1. Post #1
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Stargate with Group System by AlexALX

    First - sorry all for my english, i very bad speak english.

    This is a Garry's Mod Addon, add stargate with group system (with 8 and 9 chevrons activation).
    Also have new wire inputs/outputs and new slow dial with lock on symbol function (sg1/infinity/movie/universe).
    And have wire manual slow dial for sg1, infinity and movie stargates.
    And have On-Button-Press-Chevron-Light-Up feature and energy support.
    And very many bug fixes for CAP/aVoN codes and other small changes.

    Bugs tracker: https://sourceforge.net/tracker/?gro...2&atid=1649215

    If you find any bugs or if you want me to add something, post it in this thread. Thank you!

    This addon includes:
    * DHD's with group system: atlantis, sg1, infinity, universe, concept, city.
    * Stargate with group system: atlantis, infinity, movie, sg1, tollan, universe, orlin.
    * Mobile DHD with group system support.
    * New wire inputs/outputs for stargates.
    * New slow dial for sg1, infinity, movie and universe stargates with chevron lock on symbol function.
    * Wire manual slow dial for sg1, infinity and movie stargates, with two points of origin support!
    Spawn concept dhd for use different poo and order of symbols (also work with slow dial for sg1, infinity and movie stargates).
    * On-Button-Press-Chevron-Light-Up feature (differs from the CAP).
    * Energy support.
    * Stargate atlantis iris use energy.
    * Stargate glyphs in dialling menu! Not including atlantis gate and supergate.
    * Silver kawoosh effect for universe stargate.
    * Local gate feature (on this gates you can activate only 7 chevrons and only in-galaxy connections).
    * Stargate block address feature (shows in red color and can not be clicked).
    * Map "gm_stargateworlds_parody_beta3" with ugly graph, but good gatespawner with using local gate feature.
    * Destroyable chevrons at the Stargates (sg1, movie, tollan, atlantis)!
    * Very many bug fixes for CAP/aVoN codes and other small changes/features.
    * Multi-language stargate vgui menus (english, russian, dutch, spanish, german, swedish).
    Note: for choose language use command cl_language (in console).
    Note two: stargate with destroyed chevron(s) can be saved with gatespawner!

    All stuff in a separate tab - Stargate with Group System.

    Sometimes can conflict with CAP addon, when CAP release new version - i should make compatibility update (not always, just wait).

    Information about all new wire inputs/outputs you can read in "Wire Info.txt" file.

    How group system work:
    * If stargate connect to stargate with same group - used 7 chevrons, and formula of address is: stargate address (example: 123456) + point of origin ("#"). So for example dialed address will be "123456#". And if sgu connect to sgu - then the distance between the gate's must be less than convar "stargate_sgu_find_range", else - dial fail.
    * If not universe stargate connect to not universe stargate with different group - used 8 chevrons, and formula of address is: stargate address (example: 123456) + stargate group, only first symbol (example: P@) + point of origin ("#"). Example: dialed address will be "123456P#".
    * If not universe stargate connect to universe stargate - used 9 chevrons, and formula of address is: stargate address (example: 123456) + stargate type (example: U@#). Example: dialed address will be "123456U@#".
    * If universe stargate connect to not universe stargate - used 9 chevrons, and formula of address is: stargate address (example: 123456) + stargate group (example: M@) + "#". Example: dialed address will be "123456M@#".
    * If universe stargate connect to universe stargate and the distance between the gate's more than convar "stargate_sgu_find_range" - used 8 chevrons, and formula of address is: stargate address (example: 123456) + stargate type, only first symbol (example: U@#) + point of origin ("#"). Example: dialed address will be "123456U#".
    Note: stargate universe can have symbol "#" in group (but symbol "#" can only be latest).
    Group names (symbols): M@ - Milky Way, P@ - Pegasus, I@ - Ida (asgard), O@ - Ori galaxy, other symbols - Custom.
    Stargate universe have type instead group, and can't have one type on different gates, except shared types.
    Universe types: U@# - universe (shared), DST - destiny, SGI - gate installer (shared), other types - Custom.

