[QUOTE=orrila;36957642]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.[/QUOTE]
I didn't said that it will work without any changes in code.
[QUOTE=Madman07;36957876]I didn't said that it will work without any changes in code.[/QUOTE]
I know that, it just ives the idea how much code needs to be changed.
P.S. when I tried it in addons, it worked better then putting it in root folder - less crashes, although there where a few like 1 or 2 CAP things that didn't work in addons and did in root.
P.S. I am not saying you should put it in addons, this is only what i have experienced, and I thought it useful for you to know if you do attempt to make it compatible with 13.
I forgot to explain the boost and airbrake functions of the F302 with my last update. Now by pressing space, you're f302 will grind to a stop and will set your eye angles in the opposite direction, allowing for a quick U-Turn of sorts. The boost function is exactly that, by pressing the B key you're speed will increase to 4500 for 5 seconds. This can then not be used for 30 seconds.
[QUOTE=Madman07;36956871]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]Well, why you can;t understand this:
If you go to some server, and it have some custom models/materials, then it will download it in ROOT folder of gmod, and if we have cap placed in root directory, we will have very much "unversion" files in svn folders... Also updating will be really very hard, for example some code or model deleted from cap, and user will still have it, this can create also problems... At least it will be just as trash. So this is really bad idea doing that. Better is - have svn version in addons + workshop addon what will fix some problems what garry don't want fix with legacy addon system. And again - simply updates and no cofclicts/trash.
[QUOTE=AlexALX;36958451]Well, why you can;t understand this:
If you go to some server, and it have some custom models/materials, then it will download it in ROOT folder of gmod, and if we have cap placed in root directory, we will have very much "unversion" files in svn folders... Also updating will be really very hard, for example some code or model deleted from cap, and user will still have it, this can create also problems... At least it will be just as trash. So this is really bad idea doing that. Better is - have svn version in addons + workshop addon what will fix some problems what garry don't want fix with legacy addon system. And again - simply updates and no cofclicts/trash.[/QUOTE]
That's exactly what he said. But yeh I agree it sucks he's breaking the legacy addon system.
And @kibbols: He explicitly said he had no intention of "improving" it.
[QUOTE=AlexALX;36958451]Well, why you can;t understand this:
If you go to some server, and it have some custom models/materials, then it will download it in ROOT folder of gmod, and if we have cap placed in root directory, we will have very much "unversion" files in svn folders... Also updating will be really very hard, for example some code or model deleted from cap, and user will still have it, this can create also problems... At least it will be just as trash. So this is really bad idea doing that. Better is - have svn version in addons + workshop addon what will fix some problems what garry don't want fix with legacy addon system. And again - simply updates and no cofclicts/trash.[/QUOTE]
Making workshop addon to fix sounds like a good idea.
[QUOTE=orrila;36958079]I know that, it just ives the idea how much code needs to be changed.[/QUOTE]
Nothing working doesn't necessarily mean that lots of code has to be changed.
Picture this scenario;
You have five entities, and they all ask the same script for a piece of information when they spawn.
None of these entities have safeguards for the event that this information is not returned.
The script that they use to get this information has a redundant command, therefore none of them will be returned their required spawn info.
In this example, only one line of code has to be changed, to fix 5 entities.
[QUOTE=Avent;36958634]Nothing working doesn't necessarily mean that lots of code has to be changed.
Picture this scenario;
You have five entities, and they all ask the same script for a piece of information when they spawn.
None of these entities have safeguards for the event that this information is not returned.
The script that they use to get this information has a redundant command, therefore none of them will be returned their required spawn info.
In this example, only one line of code has to be changed, to fix 5 entities.[/QUOTE]
In the case of the turrets and ships most of them go off a base code written by Me(Ships) or Madman(Turrets). So to fix most of them we only need to fix the base theoretically, but there are many entities that don't show the same code from the same source.
[editline]27th July 2012[/editline]
[code]
Rev. 292
Small Fixes before I leave for 2 weeks
[/code]
Please remember to note down somewhere any bugs you come across so I have a list for when I come back.
[QUOTE=Ronon Dex;36959423]In the case of the turrets and ships most of them go off a base code written by Me(Ships) or Madman(Turrets). So to fix most of them we only need to fix the base theoretically, but there are many entities that don't show the same code from the same source.
