• Stargate Carter Addon Pack
    4,521 replies, posted
  • Avatar of AlexALX
  • [B]@remy561[/B] idk about cap team, but i will try something only after old addon system will be returned. Right now i test only one thing - convert asuran weapon from cap to gmod 13 and shoot in water, and there is no crash like in gmod 10... Just test this bug, nothing more)
  • So glad to see a recent update to this thread! Thanks for the awesome work you guys have done. Just a quick heads up, but you may want to check the CAP install tutorial link OP posted. Maybe I'm crazy, but I've tried it a few times over the last couple days and it seems to be down :/
  • Avatar of remy561
  • [QUOTE=AlexALX;35294485][B]@remy561[/B] idk about cap team, but i will try something only after old addon system will be returned. Right now i test only one thing - convert asuran weapon from cap to gmod 13 and shoot in water, and there is no crash like in gmod 10... Just test this bug, nothing more)[/QUOTE] It will be back: [url]http://www.facepunch.com/threads/1158906[/url] "• The old addon system isn't functional in this update. Don't worry - it'll be back."
  • Avatar of Woogoo
  • I have a render glitch with CAP and some of my friends have it too, heres whats wrong SGU Stargate all symbols are always lit Cant see the CAP kawoosh ZPM/Ngen/PuddleJumper's HUD arent transparrent if you want to see what it looks like... [video=youtube;x6_g6xVgUP0]http://www.youtube.com/watch?v=x6_g6xVgUP0[/video] I would like help and to tell my friends how to fix it.
  • Avatar of Lantian
  • [QUOTE=Woogoo;35315253]I have a render glitch with CAP and some of my friends have it too, heres whats wrong SGU Stargate all symbols are always lit Cant see the CAP kawoosh ZPM/Ngen/PuddleJumper's HUD arent transparrent if you want to see what it looks like... [video=youtube;x6_g6xVgUP0]http://www.youtube.com/watch?v=x6_g6xVgUP0[/video] I would like help and to tell my friends how to fix it.[/QUOTE] does it happen when you only have CAP, group and wire installed
  • Avatar of Woogoo
  • [QUOTE=Lantian;35315547]does it happen when you only have CAP, group and wire installed[/QUOTE] Yes, it does
  • Avatar of Woogoo
  • [QUOTE=AlexALX;35315803][B]@Woogoo[/B] [B]RUN GMOD IN DX 9!!! NOT 8[/B][/QUOTE] If your talking about dxlevel i run it in 81 but ill try 9 [B]EDIT:[/B] didn't work, still the same
  • Avatar of AlexALX
  • [B]@Woogoo[/B] try dxlevel 93. cap do not work correct on dx8 or just dx9.
  • Avatar of Woogoo
  • [QUOTE=AlexALX;35315890][B]@Woogoo[/B] try dxlevel 93. cap do not work correct on dx8 or just dx9.[/QUOTE] That worked also graphics is a lot better however now the symbols on DHDs on the recieveing end don't light up anymore lol
  • Avatar of AlexALX
  • [B]@Woogoo[/B] i don't understand about what you talking, but maybe you something disabled in convars menu of stargate group system?... And anyway i havn't any problems in dx 93.
  • Avatar of Woogoo
  • Nevermind it was because the gate i was testing on didnt have an address everything is working great
  • Avatar of AlexALX
  • [B]@Tuskin[/B] i know... And after some testing i got much problems and some function was removed and some things not working in gmod 13.... Stargate menu completely broken and now can't be text field with "multi choice", like right not with field for dialled addresses (saving history), and also like in my addon for group field... Also not working read files from addon folder in data (like stargate config or gatespawners), idk maybe this is bug with gmod 13, but after this bug report [url]http://facepunch.com/threads/1173919[/url] (i just used it in my addon for check installed addons) i starting think this is also not a bug with data folder and it will be not fixed... So this is very bug trouble for stargate addon... Without manuale move config and gatespawner files in garrysmodbeta/data folder it not working... Some screenshoots: [URL=http://imageshack.us/photo/my-images/835/95022944.jpg/][IMG]http://img835.imageshack.us/img835/539/95022944.th.jpg[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/849/78667526.jpg/][IMG]http://img849.imageshack.us/img849/3092/78667526.th.jpg[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/24/79874142.jpg/][IMG]http://img24.imageshack.us/img24/3418/79874142.th.jpg[/IMG][/URL] Menu completely broken and can't be restored, because it can't not include some old things what used on gmod 10... So idk really... Too much problems with addons now on gmod 13...
  • Avatar of Madman07
  • Tuskin, Thanks for info :) AlexALX, just wait till release, no point of fixing stuff if game isn't finished.
  • It's maybe time to re-create the small pack just including gates and normal sweps ? and after it just re-implanting the other small devices.
