I tried that code, It failed D:.
edit: Life support is like that too! OH NO!
[QUOTE=Pigbear;37498986]I tried that code, It failed D:.
edit: Life support is like that too! OH NO![/QUOTE]Hm, it seems like developers removed old svns and now works only one...
SBEB folders here:
[url]http://spacebuild.googlecode.com/svn/trunk/sbep/[/url]
Also spacebuild:
[url]http://spacebuild.googlecode.com/svn/trunk/sb3/[/url]
And it seems like this spacebuild have ls3+rd3+CAF integrated into one addon... Oh shit, what developers did with spacebuild, t sems like on this svn all shit integrated into one... ls2 + ls3 at same time... And this probably can broke stargates and cap...
Thank you, I had no idea those existed.
[QUOTE=AlexALX;37499446]Hm, it seems like developers removed old svns and now works only one...
SBEB folders here:
[url]http://spacebuild.googlecode.com/svn/trunk/sbep/[/url]
Also spacebuild:
[url]http://spacebuild.googlecode.com/svn/trunk/sb3/[/url]
And it seems like this spacebuild have ls3+rd3+CAF integrated into one addon... Oh shit, what developers did with spacebuild, t sems like on this svn all shit integrated into one... ls2 + ls3 at same time... And this probably can broke stargates and cap...[/QUOTE]
I've been running SB3 from this new SVN for months in both singleplayer and on my server. Nothing's broke or wrong with it as far as CAP is concerned.
For SB/RD/LS 3 you only need the folder here:
[url]http://spacebuild.googlecode.com/svn/trunk/sb3/spacebuild/[/url]
[QUOTE=Boba Fett;37498245][url=http://files.gamebanana.com/img/ss/wips/5042461d24e6b.jpg][img]http://files.gamebanana.com/img/ss/wips/thm_5042461d24e6b.jpg[/img][/url]
Should I add it to CAP?[/QUOTE]
Yes.
[QUOTE=cartman300;37497674]Don't get enviroments. Get spacebuild.
Try password/username: anonsvn/anonsvn[/QUOTE]
Spacebuild is broken. Badly.
[QUOTE=TheEyes;37505946]Spacebuild is broken. Badly.[/QUOTE]
Works fine to me. if anything is broken its CAF not showing as on sometimes.
[QUOTE=Pigbear;37508686]Works fine to me. if anything is broken its CAF not showing as on sometimes.[/QUOTE]
You obviously haven't tried using envirocontrols in MP.
I do not tend to use MP :P also: [url]http://facepunch.com/showthread.php?t=1205606[/url] found this, looks like the sexy new version of spacebuild.
[QUOTE=Pigbear;37508966]I do not tend to use MP :P also: [url]http://facepunch.com/showthread.php?t=1205606[/url] found this, looks like the sexy new version of spacebuild.[/QUOTE]
this. looks. amazing. <('.'<) must have
Rev 312
Changelog:
- Removed un-used textures
- Added A New set of Floor Plates
- Slight edits in some VMT's
I've seen that Ronon is developing the GM-13 fix, I'd just like to report a bug that's probably already been reported because it's such a huge mod-breaking bug
If I dial any type of Stargate (including gatespawner Stargates, the Kawoosh particle doesn't appear, and it dissolves the EVENT HORIZON (on both ends)
as it gives me this error:
Bad SetLocalOrigin(17326.181641,-2285.400391,-12211.359375) on env_entity_dissolver (226)
Bad SetLocalOrigin(17326.179688,-2285.404297,-12211.359375) on env_entity_dissolver (226)
Again this is for Gmod 13, not sure if a manual fix has been posted already.
Anyone else also using Gmod 13 experiencing this?
I'm not running any addons other than CAP from the SVN (version 311 on CAP, and version 299 on the Gmod13 CAP), and Rev. 2622 of Wiremod from the Wire SVN Trunk.
[QUOTE=Pigbear;37508966]I do not tend to use MP :P also: [url]http://facepunch.com/showthread.php?t=1205606[/url] found this, looks like the sexy new version of spacebuild.[/QUOTE]
Thanks for the link! That looks totally awesome!
