• Stargate Carter Addon Pack
    4,521 replies, posted
  • Avatar of Boba Fett
  • [QUOTE=ryan260193;35413202]what's the difference between the new and old SGC ZPM hubs[/QUOTE] The possibility to insert/snap a ZPM and remove it like with the Atlantis ZPM HUB! TO ALL: Could someone code the Asuran ZPM Hub ?
  • Hello CAP. Can you make Goa'uld doors like on goa'uld ships or bases in SG-1 series? And can you also make goauld door controller from goauld ring panel so it will work like codelock?
  • Avatar of Tuskin
  • [QUOTE=fdinasty;35412478]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.[/QUOTE] Thats... just pretty.
  • Avatar of orrila
  • Hi, am having trouble with cap. Every time i open gmod, i get SGA gates with no chevrons and SG1 gates with no ring that spins around. Only had this problem with revisions 208 and 209. How do i fix this. Please help.
  • [QUOTE=orrila;35428108]Hi, am having trouble with cap. Every time i open gmod, i get SGA gates with no chevrons and SG1 gates with no ring that spins around. Only had this problem with revisions 208 and 209. How do i fix this. Please help.[/QUOTE] download before_cap_sg_groups...problem fixed... [editline]4th April 2012[/editline] [QUOTE=glebqip;35425515]Hello CAP. Can you make Goa'uld doors like on goa'uld ships or bases in SG-1 series? And can you also make goauld door controller from goauld ring panel so it will work like codelock?[/QUOTE] they are not getting requests ...
  • [QUOTE=CharlieX3;35428739]download before_cap_sg_groups...problem fixed... [editline]4th April 2012[/editline] they are not getting requests ...[/QUOTE] Correction, not taking requests. Lots are made... @Boba: Yes yes maybe tomorrow..
  • Avatar of orrila
  • I already have before cap sg with groups, it still doesn't work. Is it a problem with cap or before cap sg with groups. If it is a problem with either, how do i fix it. Tried downloading it again, but the same problem occured. [QUOTE=CharlieX3;35428739]download before_cap_sg_groups...problem fixed... [editline]4th April 2012[/editline] they are not getting requests ...[/QUOTE]
  • Avatar of Lantian
  • [QUOTE=orrila;35437324]I already have before cap sg with groups, it still doesn't work. Is it a problem with cap or before cap sg with groups. If it is a problem with either, how do i fix it. Tried downloading it again, but the same problem occured.[/QUOTE] make sure you have Wire, sg groups and cap fully updated and remove all other addons and see if the error is still there its a conflicting addon
  • Avatar of orrila
  • [QUOTE=Lantian;35438106]make sure you have Wire, sg groups and cap fully updated and remove all other addons and see if the error is still there its a conflicting addon[/QUOTE] will try that [editline]5th April 2012[/editline] [QUOTE=orrila;35438142]will try that[/QUOTE] Tried it and, it did still not work. SGA gates still have no chevrons, and SG1 gates still spawn with no ring that moves around. Are there any conflicting addons i might have, do you know what the conflicting addons are.
  • Avatar of Boba Fett
  • Great that was nice and fast! Only bug I notice is that 3 ZPM's are listed and as the Asuran Hub only carry's one it should be only 1!
  • Avatar of Madman07
  • Important. We are going to fix some stuff. If you want to suggest anything that isn't listed there - go ahead. [url]http://sg-carterpack.com/index.php/topic,86.0.html[/url]
  • Avatar of cyberpunk
  • Crikey things have come along way. Need to fire up GMod this evening me thinks! @Madman: Does the Daedalus not work? :( otherwise, why are you removing the code?
  • Avatar of Boba Fett
  • [QUOTE=cyberpunk;35439832]Crikey things have come along way. Need to fire up GMod this evening me thinks! @Madman: Does the Daedalus not work? :( otherwise, why are you removing the code?[/QUOTE] The Daedalus was in development and I think Madman doesn't have enough time to finish it or at least not now so that's why he's removing it now!
  • Avatar of orrila
  • Ok, so i removed everything but wire, before cap and cap. (left achievements and toybox in addons as well. Does wire extras, or pc mod disrupt cap. If they are not disrupting it, what do you think is. If i know what it is, i can leave them out without going through them all. [QUOTE=orrila;35438142]will try that [editline]5th April 2012[/editline] Tried it and, it did still not work. SGA gates still have no chevrons, and SG1 gates still spawn with no ring that moves around. Are there any conflicting addons i might have, do you know what the conflicting addons are.[/QUOTE]
  • Avatar of AlexALX
  • [B]@orrila[/B] go into console, and look loading log, find error, and post it here if there is any. [editline]5th April 2012[/editline] [QUOTE=Boba Fett;35439342]Great that was nice and fast! Only bug I notice is that 3 ZPM's are listed and as the Asuran Hub only carry's one it should be only 1![/QUOTE]SGC Hub also have this bug, and in description i see "SGA Hub" (when look and sgc hub), lol :D
  • [QUOTE=Madman07;35439593]Important. We are going to fix some stuff. If you want to suggest anything that isn't listed there - go ahead. [url]http://sg-carterpack.com/index.php/topic,86.0.html[/url][/QUOTE] I have a suggestion : --> Trying to make this addons to be compatible with gmod13 ? and also I have an another suggestion : why not making small packs of the addons. Like: ("Carter Addon Pack - Basic") --> for only gates ("Carter Addon Pack - Sweps") --> for only Weapons ("Carter Addon Pack - Energy and Stools") --> for only for Hubs and ZPM things... ("Carter Addon Pack - Complete") --> for All stuff... it's not should be hard to separate the full pack and user should economising their bandwith look at Scars addons there is 3 separate folder working for all the pack. If it's possible there is no way to make the vgui working in gmod13 ?
