• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=kibbols;37681892]i think the actor who played Col. Mitchell from SG is in episode 3 of the new doctor who season (season 7). It sounds like him.[/QUOTE] it's him indeed !!
few bugs This is the first time seriously playing with CAP (i'm preparing a gmod backup of 12 before 13 hits) When I shoot the stargate (Atlantis is the only on I tested on so far) instead of the even horizon fading it jumps to the gray universe texture. Is this a bug or is this supposed to happen? I'm trying to load one of the new maps that came with the pack and it's still loading and been that way over 10 minutes. Again bug? *edit* somehow gmod crashed but didn't give me the stopped responding error. who knows when it crashed When I press q to open the spawn menu the CAP terms and conditions pop up but it's just a blank white page. does someone have a link to those terms and conditions?
[QUOTE=GOLDENTRIANGLES;37687435]few bugs This is the first time seriously playing with CAP (i'm preparing a gmod backup of 12 before 13 hits) When I shoot the stargate (Atlantis is the only on I tested on so far) instead of the even horizon fading it jumps to the gray universe texture. Is this a bug or is this supposed to happen? [/QUOTE] This is feature ... Its unstable wormhole thing ... [QUOTE=GOLDENTRIANGLES;37687435]few bugs I'm trying to load one of the new maps that came with the pack and it's still loading and been that way over 10 minutes. Again bug? [/QUOTE] This must be something with your computer or you have too many addons ... [QUOTE=GOLDENTRIANGLES;37687435]few bugs *edit* somehow gmod crashed but didn't give me the stopped responding error. who knows when it crashed [/QUOTE] Lol what this have to do with CAP ?? [QUOTE=GOLDENTRIANGLES;37687435]few bugs When I press q to open the spawn menu the CAP terms and conditions pop up but it's just a blank white page. does someone have a link to those terms and conditions?[/QUOTE] idk...
During cleaning up, I found several nice things, and packed them together in case, they could be used someday. I'm curious, if anyone is interested in that. If yes, I could up it someday (well at least next month, to slow connection right now). That pack contain: - some old lua files (mostly for progsys models like wraith hand, stun grenade, and never released gate missle and gate missile launcher, some old daedalus), - model (3ds max 2012, no animations) and material for new rigged Prior Hands, - models (3ds max 2012, no animations) and materials for Ribbon Device, Zat (no texture), Staff, Prori Staff, - some shield sounds, - bunch of qc files, - smd's + qc's for AsuranGun (I've totaly reanimated it).
[QUOTE=GOLDENTRIANGLES;37687435]few bugs This is the first time seriously playing with CAP (i'm preparing a gmod backup of 12 before 13 hits) When I shoot the stargate (Atlantis is the only on I tested on so far) instead of the even horizon fading it jumps to the gray universe texture. Is this a bug or is this supposed to happen? I'm trying to load one of the new maps that came with the pack and it's still loading and been that way over 10 minutes. Again bug? *edit* somehow gmod crashed but didn't give me the stopped responding error. who knows when it crashed When I press q to open the spawn menu the CAP terms and conditions pop up but it's just a blank white page. does someone have a link to those terms and conditions?[/QUOTE] That about gmod crashing, use vgui_allowhtml 0, it will fix crashes.
[QUOTE=CharlieX3;37687608]This is feature ... Its unstable wormhole thing ...[/QUOTE] Right, but isn't it supposed to slightly dim the event Horizon? I get the universe gray event horizon texture when it flickers. [QUOTE=CharlieX3;37687608] This must be something with your computer or you have too many addons ...[/QUOTE] Only addons I have installed right now are Adv Duplicator cap cap_resources catdaemon_stargate gmdm_resources Space build enhansment project stargate stargate_resources wire wiremod extras [QUOTE=CharlieX3;37687608] Lol what this have to do with CAP ?? [/QUOTE] Because Cap is the last thing I installed so far and now it's doing it. I think it might be linked to the retry command in console. [editline]16th September 2012[/editline] [QUOTE=cartman300;37687795]That about gmod crashing, use vgui_allowhtml 0, it will fix crashes.[/QUOTE] Do I put this in console or in launch options?
Remove: - catdaemon_stargate - stargate - stargate_resources
[QUOTE=GOLDENTRIANGLES;37688044]Do I put this in console or in launch options?[/QUOTE] You can do both. >.> Add this to launch options "+vgui_allowhtml 0" or in console "vgui_allowhtml 0" If you add it to launch options then it will be automatically executed when you start game.