    How energy system work:
    * Energy system work only if you have Life Support (version 2 or 3) and Resource Distribution addons.
    * If convar stargate_energy_dial set to 1 (default) then all stargates need energy for connection.
    * Some items can give only a some amount of energy, not all, so you must use the Storage Devices > Batteries. Otherwise you can not connect.
    * For connect to stargates in the current group (7 chevrons) enough energy by dhd or few naquadah reactors or more.
    * Universe stargate can powered by ramp for connect with 7 chevrons.
    * For connect to stargates in different group (8 chevrons) enough energy by one ZPM and Storage Devices > Batteries or more.
    * For connect to sgu stargates (9 chevrons) enough energy by few ZPM and Storage Devices > Batteries.
    * Greater distance - more energy needed.

    What are the differences of my "On-Button-Press-Chevron-Light-Up" feature from the CAP:
    * Target stargate lightup only after you press "DIAL" button on dhd.
    * For sg1/concept/infinity dhd's used new sounds.
    * With On-Button-Press feature sounds work differently.
    * Added auto-shutdown timer (20 sec) - if player pressed buttons and not activate gate, then gates will be deactivated after 20 seconds.
    * Fixed some bugs.

    Requirements:
    Carter Addon Pack latest rev - http://www.facepunch.com/threads/1162629

    Rev 203 - Short Demo
    Rev 206 ChangeLog:
    Video (rev 145):
    Rev 192 - Glyphs in menu!
    Rev 146-181 ChangeLog:
    Video (rev 96):
    Wired dhd (rev 97):
    Video (rev 48):
    Stargate Universe - chevron lock with symbol function (rev 52):

    Downloads:
    SVN: (always latest version!)
    Code:
    THIS ADDON NOW INCLUDED IN CARTER ADDON PACK!

    Servers with this addon:
    Official server - 109.86.27.31:28015 - located in Ukraine, it have Stargate, CAP, SGGroups, SpaceBuild, SBEP, SGMod, Wire and more - Sandbox Build.
    Have only 14 slots, and can be high ping for people from USA.
    94.76.234.38:27015 - Stargate, CAP, SG-Groups, SBEP - Sandbox Build.
    69.46.43.167:27015 - Stargate US Server, CAP, SG-Groups, SBEP, LS&RD3 - SpaceBuild 3.

    Installation:
    TortoiseSVN Client is required!
    1. Go to garry's mod addon folder (Steam\steamapps\<yourname>\garrysmod\garrys mod\addons\).
    2. Rightclick on an empty place, choose SVN Checkout.
    3. Enter the link "http://sgwithgroups.svn.sourceforge.net/svnroot/sgwithgroups/before_cap_sg_groups/" (without " ) and click ok.
    4. Wait for the download process is done.
    5. You can launch garry's mod.

    If you want use this addon with modelclipping addon (by Deathmaker) then:
    1. Remove folder and all files in folder: cap\lua\entities\event_horizon from CAP addon.
    4. Go to folder before_cap_sg_groups\lua\entities\event_horizon\.
    3. Remove file init.lua.
    4. Rename file init.lua_mc to init.lua.
    5. Enjoy ;).

    Attention! If you host the server - then this addon should be required on the client side! Otherwise, there will be some problems.

    IF THIS DOES NOT WORK:

    Be sure to have correctly installed addon - move before_cap_sg_groups folder into addons folder of your GMod.
    NAME OF FOLDER MUST BE "before_cap_sg_groups" (without " )!
    ON MAC OS FOLDER NAME MUST BE "z_cap_sg_groups" (without " )! Also should not be installed old avon stargate addon.
    If you host a linux server - then read the file "For Linux Users (english).txt".
    If you have old supergate addon - remove it! This addon cause bugs and not compatible with latest CAP.
    If you have Stargate Extras or Stargate GDO - remove it! They are not compatible with CAP.
    Also, possibly can create conflicts other old addons for stargate.
    Do you have latest Carter Addon Pack? If not - then download.

