1. Post #881
    adrianooo321's Avatar
    December 2008
    210 Posts
    So Madman and the rest of the team, how is it going ? You all well , i didn't check this forum in a few weeks so i have a lot of catching up to do. Anyone want to fill me in?
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  2. Post #882
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Alex is working on cap for usual gmod.
    Me is working on stargate pack for gmod 13.

    :)
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  3. Post #883

    April 2011
    602 Posts
    So Madman and the rest of the team, how is it going ? You all well , i didn't check this forum in a few weeks so i have a lot of catching up to do. Anyone want to fill me in?
    PPpppotato
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  4. Post #884
    zod331's Avatar
    May 2010
    22 Posts
    Hi

    I have some error on my server :

    [addons/cap/lua/entities/dhd_base/init.lua:155] Model missing: models/MarkJaw/dhd_new/dhd_base.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b33.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b34.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b35.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b36.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b37.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b38.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b20.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b21.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b22.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b23.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b24.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b25.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b26.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b27.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b28.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b29.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b30.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b31.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b32.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b14.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b15.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b16.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b17.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b18.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b19.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b1.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b2.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b3.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b4.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b5.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b6.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b7.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b8.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b9.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b10.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b11.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b12.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/b13.mdl
    [addons/cap/lua/entities/dhd_base/init.lua:207] Model missing: models/MarkJaw/dhd_new/buttons/dialorb.mdl
    [addons/cap/lua/entities/ring_panel_goauld/init.lua:18] Model missing: models/Madman07/ring_panel/goauld_panel.mdl
    [addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
    Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)
    [addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
    Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)
    [addons/cap/lua/entities/gravitycontroller/init.lua:11] Model missing: models/cebt/sga_pwnode.mdl
    Timer Error: [@addons/cap/lua/stargate/server/spawner.lua:273] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type)

    Thank you.
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  5. Post #885
    adrianooo321's Avatar
    December 2008
    210 Posts
    Alex is working on cap for usual gmod.
    Me is working on stargate pack for gmod 13.

    :)
    Awesome im glad that Cap is not going to End with the release of Gmod 13:P

    Its a valid formula !
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  6. Post #886
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    @adrianooo321, It's going. I didn't said im making CAP.
    @zod331, stupid question but ... did you tried adding those models to gmod? -.-
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  7. Post #887
    zod331's Avatar
    May 2010
    22 Posts
    @adrianooo321, It's going. I didn't said im making CAP.
    @zod331, stupid question but ... did you tried adding those models to gmod? -.-
    Yes i downloaded cap and cap_resources
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  8. Post #888
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Linux or Mac?
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  9. Post #889
    zod331's Avatar
    May 2010
    22 Posts
    Linux (Debian 6 amd64)
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  10. Post #890
    Gold Member
    Stargatius's Avatar
    January 2012
    1,446 Posts
    Hi CAP Team, i want to say something, The Stargate SG1 And Atlantis Unstable Vortex/Kawoosh Does not sound from the movie, You can download the sound which it was from the movie http://www.mediafire.com/?97khi6gc1ax7yx7

    Edit : The Stargate SG1 or Atlantis Open sound is longer, so you might change something on the lua
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  11. Post #891
    AlexALX's Avatar
    October 2010
    1,470 Posts
    Linux (Debian 6 amd64)
    You should install gmod server on case-insensetive file system on linux, or cap will not work.

    Edited:

    Alex is working on cap for usual gmod.
    Hm, idk, probably i'm going to real life)

    Edited:

    Hi CAP Team, i want to say something, The Stargate SG1 And Atlantis Unstable Vortex/Kawoosh Does not sound from the movie, You can download the sound which it was from the movie http://www.mediafire.com/?97khi6gc1ax7yx7

    Edit : The Stargate SG1 or Atlantis Open sound is longer, so you might change something on the lua
    Thanks, but no, i'm not going to change that.
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  12. Post #892
    Woogoo's Avatar
    January 2012
    206 Posts
    @Woogoo, that's the point. On the other side I have no ide how Daniel could find out adress of Ori mothership rings -.-
    Im sorry i wasnt clear on that, what i ment was that stargate sg1 didnt have an address system for rings,but to keep it simple on Garry's mod to keep the address system in would be a good idea

    Note: while writeing this I noticed that when i went back to correct something if i changed anything it would delete the thing infront of it (spaces or letters) know how i can fix it?
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  13. Post #893
    cartman300's Avatar
    April 2011
    1,517 Posts
    Im sorry i wasnt clear on that, what i ment was that stargate sg1 didnt have an address system for rings,but to keep it simple on Garry's mod to keep the address system in would be a good idea

