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GiGaBiTe
Posted on: Jan 17 2018, 11:46 PM


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During a recent major overhaul of my server, I decided it was time to get on the HTTPS bandwagon. Due to the ever increasing threat of cyber crime, it made sense to make sure your connection here is secure.

I've also opted to force HTTPS, so browsers incapable of secure connections will not be able to view this website anymore (Sorry Windows 98 users.)

If you'd like to have HTTPS on your site, letsencrypt.org is a free service provided by the ISRG, which will get you going.
  Forum: News · Post Preview: #460 · Replies: 0 · Views: 150

GiGaBiTe
Posted on: Jun 21 2016, 01:31 AM


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Here's another list of bad Windows updates, this time for Windows 8.1. These updates either try to force Windows 10 down your throat or add telemetry/spyware into the OS at the system level.

One of these updates (KB3044374) is under the "important" category and will automatically be installed if you have automatic updates enabled (which is the default behavior unless specified otherwise.)

Here's the known list of updates that try to install Windows 10, or otherwise contain spyware.

KB3044374 - "Update that allows you to upgrade from Windows 8.1 to Windows 10" Warning: This is an "Important" update and will automatically be installed.
KB2976978 - "Compatibility update for Windows 8/8.1" - Installs telemetry for users in the CEIP (Customer Experience Improvement Program)
KB3035583 - "Installs GWX App" Same garbage from Windows 7 and 8, installs the nagware GWX application. Newer versions of the GWX app are known to be far more intrusive and annoying, be warned!
KB3058168 - "Activate Windows 10 from Windows 8/8.1 KMS hosts" Used for BIOS activation of Windows 10 installs.
KB3068708 - "Update for CEIP and diagnostic telemetry" Diagnostic telemetry/spyware for CEIP users.
KB3080149 - "Update for CEIP Program" Diagnostic telemetry/spyware for CEIP users.
KB3123862 - "Updated upgrade capabilities for Windows 7 and 8.1" Prep update for Windows 10.
KB3144850 - "Enables downgrade rights for Windows 10 IoT" Self explanatory.
KB3150513 - "Latest compatibility updates definitions" Updates the list of compatible hardware in the Windows readiness tool.
KB3173040 - "End of free upgrade offer" Full screen nagware to notify you that the free upgrade period for Windows 10 will end on July 29th."
KB3184143 - "Remove software related to GWX" Removes GWX upgrade offer software."
  Forum: Computer Help · Post Preview: #413 · Replies: 0 · Views: 2,059

GiGaBiTe
Posted on: May 18 2016, 12:31 AM


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I've updated the model pack to include inline crank cases, fork connecting rods, rod caps, a 9 cylinder and 18 cylinder radial engine, and master and slave rod for both.
  Forum: Model Development · Post Preview: #412 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Mar 15 2016, 01:32 AM


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Do you hate Windows 10 and want nothing to do with it? Well so do I. Unfortunately, Microsoft in their desperate attempt to shove Windows 10 down the throats of every Windows 7, 8 and 8.1 user have released "Recommended Updates" that will install spyware and nagware automatically on your machine if you have automatic updates enabled.

What makes these bad updates hard to find is the fact that the Windows Update control panel uses the boilerplate description used for 99% of the other updates, "Install this update to resolve issues in Windows..." so you have to click the "Get more information" link to actually figure out what it is.

Here's a list of known Windows 7 Updates that are known to either install spyware, nagware or the "Get Windows 10" application:

KB2952664 - "Compatibility update for updating Windows 7" (Installs telemetry or spyware so MS knows your system configuration.)
KB3021917 - "Diagnostic telemetry" (Adds spyware/telemetry)
KB3035583 - "Get Windows 10 Application with Systray icon" (Installs the nagware GWX app that's extremely difficult to remove.)
KB3068708 - "Update for CEIP and diagnostic telemetry" (Installs spyware/telemetry.)
KB3075249 - "Adds telemetry points to consent.exe" (Installs spyware/telemetry in consent.exe which is the program that handles the security dialogs.)
KB3080149 - "Update for customer experience & diagnostic telemetry" (More spyware/telemetry)
KB3123862 - "Updated capabilities to upgrade Windows 8.1 and Windows 7" Huge "update" that contains everything Windows 10. Propaganda, system level spyware, malware, GWX app, etc. If you install this by accident, I'd recommend nuking your Windows install and starting over.
KB3138612 - "Update to Windows 7 update client" Adds support for upgrading to Windows 10. Warning: This is an "important update" and will be installed automatically if updates are set to automatic.
KB3173040 - "End of free upgrade offer" Full screen nagware to notify you that the free upgrade period for Windows 10 will end on July 29th."
KB3184143 - "Remove Free Windows 10 Upgrade offer" Official removal tool for Windows 10 crapware.
  Forum: Computer Help · Post Preview: #411 · Replies: 0 · Views: 1,268

GiGaBiTe
Posted on: Nov 6 2015, 09:40 AM


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As a reminder to those still using the old Google Code repository, I've long since migrated the Propeller SVN repository to Assembla and Google Code will be ceasing operations in January. At that time, the Google code repo will be deleted.

