• Stargate Carter Addon Pack
    4,521 replies, posted
  • Avatar of GOLDENTRIANGLES
  • [QUOTE=kernalk;38061762]Unless this has changed fairly recently, use a constant value wired to the multiplier input of the generator. Different generators work at different rates so you may need several values. Also it multiplies the energy consumption etc.[/QUOTE] How do I wire the multiplier? I'm not certain the types of chips to use. I haven't been in the gmod loop for along time and it was explained to me once before but I forgot alot about wire. [QUOTE=kernalk;38061762]You need to write an E2 that checks the state of the resource every [I]x[/I] ticks and either turns the on generator if it is off AND there is sufficient energy (where applicable), or turns it off. Your checks can get quite involved depending on how automatic you want it to be. You should be able to combine polls for lots of resources in the same ticks if you optimise it.[/QUOTE] I wouldn't even begin to know how to code this. It would be much appreciated if someone would volunteer to do this. It would benefit everyone that uses spacebuild. edit also oil mod is still broken for me. I'm not sure what it is but I'm missing alot of the generators. Including the oil driller so I can't do anything with out the crude oil. Anyone got any idea whats wrong? My copy of gmod is only out of date since the beginning of October. That's when I put it in steam offline mode.
  • I think the addons is broken totaly apart weapons but can't fire. see this [URL="http://www.facepunch.com/showthread.php?t=1218779"]http://www.facepunch.com/showthread.php?t=1218779[/URL]
  • Avatar of GOLDENTRIANGLES
  • [QUOTE=GeekDeer;38070954]I think the addons is broken totaly apart weapons but can't fire. see this [URL="http://www.facepunch.com/showthread.php?t=1218779"]http://www.facepunch.com/showthread.php?t=1218779[/URL][/QUOTE] this is why I have a copy old steam in offline mode with gmod 12 :)
  • [QUOTE=GOLDENTRIANGLES;38070984]this is why I have a copy old steam in offline mode with gmod 12 :)[/QUOTE] indeed, it's a good way to play again with CAP :) I remember some one who say how to backup the Gmod 12 in few step, is that you i'm not sure ? Edit : But I have another solution without to be Offline, just put in the options of steam to not keep update in real time, i think that worth also
  • Avatar of Mijyuoon
  • [QUOTE=GeekDeer;38071118]Edit : But I have another solution without to be Offline, just put in the options of steam to not keep update in real time, i think that worth also[/QUOTE] This probably won't work, as far as I remember Steam will automatically update GMod anyways when you'll try to launch it if it's not up to date
  • Avatar of AlexALX
  • [QUOTE]Another change worth noting is that the global “_R” no longer exists. It’s accessible via debug.getregistry().[/QUOTE]Damn, that break whole cap now on gmod13. My compatibity lib not work anymore and this mean now cap should be completely recoded for gmod13. So wait for official release and later will thing what to do with this shit. ps i'm feeling like garry breaks addons specifically and fully...
  • Avatar of Madman07
  • [QUOTE=AlexALX;38073866]cap should be completely recoded for gmod13.[/QUOTE] Don't wanna be rude, but "I told you so" :D
  • Avatar of AlexALX
  • [QUOTE=Madman07;38073987]Don't wanna be rude, but "I told you so" :D[/QUOTE]Lol,i found another way for fix :D [QUOTE]local _R = debug.getregistry();[/QUOTE] :DDD But wiremod right now not working, so cap still not working without it... Waiting for fix of wiremod...
  • Avatar of Madman07
  • Meh. I heard about LuaJiT. Sounds quite nice along with new gmod improvments. Seems I *might* (I have extremely complicated study-ending project about mobile robot using neural network for navigation projects - 3 months left) try it. Lemme download it today - I will check if I can make alive old *new* ring system.
