• Stargate Carter Addon Pack
    4,521 replies, posted
No. New shieldcore store vector table in text file instead of binary file.
[QUOTE=AlexALX;36626091][B]Rev 267 changes: 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).[/QUOTE] You're a terrible liar ;c
Alex is like a robot, no matter how much he/anyone tries, you can't stop him from bugfixing.
Hey, why don't naquadah generators have naquadah resource? And naquadah generator Mk2 explosions produce big lag.
[QUOTE=cartman300;36642822]Hey, why don't naquadah generators have naquadah resource? And naquadah generator Mk2 explosions produce big lag.[/QUOTE]Because now naquadah is local value, needed for correct percent display in networks. For what you need naquadah resource? Really, in cap there is no devices what can use naquadah resource so no sense keep old way with percent bug. It can be recoded for refill local naquadah from network naquadah, but again - there is no deviced with naquadah in cap (and i'm not support other addons where it can be). As for explosion - idk, i have lags not more than in naquadah bomb explode... so...
@AlexALX Fail, lol. Why don't you use GetNetworkCapacity for correct percentage display?? self:GetResource("Naquadah") / self:GetNetworkCapacity("Naquadah") * 100 is the correct naquadah percentage i would say. Well, i will test some scripts and if i find a way to have naquadah resource and no bugs, i will tell you.
[QUOTE=cartman300;36646772]@AlexALX Fail, lol. Why don't you use GetNetworkCapacity for correct percentage display?? self:GetResource("Naquadah") / self:GetNetworkCapacity("Naquadah") * 100 is the correct naquadah percentage i would say. Well, i will test some scripts and if i find a way to have naquadah resource and no bugs, i will tell you.[/QUOTE]For what? I'm still not understand for what you need unsused naquadah resource. And if connect few devices what have different values of naquadah - we will have again bugs. And in this case we can't get naquadah per device, it will display same value for all devices. For example, connect 2 devices to network, let one will have only 75% of naquadah, and secound will have 25%, if this case if use network capacity - it will display on both devices like 50% of naquadah - and thats is completely WRONG. Really, there is no sense have naquadah resource in network, its unused. Same with zpm and ZPH resource - imposible in network get corrent percent per device, and then it can't correct display corrent percent in zpmhub etc. And i'm think correct percent displaying is more important than have unused Naquadah or ZPH resource in network. === ps after i re-read my message i have found tons of mistakes :D lol
Wish that there was a mod like this but not a stargate mod. Then the creator dont need to stay in the stargate universe but just make some enteties or weapons that he made up with. Would be cool
Hey, did someone understand what said narutofanumme?
yes i did, but i wont tell you :P
He wants someone to make an addon for gmod with random stuff he made up.
[QUOTE=Iziraider;36660974]He wants someone to make an addon for gmod with random stuff he made up.[/QUOTE] Random = Naruto Stuff :D :D
[QUOTE=Iziraider;36660974]He wants someone to make an addon for gmod with random stuff he made up.[/QUOTE] Hey, i'm doing random stuff! Yesterday i made a ZPM that will follow you, yell "ALAHU AKBAR, LALALALA!!" and go boom.
[QUOTE=cartman300;36663275]Hey, i'm doing random stuff! Yesterday i made a ZPM that will follow you, yell "ALAHU AKBAR, LALALALA!!" and go boom.[/QUOTE] I gotta' hand it to you. That really is random!
[B]Someones quote:[/B] [QUOTE][B]Rev 270 changes: Updated:[/B] * Now stargates requires less power for dial (~50% less, but this still higher than before latest update). * Addons check function on gmod13, now it works exacly like in gmod10, so we have check for avon stargate and it will report error if it installed on gmod13 (what noobs installing cap and avon stargate addon on gmod13?). * Now ashen defence system requires energy. [B]Fixed:[/B] * Some entity limits not working when spawn adv dupe. * Fixed adv dupes of: all turrets, dakara building, horizon (not completely). * Energy links saving with adv dupe not working on some entities. * Energy leak from zpm with Environments addon. * Energy buffer not removing on unlink/depleted with Environments addon. * Energy links saving with Environments addon. * Correct display of connection status for zpms/naq gens, now no need connect it to gate for see "connected", enough connect to resource node (or in some cases some ents can't use energy). * Now one zpm in zpm hub will have "connected" status without connect to gate. * Fixed energy consume not working on asgard beam weapon and ori beam cannon. * Fixed spawn gate address on rp_stargateworlds_v2 map. * Much other small fixes.[/QUOTE] thats not me :rolleyes:
[QUOTE=AlexALX;36664477][SUB][B]Rev 270 changes: Updated:[/B] * Now stargates requires less power for dial (~50% less, but this still higher than before latest update). * Addons check function on gmod13, now it works exacly like in gmod10, so we have check for avon stargate and it will report error if it installed on gmod13 (what noobs installing cap and avon stargate addon on gmod13?). * Now ashen defence system requires energy. [B]Fixed:[/B] * Some entity limits not working when spawn adv dupe. * Fixed adv dupes of: all turrets, dakara building, horizon (not completely). * Energy links saving with adv dupe not working on some entities. * Energy leak from zpm with Environments addon. * Energy buffer not removing on unlink/depleted with Environments addon. * Energy links saving with Environments addon. * Correct display of connection status for zpms/naq gens, now no need connect it to gate for see "connected", enough connect to resource node (or in some cases some ents can't use energy). * Now one zpm in zpm hub will have "connected" status without connect to gate. * Fixed energy consume not working on asgard beam weapon and ori beam cannon. * Fixed spawn gate address on rp_stargateworlds_v2 map. * Much other small fixes.[/SUB] [HR]No guys, this isn't true.[/HR][/QUOTE] Wow, the week passed really quickly! :D
[url]http://www.youtube.com/watch?v=fhiamLSujx8&feature=plcp[/url] Here is a quick video of Atlantis is Gmod, or SG_Quadrants.... I really just wanted to show off the awesomeness of the map, and Carters Addon Pack, I also showed off some of my e2's that I made.
