• Stargate with Group System
    131 replies, posted
so does the shield core actually work now?
Yes it works with me
i have a question is there a way to wire a universe gate to auto dial a stargate when a wire input tells it to cos i once made a hovering gate that i can make "FTL Jump" to locations i tell it to it i think it would be cool that when it has jumped the gate dials a random stargate in range i know most of what i said proable isnt possiable but its just an idea i just had
[QUOTE=TheEyes;35339342]so does the shield core actually work now?[/QUOTE] It worked always. Btw, you are killing on-button-press feature. It should be just like in CAP -.-
[B]@Madman07[/B] I'm killing on-button-press feature? oO I do not like when i hear sound with ring rotation but ring not rotatting, its looks ugly... Also your version of on-button-press is little wrong with sounds. I hear sounds from stargate not dhd - thats totally wrong, also in some episodes dhd and stargate emit sounds like i make right now it my addon. So i'm nothing kill. [QUOTE]i have a question is there a way to wire a universe gate to auto dial a stargate when a wire input tells it to cos i once made a hovering gate that i can make "FTL Jump" to locations i tell it to it i think it would be cool that when it has jumped the gate dials a random stargate in range[/QUOTE]Not really understand what you mean... [QUOTE]so does the shield core actually work now? [/QUOTE]Its worked always like said madman, i just fix one lua error in console what very annoying me.
ok...to get this straight. i like how the "sgc type" wire option makes the sg1 gate spin during inbound, lighting up every chevron, before chevron 7 locks in and the wormhole goes "kwhoosh"... it pretty much works the same as it did in the show and the numerous inbound scenes we got to see (atleast in the sgc) however... i do not appreciate the fact, that it also spins when you just use the dhd buttons and nothing is wired to the gate/dhd. if a dhd is used to dial, there should only be the dhd button/chevron sounds...neither the ring, nor the spinning sound should play. the cap solution for outgoing dhd-button press was already very good for this. if only now it could be done, to keep the new "sgc type" option (for inbound connection), but revert dhd button press to cap, then i'd be more than happy with it. ^^ ----- it's the same problem as always... "inconsistency within the series" keeps us discussing the "pros" and "cons" of the different methods, for dialing a gate. ok, my opinion on how it "could" be: "normal" sg1 outgoing (as usual) >> sg1 at destination (chevrons start to lock when outgoing gate is n-seconds away from locking chevron 7) "normal" sg1 fast outgoing (as usual) >> sg1 at destination (chevrons start to lock when outgoing gate starts to dial in fast mode) dhd button press dialing (no spin sound or ring spinning, only button/chevron sounds) >> sg1 at destination (all chevrons light up and gate opens immediately, when center button on outgoing dhd is pushed sg1 outgoing (normal or sgc type doesn't matter) (as usual) >> "sgc type" sg1 at destination starts to work like it does now (ring spinning, chevrons locking in)
Hm, maybe i found solution... Add new wire input on dhd for disable ring rotation with pressing buttons on dhd. What you think? ps anyway my version of on-button-press isn't like in cap and never be. It still work different due to different sequences code. Also i do not like sounds what used cap for on-button-press.
Yeah you do :p It should be like in show, I mean: - PoO pressed - both gates light up. - Dial pressed - kawoosh open instant. Not otherwise. ;]
[B]@Madman07[/B] thats wrong, because in tv show we have delay for stargate travel and open, so... Anyway this i will not do in my addon) Only open after press center button or well be some problems with my wire features.
