1. Post #521
    CharlieX3's Avatar
    April 2011
    341 Posts
    Amazing trailer of really good servers (I used to play there long time ago)!



    I like this server i had playing on it ... but there are so big lags when there are many people ...

    (User was banned for this post ("Image macro meme reply." - postal))
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  2. Post #522
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 236 changes:

    Updated:
    - Improved czech translation.

    Fixed:
    - Staff weapon materials and sounds missing.
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  3. Post #523

    April 2011
    602 Posts
    Are you people purposely ignoring the main point of my post?
    I don't care whether they have permission or not to use aVoN's code, it's the hypocritical nature of disallowing derivatives from a work which is essentially a derivative.
    You can modify it for personal purposes as you wish as long as you don't distribute anything
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  4. Post #524
    remy561's Avatar
    January 2011
    229 Posts
    Amazing trailer of really good servers (I used to play there long time ago)!

    I'm going to check this server out!
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  5. Post #525
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 237 changes:

    Fixed:

    - Snapshot Overflow in mp when try join to server and map have many stargates (including gm_stargateworlds_parody_beta3 map). But if near spawn will be many gates, you still will have this error (engine bug).
    - Now gates list displaying in vgui menu works fine in gmod13.
    - Some mistakes in english translation.
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  6. Post #526
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Cool Alex, good that my suggestion worked :)
    Now, just to let you know - http://sg-carterpack.com/index.php/topic,120.0.html
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  7. Post #527
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 238 changes:

    Fixed:

    - One bug what can happens in mp after latest update.

    Edited:

    Rev 239 changes:

    Fixed:

    - Some times stargates not displaying in vgui menu address list after run stargate_reload command.
    - Now colors work in vgui menu address list in gmod13 (except field with glyphs, can't fix it, glyphs displaying not working correct in gmod13 in any case).

    ps sorry for fast updates, this is last update today, i hope.
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  8. Post #528
    CharlieX3's Avatar
    April 2011
    341 Posts
    "i hope" :D :D
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  9. Post #529
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 240 changes:

    Updated:
    - Little improvents to gm_stargateworlds_parody_beta3 gatespawner.

    Fixed:
    - Nox dialling bugs.
    - Bug what allow get client-side all stargates list (including private gates address).
    - Brazier's not saving with gatespawner.
    - Some other small changes.



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  10. Post #530
    CharlieX3's Avatar
    April 2011
    341 Posts
    i sad it :D
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  11. Post #531
    Boba Fett's Avatar
    July 2010
    2,045 Posts
    Damn Alex! Nice Updates!
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  12. Post #532

    June 2011
    50 Posts
    did you fix the bug with neuroplanes?
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  13. Post #533
    CharlieX3's Avatar
    April 2011
    341 Posts
    LoL its already fixed ... but still i dont prefer to use neuroplanes + CAP ,because there are still many bugs ... like when u are in Wraith Dart u will see HUD from neuroplanes ...
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  14. Post #534
    Woogoo's Avatar
    January 2012
    206 Posts
    May I ask why you don't allow derivative work?
    A bit hypocritical considering you have used great portions of aVoN's code.
    You can mod ANYTHING on this addon you want to, but you need to ask for permission from CAP to give it to anyone els or upload it as a mod
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  15. Post #535
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 241 changes:

    Added:

    - Croatian translation (85% translated).
    - Now all cap entity/stool/weapon names can be translated (only names! and some menus).
    - Now credits page also can be translated (with cap update checker).
    - Added new stargate wire expression2 lib.

    Fixed:
    - Some bugs with "Enable No-Dial menu" feature.
    - Text fields not working in cap convars menu (after latest gmod update?).
    - Some other bugs.

    About stargate wire expression2 lib:
    Write in e2 helper "stargate" to get new functions list. This functions works with this way for example:
    Code:
    @name 
    @inputs SG:wirelink
    @outputs 
    @persist 
    @trigger 
    
    print(SG:entity():stargateAddress())
    Please note: you can use this functions for now only for your stargates (you must be it owner or just server admin). This lib will be later improved, will be added more functions. Also some wire inputs/outputs probably will be removed and moved to this e2 lib later.
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  16. Post #536
    Woogoo's Avatar
    January 2012
    206 Posts
    Bug: SGA Iris plays hit sound when kawoosh passes it (when its off)
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  17. Post #537
    Boba Fett's Avatar
    July 2010
    2,045 Posts
    Rev242

    Fixed:
    - Updated GDO texture's and fixed Strip Invisibility Bug

    Optimized:

    Allot of VMT's and VTF files
    Reordered allot of folders for a better oversight
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  18. Post #538
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 243 changes:

    Added:

    - Estonian translation.
    - Now stargate functions in e2 lib can be also used with wirelink without calling entity() (so just "SG:stargateAddress()" for example, old way still work for admins or gate owner).
    - stargateIrisToggle function for e2 lib.
    - Now we have "Kawoosh" instead "point hurt" when player died in kawoosh.
    - Improved german translation.

