[QUOTE=Ronon Dex;36941535]So has anybody got any bugs to report regards the wraith stunner and stunning general? MP bugs in particular.[/QUOTE]
When stunning other players, it spawns a ragdoll copy of them but they still exist as a player. You can spam the stun at them and keep spawning more and more ragdoll copies. The player than gets teleported to each of them in turn as they expire.
[QUOTE=Person8880;36943015]When stunning other players, it spawns a ragdoll copy of them but they still exist as a player. You can spam the stun at them and keep spawning more and more ragdoll copies. The player than gets teleported to each of them in turn as they expire.[/QUOTE]
Can the stunned player still move around?
[QUOTE=Ronon Dex;36943027]Can the stunned player still move around?[/QUOTE]
Yes, they're completely unaffected by it other than being teleported to each ragdoll copy after a short time.
[Code]
Rev. 290
Potential MP Stun Fix
Fixed Stun blasts not going through gate
Added Airbrake for F302
Added Afterburner Boost
Fixed Errors for Wraith Hands
[/code]
Quick question, is the Asuran gun meant to have a blast radius of 10? (In comparison a Staff weapon is 2, and Ronon's gun is 1) It's too large in my opinion.
[QUOTE=Link320;36944534]Quick question, is the Asuran gun meant to have a blast radius of 10? (In comparison a Staff weapon is 2, and Ronon's gun is 1) It's too large in my opinion.[/QUOTE]
Yes it is, it always has, like ori staff
[QUOTE=Link320;36944534]Quick question, is the Asuran gun meant to have a blast radius of 10? (In comparison a Staff weapon is 2, and Ronon's gun is 1) It's too large in my opinion.[/QUOTE]
No it's not. I believe that's something that got fucked up when Madman changed the blast entity.
[QUOTE=Ronon Dex;36944719]No it's not. I believe that's something that got fucked up when Madman changed the blast entity.[/QUOTE]
Oh, I didn't know that
[editline]26th July 2012[/editline]
In rev 270, Alex made aschen systems require energy. Please can someone remove this as it is silly for such a small thing to require energy. Plus, with a network of them, you must have resource nodes every ten or so steps to keep them all in range.
Aschen system as Stoolgun would be great!!!
[QUOTE=orrila;36945636]Oh, I didn't know that
[editline]26th July 2012[/editline]
In rev 270, Alex made aschen systems require energy. Please can someone remove this as it is silly for such a small thing to require energy. Plus, with a network of them, you must have resource nodes every ten or so steps to keep them all in range.
Aschen system as Stoolgun would be great!!![/QUOTE]
I agree it shouldn't require power as it should have a power source on its own!
I should mention that from Tomorrow evening, I will be on Holiday for 2 weeks. As such I won't be doing any fixes or coding during this time. If you could still post bugs and errors here for my stuff then I will fix them when I return.
[QUOTE=Boba Fett;36948021]I agree it shouldn't require power as it should have a power source on its own![/QUOTE]I have added it because some users ask about this, when i added that now users don't liek that, maybe just add convar for this device in cap convars menu for disable energy usage?....
Just disable it. It was designed to be self powered. It's hard to rewire it when someone destroy it, not to mention about relinking to power.
[B]Rev 291:
Added:[/B]
* Convar "cap_ashen_en" for enable/disable energy usage of ashen defence system (also added to cap convars menu new checkbox with it).
* Multi-language support for wraith blaster and hands.
[B]Fixed:[/B]
* Some small fixes.
===
And guys, probably september 24 will be dead of cap, because gmod13 will replace gmod10 in this day.
[QUOTE=AlexALX;36949184][B]Rev 291:
Added:[/B]
* Convar "cap_ashen_en" for enable/disable energy usage of ashen defence system (also added to cap convars menu new checkbox with it).
* Multi-language support for wraith blaster and hands.
[B]Fixed:[/B]
* Some small fixes.
===
And guys, probably september 24 will be dead of cap, because gmod13 will replace gmod10 in this day.[/QUOTE]
For the love of god stop overreacting. GMod 13 will not completely break CAP, stop being a catastrophist.
[QUOTE=Ronon Dex;36949217]For the love of god stop overreacting. GMod 13 will not completely break CAP, stop being a catastrophist.[/QUOTE]It will broke very much... Garry still not fix problem with colors and alpha value with normal render mode (and it seems like it will be not fixed), break some thing in legacy addon system, and for fix it we will must use svn version of cap + small addon on workshop what will fix fonts and some other problems at same time. And this is just few examples... There will be much more things break.... I want to keep gmod10 and don't want gmod13(
That isn't a problem it's just a change. Just use RENDERGROUP_BOTH. Addon system is working fine for me, and I'm sure fixing the fonts can be done.
[QUOTE=Ronon Dex;36949450]That isn't a problem it's just a change. Just use RENDERGROUP_BOTH. Addon system is working fine for me, and I'm sure fixing the fonts can be done.[/QUOTE]You don't know whats wrong with addon system, garry just don't want to fix few things. surface.CreateFont don't load fonts from legacy addon's system, also now map icons not loading from legacy addon system... As for RENDERGROUP_BOTH - no, i'm not said anything about render group, i said render MODE, if its normal, alpha is ignored, look at stargate effects (open/close) i must in gmod13 add "setrendermode(1)" for fix translucency, but this cause some bugs, idk why, but in gmod13 sometimes effect not shows correct...
