wtf? xD
music from majoras mask in a stargate related video? *head explodes*
no seriously ^^ it's nice to see someone working on this *thumbs up*
Isnt it possable to resize the stargates without changeing the textures?
[QUOTE=Woogoo;36884514]Isnt it possable to resize the stargates without changeing the textures?[/QUOTE]
i would assume that would require re moddeling the gates
[QUOTE=fdinasty;36884489]wtf? xD
music from majoras mask in a stargate related video? *head explodes*
no seriously ^^ it's nice to see someone working on this *thumbs up*[/QUOTE]
Hah, it's an addon I downloaded through workshop :P
@Woogoo, yes. However that brings a problem of remodeling everything, reanimationg gates, and exporting all that shit, over a day of work for one person + some code adjustments needed.
[QUOTE=Ronon Dex;36883913]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]
Nice, but:
The inner compartment door sound is too long for the current speed of the animation of the door opening (maybe this is a sound/anim issue).
I've noticed that. It seems that Entity:SetPlaybackRate(Num) no longer works, which was what I relied on previously.
[editline]23rd July 2012[/editline]
In recent news, I've found a way to fix the Jumper not going through gate bug. But to fix it, while inflight you have no solid doors or buttons. Does this effect anyone, or is everyone fine with this? I honestly can't find another way to fix the problem.
[QUOTE=Ronon Dex;36890716]I've noticed that. It seems that Entity:SetPlaybackRate(Num) no longer works, which was what I relied on previously.
[editline]23rd July 2012[/editline]
In recent news, I've found a way to fix the Jumper not going through gate bug. But to fix it, while inflight you have no solid doors or buttons. Does this effect anyone, or is everyone fine with this? I honestly can't find another way to fix the problem.[/QUOTE]
No one can jump into a moveing entity without dieing, so probbly not. will it be solid only until you get in?
[QUOTE=dan48973;36865326]something wrong with the SVN?
checking out cap seemed to go slowly but it finished....resources stalls after 3 items or so
installed it previously with zero issues but now it seems to keep timing out
(already tried a different computer)[/QUOTE]
beuller?
[img]http://img171.imageshack.us/img171/7784/84647249.png[/img]
[QUOTE=Ronon Dex;36883913]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]
Awesome! I like the buttons idea, sure beats fumbling around for the toggle!
(and re-sitting when trying to open doors and stuff)
[QUOTE=Woogoo;36892004]No one can jump into a moveing entity without dieing, so probbly not. will it be solid only until you get in?[/QUOTE]
The door is solid up until the point you start flying the jumper. At that point their is no solid doors, but when you get out the doors are solid again.
[code]
Rev. 285
Fixed Jumper not going through Gate
Fixed Teltac doors not cloaking
People inside jumper are now cloaked
Added gatespawners for sb_galaxies_beta5 and gm_excess_waters
[/code]
[B]@Ronon Dex[/B] folder "gatespawner_maps" is for galaxy system gatespawners, not for group system, in cap there is two different stargate systems "Group System" and more simple "Galaxy System" (this is old version of cap dialling system before my addon merged with addon, for users who don't like group system), so you added 2 same gatespawners in both folders, and in second case, gatespawners will not work, because for galaxy system needed different gatespawners. You can switch to galaxy system in stargate settings menu. In fact group system is more popular, because it have more functions.
ps i think you also forgot remove few lines from eh code, where is "ent:GetClass()=="ramp"", it seems like you added it before add to clip ignore) Also in eh buffer there is function "self:ClipShouldIgnore(ent)" so in fact adding check for clipignore in other places is useless. Should be enough add to just to BUFFER.ClipIgnore... Or not?
hmm it is stgange, because function ClipShouldIgnore should block any ramp what in cap, or gatespawner stuff, hmmm....
[QUOTE=AlexALX;36897108][B]@Ronon Dex[/B] folder "gatespawner_maps" is for galaxy system gatespawners, not for group system, in cap there is two different stargate systems "Group System" and more simple "Galaxy System" (this is old version of cap dialling system before my addon merged with addon, for users who don't like group system), so you added 2 same gatespawners in both folders, and in second case, gatespawners will not work, because for galaxy system needed different gatespawners. You can switch to galaxy system in stargate settings menu. In fact group system is more popular, because it have more functions.
ps i think you also forgot remove few lines from eh code, where is "ent:GetClass()=="ramp"", it seems like you added it before add to clip ignore) Also in eh buffer there is function "self:ClipShouldIgnore(ent)" so in fact adding check for clipignore in other places is useless. Should be enough add to just to BUFFER.ClipIgnore... Or not?
hmm it is stgange, because function ClipShouldIgnore should block any ramp what in cap, or gatespawner stuff, hmmm....[/QUOTE]
I didn't understand a single word you just said.
I do it twice because the BUFFER isn't run often enough to check, and didn't see the point checking for over ents such as the kino when it's not needed.