[editline]27th July 2012[/editline]
[code]
Rev. 292
Small Fixes before I leave for 2 weeks
[/code]
Please remember to note down somewhere any bugs you come across so I have a list for when I come back.[/QUOTE]
Will write it down, but I think the main problem that needs to be fixed when you come back is compatibility with 13
[QUOTE=AlexALX;36958451]Well, why you can;t understand this:
If you go to some server, and it have some custom models/materials, then it will download it in ROOT folder of gmod, and if we have cap placed in root directory, we will have very much "unversion" files in svn folders... Also updating will be really very hard, for example some code or model deleted from cap, and user will still have it, this can create also problems... At least it will be just as trash. So this is really bad idea doing that. Better is - have svn version in addons + workshop addon what will fix some problems what garry don't want fix with legacy addon system. And again - simply updates and no cofclicts/trash.[/QUOTE]
I was doing like that when I was making Stargate Pack for gmod 13. If you are concern about developer uversioned files - keep in mind you have "ignore by name" option. Just hit it on files or entire folders to prevent them from being add into current svn repository. But if you are affraid about users than I have no idea how svn would react for multiple repositories into one folder.
Anywya, you are going to make it as you like, I'm no longer here (expect putting random shots from my stargate game) ;]
[QUOTE=The Art of War;36958514]And @kibbols: He explicitly said he had no intention of "improving" it.[/QUOTE]
i didn't shoot at the eh, i shot at the ground and BAM server crash.
need better shields for ships. the shields usually can't cover the entire ship and shield core isn't the best for ships.
[QUOTE=kibbols;36974896]need better shields for ships. the shields usually can't cover the entire ship and shield core isn't the best for ships.[/QUOTE]
Be happy that there is any development going on at all.
And if you're going to post a shit tonne of bugs, do it on [url]http://sg-carterpack.com/index.php?board=10.0[/url]
Shield Core is the best you could get without direct access to c++ code.
[B]Rev 296 changes:
Updated:[/B]
* gm_construct and gm_flatgrass gatespawners for gmod13.
[B]Fixed:[/B]
* Animated ramps stool not working in gmod13.
* Gravity Controller stool not working in gmod13.
* Braziers wrong work in gmod13.
* Energy shoots color always "orange" in gmod13.
* Dart harverser sometimes crash server.
* Energy weapons (asuran/ori) crash server when shoot in water or in event horizon.
* Ronon gun and staff weapon not taking damage for stargates.
* Some other small fixes (including gmod13).
=====
So guys, finally -2 crashes in game! As for client crash when open/close stargate i mp sometimes i have no idea why for now (but while testing, friends have no crashes when i have disabled open/close effects in eh, maybe something wrong with animated texture/code).
Oh, and probably this is last update, because i'll be busy now (preparation for the trip), and will go to the Black Sea soon (8 August), so return only at the end of August (20 august probably).
[B]So have fun ang good luck![/B]
Nice crash fixing Alex!
If I were to create a '[B]Mini-CAP[/B]' addon aimed at Sandbox server owners who want basic Stargate access, but don't want to install the ~2-5GB version, would the immortal owners of [B]CAP[/B] approve?
I would keep the mini-pack up to date and include any improvements that are made to the full version, an example of this being GMod 13 compatibility. :zoid:
I would also be happy to take full responsibility for keeping it bug-free, and for having [B]Mini-CAP[/B]-specific bug reports directed to me. :dance:
[B]EDIT:[/B]
Oh! Just realised, [B]Mini-CAP[/B] should work 100% no problem-o on Mac & Linux.
This is 'cause I will be manually adding in all of the required models, materials, & their respective folders.
Whilst doing this, I can make sure that they're all case-sensitive compliant! :rock:
[B]UPDATE:[/B]
Still awaiting approval, so [B]Mini-CAP[/B] might still never see the light of day, but [B]Mini-CAP[/B] is nearing completion, and the folder size statistics are below.
[B]According to explorer.exe[/B];
MAIN CAP:
2 FOLDERS;
cap - 5.8MB On Disk;
cap_resources - 2.45GB On Disk:
MINI CAP:
1 FOLDER;
cap_mini - 1.04GB On Disk
Note; I am going to re-run through all the models and materials I have included to check for any that aren't actually required. I will release a list of entities, sweps and tools that have made it into [B]Mini-CAP[/B] later tonight.
[B]EDIT:[/B]
Should I ditch a heap of the ramp models from the mini pack, in the aim of saving data space? They take up more than 2/5th of the whole thing!