    ConVars:
    * stargate_group_system <1/0> - if set to 0, then will be used galaxy dialling type from CAP.
    Note: after convar "stargate_group_system" changed, you should wait 5-10 seconds until stargate system will be reloaded.
    * stargate_candial_groups_dhd <1/0> - allow dialling another groups by dhd (default 1). Including mobile dhd and dhd on ships (like on jumper etc).
    * stargate_candial_groups_menu <1/0> - allow dialling another groups by stargate menu (default 1).
    * stargate_candial_groups_wire <1/0> - allow dialling another groups by wire (default 1). Including wire manual slow dial.
    * stargate_sgu_find_range <16000> - sgu find range (default 16000). If sgu of current group too far - then you can only dial it by 8 chevrons. 0 - disable (always can dial by 7 chevron address).
    * [From CAP] stargate_energy_dial <1/0> - enable energy consumption for the stargates.
    * stargate_energy_dial_spawner <0/1> - if set to 1 (default 0), then stargates spawned by gatespawner (server) needed energy for connect too.
    * [From CAP] stargate_different_dial_menu <0/1> - you can dial only by dhd's (and mobile dhd's).
    * stargate_dhd_protect <0/1> - if set to 1 (default 0), then players can't destroy dhd's.
    * stargate_dhd_protect_spawner <0/1> - if set to 1 (default 0), then players can't destroy dhd's spawned by gatespawner (server).
    * stargate_dhd_destroyed_energy <1/0> - if set to 0 (default 1), then destroyed dhd's do not give energy for gate.
    * [From CAP] stargate_dhd_close_incoming <1/0> - if set to 0 (default 1), then players can't close inbound connections by dhd.
    * stargate_show_inbound_address <2/1/0> - default 2, 0 - don't show inbound addresses on dhd or wire, 1 - don't show only if gate private, 2 - always show.
    * stargate_protect <0/1> - if set to 1 (default 0), then players can't destroy stargate chevrons.
    * stargate_protect_spawner <0/1> - if set to 1 (default 0), then players can't stargate chevrons spawned by gatespawner (server).
    * stargate_block_address <2/1/0> - default 2, block address feature available for all gates, if set to 1, then feature will available only for universe gate, set to 0 - disable this feature.
    * stargate_dhd_letters <1/0> - default 1, shows letters on dhd.
    * stargate_energy_target <1/0> - default 1, enabling consume energy from target stargates.
    * stargate_vgui_glyphs <2/1/0> - show glyphs and letters in stargate vgui menu, 2 - both (default), 1 - only glyphs, 0 - only letters.
    * stargate_dhd_menu <1/0> - shows dhd menu when press center button (default 1).
    * stargate_atlantis_override <1/0> - enable stargate atlantis override function (default 1).
    Note: this convars work only for group stargates, except convars from CAP.
    Hint: Type in console stargate_group_convars for open convars edit menu!

    Known bugs:
    * Symbols when dialling with slow mode shows incorrect on the normal dhd if there is concept dhd.
    * Two symbol (F and X) not light-up (visualy) on universe stargate, because this symbols not exists on model (exists only on dhd).
    * On slower (low-end) computers can be problems with chevron lock on symbol function (on top) with universe stargate (not tested).
    * Stargate search by names are case-sensitive for non-english letters.

    Credits:
    * Avon - stargate addon.
    * Carter Addon Pack team - models, materials, some code and other.
    * AlexALX - stargate with group system.

    Special thank for remy561 with helping publication information about this addon, all rights granted by me (AlexALX).
    Reply With Quote Edit / Delete Reply Windows 7 Ukraine Show Events Informative Informative x 1Winner Winner x 1 (list)

  2. Post #2
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Rev 202 changes:
    * Now atlantis and destiny consoles can dial 8&9 chevron addresses when convar "stargate_candial_groups_dhd" is 0.
    * Now you will have warning message when old avon stargate addon installed (cap no longer requires this addon to work, just remind).
    * Facepunch thread link changed to new (and for what close old thread? >_<).

