1. Post #1481
    CharlieX3's Avatar
    April 2011
    341 Posts
    Hey guys. Me and Izi are looking for experienced texturer for our Stargate-themed game. Anyone want to join us?
    what about Boba ?? :D :D :D
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  2. Post #1482
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    what about Boba ?? :D :D :D
    I didn't asked for proposing me other ppl but for proposing me yourself.
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  3. Post #1483
    CharlieX3's Avatar
    April 2011
    341 Posts
    I didn't asked for proposing me other ppl but for proposing me yourself.
    LoL i was just kidding ..
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  4. Post #1484
    Boba Fett's Avatar
    July 2010
    2,046 Posts
    what about Boba ?? :D :D :D
    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!
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  5. Post #1485

    June 2011
    30 Posts
    Its ok I wa just saying, I found it weird at first, and oops Charlie, 279* ;)
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  6. Post #1486
    AlexALX's Avatar
    October 2010
    1,495 Posts
    @all translators please again go here - http://sg-carterpack.com/index.php/t...5.html#msg2565

    Need to translate few new fields what come wit hcap rev 280.

    Edit: please go once again, message updated...
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  7. Post #1487

    February 2012
    32 Posts
    I send to you ( AlexALX ) the French translation by PM ;)
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  8. Post #1488
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 280 changes:

    Added:

    * 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.

    Updated:
    * 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.

    Fixed:
    * 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.

    Note: please remove old cap spawn list's from garrysmod\settings\spawnlist\ folder (file names what contains "carter_s addon pack") for update it.

    And also small 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.
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  9. Post #1489
    CharlieX3's Avatar
    April 2011
    341 Posts
    Rev 280
    lol bummping gates :D :D
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  10. Post #1490
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Physics clip crash physics engine because somewhere in hook it's returning both true and false for same set of entities. Fix it.
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  11. Post #1491
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Physics clip crash physics engine because somewhere in hook it's returning both true and false for same set of entities. Fix it.
    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...
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  12. Post #1492
    Woogoo's Avatar
    January 2012
    206 Posts
    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.
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  13. Post #1493
    AlexALX's Avatar
    October 2010
    1,495 Posts
    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.
    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?
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  14. Post #1494
    Boba Fett's Avatar
    July 2010
    2,046 Posts
    Interesting Update Alex, good job!


    Konata Approves!
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  15. Post #1495

    June 2012
    7 Posts
    Why do most of my SWEP's stop working after I install this?
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  16. Post #1496
    Woogoo's Avatar
    January 2012
    206 Posts
    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?
    Forgot to say, it had around 150 props 600~ welds and 9550~ no collides
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  17. Post #1497
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Forgot to say, it had around 150 props 600~ welds and 9550~ no collides
    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...
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  18. Post #1498

    April 2011
    602 Posts
    Woah, nice update! One step closer to "Stargate realism"!
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  19. Post #1499
    AlexALX's Avatar
    October 2010
    1,495 Posts
    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 >_<
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  20. Post #1500
    flames911's Avatar
    October 2009
    35 Posts
    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.
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  21. Post #1501
    Lantian's Avatar
    July 2009
    640 Posts
    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.
    memory serves from avons stargate fourm many years ago they didnt make it to bright cos of lag issues or somthing
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  22. Post #1502
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    @flames911, just enable DynamicLight for stargates in settings. It probably disabled by default because of hi fps drop.

    P.S. If anyone is interested, what is going on with my programming skills (and other skills), feel free to come here: http://madman07.ugu.pl :)
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  23. Post #1503
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    So say I was bored, and say I was willing to try and fix the bugs I left behind a fair while ago. Where would I find such a list of bugs?
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  24. Post #1504
    Boba Fett's Avatar
    July 2010
    2,046 Posts
    So say I was bored, and say I was willing to try and fix the bugs I left behind a fair while ago. Where would I find such a list of bugs?
    Around here: http://sg-carterpack.com/index.php?board=10.0
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  25. Post #1505
    AlexALX's Avatar
    October 2010
    1,495 Posts
    So say I was bored, and say I was willing to try and fix the bugs I left behind a fair while ago. Where would I find such a list of bugs?
    I think most "big" problem for users - can't use 2 jumpers at same time in mp. I looked code and fail to understand why... As for other stuff, almost everything works fine now i thing... Only model clipping have some bugs with welds/parent entities, and i really tired for trying fix it... In msot cases it work fine after my modifications, but not always, and it seems more looks like gmod bugs, idk...
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  26. Post #1506
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    I think most "big" problem for users - can't use 2 jumpers at same time in mp. I looked code and fail to understand why... As for other stuff, almost everything works fine now i thing... Only model clipping have some bugs with welds/parent entities, and i really tired for trying fix it... In msot cases it work fine after my modifications, but not always, and it seems more looks like gmod bugs, idk...
    I spent days trying to fix the jumper bug, I think it's the way I coded the GUI. I might have to re do it.
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  27. Post #1507
    Boba Fett's Avatar
    July 2010
    2,046 Posts
    I spent days trying to fix the jumper bug, I think it's the way I coded the GUI. I might have to re do it.
    Could be possible, well see if you can manage to fix it with, would be more pleasing that way :)
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  28. Post #1508
    garbius's Avatar
    August 2008
    26 Posts
    I spoke with Person8880 a while ago. He's been looking into that code. He told me some values that were supposed to be unique were shared between the Jumpers. I haven't looked at it myself, because it's said to be a mess, so I don't know how obvious it is.
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  29. Post #1509
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    I spoke with Person8880 a while ago. He's been looking into that code. He told me some values that were supposed to be unique were shared between the Jumpers. I haven't looked at it myself, because it's said to be a mess, so I don't know how obvious it is.
    Interesting. I'll see if that's the case, and my code's not a mess it just isn't very organized :P
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  30. Post #1510