Here is a picture of the event horizon when it gets shot [IMG]http://i46.tinypic.com/23wllz.jpg[/IMG] I seem to be getting [U][B]ALOT[/B][/U] of Data Execution Prevention crashing my hl2.exe (gmod) since I installed CAP. So far it's more prominent on gm_construct. as soon as the map loaded it crashes. Data Execution Prevention won't let me turn it off for hl2.exe
[QUOTE=GOLDENTRIANGLES;37688786]Here is a picture of the event horizon when it gets shot [IMG]http://i46.tinypic.com/23wllz.jpg[/IMG] I seem to be getting [U][B]ALOT[/B][/U] of Data Execution Prevention crashing my hl2.exe (gmod) since I installed CAP. So far it's more prominent on gm_construct. as soon as the map loaded it crashes. Data Execution Prevention won't let me turn it off for hl2.exe[/QUOTE] Firstly do this: [QUOTE=Madman07;37688064]Remove: - catdaemon_stargate - stargate - stargate_resources[/QUOTE] And yeah Unstable event horizont looks like it on SGA and SG1 ... there's nobody who will make new animation for unstable EH ...
I did remove the old stargate by Avon. And ok I just didn't realize it was supposed to look like that. also Is there any difference between ZMP that was in avion stargate and the MK III? I can't seem to find the original anywhere. I haven't installed RD2 yet I wanted to make sure that CAP was working first
ZPM III is the same, it works in the same way. btw, use RD3
[QUOTE=orrila;37689509]ZPM III is the same, it works in the same way. btw, use RD3[/QUOTE] Ok so the only thing different is the model I thought the mk III was like a AA battery compared to a C or D battery I personally Don't like RD3 I hate how you have to hook everything up to a node in order to work and how devices have to be in [B][I][U]RANGE[/U][/I][/B] of the node. also the resource pumps are confusing and impractical as **** I personally think RD2 is less fancy but more realistic and easier to use
[QUOTE=GOLDENTRIANGLES;37690173]Ok so the only thing different is the model I thought the mk III was like a AA battery compared to a C or D battery I personally Don't like RD3 I hate how you have to hook everything up to a node in order to work and how devices have to be in [B][I][U]RANGE[/U][/I][/B] of the node. also the resource pumps are confusing and impractical as **** I personally think RD2 is less fancy but more realistic and easier to use[/QUOTE] LoL you will love RD3 when you will use it for longer then 30hours of playing gmod ;) and about resource nodes - its really good thing ... and in CAP everything what you need to do is spawn ZPM Hub , put into it 3zpms and then only link Atlantis HUB to eg. Gate ... thats all ... CAP makes your life easier with this RD3 features LooooooL :D
[QUOTE=CharlieX3;37690773]LoL you will love RD3 when you will use it for longer then 30hours of playing gmod ;) and about resource nodes - its really good thing ... and in CAP everything what you need to do is spawn ZPM Hub , put into it 3zpms and then only link Atlantis HUB to eg. Gate ... thats all ... CAP makes your life easier with this RD3 features LooooooL :D[/QUOTE] Or Apple core. That also act as resource node and also gives you wire outputs of resources :) I also think that resource nodes are amazing. You don't have to worry about "oh, now give power to some device, but wtf is my power supply? (30mins later) oh I got it. But where the fuck i had to plug oxygen?". Now just plug everything to nodes and dang, its working :)
@ CharlieX3 Madman07 I have personally never had that problem. also RD2 has it's own version of a resource node. (it's the circle plate thing) I have never had too much of a problem with keeping track of my resources. I don't like how you have to have devices in range of the node. You can have a water pump on one end of the map and the water tank on the other and don't have to worry about range in RD2. I used to have a adv dupe of a screen someone made that displayed all my resources in a % It doesn't work any more and I can't find a replacement.
think I found another bug is this happening for anyone else? The gate overloadeder overloads way to quickly
enviroments > rd3
[QUOTE=TheEyes;37697065]enviroments < rd3[/QUOTE] BEFORE YOU FUCK THE THREAD FOR US ALL EYES! we've been through this argument already, so just shut up now.
[QUOTE=Madman07;37687793]During cleaning up, I found several nice things, and packed them together in case, they could be used someday. I'm curious, if anyone is interested in that. If yes, I could up it someday (well at least next month, to slow connection right now). That pack contain: - some old lua files (mostly for progsys models like wraith hand, stun grenade, and never released gate missle and gate missile launcher, some old daedalus), - model (3ds max 2012, no animations) and material for new rigged Prior Hands, - models (3ds max 2012, no animations) and materials for Ribbon Device, Zat (no texture), Staff, Prori Staff, - some shield sounds, - bunch of qc files, - smd's + qc's for AsuranGun (I've totaly reanimated it).[/QUOTE] No missile launcher model? :o I'd like whatever you have on it, be models or code!
