not just come back and we will try to help you out more :)
[QUOTE=a1steaksa;36628297]I'm getting this error whenever I try to use a shield. The shield also comes up as an error model. [addons\cap\lua\entities\shield\init.lua:205] attempt to index field 'NoCollide' (a function value) I'm using Garrysmod 10.[/QUOTE] this sounds like ilegal gmod ...
[QUOTE=pyrogod772;36630530]well this could be happening for several reason's do you have legal gmod. do you have latest cap rev, or it could be broken you could always try cleaning up your addons folder by removing them one by one and seing witch one is causing the conflict hope it helps if not just come back and we will try to help you out more :)[/QUOTE] I do indeed own it, you're welcome to check for yourself. I just updated, and I have wire, CAP, and space build. So, no conflict there. [url]http://steamcommunity.com/id/a1steaksa[/url]
[B]Rev 269 changes: Updated:[/B] * Now naq gen mk1/2 will not generate energy if buffer is full (all energy storage devices in network for example). * Increased energy consumption of naq gen mk2. * Now naq gen mk2 and zpm's will display "Depleted" status when it depleted. * Different countdown timer system for naq gen mk2: now it should "cool down" before next activation, or it will explode. Also if it active, and not generate energy it will cool down, but not so fast like when it off. So watch at "Countdown" wire output for understand about what i'm talking. * Some changes in stargate energy consumption code, now in some cases it will require more power, in some less (now dialling closer gates will consumes more energy). * Now you can dial with 8 chevrons using naq gen mk2 + few energy storage devices, but you can't keep connection open all time with one naq gen, you should generate energy first and storate it in storage devices. * Some other small changes in naq gen codes. [B]Fixed:[/B] * Wire inputs removing when zpm/naq gen is depleted. * Some other fixes. ========= I have no idea what's now happens with energy, so please test and report if you something found... But next rev will be only after ~one week.
[QUOTE=pyrogod772;36630530]well this could be happening for several reason's do you have legal gmod. do you have latest cap rev, or it could be broken you could always try cleaning up your addons folder by removing them one by one and seing witch one is causing the conflict hope it helps if not just come back and we will try to help you out more :)[/QUOTE] Wasn't there something we need to put into the "lua/includes/modules" to get the shields to work correctly?
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