• Stargate Carter Addon Pack
    4,521 replies, posted
  • Avatar of AlexALX
  • [B]Rev 244 changes: Updated:[/B] - Improved french translation. - Renamed "Kawoosh" to "Unstable Vortex". - Added some new things what can be translated now. - Removed stargate wire inputs: Refresh List, Get Energy from Address. - Removed stargate wire outputs: Address List, StarGate Address, StarGate Group, StarGate Type, StarGate Name, StarGate Private, StarGate Local, StarGate Blocked, Energy from Address. [B][Expression2 lib][/B] - Added functions: stargateGetEnergyFromAddress, stargateGetDistanceFromAddress, stargateAddressList. - Renamed function stargateHasIrisActive to stargateIrisActive. [B]Fixed:[/B] - Some things not translating (keep english message). - Some other small bug fixes. [B]Note:[/B] use stargate expression2 functions instead removed wire inputs/outputs now.
  • Avatar of Woogoo
  • [QUOTE=Boba Fett;35734519]Use a CleanUp command from the SVNTurtoise menu on the folder![/QUOTE] worked thanks! [editline]27th April 2012[/editline] [QUOTE=AlexALX;35734888][B] [B]Note:[/B] use stargate expression2 functions instead removed wire inputs/outputs now.[/QUOTE] that wont be easy, me and most of my friends dont know how to use e2
  • Avatar of kibbols
  • [QUOTE=Boba Fett;35734519]Use a CleanUp command from the SVNTurtoise menu on the folder![/QUOTE] thanks, i also had a problem THANKS FOR TE FIX! :D
  • Avatar of sdbrendan
  • Bug: when unstable votex comes out from the stargate errors appeared from the gate
  • Avatar of Lantis
  • Nice updates alex you made this mod better and better every days, thanks to you and cap team
  • Avatar of AlexALX
  • [B]Rev 245 changes: Updated:[/B] - Improved czech (85%), french (99%), russian (99%) translations. - Added new fields for translation. - Added new example e2 chip, what shows how get gate info now (address, group etc). [B][Expression2 lib][/B] - Added functions: stargateBlocked, stargateGalaxy (forgot). - Fixed stargateGroup function return gate address not group. [B]Fixed:[/B] - Stargate orlin not working after latest update. - Size of vgui menu for dakara weapon (now it bigger for multi-language translations). - Some bugs with kawoosh_hurt entity. - Some other small changes and bug fixes. [editline]28th April 2012[/editline] [B]Rev 246 changes: Fixed:[/B] - stargate_reload command broke some times address list (or it incorrect work).
  • Avatar of Woogoo
  • Bug: (mabey) on servers running CAP sometimes (this happnes to everyone) when the gate opens and gmod instantly crashes, I have had this bug from when i first started useing cap and this is the first time im reporting it lol EDIT: also, stargates will cause reliable snapshot overflows on a server
  • Avatar of AlexALX
  • [B]Rev 247 changes: Updated:[/B] - Improved estonian and french translations (now 100% translated). [B][Expression2 lib][/B] - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System. ps and again 4 updates in one day, tell me "stop doing that" :v:.
  • Avatar of DrFattyJr
  • Hey guys, haven't been on facepunch let alone Garry's mod in years. I was one of the two guys working on the Stargate add-ons Pack back in the day. I noticed you guys now maintain our old code but I was wondering if you'd give me the opportunity to go back in and fix up some of it, some of the effects and code are just plain horrible and I think I could do a much better job now. You even have some of the unused test effects I left in our SVN :P. Also from what I can see around the forums apparently Lua generated models and physics is a thing now so you could do some pretty interesting things with that.
  • Avatar of Madman07
  • Hi DrFattyJr, during that small merge I've copied everything from your svn (I even saw some hyperspace effect there, am I right? ). If you wanna help us, it would be cool. And thought I like gmod 10, I would suggest you to go on gmod 13. So if you would like to join us, go ahead, new coders are always happily welcome :) Btw., I believe I'm working on some stuff you wanted to do long time ago, like a ShieldCore. It even works nice on gmod 10 (clientside predictions is fucked of course). But the best thing is a gmod13 - Garry finally fixed clientside prediction, and more than that - PhysicsFromMesh is now affected by engine tracers :) P.S. I could try to get you a beta key in case you've decided to join us :)
  • Avatar of TheEyes
  • [QUOTE=AlexALX;35743829][B]Rev 247 changes: Updated:[/B] - Improved estonian and french translations (now 100% translated). [B][Expression2 lib][/B] - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System. ps and again 4 updates in one day, tell me "stop doing that" :v:.[/QUOTE] Keep doing that :v:
  • Avatar of Woogoo
  • [QUOTE=AlexALX;35743829][B]Rev 247 changes: Updated:[/B] - Improved estonian and french translations (now 100% translated). [B][Expression2 lib][/B] - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System. ps and again 4 updates in one day, tell me "stop doing that" :v:.[/QUOTE] ill only say stop doing that at 14 updates per day :suicide:
  • Avatar of fdinasty
  • don't know what i should prefer... numerous updates per day, or a few every week. doesn't mean, that your efforts of keeping bugs to a minimum, are bad. that's actually a good thing, that people keep working on it. it's a bit nerve-racking though, if players just updated the addon an hour ago and are about to play gmod...and *baam* the game tells them, that their addon is out of date. am still waiting for "it" to be included (if you know what i mean ^^)
  • I love all update from you guys but what happened if gmod 13 is out tomorrow ? All efforts for gmod 10 is gone ! :( But for gmod 10 you making alot of great job thanks for all !