    Removed:
    - stargateTarget function from e2 lib.
    I think this function is like exploit - we can open/close iris on dialled stargate for example.

    Fixed:
    - Goauld iris not spawning on protected gates (for admins).
    - One sound bug with atlantis iris.
    - Kawoosh now will not take damage to entities if it welded to stargate.
    - Some other bugs.

    Please go here to get more information about wire expression2 lib:
    http://sg-carterpack.com/index.php/topic,126.html
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  19. Post #539
    Woogoo's Avatar
    January 2012
    206 Posts
    I get this error in SVN when trying to update cap_resources

    Update
    Working copy 'C:\Program Files
    (x86)\Steam\steamapps\******\garrysmod\garrysmod\a ddons\cap_resources'
    locked.
    'C:\Program Files
    (x86)\Steam\steamapps\******\garrysmod\garrysmod\a ddons\cap_resources' is
    already locked.



    updateing cap works tho
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  20. Post #540
    Boba Fett's Avatar
    July 2010
    2,045 Posts
    I get this error in SVN when trying to update cap_resources

    Update
    Working copy 'C:\Program Files
    (x86)\Steam\steamapps\******\garrysmod\garrysmod\a ddons\cap_resources'
    locked.
    'C:\Program Files
    (x86)\Steam\steamapps\******\garrysmod\garrysmod\a ddons\cap_resources' is
    already locked.



    updateing cap works tho
    Use a CleanUp command from the SVNTurtoise menu on the folder!
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  21. Post #541
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 244 changes:

    Updated:

    - Improved french translation.
    - Renamed "Kawoosh" to "Unstable Vortex".
    - Added some new things what can be translated now.
    - Removed stargate wire inputs: Refresh List, Get Energy from Address.
    - Removed stargate wire outputs: Address List, StarGate Address, StarGate Group, StarGate Type, StarGate Name, StarGate Private, StarGate Local, StarGate Blocked, Energy from Address.
    [Expression2 lib]
    - Added functions: stargateGetEnergyFromAddress, stargateGetDistanceFromAddress, stargateAddressList.
    - Renamed function stargateHasIrisActive to stargateIrisActive.

    Fixed:
    - Some things not translating (keep english message).
    - Some other small bug fixes.

    Note: use stargate expression2 functions instead removed wire inputs/outputs now.
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  22. Post #542
    Woogoo's Avatar
    January 2012
    206 Posts
    Use a CleanUp command from the SVNTurtoise menu on the folder!
    worked
    thanks!

    Edited:

    [B]

    Note: use stargate expression2 functions instead removed wire inputs/outputs now.
    that wont be easy, me and most of my friends dont know how to use e2
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  23. Post #543
    kibbols's Avatar
    July 2011
    454 Posts
    Use a CleanUp command from the SVNTurtoise menu on the folder!
    thanks, i also had a problem THANKS FOR TE FIX! :D
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  24. Post #544
    Gold Member
    sdbrendan's Avatar
    October 2011
    135 Posts
    Bug: when unstable votex comes out from the stargate errors appeared from the gate
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  25. Post #545
    Lantis's Avatar
    July 2008
    124 Posts
    Nice updates alex you made this mod better and better every days, thanks to you and cap team
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  26. Post #546
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 245 changes:

    Updated:

    - Improved czech (85%), french (99%), russian (99%) translations.
    - Added new fields for translation.
    - Added new example e2 chip, what shows how get gate info now (address, group etc).
    [Expression2 lib]
    - Added functions: stargateBlocked, stargateGalaxy (forgot).
    - Fixed stargateGroup function return gate address not group.

    Fixed:
    - Stargate orlin not working after latest update.
    - Size of vgui menu for dakara weapon (now it bigger for multi-language translations).
    - Some bugs with kawoosh_hurt entity.
    - Some other small changes and bug fixes.