[QUOTE=AlexALX;36664477]thats not me :rolleyes:[/QUOTE] Comparing somebody's and your's grammar, I would say you are one and the same person. ;]
[QUOTE=Iziraider;36660974]He wants someone to make an addon for gmod with random stuff he made up.[/QUOTE] You misunderstood it then. I meant that it would be cool if someone, not me, could make a mod like this, So maybe a shilds some ships teleporters very stargate alike just not a stargate mod, from maybe other sci-fi series and maybe some stargate stuff.
[QUOTE=narutofanumme;36673029]You misunderstood it then. I meant that it would be cool if someone, not me, could make a mod like this, So maybe a shilds some ships teleporters very stargate alike just not a stargate mod, from maybe other sci-fi series and maybe some stargate stuff.[/QUOTE] It's called StarCry
[QUOTE=narutofanumme;36673029]You misunderstood it then. I meant that it would be cool if someone, not me, could make a mod like this, So maybe a shilds some ships teleporters very stargate alike just not a stargate mod, from maybe other sci-fi series and maybe some stargate stuff.[/QUOTE] so you want someone to make a Star Trek addon?
[QUOTE=Woogoo;36675490]so you want someone to make a Star Trek addon?[/QUOTE] He wants someone to make syfy stuff. Stargate, Star Trek and others all in one (And some random syfy stuff)
Like [URL="http://www.moddb.com/mods/starcry"]http://www.moddb.com/mods/starcry[/URL]
Is the issue with environments and zpms being ejected at 100% fixed?
[QUOTE=TheEyes;36677130]Is the issue with environments and zpms being ejected at 100% fixed?[/QUOTE]What you mean? Not understand. For me zpms work almost fine with environments. Only in some cases energy buffer can stay, and idk why. But this happens now really rarely. Edit: if you mean when unlink zpm it gets 100%, then yes, this bug fixed. [editline]8th July 2012[/editline] [B]Rev 271-273 changes: Added:[/B] * New control panels in stools, this panels can be used for wire something. [B]Updated:[/B] * Autolink code of stools, now it will autolink zpm/naq gen to resource node, if spawn it on node. [B]Fixed:[/B] * Autolink checkbox missed on nag gen stool. * Some small bugs. [B]NOTE: cap_resources folder updated![/B]
[QUOTE=Iziraider;36676809]Like [URL="http://www.moddb.com/mods/starcry"]http://www.moddb.com/mods/starcry[/URL][/QUOTE] -_- [quote=The Art of War]It's called StarCry[/quote]
It happened when I ejected the ZPM with charge, it would go straight back to 100%
[QUOTE=TheEyes;36678493]It happened when I ejected the ZPM with charge, it would go straight back to 100%[/QUOTE]Yes, this bug already fixed.
[B]Rev 274 changes: Added:[/B] * New wire gates lib, it includes chips with some functions, what have wire expression2 lib. Not includes functions, what exists on gate in wire inputs/outputs. [B]Fixed:[/B] * Missed functions "SetBlocked", "SetGalaxy" in wire expression2 lib. ------- So who still don't know how use expression2, can now use wire gate chips for functions, what removed many revs ago from wire inputs/outputs.
[B]Rev 275 changes: Fixed:[/B] * Event horizon back-side model clipping rendering. * Event horizon shutdown before prop come out from it. * Fixed not destroing ents/props in eh when gate opens. [B]Droped support of deathmaker modelclipping addon[/B], because now cap version is much better. So now we have this awesome thing: [URL=http://imageshack.us/photo/my-images/441/gmflatgrass0026.jpg/][IMG]http://img441.imageshack.us/img441/5527/gmflatgrass0026.th.jpg[/IMG][/URL] Also i have looked why physics half-clipping not working, and understand - it seems like ShouldCollide hook is broken right now in gmod, so can't fix this... :( And probably now this is my last update for now, because now i'll havn't free time again, must work so... maybe only few small bug fixes at weekend, nothing new.
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