• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=Avent;36987724]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.[/QUOTE] Yeah, this looks really useful, and a very good idea. Although, I think you should include more offensive sweps. The Stargate sweps are some of the only good energy weapons in gmod. OFC no need to include them all, you are trying to keep it small. Just a suggestion
[QUOTE=orrila;36987826]Yeah, this looks really useful, and a very good idea. Although, I think you should include more offensive sweps. The Stargate sweps are some of the only good energy weapons in gmod. OFC no need to include them all, you are trying to keep it small. Just a suggestion[/QUOTE] Good idea! I think a couple SWEPs won't take up all that much space, so I'll check 'em out tomoz. :D
3 more revs to go till rev 300
[QUOTE]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. I need you to rephrase what you've said here, as I don't completely understand what you're trying to communicate.[/QUOTE] Well, trying again explain... Stargate sg1 model have 4 skins, 1 - sg1, 2 - atlantis, 3 - infinity, 4 - movie, so if you constaint only sg1/atlantis gates, then skin for infinity will be still there, and why then not upload also infinity gate code? Same with movie gate... It have different skin for chevron + top chevron model different, but skins same. Also for example control panels slool use modelf from ring panels and just a lua code. I'm trying to say remove some stools/entities will not save space on hdd, because its just a code (few kb's). Also in cap is some entities for stargates, like Shaped Charge for do wormhole jump... If you will not include it, then this feature will be not used. Same with some other things... (second example - gravity controller, it used in some gatespawners etc) Like i said before - it should do cap developer (like me), not just someone else. Some thing also should be recoded, like convars menu etc, because some thing will be not exists etc... So this isn't so easy like you think... As for cloaking in gmod13 - its completely broken, garry still not fix translucency on gmod13, and ents is just going to black...
[QUOTE=Avent;36987724]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.[/QUOTE] Asuran hub, MCD, Jumper and Dart and Apple Core, and Staff Cannon stool/sent. And naq gen Mk1/2.
Here is an idea that I though with the atlantis hub [url]http://i1258.photobucket.com/albums/ii526/orrila/zpmhubidea.png [/url] I noticed you can't take out I ZPM at a time. This needs to be changed so I thought tyou could make it so the the 'dip' part would put in or eject the ZPM to the right of it, view image to see what sould turn on what.
[QUOTE=orrila;36989303]Here is an idea that I though with the atlantis hub [url=http://2imgs.com/3b6994be6d] [img]http://2imgs.com/2i/t/3b6994be6d.jpg[/img] [/url] I noticed you can't take out I ZPM at a time. This needs to be changed so I thought tyou could make it so the the 'dip' part would put in or eject the ZPM to the right of it, view image to see what sould turn on what.[/QUOTE] You can, if you press +Use on the ZPM in question....
[QUOTE=The Art of War;36989351]You can, if you press +Use on the ZPM in question....[/QUOTE] yeah, but its nicer to have a button that does it, that isn't wired.
[QUOTE=orrila;36989390]yeah, but its nicer to have a button that does it, that isn't wired.[/QUOTE]For me +use on zpm or wired button is fine, so no need to change that.
[QUOTE=TheEyes;36989271]Asuran hub, MCD, Jumper and Dart and Apple Core, and Staff Cannon stool/sent. And naq gen Mk1/2.[/QUOTE] And it's becaming another CAP instead of CapLittle. I would only go for: - Stargate and DHD (SG-1, Atlantis) - Universe gates - Goauld rings and panel - shield/cloack tool Because it has to be as small as possible, so players dont have to dl tons of stuff.
[QUOTE=Madman07;36989664]And it's becaming another CAP instead of CapLittle. I would only go for: - Stargate and DHD (SG-1, Atlantis) - Universe gates - Goauld rings and panel - shield/cloack tool Because it has to be as small as possible, so players dont have to dl tons of stuff.[/QUOTE] And ZPM/Atlantis hub only.