Unless you're attached to some absurdly old model from an old repo version then I highly suggest you make the switch. Both repos are not compatible with one another so you'll have to delete the old repo to install the new one.

Also to note, I've pushed several updates over the last couple of days to fix some bugs and add 11 new models. I've also fixed the broken imageshack links in the OP with some new screenshots of the newer models.
  Forum: Model Development · Post Preview: #405 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Oct 9 2015, 11:44 PM


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Not that anyone reads this, but the recent downtime was because a failed upgrade from Fedora 20 to Fedora 22 that botched everything.

This time it took about 20 hours of hair pulling to get the router up and working again. I still don't recommend fedora to anyone for the same reasons above (idiot developers), but I didn't have a choice as porting all of my custom scripts to a different distro would take weeks.
  Forum: News · Post Preview: #202 · Replies: 1 · Views: 2,987

GiGaBiTe
Posted on: Aug 21 2015, 03:53 AM


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This is a remake of zm_3dubka_v3 by "100". The reason that I remade this map was because I liked the concept of the map, but the map was very poorly built. The two primary issues were bad brushwork, poor texturing and very inconsistent/bad lighting. Most everything was a sickly yellow color, mixed with bright blues and reds.

In the remake, the three office floors are color coded by the carpet. The 1st floor has blue carpet, the 2nd floor has green carpet and the 3rd floor has red carpet. Each end of the office complex has a stairwell that connects all three floors, with the addition of a working elevator in the middle.

In other areas, main hallways use tile floors so you can find your way out.



Download:
http://css.gamebanana.com/maps/179820
  Forum: Mapping Development · Post Preview: #201 · Replies: 0 · Views: 2,657

GiGaBiTe
Posted on: Aug 21 2015, 03:41 AM


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A port of the Unreal Tournament map CTF-Coret to the Source engine.

You'll need Upset's UT99 SWEP Addon, which can be found on the Steam workshop, for the weapons and pickups. The map will work without the addon though.



Download:
http://gmod.gamebanana.com/maps/186992
  Forum: Mapping Development · Post Preview: #200 · Replies: 0 · Views: 1,625

GiGaBiTe
Posted on: Aug 21 2015, 03:39 AM


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A port of the Unreal Tournament map CTF-LavaGiant to the Source engine.

You'll need Upset's UT99 SWEP Addon, which can be found on the Steam workshop, for the weapons and pickups. The map will work without the addon though.



Download:
http://gmod.gamebanana.com/maps/183079
  Forum: Mapping Development · Post Preview: #199 · Replies: 0 · Views: 1,650

GiGaBiTe
Posted on: Jun 27 2015, 10:48 AM


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Garry's Mod used to have a really nice slider tool... back in version 9, which was in 2005. It had the limitation of being fixed in the world (you couldn't move the slider and entity hierarchy around) but it worked and was stable.

That all changed when version 10 was released in 2006. Unlike in Garry's Mod 9, where the slider tool made a real phys_slideconstraint, the new tool simulated the slider. Since it was so badly implemented, sliders with the new tool have been very unstable, often resulting in floppy sliders or sliders that flail about for seemingly inane reasons.

In a recent coding spree to fix some old tools, I once again found myself irritated with the simulated sliders and decided to try and make an alternative. What I came up with is rather primitive by today's standards of Gmod tools and fancy GUIs, but it gets the job done.

Here's a shot of the tool menu:


Unlike the normal simulated slider (and even the old Gmod 9 tool), you have pretty much the full range of options that the phys_slideconstraint allows.

"First Entity" and "Second Entity" are the names which the two sliderd props are named. It's best that you change the default names to something else as they're globally shared on the server, so other people could technically mess up your sliders if they accidentally used the same names. I'll try to fix this in a later version so each person gets unique names that don't interfere with each other. Also remember that you need to change the names if you're making more than one slider.

"Slider Axis" is a vector in X Y Z format from the slider origin which tells the slider which direction the slider should run. It also tells the slider how long it should be if you choose to use one of the "Limit Endpoints" spawnflags. The vector is always relative to the world and not the player view, so it won't change based on where the player is looking. "0 0 90" would make the slider 90 units long and point up, 0 0 -90 would be the reverse and point down. Other values would point in back, forward, left, right directions, or in arbitrary directions if you start mixing the values.

