I like this server i had playing on it ... but there are so big lags when there are many people ...
(User was banned for this post ("Image macro meme reply." - postal))
Rev 236 changes:
- Improved czech translation.
- Staff weapon materials and sounds missing.
Rev 237 changes:
- Snapshot Overflow in mp when try join to server and map have many stargates (including gm_stargateworlds_parody_beta3 map). But if near spawn will be many gates, you still will have this error (engine bug).
- Now gates list displaying in vgui menu works fine in gmod13.
- Some mistakes in english translation.
Rev 238 changes:
- One bug what can happens in mp after latest update.
Rev 239 changes:
- Some times stargates not displaying in vgui menu address list after run stargate_reload command.
- Now colors work in vgui menu address list in gmod13 (except field with glyphs, can't fix it, glyphs displaying not working correct in gmod13 in any case).
ps sorry for fast updates, this is last update today, i hope.
"i hope" :D :D
Rev 240 changes:
- Little improvents to gm_stargateworlds_parody_beta3 gatespawner.
- Nox dialling bugs.
- Bug what allow get client-side all stargates list (including private gates address).
- Brazier's not saving with gatespawner.
- Some other small changes.
i sad it :D
Damn Alex! Nice Updates!
did you fix the bug with neuroplanes?
LoL its already fixed ... but still i dont prefer to use neuroplanes + CAP ,because there are still many bugs ... like when u are in Wraith Dart u will see HUD from neuroplanes ...
Rev 241 changes:
- Croatian translation (85% translated).
- Now all cap entity/stool/weapon names can be translated (only names! and some menus).
- Now credits page also can be translated (with cap update checker).
- Added new stargate wire expression2 lib.
- Some bugs with "Enable No-Dial menu" feature.
- Text fields not working in cap convars menu (after latest gmod update?).
- Some other bugs.
About stargate wire expression2 lib:
Write in e2 helper "stargate" to get new functions list. This functions works with this way for example:
Please note: you can use this functions for now only for your stargates (you must be it owner or just server admin). This lib will be later improved, will be added more functions. Also some wire inputs/outputs probably will be removed and moved to this e2 lib later.Code:@name @inputs SG:wirelink @outputs @persist @trigger print(SG:entity():stargateAddress())
Bug: SGA Iris plays hit sound when kawoosh passes it (when its off)
- Updated GDO texture's and fixed Strip Invisibility Bug
Allot of VMT's and VTF files
Reordered allot of folders for a better oversight
Rev 243 changes:
- Estonian translation.
- Now stargate functions in e2 lib can be also used with wirelink without calling entity() (so just "SG:stargateAddress()" for example, old way still work for admins or gate owner).
- stargateIrisToggle function for e2 lib.
- Now we have "Kawoosh" instead "point hurt" when player died in kawoosh.
- Improved german translation.
- stargateTarget function from e2 lib.
I think this function is like exploit - we can open/close iris on dialled stargate for example.
- Goauld iris not spawning on protected gates (for admins).
- One sound bug with atlantis iris.
- Kawoosh now will not take damage to entities if it welded to stargate.
- Some other bugs.
Please go here to get more information about wire expression2 lib:
I get this error in SVN when trying to update cap_resources
Working copy 'C:\Program Files
(x86)\Steam\steamapps\******\garrysmod\garrysmod\a ddons\cap_resources' is
updateing cap works tho
Rev 244 changes:
- 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.
- Added functions: stargateGetEnergyFromAddress, stargateGetDistanceFromAddress, stargateAddressList.
- Renamed function stargateHasIrisActive to stargateIrisActive.
- Some things not translating (keep english message).
- Some other small bug fixes.
Note: use stargate expression2 functions instead removed wire inputs/outputs now.
Bug: when unstable votex comes out from the stargate errors appeared from the gate
Nice updates alex you made this mod better and better every days, thanks to you and cap team
Rev 245 changes:
- 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).
- Added functions: stargateBlocked, stargateGalaxy (forgot).
- Fixed stargateGroup function return gate address not group.
- 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.
Rev 246 changes:
- stargate_reload command broke some times address list (or it incorrect work).
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
Rev 247 changes:
- Improved estonian and french translations (now 100% translated).
- 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" .
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.
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 :)
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 !
Do you like new tabs?
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)
I would like to request a gm_mobenix_v3_final gatespawner that works with CAP and the group system please.