[QUOTE=TheEyes;36989843]And ZPM/Atlantis hub only.[/QUOTE] No need for power if you dont have most of things. But if u wanna power, then i would go for sgc hub.
[QUOTE=Madman07;36989664]And it's becaming another CAP instead of CapLittle. I would only go for: - Stargate and DHD (SG-1, Atlantis) - Universe gates - Goauld rings and panel - shield/cloack tool Because it has to be as small as possible, so players dont have to dl tons of stuff.[/QUOTE]It should have all stuff what can be used with gatespawner (or will be problems, at least gravity controller bearing floor chevron and braziers maybe, or just disable spawn of it if mini-cap installer, but gravity controller should stay in any case) + some features for stargates, like energy devices, shaped changer, and some other stools what using basic gmod models or for example control panels (models are same like on rings so this is just code). And still, if model have 4 skins, then why not include code for movie and infinity gate? not understanding this... It will not save space on hdd so... [editline]29th July 2012[/editline] [QUOTE=Madman07;36990336]No need for power if you dont have most of things. But if u wanna power, then i would go for sgc hub.[/QUOTE]Disagree, because then it will be just like avon pack without energy... Most server have energy addons so will be badly if mini-cap havn't energy devices... Anyway guys, maybe first wait for gmod13 released? And later will think. Because right now i think no one will do something... All is resting on the sea or who where... I'm also leaving for 10 days, from 9 august to 19 august (exact time). And before that I had no time to do something in cap... Maybe only in next week end (4-5 august) will have some time only...
Yes yes, and include ships, and stools, and weapons and will became another CAP. Gatespawner isn't a thing that force to including not needed stuff (like tons of ramps, or grav controller). Because infinity gates require separated skin + eh skin. Pack has to contain basic most often used stuff, and movie gate aren't often used. Your laziness and having vacations (thus not coding) isn't a thing that should prevent guys from contructing new pack. Seriusly. You aren't a world center or so, that everyone have to look on you and wait for your word. I'm getting bored with all that your complains of being bored and garry breaking stuff. If you don't want to code - then stop. Noone is asking you for it. I get bored and I simply left and started my custom game with Iziraider.
[QUOTE=Madman07;36990593]Yes yes, and include ships, and stools, and weapons and will became another CAP. Gatespawner isn't a thing that force to including not needed stuff (like tons of ramps, or grav controller). Because infinity gates require separated skin + eh skin. Pack has to contain basic most often used stuff, and movie gate aren't often used. Your laziness and having vacations (thus not coding) isn't a thing that should prevent guys from contructing new pack. Seriusly. You aren't a world center or so, that everyone have to look on you and wait for your word. I'm getting bored with all that your complains of being bored and garry breaking stuff. If you don't want to code - then stop. Noone is asking you for it. I get bored and I simply left and started my custom game with Iziraider.[/QUOTE]Gravity controller just should stay as all ramps, or should do different gatespawner version, and cap gatespawners will not work on mini-cap, and this will cause again more confusion for users what downloaded gatespawner from somewhere... And why adding ships? No, i'm said only by stools what use standart models from gmod/hl (cloak, shield, jamming device etc), why remove stuff what will not save space on hdd? This is no sense... And no it will be not another cap, because cap will have much more staff... Ships, weapons, dakara, overloader and other things will be only in cap, so this will save space. Anyway i just don't want to give my codes to someone else (stargate base), because it may broke things etc) Right now after i have did so much bug fixes in cap it work almost perfect) Yes, there is still some bugs, but much less than before... And now this is offtopic :D
Because you dont know how to prevent errors? just check if entity can exist and problem solved wit hgatespawners. Jamming and other are not needed since there wont be asgard transporter. Removing them, because the point is to have as less things as there can be. It will be cap because it could be hosted on CAP SVN. Dont forget, that you are not the only one owner.