"Slider Friction" sets how much friction a prop moving along the slider should have. Lighter props need less friction to slow them down, while heavier props need more. Don't be alarmed if you have to use values in the thousands to see any sort of resistance on a heavy prop.

"Spawn Flags" set how the slider should behave.

- "collide" is normal behavior where it collides with the world.
- "limit endpoints" will limit the amount of travel along the slider to the length specified in "slider axis". So if you specified 90 units, the slidered prop would stop when it reached that distance.
- "no collide until break" will make the prop non-solid to the world until the slider breaks (or is removed.)
- "no collide until break and limit endpoints" will both make the prop non-solid to the world and limit the travel of the prop along the slider.

"Slider Force Limit" This is the number of pounds of force required to break the slider. Setting it to 0 will disable the setting.

"Slider torque Limit" This is the number of pounds of force times the distance of the slider (lbs*dist) required to break the slider. Setting it to 0 will disable this setting.

"Break Sound" Is the sound that will play when the slider breaks. You can use any sound in sound script format (like the example in the screenshot) or in path/file style. The total number of characters in the path can't be more than 80 though.

"Teleport Follow Dist" is broken and will probably be removed in a future version.

DOWNLOAD
This tool is included in my Propeller Model Pack, which can be downloaded here:
http://sanzen.in/forums/index.php?showtopic=2
  Forum: Code Stuff · Post Preview: #198 · Replies: 0 · Views: 2,600

GiGaBiTe
Posted on: Jun 18 2015, 07:52 PM


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Heh, I never thought anyone would use those things, they're so massive that you'd need something huge to put them in.

I don't know what you mean by the different sizes. Do you mean the number of teeth, or the actual size of the gear itself?

I could try to change the number of teeth if you need that, but it wouldn't make much sense because with the current gears, you can already get pretty much any rpm lower or higher than the input. You just need to adjust the speed of the sun gear, slower for a slower output and faster for a faster output.
  Forum: Model Development · Post Preview: #197 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Oct 5 2014, 09:18 PM


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Updated model pack.

Added a V8 crank case for the smaller 8" pistons. V2-V12 will follow, along with oil pans (you can see through the bottom of the engine.)
  Forum: Model Development · Post Preview: #194 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Sep 20 2014, 01:03 AM


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Sorry about the downtime, the router/webserver the forum resides on had a double whammy hard drive failure (again) and a PSU failure. I need to stop buying refurb drives I guess and second hand PSUs.

The server was upgraded from Fedora 18 to Fedora 20 which was 17 hours of pain in the ass debugging. I don't recommend anyone use Fedora for anything anymore, the devs have become so out of touch with reality that it's appalling. It took a further several weeks to debug bizarre permissions issues when migrating the old files over, which is why the websites weren't working.

The rebuilt router/webserver has a shiny new 400W CoolerMaster PSU and two Seagate Barracuda drives in Software RAID1 (because Fedora 20 vomits on any type of hardware RAID.)
  Forum: News · Post Preview: #193 · Replies: 1 · Views: 2,987

GiGaBiTe
Posted on: Apr 9 2014, 03:43 AM


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Model pack updated.

Added a new set of crankshafts and cylinder heads based on 8" instead of the normal 12"
Added a flywheel fan (clockwise and counterclockwise versions.)
  Forum: Model Development · Post Preview: #192 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Feb 22 2014, 04:35 AM


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Small update to add a conventional version of the smaller 4 throw crankshaft.
  Forum: Model Development · Post Preview: #191 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Jan 23 2014, 02:02 AM


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I started with one of these things (the version 1, not the version 2):
Compaq iPaq Desktop

It was originally bought by the owner of a local restaurant that I'm friends with back in 2001. Its original configuration was a Pentium 3 600/128 MB PC-100 and an 8 GB Seagate hard drive running Windows 2000. He had the thing in service for probably 10 years before it was decommissioned and given to me. I maxed the specs out at the time with a Pentium 3 1000/512 MB PC-133 and a 40 GB drive running Windows XP, then I basically gave it to people in need of a basic computer, but the problem is that it always found its way back to my hands. I recently got it back again (probably two weeks ago now) and since I was tired of getting it re-gifted back to myself, I decided to see what the most powerful thing I could stuff in the thing and have it still work without massively overheating and failing.

