1. Post #561
    Lantian's Avatar
    July 2009
    639 Posts
    I would like to request a gm_mobenix_v3_final gatespawner that works with CAP and the group system please.
    why dont you make one its not hard just spawn gates and DHD's rings ect that you want where you want them then open up one of the options cap menus and click create gatespawner

    EDIT

    just relised i already made/updated (cant rember which) a gatespawner for that map so if you want it it hear

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  2. Post #562
    orrila's Avatar
    March 2012
    403 Posts
    Hi guys.
    Just wondering, as you are doing all this work on Gmod 13, will it muck up gmod 10 CAP.
    Great work alex and i love the tabs madman is putting in.

    Ideas:
    Ships, like puddle jumper, first person view.
    The control chair in sg Cap Ents-ships make as a viehcle so it can be used to touch to weapons to control them.

    Thanks

    Orrila
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  3. Post #563
    geekdeer

    December 2009
    216 Posts
    To AlexALX : I found a bug ( I Think ) , when I enable "Turn On Right Light" and when I dial any adress the lights stay off atfer the gate close or stop dialling.
    I dont remember if in the show the lights is re-activated after the atlantis gate close ?
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  4. Post #564

    February 2012
    32 Posts
    Hi all !

    I have problems when I install or Update the Carter addons pack ( rev 247 )



    Need help please ! My server can't be update ^^

    Edit: My Turtoise SVN is french ...
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  5. Post #565
    TheEyes's Avatar
    June 2010
    659 Posts
    Hi all !

    I have problems when I install or Update the Carter addons pack ( rev 247 )



    Need help please ! My server can't be update ^^

    Edit: My Turtoise SVN is french ...
    You need to do a svn cleanup basically.
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  6. Post #566
    Gold Member
    fdinasty's Avatar
    September 2006
    836 Posts
    To AlexALX : I found a bug ( I Think ) , when I enable "Turn On Right Light" and when I dial any adress the lights stay off atfer the gate close or stop dialling.
    I dont remember if in the show the lights is re-activated after the atlantis gate close ?
    I noticed this quite often.
    Perhaps, the gate gives priority to turning of all symbols after shutting down, rather than external buttons which tell it to turn on the lights again.

    My solution.
    In this particular case, the "SR-Latch" and "Delay-Timer" are being reset, if one of the three possible cases is given by the "OR" chip...which means that the ring lights turn off.
    When the gate shuts down, or stops dialing...the "Delay-Timer" starts counting 2.5 seconds and after that sets the "SR-Latch" to 1, which then again turns on the ring lights.
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  7. Post #567
    assassin21's Avatar
    February 2010
    605 Posts
    You just have to click update again i think...
    Because normally SVN tells you when you have to clean up
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  8. Post #568

    February 2012
    32 Posts
    Update again doesn't work ^^

    but I test cleanup ;) ( now no error but so long too start, just the first line actually ... )

    EDIT: Thanks ! That work ! :)
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  9. Post #569
    Link320's Avatar
    February 2009
    141 Posts
    Ideas:
    Ships, like puddle jumper, first person view.
    Orrila
    Please do some research before making requests. Press 1 when controlling a Jumper/F302/Cargoship to change views.
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  10. Post #570
    orrila's Avatar
    March 2012
    403 Posts
    Please do some research before making requests. Press 1 when controlling a Jumper/F302/Cargoship to change views.
    Whoops, didn't know about them, sorry.
    Control chair viehcle would stil be good though eh.
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  11. Post #571

    April 2011
    602 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)
    Just change model and range of the Telchak healing device?
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  12. Post #572
    I like Ponies!!!
    Madman07's Avatar
    January 2010
    2,255 Posts
    Just change model and range of the Telchak healing device?
    + remove insanity overheal, make it as vehicle (enterable).
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  13. Post #573
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 248 changes:

    Updated:
    - Some translation updates.
    [Expression2 lib]
    - Fixed stargateAddressList error with Galaxy System enabled.
    - Added new functions: stargateRingAddress, stargateRingSetAddress, stargateRingDial, stargateRingDialClosest.

    Fixed:
    - Some bugs with rings (and now only numbers in address!).

    Edited:

    Rev 249 changes:

    Updated:
    - Improved german translation.

