• Stargate with Group System
    131 replies, posted
  • Avatar of TheEyes
  • It was wired as dialtype 1 (toggled by a button). Also you seem to have a collection of e2s, do you mind sharing them? I've got a global E2 for my gate that I could add some more features to.
  • Avatar of AlexALX
  • [B]TheEyes[/B] but this is in multiplayer or singleplayer? I just know in mp sometimes it opens without kawoosh if someone have used nox hands before... In singleplayer never seem this bug. As for e2 chips, i'm already share most useful in dir: before_cap_sg_groups\data\Expression2\e2shared\stargate Everything else what i have is just copy with small editions or old chips, or just not stargate chip, etc.
  • Avatar of TheEyes
  • It's in MP, but the server was cleanly rebooted, then I dialed out and no kawoosh.
  • Avatar of AlexALX
  • [B]@TheEyes[/B] hmmm, what sound you hear when it opening? Standart or what playing when you use nox dialling?
  • Avatar of AlexALX
  • [B]@TheEyes[/B] hm, then idk why. I never seem that bug. Maybe something block stargate? It can have no kawoosh when something block it (like invisible wall or something like that). As for custom groups... I'm tried some variants, and do not want much work with it, so do it via custom lua file, what you will should edit to add new fields. That will come with rev 204 later: [QUOTE]Also you can add custom groups, just edit this file: before_cap_sg_groups\lua\stargate\vgui\custom_groups.lua You can write description in non-english language, but then save this file in utf8.[/QUOTE] Code from this file: [php]-- In this config you can add custom groups in stargate vgui menu. -- Remove "--" for activate disabled groups. -- For non-universe stargates SG_CUSTOM_GROUPS = { -- ["T@"] = {"Test group"}, } -- For universe stargates -- Shared types - this is when you can set it on every universe gate, not just one time. SG_CUSTOM_TYPES = { -- ["T@#"] = {"Test type"}, -- ["T2#"] = {"Test type shared",1}, -- ",1" is for shared type }[/php] I did it via lua file because i have problems with transfer table from server-side config to cliens-side menus, so faster make editable lua file. So i hope this will be what you want. ====== [B]@remy561[/B] please answer for my pm, you should translate few phrases to dutch) And hurry up) [B]@CharlieX3[/B] If you want translate to slovak language and that then I upload it to svn - please hurry up) If you want it of course... I just want upload it with rev 204.
  • Avatar of remy561
  • @AlexALX finished :), only the last one is changed a bit, because the proper dutch word doesn't really fit in that sentence.
  • Avatar of AlexALX
  • [B]Rev 204 changes:[/B] * Added ability to add custom groups to stargate vgui menu. * Added dropdown menu for group field on orlin stargate (forgot). * Improved dutch translation. * Fixed some bugs. So now you can add custom groups, just edit this file: before_cap_sg_groups\lua\stargate\vgui\custom_groups.lua You can write description in non-english language, but then save this file in utf8. ================= [B]@CharlieX3[/B] sorry, just do not want wait) in some other day)
  • Avatar of TheEyes
  • Aww thanks, you're the best My custom groups: [code] SG_CUSTOM_GROUPS = { ["Z@"] = {"Galkinian Empire"}, ["Q@"] = {"Asteroids"}, ["E@"] = {"Eyes' Gate System"}, ["X@"] = {"Space Gates"}, ["P0"] = {"Pallovian Empire"}, ["P1"] = {"Pallovian-owned Gate"}, ["P3"] = {"Pallovia Galaxy"}, ["N@"] = {"Free Gate"}, ["N0"] = {"Unknown"}, ["D@"] = {"Disabled"}, } SG_CUSTOM_TYPES = { ["Z@#"] = {"Galkinian Empire",1}, ["Q@#"] = {"Asteroids",1}, ["EYS"] = {"Eyes' Gate System",1}, ["X@#"] = {"Space Gates",1}, ["PAL"] = {"Pallovia Galaxy",1}, ["ND#"] = {"Disabled",1}, ["F@#"] = {"Free Gate",1} } [/code]
  • Can you atleast make E2 chip for that SG1 roll long please?:D For a demporary solution, not to the groups addon, just send me to E-Mail or upload to somewhere :D Email: [email]swizzer3@gmail.com[/email] :)
  • Avatar of AlexALX
  • [B]@swizzer[/B] this can't be fixed by e2 chip... Also idk how detect when sg ring rotating with e2, so i can't do that. Start game in multiplayer mode and it should work.