[QUOTE=Ronon Dex;36897232]I didn't understand a single word you just said.
I do it twice because the BUFFER isn't run often enough to check, and didn't see the point checking for over ents such as the kino when it's not needed.[/QUOTE]
What he meant is that there are two different 'systems' that the Stargates use to identify and dial eachother. (As far as I'm concerned, the communication differences are end-user level, not code-level)
One system has 'groups'. Three example groups are 'Milky Way', 'Pegasus' and 'Universe'. It requires more energy, as well as more chevrons, for you to dial one group from another.
This is the group system.
The other system (the galaxy system) is what CAP is used to use, and I imagine is what you made your gatespawner file using.
Both systems have their own syntax in the gatespawner file, and you've copied the gatespawner file for one system into the other's folder, which won't work because they aren't cross-compatible.
If you still don't fully understand, open up a few gatespawners from each folder and check out the differences between them :)
Thanks for translating :P
But now I have to ask... Why the fuck, have you (Whoever changed the system) made everything so complicated? Back in my day there was one version of the gates, and one type of gatespawner.
Hahah, no problem :P
[QUOTE=Ronon Dex;36897413]Thanks for translating :P
But now I have to ask... Why the fuck, have you (Whoever changed the system) made everything so complicated? Back in my day there was one version of the gates, and one type of gatespawner.[/QUOTE]Because it is more reallistic for tv show, and can use much more opportunities for maps etc. For example there is map "gm_stargateworlds_parody_beta3", whan uses local gates feature (stargate network in one galaxy), universe network system like in tv show, etc... All this thing only possible with group system, old system is just simple and havn't any of there features, and i really don't like it, but it is everyone's business.
If you want, you can try start this map, and just walk through the gates for understand what i mean. This map have ugly graph because i'm not good mapper, i'm just wanted to show features of my addon (group system) when made this map, but much users like this map because it have so much gates and really one map what have at least 4 independent gate networks in gmod (Milky Way, Pegasus, Ida, Universe). And most interesting is Universe network, when you must go through many gates, to get to the end of network, just like in tv show.
When been decided include my addon to cap, llapp (and some other users) want to keep his galaxy system, so i wrote my version of it (which the code was compatible with my addon without lost much of other features in my addon), and did the ability to switch between two this systems.
ps Who is agree with me please rate :D
pss if you still not understand about what i'm talking, ask boba fett about why there is two systems.
My jumpers can't transport though the eh pls fix it
[QUOTE=sdbrendan;36897971]My jumpers can't transport though the eh pls fix it[/QUOTE]
Yet again, Colonel. Description has arrived. Have you welded something to the jumper? There's still problems with the EH and welded objects.
[QUOTE=Ronon Dex;36897992]Yet again, Colonel. Description has arrived. Have you welded something to the jumper? There's still problems with the EH and welded objects.[/QUOTE]
No I have nothing welded to the jumper
[QUOTE=sdbrendan;36898006]No I have nothing welded to the jumper[/QUOTE]
Have you updated to the latest version?
Yes everything worked fine before I updated it
Well considering nobody else could get the gate through before hand I doubt everything worked fine. Until other people have this issue, the problems your side. Try having only cap and wire installed.
[QUOTE=Ronon Dex;36898104]Well considering nobody else could get the gate through before hand I doubt everything worked fine. Until other people have this issue, the problems your side. Try having only cap and wire installed.[/QUOTE]
oh ronon im srry i didnt see that u already fixed the jumper problem that was stupid of me
And because of this stupidity, I rate you dumb.
I saw some people were talking about remodeling Ronon's gun. On that same note, If anyone wants to reanimate the Zat'nik'itelk, it would be lovely. The current animations looks stiff and just generally weird.
(I'd also like to be able to open and close it with right click.)
@a1steaksa, Zat, jaffa Staff, Ori Priest staff. They are lying on my HDD waiting for someone to texture them (1st and 2nd), animate them with new rig that Tiny has made (rig needs simple animations, like holset, fire,) and export.
Note, that rig animations are relatively simple, it's just matter of moving bones in correct time delays. However export is a bit more difficult, it require several files to be exported and a bit more complicated qc (already done by me, when i was testing reanimating asuran gun).
[code]
Rev. 286
Server Client Jumper Error Spam Fix.
Removed Non-Working Gatespawners.
[/code]
Sorry for 2 updates in one day. Just a quick fix for servers, for when a client joins while a jumper is spawned.
[QUOTE=Ronon Dex;36899648]Sorry for 2 updates in one day. Just a quick fix for servers, for when a client joins while a jumper is spawned.[/QUOTE]
no need to apologize, i think we're used to it. alex used to put what felt like 10 daily. i'm not complaining as the constant bug fixing was helpful.
[editline]23rd July 2012[/editline]
let me guess, janus doors removed?
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