[QUOTE=The Art of War;37697658]No missile launcher model? :o I'd like whatever you have on it, be models or code![/QUOTE] And uvmapped (no texture, no collision) model for missile launcher.
[QUOTE=kibbols;37697382]BEFORE YOU FUCK THE THREAD FOR US ALL EYES! we've been through this argument already, so just shut up now.[/QUOTE] Spacebuild on linux = fuck you there's no air ever.
[QUOTE=TheEyes;37700143]Spacebuild on linux = fuck you there's no air ever.[/QUOTE] we've already gone through an argument about environment and rd3. not only that, but i'd really like if you didn't start that argument back up and make madman close the thread.
[QUOTE=Madman07;37698068]And uvmapped (no texture, no collision) model for missile launcher.[/QUOTE] Still, you made the hardest parts :p Would love to give the stuff a look.
[QUOTE=kibbols;37681892]i think the actor who played Col. Mitchell from SG is in episode 3 of the new doctor who season (season 7). It sounds like him.[/QUOTE] I was just gonna post about that, it IS him [editline]17th September 2012[/editline] [QUOTE=Madman07;37688064]Remove: - catdaemon_stargate - stargate - stargate_resources[/QUOTE] I still have thease (has models i use alot that cap doesnt) and i have no problems [editline]17th September 2012[/editline] [QUOTE=GOLDENTRIANGLES;37690173]Ok so the only thing different is the model I thought the mk III was like a AA battery compared to a C or D battery I personally Don't like RD3 I hate how you have to hook everything up to a node in order to work and how devices have to be in [B][I][U]RANGE[/U][/I][/B] of the node. also the resource pumps are confusing and impractical as **** I personally think RD2 is less fancy but more realistic and easier to use[/QUOTE] RD2 breaks cap, but not sure if that was fixed
[QUOTE=Woogoo;37704391]I still have thease (has models i use alot that cap doesnt) and i have no problems [/QUOTE] Yea I'm not sure why but I like the other model for the ZMP, that comes to mind. [B]Is there any way to make a depleted ZPM turn black?[/B] There were a few other things also but I can't remember right now. [QUOTE=Woogoo;37704391] RD2 breaks cap, but not sure if that was fixed[/QUOTE] Well if it is broken I can't tell :S I just got done playing with the shield core and some energy stuff. Haven't really had any problems. I'm really surprised that the MCD (Molecular Construction Device) [B]Requires no energy. Free ZPM's!!!!![/B] Only bug I have seen was that the gate overloaded explodes stargates in under 30 seconds for me.... If there was an option to use LS3 without the [B]resource nodes[/B]. And if it had [B]pumps[/B] that were like the ones in [B]RD2 [/B]I would switch in a heartbeat. But it's just those few things that really ruin it for me. Also, the over-the-top models for energy storage and fusion generators... I can live with it. at the very least I can use model manipulator. But there is just something about the RD2 models that I have a better "down to earth" connection to.
[QUOTE=GOLDENTRIANGLES;37706004]Only bug I have seen was that the gate overloaded explodes stargates in under 30 seconds for me....[/QUOTE] i'v never had that bug. i haven't used the overloader in a while though. try it with rd3
[QUOTE=GOLDENTRIANGLES;37706004]Only bug I have seen was that the gate overloaded explodes stargates in under 30 seconds for me....[/QUOTE] I'm having that bug, too. I'm also still having the bug where the overloader sets [i]everything[/i] on the map on fire, with some sort of rippling red texture.
hasn't been a new post in almost 24 hours :| Cartman, how's the dhd crystal code going? Last time i checked (last test for the crystal model) there were no wire inputs or outputs. how would an e2 work? [editline]19th September 2012[/editline] i still have that e2 error cartman.
[QUOTE=Tyenkrovy;37717639]I'm having that bug, too. I'm also still having the bug where the overloader sets [I]everything[/I] on the map on fire, with some sort of rippling red texture.[/QUOTE] Pretty sure were having the same bug everything gets set on fire for me also. [editline]19th September 2012[/editline] [QUOTE=kibbols;37728497]hasn't been a new post in almost 24 hours :| Cartman, how's the dhd crystal code going? Last time i checked (last test for the crystal model) there were no wire inputs or outputs. how would an e2 work? [editline]19th September 2012[/editline] i still have that e2 error cartman.[/QUOTE] I thought the whole point of broken DHD's was so that they would barely supply power to the gate. If you want to use wire then use a non broken one? speaking of. It would be nice if the gate had an unstable event horizon for a while before shutting down if your powering the gate by other means than a dhd. As it is right now it's no power = immediately shut down I would like to see it flicker for about 1 and 1/2 seconds with increasing frequency (like when Orlins gate is almost out of power) before it shuts down. If you can hook it up to power before then than it will re-stabilize.
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