  • Avatar of GOLDENTRIANGLES
  • gmod 13 is so big and different. maybe it would have been better if gmod 13 was a different game? but then that would divide the community. I don't know. Maybe there should be a gmod 12 game type, mod, or plugin that would run gmod in "compatibly" mode. I'm just being Optimistic [editline]17th October 2012[/editline] [QUOTE=GeekDeer;38071118]indeed, it's a good way to play again with CAP :) I remember some one who say how to backup the Gmod 12 in few step, is that you i'm not sure ?[/QUOTE] Probably [QUOTE=GOLDENTRIANGLES;37935477]For all you guys worried that you can't play this in gmod 13 just do what I did. tl;dr steam offline mode Step 1 Get a portable HDD or some other kind of mass storage divice Step 2 Install steam, gmod, and all games that mount to gmod. Step 3 play each game once. Step 4 verify integrity of game cash for each game. Step 5 Play each game again. Step 6 Turn off steam guard (and possibly wipe all other computers form guard memory, This might not be needed but I did it anyway.) Step 7 Enable steam offline mode. Step 8 be sure that you can still play Gmod and any other games that you want content in gmod for Step 9 Login to your steam account from your MAIN computer and re-enable steam guard. Step 10 Enjoy your copy of gmod 12 forever. Just remember to never go online when using that copy of steam. Worth the wait (and steps)[/QUOTE] [QUOTE=GeekDeer;38071118]Edit : But I have another solution without to be Offline, just put in the options of steam to not keep update in real time, i think that worth also[/QUOTE] That won't work. While it will stop the game from auto updating if you don't play it, each time you launch the game steam checks for newer version. if there is one It will download. That's the purpose of the "preparing to launch" box. Steam is checking for newer version. Steam offline can be a tricky posses. I have heard stories that if you don't do it exactly right steam offline will quit working in a week or so. On the other hand you may do everything right and it still won't work, or quit working in a few weeks. And then there are the cases that people have had steam offline for months and never had any problems and it still works. Just be careful when installing addons. When steam is in offline mode there is no way to "clean" your gmod. And if you're not careful you can really mess up your gmod. (backup of a backup? maybe I should do this also.. I'm not sure if this would work or not) I think the biggest thing is to make sure you do the steps correctly and turn off your internet when playing in offline mode. I have heard that even in offline mode, steam still checks for any kind of web connection. And if it finds one, then steam wants you to play online to get updates or does some kind of funky weird stuff to make offline not work anymore.
  • Hola, I noticed another guy posted about the svn error giving "Connection was forcibly closed by remote host." Failed error. I've been getting the same thing exact error, but I decided to go ahead and just download the tarball archive from the svn repository. But just in case, would anyone happen to know why this is happening? A guess off the top of my head would be my internet connection being so retarded slow. My DL's are at 150 Kb/s max and makes me sad. But with that, I haven't gotten a single similar error with any other SVN DL's, and I've downloaded at least a whole other separate Gig of addons for Garrysmod. I'm more just curious if this happens regularly when traffic is high on the svn or something, since I've already got my file downloading straight via archive. EDIT: Immediately as I posted this, My download failed. I officially hate this addon because of how hard it is for me to download.
  • Avatar of GOLDENTRIANGLES
  • [QUOTE=ImVegan;38076467]Hola, I noticed another guy posted about the svn error giving "Connection was forcibly closed by remote host." Failed error. I've been getting the same thing exact error, but I decided to go ahead and just download the tarball archive from the svn repository. But just in case, would anyone happen to know why this is happening? A guess off the top of my head would be my internet connection being so retarded slow. My DL's are at 150 Kb/s max and makes me sad. But with that, I haven't gotten a single similar error with any other SVN DL's, and I've downloaded at least a whole other separate Gig of addons for Garrysmod. I'm more just curious if this happens regularly when traffic is high on the svn or something, since I've already got my file downloading straight via archive. EDIT: Immediately as I posted this, My download failed. I officially hate this addon because of how hard it is for me to download.[/QUOTE] this addon is over a GB in size. If your internet is not good or cuts out during download it won't work. Set your alarm for the middle of the night and try downloading then, when there is less traffic.
