• Stargate Carter Addon Pack
    4,521 replies, posted
  • hey, is there a way to get only stargates with group system? because CAP is too heavy for my pc, gmod is always freezing everytime i spawn something and my fps is low.
  • Avatar of AlexALX
  • [QUOTE=J13;36724833]hey, is there a way to get only stargates with group system? because CAP is too heavy for my pc, gmod is always freezing everytime i spawn something and my fps is low.[/QUOTE]No, and never been. stargates with group system always requires cap, and now stargates with group system is included and improved in cap, so this is impossible. Actually stargates with group system is outdated addon now, and should be removed.
  • Avatar of kibbols
  • [QUOTE=AlexALX;36705866]Ask someone else, i havn't time now for this. But it should be simple code...[/QUOTE] I only asked because i'm really bad with e2 code.
  • so what can i do to get cap working without lag,freezes...
  • Avatar of AlexALX
  • [QUOTE=kibbols;36726286]I only asked because i'm really bad with e2 code. I can still work without it though.[/QUOTE] [QUOTE]Added: * Wire example e2 chip for control panel, for use button for toggle something.[/QUOTE] hm...? [editline]11th July 2012[/editline] [QUOTE=J13;36726299]so what can i do to get cap working without lag,freezes...[/QUOTE]I think ony one can help you - buy better pc, because yes, cap is heavy for old pc's because there is much calcluations etc (on stargate's also - for exampl chevron lock with symbol function requires much cpu resoruces etc).
  • Hey I found a bug...If you wormhole jump and it you disengage the wormhole during the jump the gate event horizan stays, but it registered as inactive, the chevron lights turn off and wire output says its not active, but the event horizan stays their. Its fixed if you dial out or someone dials in....The server it was on has the the latest cap (rev 179).
  • [QUOTE=chevron8locked;36733287]Hey I found a bug...If you wormhole jump and it you disengage the wormhole during the jump the gate event horizan stays, but it registered as inactive, the chevron lights turn off and wire output says its not active, but the event horizan stays their. Its fixed if you dial out or someone dials in....The server it was on has the the latest cap (rev 179).[/QUOTE] latest cap rev is 279 not 179 ;) :D
  • Avatar of AlexALX
  • [QUOTE=chevron8locked;36733287]Hey I found a bug...If you wormhole jump and it you disengage the wormhole during the jump the gate event horizan stays, but it registered as inactive, the chevron lights turn off and wire output says its not active, but the event horizan stays their. Its fixed if you dial out or someone dials in....The server it was on has the the latest cap (rev 179).[/QUOTE]Hey i found problem, what i said when released rev 279?.... I'll not fix anything (will be only rev 280 with translations update and few really small fixes where I mixed up a few values). And in fact this bug is hard to fix, because event horizont can't be closed while opening, so should block somehow closing gate while jumping, if it will be easy i'll fix (add one line somewhere), if not then sorry, i'll not recode whole wormhole just for fix that bug. Edit: fix is simle, so fixed, but i'm waiting for other translations.
  • Avatar of Madman07
  • Hey guys. Me and Izi are looking for experienced texturer for our Stargate-themed game. Anyone want to join us?
  • [QUOTE=Madman07;36734306]Hey guys. Me and Izi are looking for experienced texturer for our Stargate-themed game. Anyone want to join us?[/QUOTE] what about Boba ?? :D :D :D
  • Avatar of Madman07
  • [QUOTE=CharlieX3;36734488]what about Boba ?? :D :D :D[/QUOTE] I didn't asked for proposing me other ppl but for proposing me yourself.
  • [QUOTE=Madman07;36734593]I didn't asked for proposing me other ppl but for proposing me yourself.[/QUOTE] LoL i was just kidding ..
  • Avatar of Boba Fett
  • [QUOTE=CharlieX3;36734488]what about Boba ?? :D :D :D[/QUOTE] I've got other goals than they've got :p I will mostly be staying with CAP and see what the community can give us, if that fails i'll just close it up with locutus, llapp and alex. Sooner or Later I'll be giving a shout to everyone if there are enough people to react to that shout we might turn around, who knows what we'll do!
  • Avatar of AlexALX
  • [B]@all translators[/B] please again go here - [url]http://sg-carterpack.com/index.php/topic,91.msg2565.html#msg2565[/url] Need to translate few new fields what come wit hcap rev 280. [B]Edit:[/B] please go once again, message updated...