Yeah, I'm not saying you should change it. Keep it as it is. I'm just pointing one thing that i don't like in your version :D And still, my version is based on show :D
[B]@Madman07[/B] just in different series we have different sequences. And if really - then you have one mistake, when we dialling wrong address and press # then gate will NOT shutdown before we press center button. Watch episode when found second stargate on antactica (also tihs is dialling self gate address). Also in sgc network game we have same thing with dhd's. [editline]29th March 2012[/editline] [B]@fdinasty[/B] ah, you edited your message, didn't read. Now answering. [QUOTE]"normal" sg1 outgoing (as usual) >> sg1 at destination (chevrons start to lock when outgoing gate is n-seconds away from locking chevron 7)[/QUOTE]Cannot done with my chevron lock on symbol function. Need compelely recode lock formula what i will not to do. [QUOTE]"normal" sg1 fast outgoing (as usual) >> sg1 at destination (chevrons start to lock when outgoing gate starts to dial in fast mode)[/QUOTE]Isn't it like right now? [QUOTE]dhd button press dialing (no spin sound or ring spinning, only button/chevron sounds) >> sg1 at destination (all chevrons light up and gate opens immediately, when center button on outgoing dhd is pushed[/QUOTE]Can be done with new wire input on dhd for disable ring rotation... what you think about this? [QUOTE]sg1 outgoing (normal or sgc type doesn't matter) (as usual) >> "sgc type" sg1 at destination starts to work like it does now (ring spinning, chevrons locking in) [/QUOTE]this can be only by fast dialling, watch answer no.1.
personaly i love the new on-button-press feature. in the show in one maybe 2 episodes you attuly see the ring spin (like in group) and the only reason you dont see it more is proably it costed more to much to do on offworld locations @alex have you considered insted of makeing wire inputs just make console commands but leave how it is currently for the on-button-press feature as defult e.g. pressing the buttion and the ring spins as defult.
the shield core bubble never blocked anything for me.
[B]Rev 211 changes:[/B] * Added new input "Disable Ring Rotation" on sg1/infinity/cocept dhd's for disable ring rotation with on-button-press feature. * Added new convar "stargate_dhd_ring", what allow enable/disable ring rotation with on-button-press feature on dhd's (by default enabled). ==== So i hope this is what you want.
[QUOTE=TheEyes;35343719]the shield core bubble never blocked anything for me.[/QUOTE] Wrong theard ... this bug is from CAP not from SGGroups ... and another thing is that its engine bug not addon's...You must wait for GMod 13
really love the updates, good job ;) and fixed the gate roll long for SG1 gates in singleplayer :) really good :D
[QUOTE=CharlieX3;35355136]Wrong theard ... this bug is from CAP not from SGGroups ... and another thing is that its engine bug not addon's...You must wait for GMod 13[/QUOTE] T'wasn't saying it was a bug, t'was replying. In the thread an unrelated bug was fixed, and streamed off into another question.
can you make SG1 gates 9 cheveron kawoosh to be like in SGU show, first episode? :D
[B]Rev 212 changes:[/B] * Now addon can work without CAP. * Added gmod 13 support. * Added wormhole travel with delay. * Added destily as ship in game. * Added ori mothership. * Added new npcs. * Added few asgards ships. * Fixed some bugs and other big changes. [I]ps THIS IS A FIRST APRIL JOKE :v: [/I]
[QUOTE=AlexALX;35376763][B]Rev 212 changes:[/B] * Now addon can work without CAP. * Added gmod 13 support. [/QUOTE] Can you explain more ? is it on workshop now, or we need still re-update by svn ?
No cap? :->
EDIT: (deleted the previous post because it became obsolete) (seems that people are still childish enough to think that april fools joke are funny, because they're not...period!)
April Joke??
hahahhahhahaha, april joke, very good..... there is no rev. 212 :D
seriously...grow up guys. april fools jokes are getting old. additions like those would have been great, but spoiling fans and followers with some half hearted promises, is lame.