  • [QUOTE=GOLDENTRIANGLES;38076563]this addon is over a GB in size. If your internet is not good or cuts out during download it won't work. Set your alarm for the middle of the night and try downloading then, when there is less traffic.[/QUOTE] That's what I was doing last night until about 3 A.M :l
  • Avatar of Madman07
  • IMHO cap should be recoded for gmod 13. Also, I had a bit crazy idea about modularity. For example - make base pack with completly basic (only lua) files (or maybe basic gate/ring/dhd/ring panel entities), and make extenstions like "wehicle addon", "weapon addon", "life support addon", "destiny addon", etc. That could be even placed on workshop (for making it more user friendly, no need for ugly svn) (as long as workshop has ability to update files and update them on clients), which would actually made unnesecary parts like updater and legality checker and also it would make CAP closed source. Users would have free hand of selecting pack they really need thus some of them would save much bandwitch by playing cap basic. Also, CAP would have to be optimized - better models and uvs causing smaller textures, better idiot proof code, etc. I believe it sounds preety cool. I might take a look on it, when i will get bored some day... Ofc I already hear Alex bitching lackens of ability of uploading fonts or other things - well, we don't need fonts at the beggining. And later, we might find a fix or it (or simply emulate font with texture lookup or so).
  • Avatar of GOLDENTRIANGLES
  • [QUOTE=ImVegan;38076615]That's what I was doing last night until about 3 A.M :l[/QUOTE] I'm not sure what to tell you. Unless you manually download each file manually and place them in correct folders. I really DON'T recommend that. just keep trying is really the best advice I can tell you. If your internet sucks then go to a coffee shop and download it there then transfer it over. [editline]17th October 2012[/editline] [QUOTE=Madman07;38076675]IMHO cap should be recoded for gmod 13. Also, I had a bit crazy idea about modularity. For example - make base pack with completly basic (only lua) files (or maybe basic gate/ring/dhd/ring panel entities), and make extenstions like "wehicle addon", "weapon addon", "life support addon", "destiny addon", etc. That could be even placed on workshop (for making it more user friendly, no need for ugly svn) (as long as workshop has ability to update files and update them on clients), which would actually made unnesecary parts like updater and legality checker and also it would make CAP closed source. I believe it sounds preety cool. Ofc I already hear Alex bitching lackens of ability of uploading fonts or other things - well, we don't need fonts at the beggining. And later, we might find a fix or it (or simply emulate font with texture lookup or so).[/QUOTE] while I agree it would be a good idea.... Steam workshop has some unholy size limit. there would be over 20 modules. and if someone updates one module then there is a good chance something will break in the other modules. and someone will have to figure out what broke what. I think cap should be one of those special mods that has a Bigger limit for the mod. Cap is one of the best and most well done mods I have seen. So it deserves some extra attention. Shoot valve a letter, explain the situation. Yea the drop box isn't good for big addons. But maybe with time they will become more SVN-like. Only downloading what was changed.
