That pedestal is something really different then the pedestal in testing platform ... and i have somewhere model of it + ugly textures but i have really many polygons >.<
That pedestal is something really different then the pedestal in testing platform ... and i have somewhere model of it + ugly textures but i have really many polygons >.<
Really? I used to fly in jumpers while others do, I noticed they share the same effects, even when ones engine pods arent deployed... but thats all
Ok Charlie, I bet its fine ;)
OnTopic:
Well it could be made it's not a to hard model but I would require a bit more reference pictures!
Offtopic: Could anyone help me in buying the Assassin's Creed Complete Pack that is currently on huge sale ? If so I could trade it for a website coded in HTML5 + CSS3 or a texture/graphical item of choose.
If anyone is interested and can help me please hit me up on steam to discuss the details:
http://steamcommunity.com/id/Rafael_De_Jongh/
what Alex means is that if someone spawns more than 1 jumper in mp is that the jumper gets messed up
Before:
http://cloud.steampowered.com/ugc/55...18852C0471783/
After:
http://cloud-2.steampowered.com/ugc/...139C03551950D/
A lot better wouldn't you say?
nice did u do that yourself
Yeah, just tweaked a few values. I am still thinking that it could go brighter....But I will test it out in MP and on a few different maps first.
Can I get those files or a copy of them
I don't really want to be handing out modified files. I am still tweaking it a bit anyways.
I did this to the ModelClipping EH a while ago, the framerate drop seemed to effect a lot of people.
And this will cause high fps drop on some pc's and on some maps. There is reason why this didn't make.
It shouldn't. Or it could but jsut a little. Dynamic light itself is expensive, but it's size (or brightnes) shouldn't have huge effect on fps. And still, it can be disabled in visual settings :)
Doesn't works for me. I spent a lot of time by downloading it, but I got nothing.
I created a folder in addons called cartespack, did the checkout on it, but I get nothing new in game. In the folder there are 3 new folders, one is the hidden .svn, 2nd one is cap, 3rd one is cap_resources
you should only put the cap and cap_resources in the addon folder not create a new folder and put them in...
Okay, by the way, shouldn't I do this with all the addons? My friend told me that he just right clicks on the addons folder and then do the checkout, no new folders. But when I create the checkout once, I cannot do it again, the checkout button just disappears, so I need to create a new folder for every addon :/
It will do this, if light will be on many surfaces in maps. For example i have hight fps drop on some spacebuild maps with dynamic light (maybe map fail somehow? idk). But in most maps and cases it work fine with current size.
Perhaps a slider in the settings menu that let's you adjust the size? That would help accommodate people with different spec machines.
@Hyperion01, because you (and your friend) misssunderstood svn purpose. It's not for "download many addons in one folder". It's mainly for source controll but we use it because when addon gets updated, you don't have to redownload everything.
Ussage: make somewhere (for example in MyDocuments) folder CAP. Checkout CAP to that. Open folder. Move CAP and CAP_RESOURCES to addons folder (but with RightMouseButton!!). When small popup menu will appear, choose "Export". You can do same thing with all addons (eg, place them in separate folder, and export).
This is wrong thing, because then you have to re-export again everything every update, or some files will be messed (if something removed/renamed). Best way is - create folder cap and cap_resource in addons wolder, and do in this folders vn checkot with set svn link like "http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/" and in cap_resources
"http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/", and then you will hav3 2 folders in addons what can be updated without export etc. I'm using this way because its the best.
And the slowest way.
Slowest? Why? For me this is faster way... Fast update, fast commit, easy yto update/commit, any other issues. Gmod for me opening fast so any problem with it (svn 1.7), don't know what you have "slower".
Gmod need to take a look for twice more files.
Not really, like i said - i'm using svn 1.7, and there is only one folder .svn in main dir of addon, not in all dirs, so gmod not looking for cap/.svn folder, and there is no other ".svn" folders inside. So no more problem with this if use svn client based on version 1.7.
Indeed madman with the old SVN that was the case but now with the new svn it isn't anymore, so its way faster to just have the main .svn in your addon folder and update it inside it like i already did from start :p
So where's the fix of Jumper and Control Chair ? :D :D
Dude chill, I'm working on it. I only mentioned fixing it yesterday, patience.
Also what's the exact problem with the chair?
Actually the way I used was probably slowering, I didn't want the SVN files there so I used another directory for the repo, every time I updated I trashed the cap/resources folders and re-exported everything... Obviously I didn't update every rev.
Update your SVNs people.
Code:Rev 281. -Puddle Jumper MP Movement Fix -Puddle Jumper MP Hud Fix -Puddle Jumper Physical Door Buttons -Control Chair View MP Fix -Puddle Jumper MP Effect Fix
Very good) But please update ver.txt next time in cap or users will not see in-game "new version available". If thats all and wil lbe no updates for long time now, then i'll upload small fix and will update ver.txt file).
Adding a slider would be really nice! It would also have to change the color too, to compensate for the light being larger.
Also, turns out the changes do not effect multiplayer. So getting it added as a feature, even if it isn't a slider, would be really nice!
I had an idea long time ago, but i forgot it :D so here it is :D
What about to add something like Target Finder Jammer into cloaking ?? ...In MP It's stupid when you are cloaked and players still can target you ...
And Ronon you forgot to slow down Rockets and Drones ...
and also that fix isnt working for me on my srcds server ...
and madmans Daedalus is also bugged in MP ....
And Alex ... its annoying bug when i cant go trought gate with jumper ......
I think you have to modify the target finder for that. And even then, people could still target you with an E2.....
It isnt possable because of the game engine, target finders read information about the player and entities and the coords
It is.
1) No.
2) I didn't forget I just didn't do it.
3) That's very descriptive.
4) As far as I'm aware daedalus is being removed.
5) You can go through a gate with a jumper, stop being sucky at flying it.
Actually, it is hard to fly a jumper through a gate, because on the recieving end it gets stuck to the stargate and latches onto it.
@All CAP people, please do not remove daedalus or anything else. Even if it isn't going to be fixed or worked on, it is still nice to have in CAP to use in its current condition.
Orrila
If you line it up properly and don't go in at an angle, it's fine.
@Ronon Dex can you look for game crashes? There is 3 most big crashes:
1. Client crash when shoot from asuran/ori weapon (and maybe others) to water on some pc's (including my).
2. Client (not sure but maybe server also) crash when shoot into event horizon from asuran weapon at ~0 angle or shoot on floor near eh.
3. Server crash very often when using harverster on dart.
4. Ah and also client crash sometimes when gates open in mp (maybe also something with model clipping? i'm not sure).
I have tried to fix any of this crashes, but fail, idk why this happens...
1) No idea
2) It's because the gates trying to clip the bullet
3) Poor server hardware
4) No idea.