[B]UPDATE:[/B]
[B]According to explorer.exe[/B];
MAIN CAP:
2 FOLDERS;
cap - 5.8MB On Disk;
cap_resources - 2.45GB On Disk:
MINI CAP:
1 FOLDER;
cap_mini - 522MB On Disk
[B]UPDATE:[/B]
SWEPS:
Goauld Mobile DHD
KINO Remote Device
Ring Caller
Stargate GDO
ENTS:
Destiny Console
Kino Dispenser
DHD (Atlantis)
DHD (City)
DHD (SG1)
DHD (Universe)
Ring Panel (Ancient)
Ring Panel (Goauld)
Ring Panel (Ori)
Rings (Ancient)
Rings (Goauld)
Rings (Ori)
Stargate (Atlantis)
Stargate (SG1)
Stargate (Universe)
TOOLS:
Iris
Mobile DHD
Tollan Weapon Disabler
Atlantis ZPM Hub
ZPM MK III
Drones
Animated Ramps
Non Animated Ramps
Ring Ramps
[QUOTE=Avent;36984198]If I were to create a '[B]Mini-CAP[/B]' addon aimed at Sandbox server owners who want basic Stargate acces, but don't want to install the ~2-4GB version, would the immortal owners of [B]CAP[/B] approve?
I would keep the mini-pack up to date and include any improvements that are made to the full version, an example of this being GMod 13 compatibility. :zoid:
I would also be happy to take full responsibility for keeping it bug-free, and for having [B]Mini-CAP[/B]-specific bug reports directed to me. :dance:
[B]EDIT:[/B]
Oh! Just realised, [B]Mini-CAP[/B] should work 100% no problem-o on Mac & Linux.
This is 'cause I will be manually adding in all of the required models, materials, & their respective folders.
Whilst doing this, I can make sure that they're all case-sensitive compliant! :rock:[/QUOTE]
sounds cool
I have made a chat-target e2 for the Asgard transporter. The e2 uses AimPos for origin and TargetPos for destination. With AimPos and saying your target, not only can you beam you to friends or friends to you but you can also beam yourself to where you aim by saying for example . Kibbols to target yourself, me being kibbols then look and retrieve.
(Do not need to enter entire name, just part for faster targeting)
CODE HERE:
@name Asgard Target
@inputs
@outputs TargetPos:vector AimPos:vector
@persist E:entity B:entity
#Made by Omega041 (kibbols)
#you may edit this as you please, all i ask is that you don't claim that you made it even if
#you're the one who edited it
#wire Destination(vector) to TargetPos(vector)
#wire Origin(vector) to AimPos(vector)
#use wire numpad inputs for Send Retrieve and Teleport Everything
runOnTick(1)
runOnChat(1)
TargetPos=E:pos()
B=owner()
AimPos=B:aimPos()
LastSaid=owner():lastSaid():explode(" ")
if(chatClk(owner())&LastSaid[1,string]==".")
{E=findPlayerByName(LastSaid[2,string])}
[QUOTE=kibbols;36986217]If enough ask I'll post the e2 code.[/QUOTE]
Can't you just post it on the forums? It won't disappear when this thread is locked up, and it will be easier to find when there are 10 or so more pages on this thread.
[url]http://sg-carterpack.com/[/url]
Only 4 more revs to go till rev 300
to Alex:
I updated the door toggle e2 so now 2 control panels can be used. Do you wanna keep the one control panel e2? or should i message you the e2 code?
[B]Rev 297 changes:
Fixed:[/B]
* Tokra shield not working on gmod13.
* Tokra key havn't sound on activation (wrong sound name).
* Some weapons not work in mp on gmod13.
* Stool names and description not shows correct in gmod13.
* Small other fixes.
===
Small update before i'll be busy. Now i think thats all.
[B]@Avent[/B] I do not thing this is good idea, also for fix problms with linux you need edit every model path in lua code + in models... And it works fine on mac/linux if use case-insensetive file system (my server installed on linux).
[B]@kibbols[/B] What wrong with my e2 chip? I thing it is just example, nothing more...
And also why you not use more simple e2 function "stargateAsgardTeleport" in your e2 code? No need wire all inputs then, only wirelink and thats all what needed...
@AlexALX The aim of mini-CAP is to provide a small alternative of CAP for server owners who want the improvements made to the Stargate entities in CAP over those in Avon's pack, but don't want to have to download the entire CAP pack.
[QUOTE=Avent;36987085]@AlexALX The aim of mini-CAP is to provide a small alternative of CAP for server owners who want the improvements made to the Stargate entities in CAP over those in Avon's pack, but don't want to have to download the entire CAP pack.[/QUOTE]I'm understanding this, but this will cause some problems for you like keep up to date with cap etc... Also i do not think you will get permissions for this from boba fett to use his materials in another svn outside cap so...
And again about linux and case-sensetive... All model paths should be ONLY lower-case, because it will not work on linux even if set correct case-sensetive paths in lua, why? It's simple - for example function "ent:GetModel()" always returting model path in lower-case, so on linux it will be like "missing model", and all other functions work in same way - only lower-case. In windows it works fine because its case-insensetive, but linux... So in this case need edit all lua files + all models in hex editor for fix this problem, and this is just very much job and needed time.