    Note: while writeing this I noticed that when i went back to correct something if i changed anything it would delete the thing infront of it (spaces or letters) know how i can fix it?
    Press insert on your keyboard.
    Look at this video i made now:
    http://youtube.com/watch?v=a7-0MPsG7bg
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  14. Post #894
    count23's Avatar
    October 2007
    455 Posts
    Just in regards to ring power, I believe they should have an external energy source. But not require substantial power, we saw in "The Other Guys" in season 6 that rings could run of a mk1 naquahdah reactor and get from a planet to space (And that their power sources can get depleted over time). So i'd go with the assumption that they're older ancient tech that run off pre-zpm power sources like liquid naqhahdah.
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  15. Post #895
    Boba Fett's Avatar
    July 2010
    2,024 Posts
    @Count23

    Could you perhaps make a WIP thread on the Sg-carterpack.com forum from the gate's your working on I'm quite intrigued about the progress you've been doing!
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  16. Post #896
    Woogoo's Avatar
    January 2012
    206 Posts
    Press insert on your keyboard.
    Look at this video i made now:
    http://youtube.com/watch?v=a7-0MPsG7bg
    Thanks
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  17. Post #897
    count23's Avatar
    October 2007
    455 Posts
    @Count23

    Could you perhaps make a WIP thread on the Sg-carterpack.com forum from the gate's your working on I'm quite intrigued about the progress you've been doing!
    When I have some progress, i'll post something :) At the moment I haven't had a chance to start beyond basic dimension scaling from reference photos.
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  18. Post #898
    AlexALX's Avatar
    October 2010
    1,470 Posts
    @count23 if you will change stargate size, then probably should be also remodeled iris/event horizon models. Just saing.

    Anyway i hope it will just for your pack for gmod13, and cap will stay like right now in gmod10.
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  19. Post #899
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    We're not touching CAP. It's my personal stargate pack for gmod 13.
    Iris/eh - they just need resizing.
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  20. Post #900
    adrianooo321's Avatar
    December 2008
    210 Posts
    @adrianooo321, It's going. I didn't said im making CAP.
    Sorry my mistake
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  21. Post #901
    kibbols's Avatar
    July 2011
    452 Posts
    anything new we should look forward to on CAP?
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  22. Post #902
    count23's Avatar
    October 2007
    455 Posts
    Back to 3ding HD gates:

    @AlexALX: I'm making htem large, if in the future they're used to upgrade the details on CAP, i can simply rescale them in Maya to be the correct SU size to fit the CAP gates. Scaling detail down is easier then scaling it up.

    For anyone else, a bit of help would be appreciated. I cannot for the life of me figure out the engraving pattern on the gates overall. I'm not referring to the repeating patterns that are around the rings, what I'm referring to are the seeminly random curved and straight lines that seem to be cut into the gate surface. If anyone has any info (perhaps production material) that describes how these cuts were determined, it'b be much appreciated. I know they're not random, they were put in some sort of pattern, like repeating rectangles or counter-elliptical curves, but i lack the production material to prove it.

    EDIT: Also, the "thing rubber track" that goes around the outer edge of the gate, if anyone has any clear good shots of this so i can create a template for the pattern, much appreciated.
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  23. Post #903
    Boba Fett's Avatar
    July 2010
    2,024 Posts
    Back to 3ding HD gates:

    @AlexALX: I'm making htem large, if in the future they're used to upgrade the details on CAP, i can simply rescale them in Maya to be the correct SU size to fit the CAP gates. Scaling detail down is easier then scaling it up.

    For anyone else, a bit of help would be appreciated. I cannot for the life of me figure out the engraving pattern on the gates overall. I'm not referring to the repeating patterns that are around the rings, what I'm referring to are the seeminly random curved and straight lines that seem to be cut into the gate surface. If anyone has any info (perhaps production material) that describes how these cuts were determined, it'b be much appreciated. I know they're not random, they were put in some sort of pattern, like repeating rectangles or counter-elliptical curves, but i lack the production material to prove it.

    EDIT: Also, the "thing rubber track" that goes around the outer edge of the gate, if anyone has any clear good shots of this so i can create a template for the pattern, much appreciated.
    Like mentioned check the ref thread we've made for you:

    http://sg-carterpack.com/index.php/t...g2054.html#new

    I've posted there what you've requested hope it helps!

    This image is uploaded as AI on the forum:

    http://sleekupload.com/uploads/5/stargate_blueprint.gif
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  24. Post #904
    count23's Avatar
    October 2007
    455 Posts
    Like mentioned check the ref thread we've made for you:

    http://sg-carterpack.com/index.php/t...g2054.html#new

    I've posted there what you've requested hope it helps!

    This image is uploaded as AI on the forum:

    http://sleekupload.com/uploads/5/stargate_blueprint.gif
    I completely missed that blueprint. I dont think it's 100% accurate however, but it's clear enough to get the engravings.
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  25. Post #905

    February 2012
    32 Posts
    Hi ...