[QUOTE=Madman07;36990820]Because you dont know how to prevent errors? just check if entity can exist and problem solved wit hgatespawners. Jamming and other are not needed since there wont be asgard transporter. Removing them, because the point is to have as less things as there can be. It will be cap because it could be hosted on CAP SVN. Dont forget, that you are not the only one owner.[/QUOTE]Not solved, will be very strange see stargate in air withour ramp on maps for example, also without gravity controller (what use gmod models and only one custom model) also will look little strange on map, but no so much like without ramp... Thats about what i'm talking...
[QUOTE=AlexALX;36987063][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...[/QUOTE] i'm still learning e2, nothing is wrong with your e2 i only made it able to use 2 control panels, i didn't know there was a function stargateAsgardTeleport. there is no inputs in the asgard tp e2, only outputs for TargetPos and AimPos (destination and origin). i was going to try to update the asgard tp e2 today so it won't require wire numpad inputs to be spawned.
[QUOTE=AlexALX;36991445]Not solved, will be very strange see stargate in air withour ramp on maps for example, also without gravity controller (what use gmod models and only one custom model) also will look little strange on map, but no so much like without ramp... Thats about what i'm talking...[/QUOTE] It's just my opinion, but I don't think that server owners are so dumb to use floating in air stargates. They will mostly redo gatespawners for themselves, especially, that it's right now so easy. Since long time, space gates or similar were always without GC. Anyway, all things are getting to the point, that you would like to put many things into lite version (just because of gatespawner), when it should be really lite, like the name says. Also, long time ago it was our intention (me, boba) to make a smaller pack just with basic stuff for those, who has slow bandwidth...
AlexALX, none of your bug fixes are going to become irrelevant, I imagine that most of the CAP userbase is going to continue to use the full version. Also, the largest folder in the mod is the materials folder, and models are tiny in comparison, so with this 'gates sharing models, different skins' thing; good in concept, but not in practice. I am also fully capable of modifying TinyCap's gatespawner to not spew out LUA errors, and to perhaps even offset the z pos of gates that would be spawned on ramps automatically. As for content included in TinyCap, I am going to keep it minimal to gates, rings, and a few useful stools that are unique to CAP. I'm also considering making an extra (optional) folder that includes the ramps, but doing so starts to ruin the point of TinyCap, so maybe not.
GeekDeer, why do you rate every single post by 'orrila' as dumb? It's completely uncalled for! [B]EDIT:[/B] I've created a TinyCAP thread on the CAP website, to avoid cluttering the Facepunch thread with semi-irrelevant posts. You can access it here; [url]http://sg-carterpack.com/index.php/topic,236.0.html[/url]
Hmm that was a long read, luckily I've had the time to do so! So let's see here Avent wants to make a Small Version of Cap that has now been named TinyCap bcs Madman Likes it "Still prefer Lite-Cap Madman" and this small version will include the basics + some more of what people requested. Alright seems around right but well I'll tell you this: The current posts are more or less all posts of bug fixes and what not for gmod13 or updates, the way alex is preparing for the high most disaster brings me already to a sad mood to re-start CAP when GMOD13 begins, though as I said him and many others who sometimes contact me: "We should wait for the official release of GMOD13 ~ As it is still in beta lots and lots of things will change therefor all work done now can become wasted at the end!" Meaning to discuss a small version of CAP I'll call it Cap-Lite or what ever you want to call it, we first should wait IMO for the official release of GMOD13 so we can make sure the base works on there before doing something that will only work for couple months until it's released. Like many times discussed with Madman when he was still in CAP: "We should find a new modeler and let him re-do every basic model and start from scratch making it a new Stargate pack on GMOD13" Though as we though we had found someone "Count23" he couldn't directly deliver his promises of creating these models for us, meaning that our plan more or less fell in the water as searching for modelers for free that are interested in Stargate is like 1 in a million! My main statement still stands: "If we could find a new team of dev's we could start a new Stargate Addon and I would be happily create the necessary parts to make it work!" So @Avent The idea is not something new me and Madman though about it a long time ago somewhere after the merge of folders to make some sort of thing like what madman calls it TinyCap and me Cap-Lite so yea the idea would be promising though the best thing to do now will be wait for Gmod13 to come out and or try finding new Team Members "Modelers, Texture Artists, Animators, etc" Either way thanks for your effort Avent that you're trying to do it but it's better I think you put it on hold!