    Edited:

    Rev 246 changes:

    Fixed:

    - stargate_reload command broke some times address list (or it incorrect work).
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  27. Post #547
    Woogoo's Avatar
    January 2012
    206 Posts
    Bug: (mabey) on servers running CAP sometimes (this happnes to everyone) when the gate opens and gmod instantly crashes, I have had this bug from when i first started useing cap and this is the first time im reporting it lol

    EDIT: also, stargates will cause reliable snapshot overflows on a server
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  28. Post #548
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 247 changes:

    Updated:

    - Improved estonian and french translations (now 100% translated).
    [Expression2 lib]
    - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System.

    ps and again 4 updates in one day, tell me "stop doing that" .
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  29. Post #549
    DrFattyJr's Avatar
    November 2007
    175 Posts
    Hey guys, haven't been on facepunch let alone Garry's mod in years. I was one of the two guys working on the Stargate add-ons Pack back in the day. I noticed you guys now maintain our old code but I was wondering if you'd give me the opportunity to go back in and fix up some of it, some of the effects and code are just plain horrible and I think I could do a much better job now. You even have some of the unused test effects I left in our SVN :P.

    Also from what I can see around the forums apparently Lua generated models and physics is a thing now so you could do some pretty interesting things with that.
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  30. Post #550
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Hi DrFattyJr, during that small merge I've copied everything from your svn (I even saw some hyperspace effect there, am I right? ).
    If you wanna help us, it would be cool. And thought I like gmod 10, I would suggest you to go on gmod 13. So if you would like to join us, go ahead, new coders are always happily welcome :)

    Btw., I believe I'm working on some stuff you wanted to do long time ago, like a ShieldCore. It even works nice on gmod 10 (clientside predictions is fucked of course). But the best thing is a gmod13 - Garry finally fixed clientside prediction, and more than that - PhysicsFromMesh is now affected by engine tracers :)

    P.S. I could try to get you a beta key in case you've decided to join us :)
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  31. Post #551
    TheEyes's Avatar
    June 2010
    657 Posts
    Rev 247 changes:

    Updated:

    - Improved estonian and french translations (now 100% translated).
    [Expression2 lib]
    - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System.

    ps and again 4 updates in one day, tell me "stop doing that" .
    Keep doing that
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  32. Post #552
    Woogoo's Avatar
    January 2012
    206 Posts
    Rev 247 changes:

    Updated:

    - Improved estonian and french translations (now 100% translated).
    [Expression2 lib]
    - Added function stargateSystemType, return 1 if used Group System, 0 - Galaxy System.

    ps and again 4 updates in one day, tell me "stop doing that" .
    ill only say stop doing that at 14 updates per day
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  33. Post #553
    Gold Member
    fdinasty's Avatar
    September 2006
    836 Posts
    don't know what i should prefer...

    numerous updates per day, or a few every week.
    doesn't mean, that your efforts of keeping bugs to a minimum, are bad.
    that's actually a good thing, that people keep working on it.

    it's a bit nerve-racking though, if players just updated the addon an hour ago and are about to play gmod...and *baam* the game tells them, that their addon is out of date.
    am still waiting for "it" to be included (if you know what i mean ^^)
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  34. Post #554
    Gold Member
    sdbrendan's Avatar
    October 2011
    135 Posts
    thanks alex
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  35. Post #555
    geekdeer

    December 2009
    216 Posts
    I love all update from you guys but what happened if gmod 13 is out tomorrow ?
    All efforts for gmod 10 is gone ! :(

    But for gmod 10 you making alot of great job thanks for all !
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  36. Post #556
    AlexALX's Avatar
    October 2010
    1,495 Posts
    I love all update from you guys but what happened if gmod 13 is out tomorrow ?
    Thats to god - that will not happens. It will out somethink about half year or later. It have too much functions what broked...
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  37. Post #557
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    I love all update from you guys but what happened if gmod 13 is out tomorrow ?
    All efforts for gmod 10 is gone ! :(

    But for gmod 10 you making alot of great job thanks for all !
    True story bro. It's why I'm working on gmod 13. Today, I suspended wroks on Shield Core, and instead started Stargate Framework (like dedicated Stargate tabs, new library loaders etc), so only entities and tools will be left to port :)

    Do you like new tabs?

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  38. Post #558
    Woogoo's Avatar
    January 2012
    206 Posts
    True story bro. It's why I'm working on gmod 13. Today, I suspended wroks on Shield Core, and instead started Stargate Framework (like dedicated Stargate tabs, new library loaders etc), so only entities and tools will be left to port :)

    Do you like new tabs?

    I like the tabs, you are doing great.
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  39. Post #559
    Best Poster
    Saza's Avatar
    July 2009
    19,031 Posts
    That would make life so much better in GMod 13 rather than the current system.

    Also, just a thought, the Sarcophagus would make a good entity or vehicle (healing or not)
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  40. Post #560
    Gold Member
    sdbrendan's Avatar
    October 2011
    135 Posts
    I would like to request a gm_mobenix_v3_final gatespawner that works with CAP and the group system please.
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