[QUOTE=VaSTinY;37518759]I've seen that Ronon is developing the GM-13 fix, I'd just like to report a bug that's probably already been reported because it's such a huge mod-breaking bug
If I dial any type of Stargate (including gatespawner Stargates, the Kawoosh particle doesn't appear, and it dissolves the EVENT HORIZON (on both ends)
as it gives me this error:
Bad SetLocalOrigin(17326.181641,-2285.400391,-12211.359375) on env_entity_dissolver (226)
Bad SetLocalOrigin(17326.179688,-2285.404297,-12211.359375) on env_entity_dissolver (226)
Again this is for Gmod 13, not sure if a manual fix has been posted already.
Anyone else also using Gmod 13 experiencing this?
I'm not running any addons other than CAP from the SVN (version 311 on CAP, and version 299 on the Gmod13 CAP), and Rev. 2622 of Wiremod from the Wire SVN Trunk.[/QUOTE]
You need to use wiremod from workshop, not svn wire. If that does not work, I think this is already reported, but I cant remember where I have seen it.
[QUOTE=orrila;37519600]You need to use wiremod from workshop, not svn wire. If that does not work, I think this is already reported, but I cant remember where I have seen it.[/QUOTE]
I think there is no workshop wire anymore. Btw the SVN wire works if you update it.
[QUOTE=orrila;37519600]You need to use wiremod from workshop, not svn wire. If that does not work, I think this is already reported, but I cant remember where I have seen it.[/QUOTE]
Could you provide a link to Wiremod in the Workshop? I searched for it yesterday but it doesn't exist.
[editline]3rd September 2012[/editline]
[QUOTE=cartman300;37519706]I think there is no workshop wire anymore. Btw the SVN wire works if you update it.[/QUOTE]
I already have the latest revision of Wiremod from the Wire trunk SVN
[QUOTE=VaSTinY;37519726]Could you provide a link to Wiremod in the Workshop? I searched for it yesterday but it doesn't exist.
[editline]3rd September 2012[/editline]
I already have the latest revision of Wiremod from the Wire trunk SVN[/QUOTE]
If you're talking about the cap-13 folder, don't use it. Use the standard CAP and CAP_Resources and Wire SVN. I'm using it in 13 and everything works fine.
If it doesn't work then try installing UWSVN.
It MUST work.
[QUOTE=cartman300;37519849]If you're talking about the cap-13 folder, don't use it. Use the standard CAP and CAP_Resources and Wire SVN. I'm using it in 13 and everything works fine.
If it doesn't work then try installing UWSVN.
It MUST work.[/QUOTE]
Oh okay, I was just thinking cap-gmod13 was a fixed version for Gmod 13, since the first time I tried CAP with Gmod13 a few months back it didn't work, glad to see it works decently now then.
Going to give it a go without the cap-gmod13 folder. Thanks!
Also, what is UWSVN?
[editline]3rd September 2012[/editline]
Alright I just played with just CAP and CAP_Resources without CAP-Gmod13
The Kawoosh still does not appear, and it still dissolves the Event Horizon as soon as it's supposed to appear.
Again; the only other mod in the Addons folder I'm running along with CAP is Wiremod which also works fine for Garry's Mod 13.
I will try disabling all my Workshop addons and see if it still works, maybe I should have thought those might also interfere with CAP a bit considering I have 53 of them.
[editline]3rd September 2012[/editline]
Alright that worked, now I can play Gmod13 as a happy Stargater :smile:
I'll just be enabling each addon one by one until it stops working so I can rule out the problem.
[QUOTE=VaSTinY;37519953]Oh okay, I was just thinking cap-gmod13 was a fixed version for Gmod 13, since the first time I tried CAP with Gmod13 a few months back it didn't work, glad to see it works decently now then.
Going to give it a go without the cap-gmod13 folder. Thanks!
Also, what is UWSVN?
[editline]3rd September 2012[/editline]
Alright I just played with just CAP and CAP_Resources without CAP-Gmod13
The Kawoosh still does not appear, and it still dissolves the Event Horizon as soon as it's supposed to appear.
Again; the only other mod in the Addons folder I'm running along with CAP is Wiremod which also works fine for Garry's Mod 13.
I will try disabling all my Workshop addons and see if it still works, maybe I should have thought those might also interfere with CAP a bit considering I have 53 of them.
