@Boba Fett, I have no idea. As fa as I remember, someone told him that his hud is ugly.
@Avent, RononDex. It would be a transparent/selfilumin texture. It works the same way as AppleCore holo screens.
[QUOTE=Madman07;36867567]HUD being displayed on the glass and being visible for all ppl in the jumper would be a good addition to the pack.
[url]http://images4.wikia.nocookie.net/__cb20071019233425/templarsoftwilight/images/3/36/Puddle_jumper_hud_sea_monster.png[/url][/QUOTE]
it's not displayed on the glass ... its hologram screen like on Apple Core
Fine guys, i'll fix problemswith timers on whole cap including stargates/ringson gmod13, but this need some time what i havn't right now, so maybe in next weekwill be update, idk yet.
Hey, i have some nice idea. There should be W [WIRELINK] and E [ENTITY] input on destiny console
so we can show EGP on the screen. :D
[QUOTE=cartman300;36869205]Hey, i have some nice idea. There should be W [WIRELINK] and E [ENTITY] input on destiny console
so we can show EGP on the screen. :D[/QUOTE]
THAT's PRETTY COOL IDEA !
[B]@Ronon[/B]
Door's to the Engine Room in Teltak are not cloacked anytime(open,closed)... Can you fix it please ?
Also Jumper door buttons are not cloaked
[B]@All Lua Programers[/B]
Cloaking Generator
Hmm ... that cloaking really sucks ... It have to work like in series but its not ...
It have to be something like shield buble and when you are in it then you can see props, if you are not then you cant see them ...
So who will try to recode it ? :D :D
I wanted to inbuilt dialing screen into destiny console long time ago but I sadly quit.
@Charlie, I hope that by saying All programmers you are refering to Ronon and Alex?
nope not only to them ... there are more programmers, like me but i am amater :D :D
[QUOTE=CharlieX3;36869315]THAT's PRETTY COOL IDEA !
[B]@Ronon[/B]
Door's to the Engine Room in Teltak are not cloacked anytime(open,closed)... Can you fix it please ?
Also Jumper door buttons are not cloaked
[B]@All Lua Programers[/B]
Cloaking Generator
Hmm ... that cloaking really sucks ... It have to work like in series but its not ...
It have to be something like shield buble and when you are in it then you can see props, if you are not then you cant see them ...
So who will try to recode it ? :D :D[/QUOTE]
Ok.
They are, they just don't look cloaked. (At least in latest version they are).
It's possible but the cloaking would have to be done clientside so as to change the visibility of the entities inside depending on the location of the clients.
[editline]21st July 2012[/editline]
[QUOTE=AlexALX;36869075]Fine guys, i'll fix problemswith timers on whole cap including stargates/ringson gmod13, but this need some time what i havn't right now, so maybe in next weekwill be update, idk yet.[/QUOTE]
Stop sounding so stroppy. I'm porting stuff over to GMod13 as well so no need for you to do it all yourself.
[QUOTE=Ronon Dex;36870965]Stop sounding so stroppy. I'm porting stuff over to GMod13 as well so no need for you to do it all yourself.[/QUOTE]I'm just search in all lua files for "timer.create" and "timer.simple", and changing where needed for new function. I'm already did it, but need test everything before upload, stargate fixed, but trngs now works wrong should little recode it, also in some other stuff should test it, and this taking just some time so...
[QUOTE=AlexALX;36871182]I'm just search in all lua files for "timer.create" and "timer.simple", and changing where needed for new function. I'm already did it, but need test everything before upload, stargate fixed, but trngs now works wrong should little recode it, also in some other stuff should test it, and this taking just some time so...[/QUOTE]
Timers aren't the only thing that are broken in GMod13...
[QUOTE=Ronon Dex;36871300]Timers aren't the only thing that are broken in GMod13...[/QUOTE]I'm will fix only timers, because before latest gmod update most thing work fine...
[QUOTE=Boba Fett;36868106]Didn't markjaw made this already oO? Where the fudge is he anyway?[/QUOTE]
Another good thing for the jumper would be use of the second seat in the jumper and players can be seen inside the jumper instead of being invisable
[B]Rev 284 changes:
Fixed:[/B]
* All problems with timers on gmod13 after latest update (i really hope all works fine on gmod10 and 13, havn't much time for testing).
* P90 bullets (and some other, but not hl2) not teleporting through event horizon/not blocking by some shields.
* Fixed some functions renamed in gmod13, so have added it to my compatibility lib for prevent errors.
* Now universe event horizon will glow white color, not blue.
* Some other small fixes.
====
And still, i'm hate garry...
[QUOTE=AlexALX;36873994][B]Rev 284 changes:
Fixed:[/B]
* All problems with timers on gmod13 after latest update (i really hope all works fine on gmod10 and 13, havn't much time for testing).
* P90 bullets (and some other, but not hl2) not teleporting through event horizon/not blocking by some shields.
* Fixed some functions renamed in gmod13, so have added it to my compatibility lib for prevent errors.