WHy not just put cap directly into gmod filder instead of addons folder? I did it with my version of stargate end stuff worked fine.
[QUOTE=AlexALX;36949553]You don't know whats wrong with addon system, garry just don't want to fix few things. surface.CreateFont don't load fonts from legacy addon's system, also now map icons not loading from legacy addon system... As for RENDERGROUP_BOTH - no, i'm not said anything about render group, i said render MODE, if its normal, alpha is ignored, look at stargate effects (open/close) i must in gmod13 add "setrendermode(1)" for fix translucency, but this cause some bugs, idk why, but in gmod13 sometimes effect not shows correct...[/QUOTE]
I'm still failing to see how all this is a major catastrophic problem? If you want to stop working on CAP just say.
[QUOTE=Madman07;36949641]WHy not just put cap directly into gmod filder instead of addons folder? I did it with my version of stargate end stuff worked fine.[/QUOTE]
Will try that to see if it works, if it does not, then [url]http://www.youtube.com/watch?v=WWaLxFIVX1s[/url]
[QUOTE=Madman07;36949641]WHy not just put cap directly into gmod filder instead of addons folder? I did it with my version of stargate end stuff worked fine.[/QUOTE]because then wil lbe so much trash in gmod when will try commit something. Everything what have downloaded from other servers etc will be placed in main gmod dir, and this will cause just much conflicts etc... And then we will have "why something not working", and detect what wrong will be very hard.
[editline]27th July 2012[/editline]
[QUOTE=Ronon Dex;36949783]I'm still failing to see how all this is a major catastrophic problem? If you want to stop working on CAP just say.[/QUOTE]I just don't know yet. When i'm something doing, i'm really don't like when something work wrong, it's my nature, and for me it's a serious blow on that gmod13 everything is broken... I can not leave work until it will work fine... But it seems that everything I do in this life, then breaks.... (not talking abotu cap only)
[QUOTE=AlexALX;36950039]because then wil lbe so much trash in gmod when will try commit something. Everything what have downloaded from other servers etc will be placed in main gmod dir, and this will cause just much conflicts etc... And then we will have "why something not working", and detect what wrong will be very hard.
[editline]27th July 2012[/editline]
I just don't know yet. When i'm something doing, i'm really don't like when something work wrong, it's my nature, and for me it's a serious blow on that gmod13 everything is broken... I can not leave work until it will work fine... But it seems that everything I do in this life, then breaks.... (not talking abotu cap only)[/QUOTE]
Yea, Gmod 13 isnt worth the new stuff because of huge amounts of bugs- and its like Garry doesnt even care (actually he probbly doesnt care anything about people's addons)
[QUOTE=Woogoo;36950929]Yea, Gmod 13 isnt worth the new stuff because of huge amounts of bugs- and its like Garry doesnt even care (actually he probbly doesnt care anything about people's addons)[/QUOTE]
All he wants is people's money, and workshop is probably a good way to do that. An integral, quick and accessible place to get small addons and maps. Yeh why play GMod without Stargates...
omg people, if you read the article, he hasn't fixed anything yet because on the release of 13 there will be a huge update for it. if nothing is fixed after the update, then yell, cry, and/or complain to him. but right now wait and be patient. even if the update breaks CAP more, it can be fixed.
[QUOTE=kibbols;36952066]omg people, if you read the article, he hasn't fixed anything yet because on the release of 13 there will be a huge update for it. if nothing is fixed after the update, then yell, cry, and/or complain to him. but right now wait and be patient. even if the update breaks CAP more, it can be fixed.[/QUOTE]
It would be better if he fixes the bugs before release, but that not anytime soon so it might be improved
the ori staff weapon crashed a server with one shot.....
I say! I have an idea...We force Garry to fix Gmod 13.....We make replicators...We make them replicate. We have them jump servers, make them have it so it saves them self as a dupe file and on autorun it spawns them as a world entity....
[QUOTE=chevron8locked;36956058]I say! I have an idea...We force Garry to fix Gmod 13.....We make replicators...We make them replicate. We have them jump servers, make them have it so it saves them self as a dupe file and on autorun it spawns them as a world entity....[/QUOTE]
Good enough idea... but it doesn't work like that...
[QUOTE=AlexALX;36950039]because then wil lbe so much trash in gmod when will try commit something. Everything what have downloaded from other servers etc will be placed in main gmod dir, and this will cause just much conflicts etc... And then we will have "why something not working", and detect what wrong will be very hard.[/QUOTE]
Then don't work on CAP. No one is ordering you to do so.
And, I have no bloody idea about what conflict you are talking. The only bad side of such solution would be a bit big mess in root directory, nothing more.
[QUOTE=Madman07;36956871]Then don't work on CAP. No one is ordering you to do so.
And, I have no bloody idea about what conflict you are talking. The only bad side of such solution would be a bit big mess in root directory, nothing more.[/QUOTE]
I tried doing that, and every time I tried to run 13, it stopped working after about 5 mins, although Im not sure definately it was CAP.
Other than that, much stuff don't work in it, like stargates or DHD's, or ships. Some stuff does though.
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