  • Avatar of AlexALX
  • [B]@GeekDeer[/B] read changelog from my addon rev 212. As for separate pack - it can't be done anyway, because on workshop max file size is 100 mb, and cap have 2 gb of data, so we should have ~20 separate packs? Lol... And some things can't work without other things or just have no effect, so this is just almost impossible. And updating stuff will be very difficult in this case. I hope cap team agree with me.
  • Yeah I all ready read your changelog, but maybe not 20 packs, or it's maybe time of rewrite and optimizing the stuff. and about just making the gate only working for now, I think it's should be possible for the 100mb size on workshop for now.
  • Avatar of AlexALX
  • [B]@GeekDeer[/B] why you want workshop? Whats wrong with old addon system way? Its works and for what uplaod to workshop? I'm not undersanding that. Right now gmod13 is [B]UNSTABLE[/B], there is much bugs and some features just can't work because its broke in gmod13 engine. So no one will do for you what you want. We will wait for stable version of gmod13 and only then will thing about it. So stop complain about gmod13.
  • Avatar of Boba Fett
  • [QUOTE=GeekDeer;35440863]Yeah I all ready read your changelog, but maybe not 20 packs, or it's maybe time of rewrite and optimizing the stuff. and about just making the gate only working for now, I think it's should be possible for the 100mb size on workshop for now.[/QUOTE] Old CAP existed out of small groups but it wasn't that efficient that's why we merged them to 2 therefor there won't be another separation! [editline]5th April 2012[/editline] [QUOTE=fdinasty;35412478]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.[/QUOTE] This any better: [url]http://cloud.steampowered.com/ugc/595841084563197082/AB68605F364FCFE697DDA688B00EA8A7BC812336/[/url]
  • Avatar of fdinasty
  • [QUOTE=Boba Fett;35441048]This any better: [URL]http://cloud.steampowered.com/ugc/595841084563197082/AB68605F364FCFE697DDA688B00EA8A7BC812336/[/URL][/QUOTE] i wasn't saying it was "not good" looking ^^...it's good as it is. the slight "distortion" on my screeny, is just caused by some old files from avon...nothing to worry about. :D
  • Avatar of orrila
  • Could not find the error, but do you know if any addons, like wire extras and pcmod could disrupt cap. [QUOTE=AlexALX;35440434][B]@orrila[/B] go into console, and look loading log, find error, and post it here if there is any. [editline]5th April 2012[/editline] SGC Hub also have this bug, and in description i see "SGA Hub" (when look and sgc hub), lol :D[/QUOTE]
  • Avatar of Madman07
  • Long time ago we had separate svn's for different stuff (weapons, ships etc). It didn't worked. Workshop isn't good idea for such addon. I believe noone of developers like idea of uploading 2gb of data even, if we are making small lua fix. Users wouldn't like it as well. Svn is the best sollution for us.
  • Avatar of Boba Fett
  • Or a sort of FTP access to the workshop so you can update without uploading the whole file again.
  • Avatar of orrila
  • Are you going to make more sweps (kull warrior, wraith stunner, TER and stuff in mckay, replicator and sg mod packs). Will you also be making more NPC's. Also, the wraith and prior do not fire stargate weapons, are you going to fix this. It would be great. Also, the shield tool does not stop bullets (and other sweps), are you going to fix it, why does it not block bullets. Also, with constant running into the shiled, npcs's go through it, will this be fixed as well. [QUOTE=Madman07;35441914]Long time ago we had separate svn's for different stuff (weapons, ships etc). It didn't worked. Workshop isn't good idea for such addon. I believe noone of developers like idea of uploading 2gb of data even, if we are making small lua fix. Users wouldn't like it as well. Svn is the best sollution for us.[/QUOTE]
  • Avatar of Madman07
  • Probably no. If we would get models then yes. Otherwise no. Shield Core block only non HalfLife (and non CS) weapons and not always. I would have to dig trough custom physic engine code some day.
  • Avatar of Boba Fett
  • People we are NOT I REPEAT NOT doing anything new we are ONLY doing bug fixes! If you find any bugs that Madman did not list please report them so we can fix them! Do not request for anything new this will only make us annoyed!