    Fixed:

    - Some bugs with rings and rings menu (for kino/hand device).

    ====

    Lol, and i'm again upload two updates in few minutes...

    Edited:

    Rev 250:

    Updated:

    - Some translations.

    Fixed:
    - Ring "address already exists" message not working if sg-mod installed.

    ps no comment... but now this is last update today, because i must go)
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  14. Post #574
    geekdeer

    December 2009
    216 Posts
    Nice news look at there.
    https://www.facebook.com/officialsta...51336644923673

    I hope for a new serie !!
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  15. Post #575
    kibbols's Avatar
    July 2011
    454 Posts
    Nice news look at there.
    https://www.facebook.com/officialsta...51336644923673

    I hope for a new serie !!
    i hope its true, i get bored without stargate
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  16. Post #576

    February 2012
    32 Posts
    Hi !
    Another question by me ...

    It's about the CFD device !
    I can activate this with link on "inbound" stargate but HOW to unlock this ... code always change and haven't weapon for use code or other device ...
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  17. Post #577
    CharlieX3's Avatar
    April 2011
    341 Posts
    Hi !
    Another question by me ...

    It's about the CFD device !
    I can activate this with link on "inbound" stargate but HOW to unlock this ... code always change and haven't weapon for use code or other device ...
    You can't broke the code ;) or??
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  18. Post #578

    February 2012
    32 Posts
    I dont understand your question x)

    That I want to say it is that I do not know how to have some means of entered a code and how to indicate him (a static code)
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  19. Post #579
    CharlieX3's Avatar
    April 2011
    341 Posts
    i sad U CANT BROKE THE CODE ! ITS NOT LIKE IRIS ... LoL .... and my only question was for CAP "or i just dont know something ??"
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  20. Post #580
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 251 changes:

    Updated:

    - Improved czech translation (99% translated).
    - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs).
    - Added gm_mobenix_v3_final gatespawner (for Group System, thanks to Lantian).
    [Expression2 lib]
    - Added function stargateAsgardTeleport.

    Fixed:
    - Some small bugs.
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  21. Post #581
    Dennab
    March 2010
    338 Posts
    Rev 251 changes:

    Updated:

    - Improved czech translation (99% translated).
    - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs).
    - Added gm_mobenix_v3_final gatespawner (for Group System, thanks to Lantian).
    [Expression2 lib]
    - Added function stargateAsgardTeleport.

    Fixed:
    - Some small bugs.
    Thanks for all the work you're putting into CAP, AlexALX!!!!

    It's great to see new revisions coming out

    Same thanks goes to all the other Devs as well!!!
    CAP has become a feat of epic proportion!
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  22. Post #582
    Woogoo's Avatar
    January 2012
    206 Posts
    [B]Rev 251 changes:

    - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs).
    needs to be for the DHD too, noobs distroy those all the time
    and also people building neer the gate and they blow up... killing the dhd
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  23. Post #583
    kernalk's Avatar
    November 2009
    76 Posts
    Rev 251 changes:

    Updated:

    - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs). Glad to hear it! Was getting fed up with this. Glad also to see that gates finally respawn with the correct settings
    [Expression2 lib]
    - Added function stargateAsgardTeleport. This intrigues me. I look forward to playing with this
    Something I came across yesterday: there's a convar to allow gatespawned gates to require energy to dial out-of-group, but at least in Environments they can't be linked to hubs etc. Is there any way this can be adjusted?
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  24. Post #584
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Something I came across yesterday: there's a convar to allow gatespawned gates to require energy to dial out-of-group, but at least in Environments they can't be linked to hubs etc. Is there any way this can be adjusted?
    In Environments you should connect zpm hub with resource node, and only after connect stargate to resource node. This is limit of Environments and author said there is no way do this for now. But i thing i fixed that problem with linking gatespawner gates with nodes in rev 251 (small fixed - there is also this bug). So re-check it.
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  25. Post #585
    CharlieX3's Avatar
    April 2011
    341 Posts
    somebody can fix effects gate_nuke effect or any other kaboom effect ?? because its not destroying props :( something like autodestruction doesnt exist with eg. Naquadah bomb .....
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  26. Post #586
    AlexALX's Avatar
    October 2010
    1,495 Posts
    Rev 252 changes:

    Updated:

    - Improved slovak translation.