    =====

    So now opened new thread and you can continue talking :D.
    Reply With Quote Edit / Delete Reply Windows 7 Ukraine Show Events Informative Informative x 3Useful Useful x 1 (list)

  3. Post #3
    remy561's Avatar
    January 2011
    224 Posts
    Owkay, hay :D
    Reply With Quote Edit / Delete Reply Windows 7 Netherlands Show Events Funny Funny x 1 (list)

  4. Post #4
    Lantian's Avatar
    July 2009
    627 Posts
    cool new cap and group threads ... i missed thease
    Reply With Quote Edit / Delete Reply Windows 7 Australia Show Events Friendly Friendly x 1 (list)

  5. Post #5

    December 2011
    9 Posts
    Hi i would like to report an annoying bug:

    On a multiplayer server, if you lag(for instance someone has build a big station with spacebuild enhancement pack, flys arround but does not have it properly welded/no-colidded, you lag. What often happens is when the stargate closes/opens when you are lagging is that your game crashes. Again, this is only when their is lag, and the chance of crashing is highly reduced when the game is running smooth. Could you guys fix this? Since its really annoying!

    Thanks!

  6. Post #6
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Rev 203 changes:
    * Fix for german language file (file is corrupt).

    And nothing more... But i'm prepare new small video with my addon.

  7. Post #7
    CharlieX3's Avatar
    April 2011
    328 Posts
    Good to know about new theard :)
    If i want to make Slovak translation, which files i have to edit ?? data/language ??

  8. Post #8
    AlexALX's Avatar
    October 2010
    1,342 Posts
    New video available!

    Stargate with Group System - Rev 203 - Short Demo

    This is experimental video, music maybe not good, also show only few features and show small comparison with CAP. This idea had in my dream (:D), when a long time thinking about how better to make a new video. I han't much time for this, so i show only main features, some of old features you can watch on previous videos...

    Also this video is just for for advertising, nothing personal) (i appeal to the CAP team) Thanks for your hard work) And thanks for me and my hard work :DD

    =================

    @CharlieX3
    Yes, but read file before_cap_sg_groups\doc\How to translate sg menus.txt first)
    Reply With Quote Edit / Delete Reply Windows 7 Ukraine Show Events Agree Agree x 1 (list)

  9. Post #9
    CharlieX3's Avatar
    April 2011
    328 Posts
    okay thx :)

  10. Post #10
    assassin21's Avatar
    February 2010
    604 Posts
    Destroyable chevrons are shit imo

  11. Post #11
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Destroyable chevrons are shit imo
    It can be disabled) Who does not like this.

  12. Post #12
    assassin21's Avatar
    February 2010
    604 Posts
    it is unrealistic
    ever saw a stargate with destroyed chevs?
    Reply With Quote Edit / Delete Reply Windows 7 Germany Show Events Agree Agree x 1 (list)

  13. Post #13
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    I never saw a single stargate and so didn't you either because they do not exist.
    Reply With Quote Edit / Delete Reply Windows 7 Sweden Show Events Zing Zing x 2 (list)

  14. Post #14
    AlexALX's Avatar
    October 2010
    1,342 Posts
    it is unrealistic
    ever saw a stargate with destroyed chevs?
    no, but this is gmod and a game) do you really think in MMO game like stargate worlds (r.i.p. game) would all like in the tv show? I do not thing so...
    Reply With Quote Edit / Delete Reply Windows 7 Ukraine Show Events Agree Agree x 1 (list)

  15. Post #15
    assassin21's Avatar
    February 2010
    604 Posts
    well, idc but i just wanted to say :)
    anyways, what about adding gmod 13 compatibility?

  16. Post #16
    AlexALX's Avatar
    October 2010
    1,342 Posts
    well, idc but i just wanted to say :)
    anyways, what about adding gmod 13 compatibility?
    I havn't much time for this (already tired work with gmod), and i havn't beta key, so... When it will be released, then probably something will be changed... But not right now.

  17. Post #17
    geekdeer

    December 2009
    208 Posts
    The first thing we need it's CAP team need to port the primary addons before :S

  18. Post #18
    CharlieX3's Avatar
    April 2011
    328 Posts
    it is unrealistic
    ever saw a stargate with destroyed chevs?
    SGU - Common Descent...