  • Avatar of AlexALX
  • [QUOTE=GeekDeer;35747379]I love all update from you guys but what happened if gmod 13 is out tomorrow ?[/QUOTE]Thats to god - that will not happens. It will out somethink about half year or later. It have too much functions what broked...
  • Avatar of Madman07
  • [QUOTE=GeekDeer;35747379]I love all update from you guys but what happened if gmod 13 is out tomorrow ? All efforts for gmod 10 is gone ! :( But for gmod 10 you making alot of great job thanks for all ![/QUOTE] True story bro. It's why I'm working on gmod 13. Today, I suspended wroks on Shield Core, and instead started Stargate Framework (like dedicated Stargate tabs, new library loaders etc), so only entities and tools will be left to port :) Do you like new tabs? [IMG]http://i47.tinypic.com/2uyrvoo.jpg[/IMG]
  • Avatar of Woogoo
  • [QUOTE=Madman07;35748180]True story bro. It's why I'm working on gmod 13. Today, I suspended wroks on Shield Core, and instead started Stargate Framework (like dedicated Stargate tabs, new library loaders etc), so only entities and tools will be left to port :) Do you like new tabs? [IMG]http://i47.tinypic.com/2uyrvoo.jpg[/IMG][/QUOTE] I like the tabs, you are doing great.
  • Avatar of Saza
  • That would make life so much better in GMod 13 rather than the current system. Also, just a thought, the Sarcophagus would make a good entity or vehicle (healing or not)
  • Avatar of sdbrendan
  • I would like to request a gm_mobenix_v3_final gatespawner that works with CAP and the group system please.
  • Avatar of Lantian
  • [QUOTE=sdbrendan;35751708]I would like to request a gm_mobenix_v3_final gatespawner that works with CAP and the group system please.[/QUOTE] why dont you make one its not hard just spawn gates and DHD's rings ect that you want where you want them then open up one of the options cap menus and click create gatespawner EDIT just relised i already made/updated (cant rember which) a gatespawner for that map so if you want it it hear [url=http://www.garrysmod.org/downloads/?a=view&id=129749][img]http://www.garrysmod.org/img/?t=dll&id=129749[/img][/url]
  • Avatar of orrila
  • Hi guys. Just wondering, as you are doing all this work on Gmod 13, will it muck up gmod 10 CAP. Great work alex and i love the tabs madman is putting in. Ideas: Ships, like puddle jumper, first person view. The control chair in sg Cap Ents-ships make as a viehcle so it can be used to touch to weapons to control them. Thanks Orrila
  • To AlexALX : I found a bug ( I Think ) , when I enable "Turn On Right Light" and when I dial any adress the lights stay off atfer the gate close or stop dialling. I dont remember if in the show the lights is re-activated after the atlantis gate close ?
  • Hi all ! I have problems when I install or Update the Carter addons pack ( rev 247 ) [IMG]http://img15.hostingpics.net/pics/683817problem.png[/IMG] Need help please ! My server can't be update ^^ Edit: My Turtoise SVN is french ...
  • Avatar of TheEyes
  • [QUOTE=joffreydu15;35753945]Hi all ! I have problems when I install or Update the Carter addons pack ( rev 247 ) [IMG]http://img15.hostingpics.net/pics/683817problem.png[/IMG] Need help please ! My server can't be update ^^ Edit: My Turtoise SVN is french ...[/QUOTE] You need to do a svn cleanup basically.
  • Avatar of fdinasty
  • [QUOTE=GeekDeer;35753720]To AlexALX : I found a bug ( I Think ) , when I enable "Turn On Right Light" and when I dial any adress the lights stay off atfer the gate close or stop dialling. I dont remember if in the show the lights is re-activated after the atlantis gate close ?[/QUOTE] I noticed this quite often. Perhaps, the gate gives priority to turning of all symbols after shutting down, rather than external buttons which tell it to turn on the lights again. My solution. In this particular case, the "SR-Latch" and "Delay-Timer" are being reset, if one of the three possible cases is given by the "OR" chip...which means that the ring lights turn off. When the gate shuts down, or stops dialing...the "Delay-Timer" starts counting 2.5 seconds and after that sets the "SR-Latch" to 1, which then again turns on the ring lights. [img_thumb]http://s13.postimage.org/fxo9s56wm/seb74s374.jpg[/img_thumb]
  • Avatar of assassin21
  • You just have to click update again i think... Because normally SVN tells you when you have to clean up
  • Update again doesn't work ^^ but I test cleanup ;) ( now no error but so long too start, just the first line actually ... ) EDIT: Thanks ! That work ! :)
  • Avatar of Link320
  • [QUOTE=orrila;35753029] Ideas: Ships, like puddle jumper, first person view. Orrila[/QUOTE] Please do some research before making requests. Press 1 when controlling a Jumper/F302/Cargoship to change views.
  • Avatar of orrila
  • [QUOTE=Link320;35754527]Please do some research before making requests. Press 1 when controlling a Jumper/F302/Cargoship to change views.[/QUOTE] Whoops, didn't know about them, sorry. Control chair viehcle would stil be good though eh.