  • [QUOTE=AlexALX;35170698][B]@swizzer[/B] this can't be fixed by e2 chip... Also idk how detect when sg ring rotating with e2, so i can't do that. Start game in multiplayer mode and it should work.[/QUOTE] aa, multiplayer MODE :D thanks :D
  • [QUOTE=AlexALX;35162976] [B]@CharlieX3[/B] sorry, just do not want wait) in some other day)[/QUOTE] no problem ;) ... i already translated it but it looks really crappy >.< ... and it doesnt support char. from my lang like š,&#269;,ž etc.
  • Avatar of AlexALX
  • [B]@all[/B] You can congratulate me! I got today beta key) So i will soon look... Also i'm add new wire output "Ring Rotating" for sg1/infinity/movie/universe stargates, what display ring rotating status (0 not rotating, 1 - clockwise, -1 - counter-clockwise), and few bug fiexes, so soon will be rev 205. [B]CharlieX3[/B] that your chance to upload slovak translate)
  • [QUOTE=AlexALX;35178857][B]@all[/B] You can congratulate me! I got today beta key) So i will soon look... Also i'm add new wire output "Ring Rotate" for sg1/infinity/movie/universe stargates, what display ring rotating status (0 not rotating, 1 - clockwise, -1 - counter-clockwise), and few bug fiexes, so soon will be rev 205. [B]CharlieX3[/B] that your chance to upload slovak translate)[/QUOTE] okay i will work on it, tomorrow it will be finished ;) //edit: and [B]@madman[/B] i am from slovakia not czech republic ;) :D
  • Avatar of AlexALX
  • [B]@all[/B] after looking gmod 13, i'm understand - for now there is no way to developing addons with old system, only workshop and i havn't found way to run addon without upload to workshop it first... So i will wait, and hope old addon system will be returned later, because with currect system almost impossible normaly developing something big, like stargate addon. [B]@CharlieX3[/B] Ok, i will wait.
  • Avatar of Saza
  • I don't really browse this section often but I'm glad I saw this. I'm so glad for the fixes and additions in this pack. Though I don't know if it's been pointed out or not, you could already dial with a wire keyboard. It didn't kick you out (unless you wired that up) though, not sure if yours does this. I'm downloading it now. Looks fantastic.
  • Avatar of AlexALX
  • [B]Leaked information :D[/B] [video=youtube;JPlH2KzKuaw]http://www.youtube.com/watch?v=JPlH2KzKuaw[/video] Note: this is not my screen.
  • Avatar of remy561
  • [QUOTE=AlexALX;35180082][B]@all[/B] after looking gmod 13, i'm understand - for now there is no way to developing addons with old system, only workshop and i havn't found way to run addon without upload to workshop it first... So i will wait, and hope old addon system will be returned later, because with currect system almost impossible normaly developing something big, like stargate addon. [B]@CharlieX3[/B] Ok, i will wait.[/QUOTE] With those workshop collections maybe, but then you'll have to split every thing in the addon. Like one for the SG weapons, SG gates etc. But thats up to the cap team.
  • Avatar of AlexALX
  • [B]Rev 205 changes:[/B] * Added new wire output "Ring Rotation" for sg1/infinity/movie/universe stargate's. * Added Slovak translation. * Fixed some bugs. [B]Note:[/B] now if 2 stargate for example have groups "MC" and "MP", and if you will try set same address for this gates - it will says "address already in use", this is not bug, this prevent another bug, when we have 2 same addresses via 8 chevron connection - "123456M#", and one gate can't be dialled in this case, so now this problem fixed.
  • Avatar of Saza
  • Doesn't seem to play nice with my current installation of Stargate. What folders should I have in addons that are SG related? Right now I have cap and its resources folder, Stargate and its resources folder, sgose and catdaemon's stargate stuff
  • Avatar of AlexALX
  • Remove Stargate and its resources folder, sgose and catdaemon's stargate stuff . All this things included in cap and only create compatibility problems.
  • Avatar of Saza
  • Okay, so I just should have this pack and cap / cap_resources? Got it.
  • Avatar of Saza
  • Okay, so I did that and they work, etc, but now I get [addons\cap\lua\entities\event_horizon\modules\teleport.lua:196] attempt to call method 'GetTraceIgnoredEntities' (a nil value) whenever I hop through a gate and I don't teleport. I saw you replied in the bug tracker to this and said to tell the CAP team and it's their problem but it doesn't do this when I have your pack disabled.
  • [B]@Saza[/B] Make a screen of your addons folder and post link on it here ... There could be collision addon...or garry fu*ked up something :D but i dont have that problem then it must be something with addons ;) [B]@all Czech and Slovak people[/B] Preklad nieje hotovy a moze mat chyby...opraveny preklad bude teoreticky v dalsej verzii... ________ Translation of Slovak lang. is not complete and it could include some mistakes...Mistakes in translation will be repaired, theoreticaly, in next version of SG Groups ;)