  19. Post #19
    assassin21's Avatar
    February 2010
    604 Posts
    there wasnt a chev missing, but a part of the gate itself
    Reply With Quote Edit / Delete Reply Windows 7 Germany Show Events Funny Funny x 2 (list)

  20. Post #20
    remy561's Avatar
    January 2011
    224 Posts
    Exaclty why I use this addon, and you can always ask me for translations if you have changed something. ;)

    And I am also hoping on a Gmod 13 port when it releases, there are a lot of positive changes in it. (especially workshop updating and the new spawnmenu)

  21. Post #21
    CharlieX3's Avatar
    April 2011
    328 Posts
    there wasnt a chev missing, but a part of the gate itself
    assasin yeah but its easier to delet chevron from code then cutting a part of the gate...

  22. Post #22
    assassin21's Avatar
    February 2010
    604 Posts
    but it looks cappy, charlie
    Reply With Quote Edit / Delete Reply Windows 7 Germany Show Events Disagree Disagree x 1 (list)

  23. Post #23
    AlexALX's Avatar
    October 2010
    1,342 Posts
    I'm again remind to everyone:

    If you want translate stargate vgui menus (when you press E on stargate or dhd, etc) or some other things to your language, then read the text below.

    How to translate stargate vgui menus:

    1. Go to before_cap_sg_groups\data\language folder.
    2. Make copy of folder "english" and set name of copied folder with your language name.
    3. Open this folder, and then open files from this folder in editor what support utf8 charset.
    4. Translate all words in the second column.
    5. Save file in utf8 charset.
    6. Run gmod, and load any map.
    7. Spawn gate and dhd, and test in-game your language file for errors and working ability.

    Attention! Be sure to check in-game! There are limits on the number of characters in the fields!
    For choose your language use command cl_language.
    Also write in console lua_language_reload for reload your language file.
    And also write stargate_cl_language_debug 1, then you not need restart map for see changes (only for vgui menus).
    Also you can translate not all files, if you something not translate - then will be used english message.

    Some Useful commands for debuging:
    cl_language - set client language, after that you should call lua_language_reload.
    SGGroup_Outdated - display updated check message.
    stargate_convar_menus - open stargate convars menu (for debugging).
    stargate_cl_language_debug 1 - no need restart map for see changes in vgui menus.
    lua_language_reload - reload language files.

    8. If all works fine - put a link to download this file in this thread - http://facepunch.com/threads/1163292.
    9. If all fine - i will add it into svn.

    Thank you!
    You can improve current translations or make new. Right now german and swedish translations is outdated (only 15% translated of possible things), spanish translate also should be improved (80% translated), and dutch (95% translated, few new things not translated yet).

    So i hope it will improve someone. Thank you for attention.

    =============

    Also if someone have beta key, although it is not so important right now...

  24. Post #24

    May 2008
    30 Posts
    Do I still need the old Stargate addon from aVon? It only says in need CAP under Requirements. Sorry if this is a dumb question. It's been a while since I last played GMod.
    Reply With Quote Edit / Delete Reply Windows XP Norway Show Events Late Late x 2Dumb Dumb x 1 (list)

  25. Post #25
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @Norway174 no.

  26. Post #26
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Who else has same problem like this user?

    Reply With Quote Edit / Delete Reply Windows XP Ukraine Show Events Disagree Disagree x 1 (list)

  27. Post #27
    TheEyes's Avatar
    June 2010
    543 Posts
    Also, quick questions:
    1. How would I calculate the energy required to: a) dial a gate in a different group and b) keep a wormhole open to the gate in a different group
    2. Same as before, but for universe gates. (nine-chevron addresses)
    3. Is there a way I could add more group names to the dropdown list for everybody on my server? We tend to revolve around a few specific groups (Z@, Q@ and L@ as examples).

    Edit: Ah I see the bug. I sometimes get sound errors on my server with pegasus gates - you can't hear the whiiiiiiir but you can hear the lock.