* Some other small fixes.
====
And still, i'm hate garry...[/QUOTE]
Still no idea why the Puddle Jumper doesn't Teleport?
[QUOTE=Ronon Dex;36874194]Still no idea why the Puddle Jumper doesn't Teleport?[/QUOTE]Didn't know about it. But i think this because you have added physics buttons, model clipping really very bad work with parented entities... I already tried to fix it, but it seems like gmod calling starttouch/touch/endtouch at same time when one of parented entities end touch. If i'm adding fix for this, then some other things not working correct... Maybe try do it like weld not parent? This can help, but hot sure.
ps in 5 attempts to get through eh, teleported only one time...
It seems to teleport after the second button to go through the EH if you go slowly. I've tried not parenting them to no avail. It's go to be with how the EH recognizes welded entities and when to transport.
[editline]21st July 2012[/editline]
Keep getting this btw:
[code]
[addons\cap\lua\entities\stargate_base\cl_init.lua:166] attempt to call field 'LOSVector' (a nil value)
[/code]
[QUOTE=Ronon Dex;36874579]It seems to teleport after the second button to go through the EH if you go slowly. I've tried not parenting them to no avail. It's go to be with how the EH recognizes welded entities and when to transport.
[editline]21st July 2012[/editline]
Keep getting this btw:
[code]
[addons\cap\lua\entities\stargate_base\cl_init.lua:166] attempt to call field 'LOSVector' (a nil value)
[/code][/QUOTE]Fine, maybe i'll look later what can be wrong, but i think it happens because buttons not touch with eh or not added to buffer, and teleport can happens only if all welded/parented entites is in gate buffer, or else we have big problems with welded entities, when ones end touch - it teleport whole construction, and thats bad...
As for error, try redownload file lua/stargate/shared/CAP.lua, and look for console, meybe here is some error in some files? idk.
Does anyone have a list of GMod lua functions?
I'd probably learn the language if I had a reference to all the things it could do...
Hey...
Sorry if this is a stupid question, but what is the answer to the verification question on
[url]http://sg-carterpack.com/[/url] register page...
Garry removed entire lua reference from official wiki because "much thing will change in gmod 13". However he's not keep up to date it so there is no official reference.
Try that one, it's one of the best unofficial wiki copies: [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index4875.html[/url]
Cheers :D
[QUOTE=Avent;36876759]Does anyone have a list of GMod lua functions?
I'd probably learn the language if I had a reference to all the things it could do...[/QUOTE]
Now is a bad time to learn it considering the functions that are being removed and the overall changes.
[QUOTE=Ronon Dex;36882200]Now is a bad time to learn it considering the functions that are being removed and the overall changes.[/QUOTE]
Yup, waiting 'till 13 :3
Although there's a list here, if anyone's interested, of all the changes:
[url]https://docs.google.com/document/d/1dVgp8ojkrIjxVRFADUF5uwZQiLLivHixkmV5PW5v9Fw/edit[/url]
A little video update on the status of the recode of the jumper for GMod 13.
[media]http://www.youtube.com/watch?v=IL-7fIibNMQ&feature=youtu.be[/media]
Most things aren't working at the moment due to the changes in GMod 13 such as cloaking, drones and the keybinder.
[QUOTE=Ronon Dex;36882478]Although there's a list here, if anyone's interested, of all the changes:
[url]https://docs.google.com/document/d/1dVgp8ojkrIjxVRFADUF5uwZQiLLivHixkmV5PW5v9Fw/edit[/url][/QUOTE]This isn't full changelog, because some functinos still renamed/changed and garry nowhere writ about it... For example function Player:GetScriptedVehicle had been renamed to Player:GetVehicle in gmod13 update 24, but i can't see this in changelog, also http.Get renamed to http.Fetch. And this is just two examples, there is much more changes what garry don't tell...
[QUOTE=AlexALX;36883933]This isn't full changelog, because some functinos still renamed/changed and garry nowhere writ about it... For example function Player:GetScriptedVehicle had been renamed to Player:GetVehicle in gmod13 update 24, but i can't see this in changelog, also http.Get renamed to http.Fetch. And this is just two examples, there is much more changes what garry don't tell...[/QUOTE]
Or he's just forgotten to add these changes to the list? Also SetScriptedVehicle's been removed so GetScriptedVehicle is irrelevant now.
Your video looks great.
Only thing I noticed that was wrong (only just noticed) is that the puddle jumper is meant to have 4 seats at the front, not 2
It's the same model that's in use now, and the reason it doesn't have 4 currently anyway is that 4 seats wouldn't fit.
[QUOTE=Ronon Dex;36884309]It's the same model that's in use now, and the reason it doesn't have 4 currently anyway is that 4 seats wouldn't fit.[/QUOTE]
I know it s the same model, but I only just noticed that problem lol.
But yeah, if you ever get new modelers, you should change that.
Sorry, you need to Log In to post a reply to this thread.