1. Post #81
    『  』
    TheEyes's Avatar
    June 2010
    669 Posts
    NO U DON'T NEED IT ANYMORE !
    I am going to kill you soon. Fucking speak properly.
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  2. Post #82
    Boba Fett's Avatar
    July 2010
    2,048 Posts
    I am going to kill you soon. Fucking speak properly.
    No you don't require Avon's pack anymore :)
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  3. Post #83
    Bucky21659's Avatar
    August 2011
    130 Posts
    No you don't require Avon's pack anymore :)

    Well that's a good thing, because Avon's pack doesn't work in GM13. ;P
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  4. Post #84
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @Bucky21659 Carter's Addon Pack also not working in gmod 13... Lol.
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  5. Post #85
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    True story bro. Old addon system also is not working there :p
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  6. Post #86
    CharlieX3's Avatar
    April 2011
    343 Posts
    I am going to kill you soon. Fucking speak properly.
    what's wrong ? ... everybody knows that its not necessary ...

    @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!
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  7. Post #87

    April 2011
    602 Posts
    @Bucky21659 Carter's Addon Pack also not working in gmod 13... Lol.
    Not everything, no.

    But then your pack is based on the things that do not work: The gates lol
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  8. Post #88
    Gold Member
    fdinasty's Avatar
    September 2006
    836 Posts
    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
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  9. Post #89
    Iziraider's Avatar
    August 2009
    1,388 Posts
    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
    They are talking about the gmod beta.
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  10. Post #90
    remy561's Avatar
    January 2011
    229 Posts
    Is cap still alive, or are you all waiting for the old addon system to return in gmod 13?
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  11. Post #91
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @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)
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  12. Post #92

    March 2012
    1 Posts
    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 :/
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  13. Post #93
    remy561's Avatar
    January 2011
    229 Posts
    @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)
    It will be back: http://www.facepunch.com/threads/1158906
    "• The old addon system isn't functional in this update. Don't worry - it'll be back."
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  14. Post #94
    Woogoo's Avatar
    January 2012
    206 Posts
    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.
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  15. Post #95
    Lantian's Avatar
    July 2009
    641 Posts
    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.
    does it happen when you only have CAP, group and wire installed
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  16. Post #96
    Woogoo's Avatar
    January 2012
    206 Posts
    does it happen when you only have CAP, group and wire installed
    Yes, it does
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  17. Post #97
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @Woogoo

    RUN GMOD IN DX 9!!! NOT 8
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  18. Post #98
    Woogoo's Avatar
    January 2012
    206 Posts
    @Woogoo

    RUN GMOD IN DX 9!!! NOT 8
    If your talking about dxlevel i run it in 81 but ill try 9

    EDIT: didn't work, still the same
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  19. Post #99
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @Woogoo try dxlevel 93. cap do not work correct on dx8 or just dx9.
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  20. Post #100
    Woogoo's Avatar
    January 2012
    206 Posts
    @Woogoo try dxlevel 93. cap do not work correct on dx8 or just dx9.
    That worked also graphics is a lot better

    however now the symbols on DHDs on the recieveing end don't light up anymore lol
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  21. Post #101
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @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.
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  22. Post #102
    Woogoo's Avatar
    January 2012
    206 Posts
    Nevermind it was because the gate i was testing on didnt have an address everything is working great
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  23. Post #103
    Boba Fett's Avatar
    July 2010
    2,048 Posts
    Never run any source game under -dx91
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  24. Post #104
    Gold Member
    Tuskin's Avatar
    January 2005
    17,995 Posts
    Garry re-enabled the old Addon system in the Beta, just saying.
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  25. Post #105
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @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...

    Some screenshoots:





    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...
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  26. Post #106
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Tuskin, Thanks for info :)
    AlexALX, just wait till release, no point of fixing stuff if game isn't finished.
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  27. Post #107
    geekdeer

    December 2009
    216 Posts
    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.
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  28. Post #108
    『  』
    TheEyes's Avatar
    June 2010
    669 Posts
    DMultiChoice not DComboBox.

    And also I prefer gates with no address list - more realistic

    EDIT:
    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.
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  29. Post #109
    Lantian's Avatar
    July 2009
    641 Posts
    DMultiChoice not DComboBox.

    And also I prefer gates with no address list - more realistic

    EDIT:
    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.
    constant fire sound sounds like a gmod bug i get from time to time which can be fixed by typing stopsounds in the the console
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  30. Post #110
    AlexALX's Avatar
    October 2010
    1,503 Posts
    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/1173976...4#post35367784
    http://facepunch.com/threads/1173966...6#post35367796
    http://facepunch.com/threads/1173977...5#post35367775
    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.
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  31. Post #111

    November 2010
    25 Posts
    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.
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  32. Post #112
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @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)
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  33. Post #113
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Don't panic.

    Wait 6 months for a stable version.

    Problem solved.
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  34. Post #114

    November 2010
    25 Posts
    @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)
    As far as I know he doesn't want any data or resource files in addons, which is why he said it was by design. I agree that it's a bit silly but that's the way he's going with it.
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  35. Post #115
    AlexALX's Avatar
    October 2010
    1,503 Posts
    @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.
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  36. Post #116
    Boba Fett's Avatar
    July 2010
    2,048 Posts
    Rev209

    Updated:

    - Fixed Wraith Player Model
    - Fixed Atlantis ZPM Hub wire inputs not working
    - Fixed grammatical errors in ZPM Hub tools

    Added:

    - Added new SGC ZPM Hub.
    - 60Cal Model by Progsys
    - New Event Horizon
    - Some new Materials
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  37. Post #117
    Gold Member
    sdbrendan's Avatar
    October 2011
    135 Posts
    Did u change the sgu gate event horizon 2 ?
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  38. Post #118
    Gold Member
    Tuskin's Avatar
    January 2005
    17,995 Posts
    I love the new EH



    So clean
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  39. Post #119
    Gold Member
    fdinasty's Avatar
    September 2006
    836 Posts
    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.
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  40. Post #120

    May 2010
    70 Posts
    what's the difference between the new and old SGC ZPM hubs
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