  28. Post #28
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @TheEyes about video - this is bug with sg1 ring sound - it not playing on some pc's by unknown reason, video on youtube so idk why you can't see it.

    Now about qoestions...

    1&2 - you mean with e2 chip? I'm already answer in old thread, so here is this message:
    As for power... It calculate in this formula:

    with rev 201 come multiplier for open establish wormhole, so "first" is multiplier for open establish connection.

    7 chevrons: first*((distance * 10) / 100).
    example: 5*((1000*10)/100) = 500 energy for open connection, and then it will consume 100 energy every second.

    8 chevrons: first*(distance * 10)
    example: 5*(1000*10) = 50000 energy for open connection, and consume 10000 energy every second.

    9 chevrons: first*(distance * 100)
    example: 2*(1000*100) = 200000 energy for open connection, and 100000 every second.

    if current stargate and dialled stargate have energy and convar allow use energy from target stargate is 1 - then energy will be divided by 2 (only after establish connection).
    Maybe only it consume energy every half second, not remember...

    And 3 - very intresting idea, for now no way to add more group names, but maybe i can try make something for adding it server-side via config or convars, idk, i should better think about this. Maybe will be good idea create config on data/stargate/groups.ini for example, and there you will can add custom groups. Need think...

  29. Post #29
    TheEyes's Avatar
    June 2010
    543 Posts
    Well, do I have to hardwire the distance or is there a way I can get it from within the e2?

    I also may of found a bug - I built a basic dialling computer with addresses hard-wired in, and on a fast dial with an Atlantis gate sometimes the kawoosh doesn't appear.

  30. Post #30
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @TheEyes idk, because i never tried do something like this...

    Anyway try contact with count23 on this forum (profile), him already ask for energy formula for e2, and probably know more information and have e2 chips with it.

    Edited:

    I also may of found a bug - I built a basic dialling computer with addresses hard-wired in, and on a fast dial with an Atlantis gate sometimes the kawoosh doesn't appear.
    this can be in multiplayer, if someone use nox hands. Or you wired "dial type" as "2".

  31. Post #31
    TheEyes's Avatar
    June 2010
    543 Posts
    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.

  32. Post #32
    WiP about GW2
    eternalflamez's Avatar
    November 2011
    4,439 Posts
    Now I wish I had Garrys mod!

    (No, I didn't pirate, I actually never played it)
    Reply With Quote Edit / Delete Reply Windows XP Netherlands Show Events Late Late x 1 (list)

  33. Post #33
    AlexALX's Avatar
    October 2010
    1,342 Posts
    TheEyes 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\sta rgate

    Everything else what i have is just copy with small editions or old chips, or just not stargate chip, etc.

  34. Post #34
    TheEyes's Avatar
    June 2010
    543 Posts
    It's in MP, but the server was cleanly rebooted, then I dialed out and no kawoosh.

  35. Post #35
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @TheEyes hmmm, what sound you hear when it opening? Standart or what playing when you use nox dialling?

  36. Post #36
    TheEyes's Avatar
    June 2010
    543 Posts
    Standard.

  37. Post #37
    AlexALX's Avatar
    October 2010
    1,342 Posts
    @TheEyes 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:
    Also you can add custom groups, just edit this file: before_cap_sg_groups\lua\stargate\vgui\custom_grou ps.lua
    You can write description in non-english language, but then save this file in utf8.
    Code from this file:
    -- 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
    }

    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.

    ======

    @remy561 please answer for my pm, you should translate few phrases to dutch) And hurry up)

    @CharlieX3 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.

  38. Post #38
    remy561's Avatar
    January 2011
    224 Posts
    @AlexALX finished :), only the last one is changed a bit, because the proper dutch word doesn't really fit in that sentence.

  39. Post #39
    AlexALX's Avatar
    October 2010
    1,342 Posts
    Rev 204 changes:
    * 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_grou ps.lua
    You can write description in non-english language, but then save this file in utf8.

    =================

    @CharlieX3 sorry, just do not want wait) in some other day)

  40. Post #40
    TheEyes's Avatar
    June 2010
    543 Posts
    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}
    }