[B]@all[/B] ok first april gone, so now for people why still not understand - rev 212 is joke. As for changes that i wrine in changelog, i can explain WHY this is impossible do in gmod. 1. "Now addon can work without CAP." This is impossible, because i havn't right to include stargate models textures etc in my addon, and i'm not modeler to create it myself. And anyway - for what? I'm not against that my addon have in requirements "CAP". 2. "Added gmod 13 support." In gmod13 very many changes in lua, and for make everything to work, i sohuld recode whole cap and sg system, also garry removed some things and killing old addon system, so future of stargate on gmod 13 right now very dark. Workshop is not fit for such big projects as the CAP. Probably it can done like that: upload lua files to workshop, but it will have requirements download svn version of "cap_resources". But this is still stupid imho. Also if cap will be on workshop and my addon also, then we will have problem with override function, my addon should be first in list, before cap, or it will not override cap files and not work. So workshop is bad for me and CAP. Also how much users playing gmod13? Not so much to think about stargate on gmod 13. 3. "Added wormhole travel with delay." Almost impossible make in lua, maybe can be done with c++ modules for gmod, but i'm not c++ developer right now (in future - maybe, but i still will not do that idea). 4. "Added destily as ship in game. Added ori mothership. Added few asgards ships." This ships is too big for source engine and can't fit in gmod maps. Also source engine have some other limits, so this is just impossible do (or very ugly). And i'm not modeler so can't do that. 5. "Added new npcs." Can't do that because i'm not modeler. ========== So i'm answer why this is never be in gmod. ps [B]@fdinasty[/B] be more positive...
[B]Rev 212 changes:[/B] * Compatibility update with CAP rev 209. * Added ability to switch for old material of Event Horizon (new checkbox in Stargate - Misc Visuals). * Fixed gatespawners and stargate config not loading on linux servers (without manual move it to garrysmod/data folder). * Added support for Gmod 13 (NOT FULLY, with many bugs). * Fixed some other small bugs. [B]About gmod 13 support, please note:[/B] * Many features not working or work incorrect. * Stargate vgui menu is broken, but work in limited functional. * Translucency not working with EH (gmod13 bug?). * May not work on MAC OS/Linux server. * And many other problems. I'm just upload what done, compatibility with gmod13 is very bad. Please do not report of any bugs on gmod13, i will not go to fix it. Installation is like in gmod10, you should have "before_cap_sg_groups", "cap" and "cap_resources" folders in addons folder, and wiremod from workshop. [B]I'm not recommended play on gmod 13 with stargates[/B], because there is too much problems and you can't normally play with stargates. Support added just for testing some things.
[B]Rev 213 changes:[/B] * Small improvement for gmod13 compatibility lib.
[B]Rev 214 changes:[/B] * Improved gmod13 support: - Fixed event horizon translucency. - Fixed stargate effects of opening/close eh (but still have some bugs). - Fixed some visual problems with convars edit menu (but still have some problems wit pos). - Improved stargate vgui menu on gmod13, restored some functions (and again still have some problems). - Fixed rings vgui menus. - Fixed universe gate have problem with model. - Small improvent for gmod13 compatibility lib. - Added map icon for gm_stargateworlds_parody_beta3. * Fixed some other bugs (for gmod10&13). [B]Unfixable bugs on gmod13:[/B] * Colors and glyphs not work in stargate vgui menu (for blocked address etc, probably gmod13 bug). * Vgui menus have some problems with close button (visual it white) and gmod icon. * Addresses in stargate vgui menu shows only after you see this gate (gmod13 bug?), this is really big problem for map gm_stargateworlds_parody_beta3 and other stargates maps. * Much other bugs, what i can't fix. Please note, stargate/ring vgui menu on gmod13 looks little different (colors): [IMG]http://img196.imageshack.us/img196/7065/sgmenu.png[/IMG] This is just because default text color is more dark in gmo13, and very hard to see description on fields, and for fast fixing it i'm changed color (change text color of field will be so long...). And also this is all what i can do for gmod13 right now, everything else impossible to fix, because in gmod13 some functions is broke. Now playing with stargates in gmod13 little better, but not much. [B]Thats all for now, do not expect more for gmod13.[/B] [editline]6th April 2012[/editline] [B]Rev 215 changes:[/B] * Upload wrong file... Sorry.
[B]Rev 216 changes:[/B] * End of history of this addon. Please remove it. [B]Rev 217 changes:[/B] * Fixed error notification of addon remove. This is last update of svn. [B]THIS ADDON NOW INCLUDED IN CAP!!![/B] That thread will stay some weeks for info and history.
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