  • Avatar of kernalk
  • [QUOTE=GOLDENTRIANGLES;38067005] [QUOTE=Me;38061762]Stuff I wrote about multipliers[/QUOTE] How do I wire the multiplier? I'm not certain the types of chips to use. I haven't been in the gmod loop for along time and it was explained to me once before but I forgot alot about wire. [QUOTE=Me;38061762]Stuff I wrote about E2[/QUOTE] I wouldn't even begin to know how to code this. It would be much appreciated if someone would volunteer to do this. It would benefit everyone that uses spacebuild.[/QUOTE] Multipliers: spawn a Wire constant value with one or more numbers containing the multiplier value you wish to... multiply by. Wire the multiplier input in the generator to the value you wish to multiply by and you are good to go. Bear in mind, as I said, that the generator will require more resources proportional to the multiplier. The E2 thing. Well... I can give you some pointers but it might be good to try it yourself; have you coded E2 before, or have you any programming experience? If you want general Wire help, the [URL="http://www.wiremod.com/forum/?tabid=11"]Wire forum[/URL] may be a better place to ask. The CAP relies quite heavily on Wire - especially the recent developments from Alex - it would be worth the effort to learn how to use these features. I'm no expert but I can offer pointers (but not about [I]pointers[/I]) PS: [url]http://goo.gl/pR6ri[/url]
  • [QUOTE=Madman07;38078434]Why not?[/QUOTE] BE FREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  • Avatar of Madman07
  • [QUOTE=kend.bart;38080131]BE FREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE[/QUOTE] Sure. The most things to say have ppl that never developed CAP. Closed source is better in this case, but I'm not gonna explain it.
  • Avatar of GOLDENTRIANGLES
  • [QUOTE=kernalk;38077910]Multipliers: spawn a Wire constant value with one or more numbers containing the multiplier value you wish to... multiply by. Wire the multiplier input in the generator to the value you wish to multiply by and you are good to go. Bear in mind, as I said, that the generator will require more resources proportional to the multiplier. The E2 thing. Well... I can give you some pointers but it might be good to try it yourself; have you coded E2 before, or have you any programming experience? If you want general Wire help, the [URL="http://www.wiremod.com/forum/?tabid=11"]Wire forum[/URL] may be a better place to ask. The CAP relies quite heavily on Wire - especially the recent developments from Alex - it would be worth the effort to learn how to use these features. I'm no expert but I can offer pointers (but not about [I]pointers[/I]) PS: [URL]http://goo.gl/pR6ri[/URL][/QUOTE] Only programming experience I have ever had was html in high school and I didn't like it. lol... Edit.. I don't want to point any fingers but I like to think of myself as to having better grammar than most people on the internet. However I do realize I'm not the best and if I make a few mistakes I am truly sorry and do not realize it. It's hard typing with a band-aid on my index finger. I got a really nasty electrical burn on Tuesday while partly disassembling my lap-top screen (I felt the electricity all the way to my shoulder and outer chest area.) I'm left handed too so it affects my handwriting as well. Must have gotten a lot of volts whatever I touched. It still hurts
  • Avatar of TheEyes
  • [QUOTE=Madman07;38078434]Why not?[/QUOTE] Because when you fuck it up we can fix it, unlike the fixes that you (never) commit.
  • Avatar of Madman07
  • [QUOTE=TheEyes;38084589]Because when you fuck it up we can fix it, unlike the fixes that you (never) commit.[/QUOTE] On the other side everyone could use my code even if If i don't wish it, or everyone can disable anti piracy protections. EDIT: Steam WorkShop is anyway Closed Source system, so this discussion is pointless. But I've made some research. Steam WorkShop addons have AutoUpdate Function which mean that addon creator just upload new content, and all subscribers get it asap. No need for svn, manual updates and other shit. Also old*new* rings almost works. Just GUI part changed a bit.
  • [QUOTE=Madman07;38076675]CAP closed source. [/QUOTE] You know that's just BS with scripting stuff like this. Most (80%) of all non-commercial applications don't gain anything by having closed source except if it's a base game that you don't want people to modify (of course allowing scripting, but if it's C++ gamecode files I can understand why even in a non-commercial project as long as people can access the scripting implementation).