  • Avatar of TheEyes
  • DMultiChoice not DComboBox. And also I prefer gates with no address list - more realistic EDIT: Time to spout my buglist. - MCDs still don't work. - Naquadah Gen Mk1 - wire "ON/OFF" input does nothing - Destiny Shuttles spout null entity errors if you disconnect with them still on the server. - Darts tend to crash the server. - If you blow up in a jumper, you get a constant fire sound. - You can't pilot two jumpers in one server at the same time.
  • Avatar of Lantian
  • [QUOTE=TheEyes;35366267]DMultiChoice not DComboBox. And also I prefer gates with no address list - more realistic EDIT: Time to spout my buglist. - MCDs still don't work. - Naquadah Gen Mk1 - wire "ON/OFF" input does nothing - Destiny Shuttles spout null entity errors if you disconnect with them still on the server. - Darts tend to crash the server. - If you blow up in a jumper, you get a constant fire sound. - You can't pilot two jumpers in one server at the same time.[/QUOTE] constant fire sound sounds like a gmod bug i get from time to time which can be fixed by typing stopsounds in the the console
  • Avatar of AlexALX
  • Hey guys, probably we have very big problem with gmod 13, garry said that it will not inmpove old addons system, so it just for backwards compatibility... Read him anwers in: [url]http://facepunch.com/threads/1173976?p=35367784#post35367784[/url] [url]http://facepunch.com/threads/1173966?p=35367796#post35367796[/url] [url]http://facepunch.com/threads/1173977?p=35367775#post35367775[/url] [url]http://facepunch.com/threads/1173971[/url] (not answered yet) I'm starting think that with gmod 13 will be NO carterst addon pack, and no stargates, due to garry killing old addon system functional, like now i can't check if carters addon pack installed (for my addon, but this is not so big problem), but about data folder, read stargate config or gatespawners in addon folder now impossible. Same with dropdown-menu with editable text... Maybe we all make the petition for against such system? While gmod to be in beta testing, we can change something... Please read this message, it is important for the existence of the stargate addon in the future.
  • The data files and the fonts can always be copied from the addon's folder into the GMod root folder. Just add it as an instruction in the readme as I really doubt Garry will back down on allowing them into addons. It may cause a few headaches with people complaining as they didn't follow the instructions but it would still work.
  • Avatar of AlexALX
  • [B]@Person8880[/B] but what to do if this files can be update on svn? Users should always do that if files updated... Thats stupid imho. But anyway i think it can be done different, if mowe configs gatespawners etc from data to lua/stargate/configs for example, then i can read this files without problems, so probably this can be also fixed, as for fonts, maybe garry will fix it, i'm not sure what exacly means "Yeah this is by design, sorry", but maybe i can fix it myself, including data folder... I can override default gmod functions with mine, so i can fix it... But this is complicate, and this is just stupid. But with SetEditable in DComboBox i can't do nothing, and that killing address saving in menu (what address we diallied), and my group field with dropdown menu... I'm start hating gmod 13)
  • [QUOTE=AlexALX;35369781][B]@Person8880[/B] but what to do if this files can be update on svn? Users should always do that if files updated... Thats stupid imho. But anyway i think it can be done different, if mowe configs gatespawners etc from data to lua/stargate/configs for example, then i can read this files without problems, so probably this can be also fixed, as for fonts, maybe garry will fix it, i'm not sure what exacly means "Yeah this is by design, sorry", but maybe i can fix it myself, including data folder... I can override default gmod functions with mine, so i can fix it... But this is complicate, and this is just stupid. But with SetEditable in DComboBox i can't do nothing, and that killing address saving in menu (what address we diallied), and my group field with dropdown menu... I'm start hating gmod 13)[/QUOTE] As far as I know he doesn't want any data or resource files in addons, which is why he said it was by design. I agree that it's a bit silly but that's the way he's going with it.
  • Avatar of AlexALX
  • [B]@Person8880[/B] and that will kill many thinkgs, i really don't like that changes... For now i;m stopping work with gmod 13 due to much problems here, and if garry will do everythink like right now, then i will not go convert my addon to gmod 13.
  • Avatar of Boba Fett
  • Rev209 Updated: - Fixed Wraith Player Model - Fixed Atlantis ZPM Hub wire inputs not working - Fixed grammatical errors in ZPM Hub tools Added: - Added new SGC ZPM Hub. - 60Cal Model by Progsys - New Event Horizon - Some new Materials
  • Avatar of Tuskin
  • I love the new EH [t]http://cloud.steampowered.com/ugc/541797441634755872/8F5529179A3499A8A1FAAC5BDF4AEDF09D67F46B/[/t] So clean
  • Avatar of fdinasty
  • did anyone say clearer? =D indeed it is. [url]http://img546.imageshack.us/img546/546/es47bse458e4.png[/url] the dark edge on the outside seems a bit too dark, but i'd call that -personal preference- ^^ edit: i forgot to mention, that i still have some old files from avons addon floating around, that's why the screenshot looks so different.