• model clipping
    174 replies, posted
Tested on biggest flatgrass map ever! Slowed my game from 60fps to 10fps at medium visual settigns and low stargate visual settings. [img_thumb]http://www.cap-data-storage.comeze.com/data////images/private/Madman_private/daedalus1.jpg[/img_thumb] [img_thumb]http://www.cap-data-storage.comeze.com/data////images/private/Madman_private/daedalus2.jpg[/img_thumb]
deathmaker - please update you event_horizon/init.lua file, add new code from cap rev 127. Find: [code]-- The lovely idle sound[/code] Replace: [code] -- Event horizon change idle sound ability by AlexALX if (e.Entity:GetParent().Sounds.Idle != nil) then e.Sounds.Idle = e.Entity:GetParent().Sounds.Idle; end -- The lovely idle sound[/code] find: [code]function ENT:Shutdown(override) if(self.ShuttingDown or (not self:IsOpen() and not override)) then return end; -- Aready shutting down or not opened yet timer.Remove("EventHorizonOpening"..self.Entity:EntIndex()); self.ShuttingDown = true; local fx = EffectData(); fx:SetEntity(self.Entity); fx:SetOrigin(self.Entity:GetPos()); util.Effect("eventhorizon_collapse",fx,true,true); if(ValidEntity(self.Target)) then self.Target:Shutdown(override); end self.IdleSound:Stop();[/code] add below: [code] -- Stargate close sound fix by AlexALX if (self.Entity:GetParent().Sounds.Close != nil) then self.Sounds.Shutdown = self.Entity:GetParent().Sounds.Close; end --[/code] and some code below is also a bit different as I see [code]self.Entity:EmitSound(self.Sounds.Shutdown,90,math.random(97,103));[/code] in cap it is [code] if(self.Entity:GetParent():GetClass()=="stargate_orlin")then self.Entity:EmitSound(self.Sounds.Shutdown,90,math.random(141,145)); else self.Entity:EmitSound(self.Sounds.Shutdown,90,math.random(97,103)); end[/code] and other changes... (from rev 121 and other)
[QUOTE=Madman07;26644818]Tested on biggest flatgrass map ever! Slowed my game from 60fps to 10fps at medium visual settigns and low stargate visual settings. [/QUOTE] The lag is because of the supergate right ? [QUOTE=AlexALX] deathmaker - please update you event_horizon/init.lua file, add new code from cap rev 127.[/QUOTE] ok i will soon do this
Yes :)
@mm why actually as it only starts when eh is created, hmm the eh is just a plane right ? maybe something to do with avons ripple effect ?
[QUOTE=Boba Fett;26665960]@mm why actually as it only starts when eh is created, hmm the eh is just a plane right ? maybe something to do with avons ripple effect ?[/QUOTE] What? Modelclipping work like it should.
[QUOTE=Deathmaker;26654510]ok i will soon do this[/QUOTE]add please. because now close sound of movie stargate and sgu don't work (played standart clsoe sound in you current version of addon). And: local IgnoreSGEntities= { "stargate_atlantis", "stargate_base", "stargate_iris", "stargate_sg1", need change for stargate_* (if not string.find(entclass,"stargate_")) and need fixing ramp problem. [editline]14th December 2010[/editline] I made all necessary changes on the you init.lua file (modelcliping rev 23) from the CAP rev 128. Also added a cap ramp fix (hope fixed, and why I also added a models in list (IgnoreSGModels) and in IgnoreSGEntities? - because the cap ramp can spawn as prop). So please test this file (i tested already) and if everything is work ok - add to your svn..... please. link (no spam, hope moderators don't ban me for this link) [url]http://www.mediafire.com/?ybk422keiic1ior[/url] (sorry upload fail, now link fixed) Thanks in advance.
Why doesn't the event horizon make a sound as things are getting sucked in to the gate? There's a sound file for it.
[QUOTE=Doctor_Communism;26707963]Why doesn't the event horizon make a sound as things are getting sucked in to the gate? There's a sound file for it.[/QUOTE] Like a kind of sludgy sound? That would be pretty nice.
[QUOTE=Doctor_Communism;26707963]Why doesn't the event horizon make a sound as things are getting sucked in to the gate? There's a sound file for it.[/QUOTE] where can i find that file ?
