@Bucky21659 Carter's Addon Pack also not working in gmod 13... Lol.
True story bro. Old addon system also is not working there :p
@Madman write on first page that they dont need it anymore ... but write it very big ! and then if somebody will put a question if he need it .... !I WILL KILL HIM!
i don't get it...
either way we're talking about a gmod update which hasn't been released yet, or i'm the only person here who can still operate them.
the gates work just as fine as they ever did. :D
Is cap still alive, or are you all waiting for the old addon system to return in gmod 13?
@remy561 idk about cap team, but i will try something only after old addon system will be returned. Right now i test only one thing - convert asuran weapon from cap to gmod 13 and shoot in water, and there is no crash like in gmod 10... Just test this bug, nothing more)
So glad to see a recent update to this thread! Thanks for the awesome work you guys have done.
Just a quick heads up, but you may want to check the CAP install tutorial link OP posted. Maybe I'm crazy, but I've tried it a few times over the last couple days and it seems to be down :/
I have a render glitch with CAP and some of my friends have it too, heres whats wrong
SGU Stargate all symbols are always lit
Cant see the CAP kawoosh
ZPM/Ngen/PuddleJumper's HUD arent transparrent
if you want to see what it looks like...
I would like help and to tell my friends how to fix it.
RUN GMOD IN DX 9!!! NOT 8
@Woogoo try dxlevel 93. cap do not work correct on dx8 or just dx9.
@Woogoo i don't understand about what you talking, but maybe you something disabled in convars menu of stargate group system?... And anyway i havn't any problems in dx 93.
Nevermind it was because the gate i was testing on didnt have an address everything is working great
Never run any source game under -dx91
Garry re-enabled the old Addon system in the Beta, just saying.
@Tuskin i know...
And after some testing i got much problems and some function was removed and some things not working in gmod 13.... Stargate menu completely broken and now can't be text field with "multi choice", like right not with field for dialled addresses (saving history), and also like in my addon for group field... Also not working read files from addon folder in data (like stargate config or gatespawners), idk maybe this is bug with gmod 13, but after this bug report http://facepunch.com/threads/1173919 (i just used it in my addon for check installed addons) i starting think this is also not a bug with data folder and it will be not fixed... So this is very bug trouble for stargate addon... Without manuale move config and gatespawner files in garrysmodbeta/data folder it not working...
Menu completely broken and can't be restored, because it can't not include some old things what used on gmod 10...
So idk really... Too much problems with addons now on gmod 13...
Tuskin, Thanks for info :)
AlexALX, just wait till release, no point of fixing stuff if game isn't finished.
It's maybe time to re-create the small pack just including gates and normal sweps ?
and after it just re-implanting the other small devices.
DMultiChoice not DComboBox.
And also I prefer gates with no address list - more realistic
Time to spout my buglist.
- MCDs still don't work.
- Naquadah Gen Mk1 - wire "ON/OFF" input does nothing
- Destiny Shuttles spout null entity errors if you disconnect with them still on the server.
- Darts tend to crash the server.
- If you blow up in a jumper, you get a constant fire sound.
- You can't pilot two jumpers in one server at the same time.
Hey guys, probably we have very big problem with gmod 13, garry said that it will not inmpove old addons system, so it just for backwards compatibility... Read him anwers in:
http://facepunch.com/threads/1173971 (not answered yet)
I'm starting think that with gmod 13 will be NO carterst addon pack, and no stargates, due to garry killing old addon system functional, like now i can't check if carters addon pack installed (for my addon, but this is not so big problem), but about data folder, read stargate config or gatespawners in addon folder now impossible. Same with dropdown-menu with editable text... Maybe we all make the petition for against such system? While gmod to be in beta testing, we can change something...
Please read this message, it is important for the existence of the stargate addon in the future.
The data files and the fonts can always be copied from the addon's folder into the GMod root folder. Just add it as an instruction in the readme as I really doubt Garry will back down on allowing them into addons.
It may cause a few headaches with people complaining as they didn't follow the instructions but it would still work.
@Person8880 but what to do if this files can be update on svn? Users should always do that if files updated... Thats stupid imho. But anyway i think it can be done different, if mowe configs gatespawners etc from data to lua/stargate/configs for example, then i can read this files without problems, so probably this can be also fixed, as for fonts, maybe garry will fix it, i'm not sure what exacly means "Yeah this is by design, sorry", but maybe i can fix it myself, including data folder... I can override default gmod functions with mine, so i can fix it... But this is complicate, and this is just stupid. But with SetEditable in DComboBox i can't do nothing, and that killing address saving in menu (what address we diallied), and my group field with dropdown menu... I'm start hating gmod 13)
Wait 6 months for a stable version.
@Person8880 and that will kill many thinkgs, i really don't like that changes... For now i;m stopping work with gmod 13 due to much problems here, and if garry will do everythink like right now, then i will not go convert my addon to gmod 13.
- Fixed Wraith Player Model
- Fixed Atlantis ZPM Hub wire inputs not working
- Fixed grammatical errors in ZPM Hub tools
- Added new SGC ZPM Hub.
- 60Cal Model by Progsys
- New Event Horizon
- Some new Materials
Did u change the sgu gate event horizon 2 ?
I love the new EH
did anyone say clearer? =D
indeed it is. http://img546.imageshack.us/img546/546/es47bse458e4.png
the dark edge on the outside seems a bit too dark, but i'd call that -personal preference- ^^
edit: i forgot to mention, that i still have some old files from avons addon floating around, that's why the screenshot looks so different.
what's the difference between the new and old SGC ZPM hubs