    How to install the Carter Addon Pack on Lynux server ?

    I pass has fault all the entity ( sorry for bad english )
    I can't touch any entity of CAP !

    Need help :/
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  26. Post #906
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    @count23, you are modelling those engravings with intention of baking them? Wow.

    @All. Friend of mine gave me amazing idea, how the new spawn menu for gates and rings could look like. I believe I'm gonna include it with slight modifications. Do you like it?

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  27. Post #907

    April 2011
    602 Posts
    @count23, you are modelling those engravings with intention of baking them? Wow.

    @All. Friend of mine gave me amazing idea, how the new spawn menu for gates and rings could look like. I believe I'm gonna include it with slight modifications. Do you like it?

    Do it!
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  28. Post #908
    orrila's Avatar
    March 2012
    399 Posts
    @count23, you are modelling those engravings with intention of baking them? Wow.

    @All. Friend of mine gave me amazing idea, how the new spawn menu for gates and rings could look like. I believe I'm gonna include it with slight modifications. Do you like it?

    Definately do it.
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  29. Post #909

    April 2012
    24 Posts
    this maybe be said before but when i downloaded spacebuild my shield, my harvester and my cloaking tools stopt working just hear a little electric noise
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  30. Post #910
    CharlieX3's Avatar
    April 2011
    338 Posts
    AMAZING MADMAN !
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  31. Post #911

    February 2012
    32 Posts
    Hi ...

    How to install the Carter Addon Pack on Lynux server ?

    I pass has fault all the entity ( sorry for bad english )
    I can't touch any entity of CAP !

    Need help :/
    Up
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  32. Post #912
    AlexALX's Avatar
    October 2010
    1,470 Posts
    You should install gmod server on case-insensetive file system on linux, or cap will not work.
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  33. Post #913
    TheEyes's Avatar
    June 2010
    648 Posts
    @count23, you are modelling those engravings with intention of baking them? Wow.

    @All. Friend of mine gave me amazing idea, how the new spawn menu for gates and rings could look like. I believe I'm gonna include it with slight modifications. Do you like it?

    Do it, but suggestion:
    Rename Stargate(Atlantis) to Stargate(Pegasus) and Stargate(SG-1) to Stargate(Milky Way).
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  34. Post #914
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    This is just an example, there is no gates yet (and idk when they will be -.- ).
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  35. Post #915

    February 2012
    32 Posts
    @AlexALX: I have only acces to FTP or MySQL, can't touch other file ^_^'
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  36. Post #916
    AlexALX's Avatar
    October 2010
    1,470 Posts
    @joffreydu15 then sorry, can't help you. Fint another host with windows or install to own mashine.

    @Madman07 I can fix all problems what happens on linux (because path's is case-sensetive and all file/foldrer names should be only lower-case), but in this case almost every cap file in both folders (cap and cap_resources) will be reuploaded (lua files, models, sounds, materials etc)... Btw, this need much time, and i right now don't want do anything in internet :D
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  37. Post #917
    Iziraider's Avatar
    August 2009
    1,388 Posts
    @joffreydu15 then sorry, can't help you. Fint another host with windows or install to own mashine.

    @Madman07 I can fix all problems what happens on linux (because path's is case-sensetive and all file/foldrer names should be only lower-case), but in this case almost every cap file in both folders (cap and cap_resources) will be reuploaded (lua files, models, sounds, materials etc)... Btw, this need much time, and i right now don't want do anything in internet :D
    Not to mention that you would have to rewrite all .vmt files, and recompile all models.
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  38. Post #918
    Boba Fett's Avatar
    July 2010
    2,024 Posts
    @count23, you are modelling those engravings with intention of baking them? Wow.
    Yep that's what's high poly all about <3

    @Count23

    I think its best those lines are floating geometry so if they don't come out to good with the bake you can always bake them without and add them manually on the normal!
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  39. Post #919
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    @Izi, not really. As far as I remember, you can change filepath directly in mdl file without need for recompiling.
    @Alex, you can do it if you really wanna, but like you said, there is much work with that. Also, I will keep in mind case sensitive issue during making my stargate pack.
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  40. Post #920
    AlexALX's Avatar
    October 2010
    1,470 Posts
    Not to mention that you would have to rewrite all .vmt files, and recompile all models.
    vmt files - yes, models - just edit path of model with hex editor.

    @Izi, not really. As far as I remember, you can change filepath directly in mdl file without need for recompiling.
    @Alex, you can do it if you really wanna, but like you said, there is much work with that. Also, I will keep in mind case sensitive issue during making my stargate pack.
    Yep, maybe sometime later i will do this (for example when will come gmod13 - some things should be recoded etc). Than can be big update of cap for gmod13 including fix for linux servers. But this will be not soon.
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