[QUOTE=Boba Fett;37000792]Hmm that was a long read, luckily I've had the time to do so! So let's see here Avent wants to make a Small Version of Cap that has now been named TinyCap bcs Madman Likes it "Still prefer Lite-Cap Madman" and this small version will include the basics + some more of what people requested. Alright seems around right but well I'll tell you this: The current posts are more or less all posts of bug fixes and what not for gmod13 or updates, the way alex is preparing for the high most disaster brings me already to a sad mood to re-start CAP when GMOD13 begins, though as I said him and many others who sometimes contact me: "We should wait for the official release of GMOD13 ~ As it is still in beta lots and lots of things will change therefor all work done now can become wasted at the end!" Meaning to discuss a small version of CAP I'll call it Cap-Lite or what ever you want to call it, we first should wait IMO for the official release of GMOD13 so we can make sure the base works on there before doing something that will only work for couple months until it's released. Like many times discussed with Madman when he was still in CAP: "We should find a new modeler and let him re-do every basic model and start from scratch making it a new Stargate pack on GMOD13" Though as we though we had found someone "Count23" he couldn't directly deliver his promises of creating these models for us, meaning that our plan more or less fell in the water as searching for modelers for free that are interested in Stargate is like 1 in a million! My main statement still stands: "If we could find a new team of dev's we could start a new Stargate Addon and I would be happily create the necessary parts to make it work!" So @Avent The idea is not something new me and Madman though about it a long time ago somewhere after the merge of folders to make some sort of thing like what madman calls it TinyCap and me Cap-Lite so yea the idea would be promising though the best thing to do now will be wait for Gmod13 to come out and or try finding new Team Members "Modelers, Texture Artists, Animators, etc" Either way thanks for your effort Avent that you're trying to do it but it's better I think you put it on hold![/QUOTE] No problem! Whilst I'd be pretty useless at this date and time, I'm teaching myself in ins and outs of Blender; already got the basics down-packed. So perhaps I could help out in a couple of months :)
[QUOTE=Avent;37001060]No problem! Whilst I'd be pretty useless at this date and time, I'm teaching myself in ins and outs of Blender; already got the basics down-packed. So perhaps I could help out in a couple of months :)[/QUOTE] Sadly Boba's huge ego (and tricks of the trade) probably won't allow you to use Blender, as 3ds Max and Maya are much better,
[QUOTE=The Art of War;37001356]Sadly Boba's huge ego (and tricks of the trade) probably won't allow you to use Blender, as 3ds Max and Maya are much better,[/QUOTE] Orly? Exactly how are they 'better'?
[QUOTE=The Art of War;37001356]Sadly Boba's huge ego (and tricks of the trade) probably won't allow you to use Blender, as 3ds Max and Maya are much better,[/QUOTE] Not really blender is fine tbh as long as it can make a decent optimized LP with than a sub division modeled HP to bake a normal onto the LP's UV-Map i'm fine!
[QUOTE=Boba Fett;37001603]Not really blender is fine tbh as long as it can make a decent optimized LP with than a sub division modeled HP to bake a normal onto the LP's UV-Map i'm fine![/QUOTE] Stop trying to scare him...
[QUOTE=Iziraider;37001756]Stop trying to scare him...[/QUOTE] He did a pretty good job at it :downs: ^.^
[QUOTE=Avent;37001809]He did a pretty good job at it :downs: ^.^[/QUOTE] Don't worry, most models in cap weren't done like that.
[QUOTE=AlexALX;36979536][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][/QUOTE] A bit late, but to add to this, I had a similar idea and disabled the event horizon opening and closing effects and for 2 days no one has crashed out. Definitely something wrong with them.
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