  • Avatar of AlexALX
  • [B]Rev 280 changes: Added:[/B] * New console command for admins - stargate_close_all, what close all gates on map (not including stargates blocked by some devices like overloader etc). * New convar stargate_physics_clipping (default 1), what enables physics clipping in event horizon. But ths can cause physics crash in game sometimes, so can be disabled if you have problems. [B]Updated:[/B] * Restored and updated czech translation (thanks to CharlieX3 for re-translate and re-checking it). * Updated estonian, french, german, hungarian, russian, slovak translations. * CAP Spawn list's, added new ragdolls in it. * Stargate convars menu, added new checkbox with physics convar, added button "Close All Stargates", also it little bigger now. * Shaped Charge now will be removed after explosion. [B]Fixed:[/B] * Destiny medium and main weapons spawn 2 guns at same time. * Mobile dhd autoweld checkbox not working correct. * Physics clipping in event horizon. * Fixed event horizon sometimes not destroying frozen props/entities in eh when it's unstable or closing. * Fixed some problems with model clipping in event horizon, now it may work with welded props/adv dupes little better, but still there is many bugs. * Fixed "Disconnect" error in sp if set game to pause and in event horizon there is touching some prop/entity etc. * Fixed event horizon touch effect displaying only for one prop/entity at same time. * Fixed bug with closing stargates, when gate is do wormhole jump. * Tollan turret rotates when unfreeze its base. * Some other small bugs. [B]Note:[/B] please remove old cap spawn list's from garrysmod\settings\spawnlist\ folder (file names what contains "carter_s addon pack") for update it. [B]And also small video:[/B] [video=youtube;vgHR3wsT9i0]http://www.youtube.com/watch?v=vgHR3wsT9i0[/video] ========= So guys, like i said, rev 280 is the last, now i'm no confirm any bug reports, etc. What's done, that's done. I'm going to work so no more updates from me for long time now. Have fun.
  • Avatar of Madman07
  • Physics clip crash physics engine because somewhere in hook it's returning both true and false for same set of entities. Fix it.
  • Avatar of AlexALX
  • [QUOTE=Madman07;36769874]Physics clip crash physics engine because somewhere in hook it's returning both true and false for same set of entities. Fix it.[/QUOTE]It should not do this, i have added check for this, but it still in some cases broke it, and like i have read from some threads about this hook - it should be used only for static rules, not when something is changing in real-time, because it can crash physics when data changed in next frame... I really don't know how fix all problems with physics, but old version is code much more buggy and crash physics after few minutes...
  • Avatar of Woogoo
  • I tried something with a lot of parts and welds and the game instantly crashed when it touched the EH, other then that epic update.
  • Avatar of AlexALX
  • [QUOTE=Woogoo;36770183]I tried something with a lot of parts and welds and the game instantly crashed when it touched the EH, other then that epic update.[/QUOTE]Have no idea why you have crash, because like you can see on my video - for me its work. May help gmod reinstall/addons re-checking, cap redownload etc, idk. Also this work for my friends and on my linux server and players what joined to it. So its your-side problem i think. ps we have teleported with friend spaceship builder with SBEP through supergates :D ant its work, but after teleport it got messed :D Edit: or you mean only when much welds? when few its work fine right?
  • Avatar of Boba Fett
  • Interesting Update Alex, good job! [video=youtube;_XX-QV-bXRc]http://www.youtube.com/watch?v=_XX-QV-bXRc[/video] Konata Approves!
  • Avatar of Woogoo
  • [QUOTE=AlexALX;36770246]Have no idea why you have crash, because like you can see on my video - for me its work. May help gmod reinstall/addons re-checking, cap redownload etc, idk. Also this work for my friends and on my linux server and players what joined to it. So its your-side problem i think. ps we have teleported with friend spaceship builder with SBEP through supergates :D ant its work, but after teleport it got messed :D Edit: or you mean only when much welds? when few its work fine right?[/QUOTE] Forgot to say, it had around 150 props 600~ welds and 9550~ no collides
  • Avatar of AlexALX
  • [QUOTE=Woogoo;36774828]Forgot to say, it had around 150 props 600~ welds and 9550~ no collides[/QUOTE]I think it just can't handle to much welds, because it need check every weld so if you have 600 welds then it will checking every weld every frame) And probably this cause engine crash...
  • Avatar of AlexALX
  • Lol, i have found critical "bug" in gmod for our event horizon... After few hours for trying understand "why the f..ck welded props sometimes out of eh buffer before teleportation" i got WHY.... It seems like gmod engine calling functions "StartTouch/Touch/EndTouch" for all welder/parented props/entites at same time if one of this props/entities stops touch with eh! Damn it... Thats why eh is lagging with welded/parented props/entites. This is very stupid... Can't fix it at all... My code is correct, but gmod touch event is incorrect >_<
  • Avatar of flames911
  • Anyone else think that the gate could produce a little (a lot) more light? ehh? ehhhh? Even in a room that is lit up, a shimmering blue glow should be across every surface.