    Fixed:
    - Mouse-Clicking on button not working on dhd's.
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  27. Post #587

    April 2012
    1 Posts
    What version of GMOD does this require? Will it work with GMOD 11? Also, does this require wiremod?
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  28. Post #588
    Boba Fett's Avatar
    July 2010
    2,046 Posts
    What version of GMOD does this require? Will it work with GMOD 11?
    It works with gmod I think its called gmod10 or 11 or even 12 idk the count really doesn't matter its just called gmod just see that it does not work with gmod9 and pirated gmod's...
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  29. Post #589
    Woogoo's Avatar
    January 2012
    206 Posts
    It works with gmod I think its called gmod10 or 11 or even 12 idk the count really doesn't matter its just called gmod just see that it does not work with gmod9 and pirated gmod's...
    well gmod 13 is next... so gmod 12?
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  30. Post #590
    CharlieX3's Avatar
    April 2011
    341 Posts
    well gmod 13 is next... so gmod 12?
    nope...Garry skipped one number ... actual version is 11 ....

    What version of GMOD does this require? Will it work with GMOD 11? Also, does this require wiremod?
    Hello PIRATE ! I hate PIRATES !
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  31. Post #591
    Dennab
    March 2010
    338 Posts
    nope...Garry skipped one number ... actual version is 11 ....
    Actually, I believe the majority-fan-base of GMod has referred to it as version '12' since it was released for Mac. (Either that or the L4D2 engine thingy)
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  32. Post #592

    April 2011
    602 Posts
    Actually, I believe the majority-fan-base of GMod has referred to it as version '12' since it was released for Mac. (Either that or the L4D2 engine thingy)
    Actually, I think it's still being called GMod 10 officially..
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  33. Post #593
    CharlieX3's Avatar
    April 2011
    341 Posts
    you are wrong Art because actual is gmod 11 ;)
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  34. Post #594
    Link320's Avatar
    February 2009
    141 Posts
    The Garrysmod history refers to the current version as 10, but this is getting off-topic...

    Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.
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  35. Post #595
    CharlieX3's Avatar
    April 2011
    341 Posts
    The Garrysmod history refers to the current version as 10, but this is getting off-topic...

    Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.
    ehm...Garry’s Mod 10 (29th November 2006)...so old

    Sarcophagus what ??
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  36. Post #596
    remy561's Avatar
    January 2011
    229 Posts
    ehm...Garry’s Mod 10 (29th November 2006)...so old

    Sarcophagus what ??
    Garry's Mod 10 = release
    Garry's Mod 11 = Orangebox source engine -> Portal, Team Fortress 2 and Episode 2 into GMod.
    Garry's Mod 12 = Mac release.

    Thought this was the right order.
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  37. Post #597
    Dennab
    March 2010
    338 Posts
    The Garrysmod history refers to the current version as 10, but this is getting off-topic...

    Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.
    I don't think they were actually going to be making it, they were suggesting you do it yourself.
    At the moment, the CAP team are busy with their lives/fixing bugs/improving aesthetics/preparing for 13/making multi-lingual support, so if you want a new feature, you're going to have to either wait or make it yourself and request they add your creation to the pack.

    ehm...Garry’s Mod 10 (29th November 2006)...so old

    Sarcophagus what ??
    Read through the thread, then ask the questions.

    Garry's Mod 10 = release
    Garry's Mod 11 = Orangebox source engine -> Portal, Team Fortress 2 and Episode 2 into GMod.
    Garry's Mod 12 = Mac release.

    Thought this was the right order.
    ^This is what I was referring to, saw it somewhere on Garry's site or likewise.
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  38. Post #598
    cameljock's Avatar
    August 2005
    4 Posts
    Any hope for compatibility with the Environments addon?
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  39. Post #599

    April 2011
    602 Posts
    Any hope for compatibility with the Environments addon?
    http://sg-carterpack.com/index.php/t...5.html#msg1255
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  40. Post #600
    AgentExeider's Avatar
    December 2008
    32 Posts
    I read at the top of the post that you don't need Avon's Stargate mod anymore?

    Why is that, did he quit updating it? or are you just including it now?

    -AE
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