  • Avatar of kernalk
  • [QUOTE=cartman300;38082678]@Triangles Don't laptop screens work on low voltage?[/QUOTE] If CFL (fluorescent tubes) are used, they use inverters to boost the input DC voltage to the higher AC voltage required. It could potentially give you a surprise shock, but unlikely to do any lasting damage. [QUOTE=GOLDENTRIANGLES;38080643]Only programming experience I have ever had was html in high school and I didn't like it. ... I don't want to point any fingers but I like to think of myself as to having better grammar than most people on the internet. However I do realize I'm not the best and if I make a few mistakes I am truly sorry and do not realize it. [/QUOTE] Don't sweat the grammar thing... I just saw that a while ago and I thought it was so funny I have to share it. Re: programming - don't let HTML put you off programming... cos it's not. There's some pretty good E2 tutorials about if you look for them. It's not massively complicated to get started with, and after that the only real limit is your imagination. That and an ability to think algorithmically.
  • I seem to be having a small problem with CAP and gmod 10/12. Whenever i try to spawn a gate, i get "Carter Addon PAck - Unknown Error" I'll leave the console log in here: [CODE]======================================================= StarGate Pack: Initializing Stargate Carter Addon Pack: Initializing [addons\cap\lua\autorun\stargate.lua:33] attempt to concatenate local 'ver' (a nil value) WireMod Installed. Version: <<<<<<< .mine 2632 (9a8255d) ======= 2641 (9a8255d) >>>>>>> .r2641 (EXPORTED) ERROR! Module 'zlib_b64' not found! nil -english- In Base Class Constructor: base2 In Base1 Class Constructor: base2 Arg1: 1 Arg2: 2 Arg3: 3 Arg4: 4 Class(base2) test Class(base2)Loading: cl_tab.lua...Loaded: Successfully Loading: Module_Loader.lua...Loaded: Successfully Loading: Defaults.lua...Sent: Successfully Loading: PetrolSystemsEnts.lua...Loaded: Successfully Loading: ResourceTransit.lua...[addons\rts\lua\caf\addons\client\resourcetransit.lua:13] attempt to index global 'RD' (a nil value) Loaded: Successfully Loading: LifeSupport.lua...Loaded: Successfully Loading: LIFESUPPORT1.lua...Loaded: Successfully Loading: LIFESUPPORT2.lua...Loaded: Successfully Loading: LSEnts.lua...Loaded: Successfully Loading: ResDistrib1.lua...Loaded: Successfully Loading: ResDistrib2.lua...Loaded: Successfully Loading: ResourceDistribution.lua...Loaded: Successfully Loading: spacebuild.lua...Loaded: Successfully Loading: sbep.lua...Loaded: Successfully Registering gamemode 'sandbox' derived from 'base' [addons\cap\lua\weapons\gmod_tool\stools\anim_ramps.lua:7] attempt to index field 'Ramps' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\ashen_weapon.lua:14] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\asuran_zpm_hub.lua:16] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\atlantis_zpm_hub.lua:16] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\bearing.lua:12] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\braziers.lua:22] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\cappanel.lua:18] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\cap_doors.lua:22] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\cap_door_contr.lua:18] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\controlpanel.lua:22] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\drones.lua:51] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\floorchevron.lua:13] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\goauld_iris.lua:15] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\jamming.lua:31] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\naqbomb.lua:25] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\naq_gen_mks.lua:16] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\non_anim_ramps.lua:9] attempt to index field 'Ramps' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\ring_ramps.lua:9] attempt to index field 