Ah and also, for example model of stargate have skins, and one model used for all stargates/dhds, so its sg1/infinity/movie/atlantis... So have only sg1/atlantis code when model will have all this skins is just no sense... Same with some stools, it have used standart models etc... Mini-cap should be doing one of cap developers, or no one IMHO.
[QUOTE=AlexALX;36987212]I'm understanding this, but this will cause some problems for you like keep up to date with cap etc...[/QUOTE]
Not a problem, I can do it manually.
[QUOTE=AlexALX;36987212]Also i do not think you will get permissions for this from boba fett to use his materials in another svn outside cap so...[/QUOTE]
Well, I would like to hear what he thinks, rather than what you think he will think.
[QUOTE=AlexALX;36987212]And again about linux and case-sensetive... All model paths should be ONLY lower-case, because it will not work on linux even if set correct case-sensetive paths in lua, why? It's simple - for example function "ent:GetModel()" always returting model path in lower-case, so on linux it will be like "missing model", and all other functions work in same way - only lower-case. In windows it works fine because its case-insensetive, but linux... So in this case need edit all lua files + all models in hex editor for fix this problem, and this is just very much job and needed time.[/QUOTE]
If the current CAP works on Linux, so does Mini-CAP, which has been completed as of now, and is merely waiting for Boba to take a little looksie.
[QUOTE=AlexALX;36987212]Ah and also, for example model of stargate have skins, and one model used for all stargates/dhds, so its sg1/infinity/movie/atlantis... So have only sg1/atlantis code when model will have all this skins is just no sense... Same with some stools, it have used standart models etc... Mini-cap should be doing one of cap developers, or no one IMHO.[/QUOTE]
I need you to rephrase what you've said here, as I don't completely understand what you're trying to communicate.
[B]@Boba_Fett[/B] I'm going to upload what I've done to an undisclosed SVN, and find some way of PMing it to you. I haven't found any bugs with it as of yet, and I honestly believe it is worth pursuing. Especially because it won't put any extra strain on the CAP devs.
It has come to a total of 564 MB.
[QUOTE=Avent;36987085]@AlexALX The aim of mini-CAP is to provide a small alternative of CAP for server owners who want the improvements made to the Stargate entities in CAP over those in Avon's pack, but don't want to have to download the entire CAP pack.[/QUOTE]
With the current file size your thing is (500MB/1.5 GB) I don't see the difference between downloading 1.5GB and 2 or whatnot the current SVN files are.
[QUOTE=The Art of War;36987476]With the current file size your thing is (500MB/1.5 GB) I don't see the difference between downloading 1.5GB and 2 or whatnot the current SVN files are.[/QUOTE]
It's 500MB vs 2.53GB, assuming there are no SVN files present.
It has an impressive impact on GMod start-up time, and means less data to download if you want to join a server using this.
Also, from my time as a server owner with CAP installed, most of the players who joined my server couldn't be fucked downloading something more than 1GB, whereas 500MB would've been fine.
I'm not saying everyone should use this, I'm just asking Boba for permission to host it on a SVN for the people who would find it beneficial, myself included.
Well, I think it's a good idea. I prefer name TinyCap :)
I suspect I missed it somewhere, but what content (ans which skins for gates and dhd) are you planning to include?
[QUOTE=Madman07;36987697]Well, I think it's a good idea. I prefer name TinyCap :)
I suspect I missed it somewhere, but what content (ans which skins for gates and dhd) are you planning to include?[/QUOTE]
Hehe, I'll rename it to TinyCap when I smooth everything out tomorrow :D (GMT +10:00).
This is what I've got in it at the moment, but I'm open to suggestions;
[CODE]
[B]SWEPS:[/B]
Goauld Mobile DHD, KINO Remote Device, Ring Caller, Stargate GDO.
[B]ENTS:[/B]
Destiny Console, Kino Dispenser,
DHD (Atlantis),
DHD (City),
DHD (SG1),
DHD (Universe),
Ring Panel (Ancient),
Ring Panel (Goauld),
Ring Panel (Ori),
Rings (Ancient),
Rings (Goauld),
Rings (Ori),
Stargate (Atlantis),
Stargate (SG1),
Stargate (Universe).
[B]TOOLS:[/B]
Iris, Mobile DHD, Tollan Weapon Disabler, Atlantis ZPM Hub, ZPM MK III, Drones, Animated Ramps, Non Animated Ramps, Ring Ramps.
[/CODE]
I haven't got all the ramps in it though, as they take up a HEAP of space.
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