    November 2010
    25 Posts
    You had a values for the forward, left/right and up/down speeds as 'num', 'num2' and 'num3', not 'self.num' etc. Though even changing them to self.num etc. didn't make a difference.
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  31. Post #1511
    garbius's Avatar
    August 2008
    26 Posts
    Interesting. I'll see if that's the case, and my code's not a mess it just isn't very organized :P
    Oh, of course. My apologies. :D
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  32. Post #1512
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    You had a values for the forward, left/right and up/down speeds as 'num', 'num2' and 'num3', not 'self.num' etc. Though even changing them to self.num etc. didn't make a difference.
    The only num value in the HUD is local and shouldn't affect the others as for the serverside value's, the last time I checked it flew fine in MP unless it's now broken?
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  33. Post #1513
    AlexALX's Avatar
    October 2010
    1,495 Posts
    @Ronon Dex ah and i know one other bug - control chair also can't be used if spawned few chairs at same time... Can be same problem like with jumper idk.
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  34. Post #1514

    November 2010
    25 Posts
    The only num value in the HUD is local and shouldn't affect the others as for the serverside value's, the last time I checked it flew fine in MP unless it's now broken?
    It flies fine, for one player. The moment another player gets in another jumper, they both share the same movement values, so if one player presses forward and the other back, both jumpers go nowhere.

    The num values are in the ENT:PhysicsSimulate() function and they're defined in there as globals (around line 622 onwards of init.lua).
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  35. Post #1515
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    It flies fine, for one player. The moment another player gets in another jumper, they both share the same movement values, so if one player presses forward and the other back, both jumpers go nowhere.

    The num values are in the ENT:PhysicsSimulate() function and they're defined in there as globals (around line 622 onwards of init.lua).
    Ah ok, that wasn't a problem before. Well that's easy to fix then. Also I know where they're set, I wrote it.

    Edited:

    @Ronon Dex ah and i know one other bug - control chair also can't be used if spawned few chairs at same time... Can be same problem like with jumper idk.
    Probably. When I first started writing all these entities they weren't made for Multiplayer and as such I never encountered most of these problems.

    Edited:

    Also does anyone host a CAP server where I can test fixes?
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  36. Post #1516
    AlexALX's Avatar
    October 2010
    1,495 Posts
    @Ronon Dex if you will work on bug fixing, then you should look at this very usefull addon for coders "lua_reloadent": http://www.facepunch.com/showthread.php?t=769149

    I'm using it long time and its very usefull, also saidabout it to othercoders it cap and not only in cap, and now everyone gmod coder what i know used it :D So recomend it also for you. Can very much save time for reloading and coding.

    ps ent should be re-spawned in most cases for take effect, but not always.
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  37. Post #1517
    CharlieX3's Avatar
    April 2011
    341 Posts
    That's very very very very very very very very very very very usefull thing in programing for gmod :P



    Hmm and what about to slow down rockets and drones ?? They are too fast and the chance to hit somebody is under 10% LoL ...
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  38. Post #1518
    Gold Member
    Ronon Dex's Avatar
    February 2009
    1,861 Posts
    Hmm and what about to slow down rockets and drones ?? They are too fast and the chance to hit somebody is under 10% LoL ...
    I can slow them down, but it depends if that's a popular opinion or not.
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  39. Post #1519
    orrila's Avatar
    March 2012
    403 Posts
    I can slow them down, but it depends if that's a popular opinion or not.
    Slow down is good, but not too much, and yes, accuracy should increase.
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  40. Post #1520

    June 2011
    30 Posts
    Hey I was wondering if someone could take the Mini Drone Platform model, and cut out the launcher and just leave the pedestal, and have it so it wire outputs if they use the action key on it..I'm suggesting it because in the Atlantis episode "The Return" the Ancient women brings the pedestal out of the ground and put's her hand on it and it disables all the systems. http://i.imgur.com/sOaz8.jpg
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