.../addons/stargate_resources/sound/stargate/teleport atleast that's what you hear, when entering the eh...sounds a bit slimy
[QUOTE=fdinasty;26711613].../addons/stargate_resources/sound/stargate/teleport atleast that's what you hear, when entering the eh...sounds a bit slimy[/QUOTE] ye thats the entering sound ... but i need a kind of "sucking" sound [editline]15th December 2010[/editline] - fixed the ramp stuff
deathmaker - you forgot change this... [code]self.Entity:EmitSound(self.Sounds.Open,90,math.random(98,102));[/code] replace to [code] if(self.Entity:GetParent():GetClass()=="stargate_orlin")then self.Entity:EmitSound(self.Sounds.Open,90,math.random(140,144)); else self.Entity:EmitSound(self.Sounds.Open,90,math.random(98,102)); end[/code]
[QUOTE=Deathmaker;26712488]ye thats the entering sound ... but i need a kind of "sucking" sound[/QUOTE] the only scene i can think of where "this" happened, was at the end of season 2 episode 18 of sg1... te'alc put apophis dead corps into the gate which slowly "sucked" it in...
[QUOTE=fdinasty;26726897]the only scene i can think of where "this" happened, was at the end of season 2 episode 18 of sg1... te'alc put apophis dead corps into the gate which slowly "sucked" it in...[/QUOTE] hm ... i cant find a video on youtube of that
[media]http://www.youtube.com/watch?v=Q0RtRf5vD-s[/media] Interesting stuff going down at 4:45. It turns out the horizon is transparent from the inside.
[QUOTE=Doctor_Communism;26751174]*vid* Interesting stuff going down at 4:45. It turns out the horizon is transparent from the inside.[/QUOTE] video not aviable in my country ... -.-
Hey yalls, props collide with stuff behind the gate, Ronon had a fix for that. So how's this all going Browings?
Add a see through render effect and voila: portals? :D
Please add change from CAP rev 136: Add before this: [code] else util.Effect("stargate_kawoosh",fx,true,true);[/code] add this: [code] elseif(self.Entity:GetParent():GetClass()=="stargate_movie")then local fx2 = EffectData(); fx2:SetEntity(e); util.Effect("stargate_kawoosh",fx,true,true); timer.Simple(1.6,function() local fx = EffectData() fx:SetEntity(e); util.Effect("stargate_kawoosh_movie",fx,true,true); end); -- This will kill people local pos = self.Entity:GetPos(); local normal = self.Entity:GetForward(); local radius = self.Entity:BoundingRadius()*(1/2); self:Dissolve(pos+radius*normal,radius); self:Dissolve(pos+3*radius*normal,radius); self:Dissolve(pos+5*radius*normal,radius);[/code] And don't forget this. [QUOTE=AlexALX;26714665]deathmaker - you forgot change this... [code]self.Entity:EmitSound(self.Sounds.Open,90,math.random(98,102));[/code] replace to [code] if(self.Entity:GetParent():GetClass()=="stargate_orlin")then self.Entity:EmitSound(self.Sounds.Open,90,math.random(140,144)); else self.Entity:EmitSound(self.Sounds.Open,90,math.random(98,102)); end[/code][/QUOTE] Thanks.
-Snip-
Hey challs, know how you can't see inside the gate? Well this. [media]http://www.youtube.com/watch?v=en78C9ilhSY[/media] What do yalls think about that?
[QUOTE=Doctor_Communism;27317888]Hey challs, know how you can't see inside the gate? Well this. [media]http://www.youtube.com/watch?v=en78C9ilhSY[/media] What do yalls think about that?[/QUOTE] Pretty damn cool, nice work (If you made it)!
[QUOTE=Fisk;27349251]Pretty damn cool, nice work (If you made it)![/QUOTE] Now we need someone to put something like it in to Lua.
I'm having a problem with this. The model clipping works perfectly with normal gates (SG1 and Atlantis), but it does not work at all with my supergate, can anyone please tell me why this is and how I can fix it?
do you use the cap supergate or the cubesystem supergate?
I use the cubesystem supergate
[QUOTE=Gemannihilator;27429542]I use the cubesystem supergate[/QUOTE] I don't think this modelcliping supports that gate.
Darn, is there anyway I can get the CAP Supergate without all the other stuff? Not That I've got anything agaisnt CAP, I'd just prefer not to have my list all full of stuff I'd never use :P [editline]15th January 2011[/editline] EDIT: Yeah... I've decided to just download the whole shebang. Thanks for the Help.
Also, I tried out the server mentioned on page 2. It's tagged model clipping, but it doesn't seem to be enabled. Does anyone know any severs that do have it enabled?
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