'Ramps' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\sgc_zpm_hub.lua:16] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\staff_weapon.lua:57] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\stargate_cloaking.lua:51] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\stargate_dhd.lua:50] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\stargate_iris.lua:43] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\stargate_shield.lua:38] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\supergate_dhd.lua:21] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\tampered_zpm.lua:14] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\tokra_shield_emmiter.lua:15] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\tokra_shield_key.lua:15] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\tollan_disabler.lua:32] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\wraith_bomb.lua:17] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\wraith_harvester.lua:48] attempt to index field 'CFG' (a nil value) [addons\cap\lua\weapons\gmod_tool\stools\zpm_mk3.lua:15] attempt to index field 'CFG' (a nil value) [@addons\ls_gas\lua\weapons\gmod_tool\stools\gas_envcontrol.lua:21] Please Install Resource Distribution 2 Addon. [@addons\ls_gas\lua\weapons\gmod_tool\stools\gas_generator.lua:21] Please Install Resource Distribution 2 Addon. [@addons\ls_gas\lua\weapons\gmod_tool\stools\gas_storage.lua:21] Please Install Resource Distribution 2 Addon. [@addons\ls_gas\lua\weapons\gmod_tool\stools\powered_hoverball.lua:21] Please Install Resource Distribution 2 Addon. Loading CAF Tools loading stool: petroldev.lua [addons\ls_petrol\lua\caf\stools\petroldev.lua:19] attempt to index global 'RD2ToolSetup' (a nil value) sbox_maxrddevices -> 30 CAF Tool: Loading device defs loading stool: petrolgen.lua [addons\ls_petrol\lua\caf\stools\petrolgen.lua:19] attempt to index global 'RD2ToolSetup' (a nil value) sbox_maxrdgenerators -> 30 CAF Tool: Loading device defs loading stool: petrolstor.lua [addons\ls_petrol\lua\caf\stools\petrolstor.lua:19] attempt to index global 'RD2ToolSetup' (a nil value) sbox_maxrdstorage -> 30 CAF Tool: Loading device defs loading stool: petrol_wheel.lua loading stool: ls3_energysystems.lua sbox_maxls3_energysystems -> 30 CAF Tool: Loading device defs Loading dev type: extra_CO2_gens Loading dev type: extra_fusion_gens Loading dev type: extra_H_gens Loading dev type: extra_LN_gens Loading dev type: extra_N_gens Loading dev type: extra_O2_gens Loading dev type: extra_solar_panels Loading dev type: extra_water_air_extractors Loading dev type: extra_water_heaters Loading dev type: extra_water_pumps Loading dev type: sbep_extra_fusion_generators loading stool: ls3_environmental_control.lua sbox_maxls3_environmental_control -> 30 CAF Tool: Loading device defs Loading dev type: sbep_extra_climate_control loading stool: ls3_other.lua sbox_maxls3_other -> 30 CAF Tool: Loading device defs Loading dev type: extra_ls_screens loading stool: ls3_other_lights.lua sbox_maxls3_other_lights -> 10 CAF Tool: Loading device defs loading stool: ls3_receptacles.lua sbox_maxls3_receptacles -> 20 CAF Tool: Loading device defs Loading dev type: extra_CO2_storage Loading dev type: extra_energy_storage Loading dev type: extra_heavy_water_storage Loading dev type: extra_H_storage Loading dev type: extra_LN_storage Loading dev type: extra_N_storage Loading dev type: extra_O2_storage Loading dev type: extra_steam_storage Loading dev type: extra_water_storage loading stool: pumps.lua sbox_maxpumps -> 10 CAF Tool: Loading device defs loading stool: resourcenodes.lua sbox_maxresourcenodes -> 30 CAF Tool: Loading device defs loading stool: sb_dev_plants.lua sbox_maxsb_dev_plants -> 30 CAF Tool: Loading device defs loading stool: sb_terraformer.lua sbox_maxsb_teraformers -> 30 CAF Tool: Loading device defs loading stool: valves.lua sbox_maxvalves -> 10 CAF Tool: Loading device defs loading stool: sbep_res_mods.lua sbox_maxsbep_res_mods -> 30 CAF Tool: Loading device defs Loading dev type: base_res_module --- Missing Vgui material texturemissing [addons\cap\lua\entities\ancient_control_panel\shared.lua:1] attempt to call field 'LifeSupportAndWire' (a nil value) [addons\cap\lua\entities\ancient_obelisk\shared.lua:3] attempt to
  • Avatar of cartman300
  • @freelancer_1234 Don't use Resource Distribution 3.1 Use the standard public 3.0 version. That's why you get bugs.