[editline]3rd September 2012[/editline]
Alright that worked, now I can play Gmod13 as a happy Stargater :smile:
I'll just be enabling each addon one by one until it stops working so I can rule out the problem.[/QUOTE]
Save all your addons (and workshop downloads, if u don't want to have to download then again) to somewhere outside of the garrysmod/garrysmod folder, then delete or rename the garrysmod/garrysmod folder and run garrysmod from steam.
Once it loads to the menu screen, quit garrysmod.
Install all your saved addons into the new garrysmod/garrysmod folder that was created when u ran it, then launch garrysmod again.
This is essentially reinstalling, but it doesn't require you to download any new data (unpacks from .gcf)
[editline]3rd September 2012[/editline]
Hahah, glad u got it fixed :)
[QUOTE=orrila;37519600]You need to use wiremod from workshop, not svn wire. If that does not work, I think this is already reported, but I cant remember where I have seen it.[/QUOTE]No, you need svn version of wire mod for gmod13. There is no workshop version anymore like said other people.
[QUOTE=cartman300;37519849]If you're talking about the cap-13 folder, don't use it. Use the standard CAP and CAP_Resources and Wire SVN. I'm using it in 13 and everything works fine.
If it doesn't work then try installing UWSVN.
It MUST work.[/QUOTE]cap-13 is already outdated svn version what ronon did before i back and say all should be only in main svn. So should be only cap and cap_resources, because i'm do all changes and fixes only in main cap svn, not in cap-13 or somewhere else (including fixes for gmod13).
Idea for Atlantis Transporter:
What about to make it like Stargate?
That if you touch the screen then you can see list of atlantis transporters. And also add something like block future if somebody dont want anybody to teleport to his transporter :)
Then what about to complete Transporter with Doors ??
and of course delay before teleport, doors must be closed firstly :)
Like in the show :)
[QUOTE=CharlieX3;37522829]Idea for Atlantis Transporter:
What about to make it like Stargate?
That if you touch the screen then you can see list of atlantis transporters. And also add something like block future if somebody dont want anybody to teleport to his transporter :)
Then what about to complete Transporter with Doors ??
and of course delay before teleport, doors must be closed firstly :)
Like in the show :)[/QUOTE]
And an iris type thing. The doors wont open unless you input a keypad code - for those who want a really private address.
[QUOTE=orrila;37523223]And an iris type thing. The doors wont open unless you input a keypad code - for those who want a really private address.[/QUOTE]
omfg thats really unneeded thing ...Block Feature is enough LoL
[QUOTE=orrila;37523223]And an iris type thing. The doors wont open unless you input a keypad code - for those who want a really private address.[/QUOTE]
[QUOTE=CharlieX3;37523384]omfg thats really unneeded thing ...Block Feature is enough LoL[/QUOTE]
i like Orrilla's idea. this way if somebody learns your teleporter's address, they still can't do anything.
True, But Noclip, That is the problem.
[QUOTE=kibbols;37523756]i like Orrilla's idea. this way if somebody learns your teleporter's address, they still can't do anything.[/QUOTE]
It doesnt matter if he know or dont know your address ... he still wont be able to teleport to you because your teleporter should be blocked LoL ...
[QUOTE=Pigbear;37523794]True, But Noclip, That is the problem.[/QUOTE]
Anti-NoClip tool ??
That may work but who knows.
[QUOTE=CharlieX3;37524420]It doesnt matter if he know or dont know your address ... he still wont be able to teleport to you because your teleporter should be blocked LoL ...
[/QUOTE]
... if it's blocked, you can't get to it either.... if it's private and has a LOCKED door, uninvited guests can't get in. so it's still a good idea
[QUOTE=kibbols;37524633]... if it's blocked, you can't get to it.... if it's private and has a LOCKED door, uninvited guests can't get in. so it's still a good idea[/QUOTE]
again ... noclip ... so just use anti noclip to doors and problem solved ... i think better will be to just remake wire lockdown of doors... so if its value 1 then doors cant be opened ... if its 0 then they are normal ...
[QUOTE=CharlieX3;37524728]again ... noclip ... so just use anti noclip to doors and problem solved ... i think better will be to just remake wire lockdown of doors... so if its value 1 then doors cant be opened ... if its 0 then they are normal ...[/QUOTE]
Orrila's suggestion was about the atlantis transporter and having a door. i'm not talking about the Door Tool.
AGAIN locked door, so uninvited guests can't get through (of course the door would have anti-noclip), would be a good idea.
Charlie, how is it dumb?
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