All in One is not recognised
Closed this issue · 16 comments
I tried to make All In One version of the mod. I got the files from github (master and resources), put them into 2 seperate mods and put them to workshop and tried to launch them. But when pressing Q it just gives me messege saying: Missing Addon, The Stargate carter Addon Pack
You are currently playing on a server that makes use of Carter Addon Pack that you currently do not have installed.
There's code that checks everything is installed "as it was intended to be" spread across a few files.
I am pretty sure I know what to remove on shared init, but for client init I dont seem to find it, only internet check.
Me and another guy(soren) have been working on a branch of cap called moonwatcher. We've ran into the same problem but we're actually almost finished removing the language system from CAP and optimizing all we can for this version of Garry's Mod as well as adding new things (: Your language usage would be super useful and IS super useful but it's a huge pain to tamper with if you wanna remove it. Beautiful system.
I don't see any point of removing our language system. Its way more advanced that build-in gmod + huge advantage for non-english speakers which is around 30%. And i'm not sure what exactly you calling by "optimize", its more like regression.
Really because we want to, I like the system like I said but I'd like to see how it'd perform without if any different.
So could anyone help me out? Because I dont seem to find the integrity checks in init shared and init client files.
Or did the comment above implied that it is beyond my skill level, which indeed might be the case :)
@Piehthyte
It will perform same. Just because most of language calls are upon init so might slight improve loading time but nothing else. Language system is not something what takes resources at all.
@martuksxxxx
I'm not sure, but probably you can remove https://github.com/RafaelDeJongh/cap/blob/master/lua/stargate/shared/capcheck.lua
@martuksxxxx
I'm not sure, but probably you can remove https://github.com/RafaelDeJongh/cap/blob/master/lua/stargate/shared/capcheck.lua
I did, no luck, still the same error. According to the reply way above, it is spread across 3 files
According to the reply way above, it is spread across 3 files
I can't remember exactly what files, I only got those files I mentioned originally from just glancing over the code. However, I managed to remove the checker in my own combined CAP fork and I'm pretty sure it was in these files.
Commit c845fa0
and 0bdac8a
is where I merged CAP resources & disabled the checker on my fork. If you look through the diff it should help you.
I will check. Wait, isnt your combined fork basically the same thing I am trying to do? Just combine all mods into a single mod instead of separate instances?
Right now, it more or less is.
I've changed a few other things (mostly just moving around files) and I'm planning to add some stuff to it still but the whole situation with the world has kind of taken away most of my time so I haven't been able to do any of what I planned yet.
Could you upload the current version to workshop? Or could I for private use?
Just a note - cap will be reuploaded as well officially seprarated by two parts (cap code and resources same as on github), but because i'm pretty busy right now, can't do this in near month or so.
Could you upload the current version to workshop? Or could I for private use?
It's already on my workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2055587876
I'll probably make a GitHub Actions to automatically publish new GitHub releases on the conspiracy-servers/stargate repository to the workshop page.
What will you be adding to the mod in the future?
https://github.com/conspiracy-servers/stargate/issues?q=is%3Aissue+is%3Aopen+label%3AEnhancement
https://github.com/conspiracy-servers/stargate/projects/2
This is most of what I have planned right now.