Well the first thing I had to work out was the power supply. The original PSU was 90W, which was plenty to run a barebones Pentium 3 workstation, but not much else. And it being a Compaq, the form factor of the PSU was obviously proprietary and nothing would fit it. So I took the PSU out of the case, took it apart and stared at it for a few hours. I then realized that I could probably replace the guts of it with the guts of a more powerful MicroATX PSU, which is what I did (eventually.) In order for the MicroATX PCB to fit into the proprietary Compaq PSU case, I had to do a bunch of cutting on the primary heatsink as seen below:



I had to cut a square chunk off for the power plug on the upper left to fit, and I also had to cut fins into the straight piece of heatsink to unblock the rear vent (since the fan sucks from the back and blows into the case.) I also had to replace the AC power wires with longer ones, since the location of the solder points were different. After a liberal application of electrical tape to prevent shorting and some craft sticks for spacers, the whole thing went back together with a bit of muscle and it worked great.

Now that I had the PSU taken care of, I needed to find a motherboard that would actually fit inside the case. Thankfully Compaq wasn't too retarded and the motherboard mounts were standard MicroATX mounts (probably because the original motherboard was an Intel OEM board.) The problem was that even though the mounts were MicroATX, there wasn't enough room in the case for a regular MicroATX motherboard either width or height wise. I searched through probably 50 motherboards before I found one that would fit, which ended up to be this:
MSI FM2-A55M-E33

It mounted in the case:


You'd figure it would get easier at this point since the PSU and motherboard are out of the way, but Compaq had a few more challenges for me to overcome. The first was that all of the front panel wiring was proprietary (the power button, LED indicators, audio jacks and USB ports.) I had to scour the internet for about a day to find the pinouts for the proprietary audio header and USB headers, then reconfigure the wires inside the connector to be standard. While those were easy to sort out, the power button and LED indicators were on a proprietary ribbon cable and couldn't be easily changed. To solve that problem, I was able to cut an old CD-ROM audio cable in half and solder some pins on the wires to fit in the ribbon connector and convert to an order that would work on the new motherboards front panel header. You can see all of the header work on the left side of the above picture (the long one on the top left is the front panel audio, while the middle under the PCI slot is the USB and the lower is the front panel.)

The next thing I wanted to do is get the internal mini-sub working (bottom right on the above picture.) I could use external speakers, but the mini-sub sounded too good to be wasted just sitting there. The original motherboard had an integrated monaural 5W op-amp (TDA7056B) that drove it. The new motherboard had no such thing and there was no way that it could drive the mini-sub by itself, so I set out to build one on a piece of Radioshack prototype board. I've built a few op-amps in the past so I knew mostly how it would work, but I knew that you can't power an op-amp by a PC power supply without getting bus noise getting injected into the audio stream (ie. if you'd scroll the mouse or hard drive activity, you'd hear buzzing or clicking in the audio output.) After some experimentation, I found that a toroidal inductor with two inputs/outputs that I pulled from a dead computer PSU put between the +12v and GND lines filtered out all of the interference caused by the rest of the computer and proceeded to build the op-amp on a prototype board:



I had the choice to use an LM386 or a TDA7052A, and I ultimately chose the LM386 because it required less parts. The audio input is pulled from a soldered CD-ROM audio cable on the front panel audio PCB on the case and is plugged into the bottom of the prototype board. The two capacitors on either side of the CD-ROM audio cable and resistors going to pin 3 on the LM386 combine the L and R channels into a single channel without backfeeding audio back to the motherboard sound chip and causing problems. Overall the op-amp board works pretty nicely, the only issue that I noticed is that it does filter out the higher ranges, but that doesn't matter much since it's powering a mini-sub. You can see it tucked away on the motherboard picture on the bottom right next to the mini-sub.

The last major issue was the CPU heatsink/fan and the hard drive. Basically in the original design the PSU fan blew across a passive CPU heatsink and the hard drive mount was on top of the motherboard attached to the door. Well this obviously isn't going to work with the new AMD cooler because it has a fan on it, and of course I want the fan to actually work and not be sucking on metal. I basically had to use a small hand band saw and cut 1.5mm steel casing to make a hole for the CPU fan, and in the process removed part of the HDD mount.



I haven't really figured out an elegant solution, other than letting the HDD sit where it is in the picture and having the plastic door hold it in place. A more ideal solution would be to replace the desktop HDD with a laptop HDD or SSD for a smaller footprint. Once the case is closed up, it gets a nice convection current going (the vents are on the top of the case) and everything stays within safe operating temperatures.

The last optional thing was an optical drive. Again being Compaq, the multi-bay on the other side of the case was proprietary and had proprietary cabling. And since this model of computer had a very limited production run, getting parts for it is all but impossible. I had some laptop IDE DVD burners lying around, but that wouldn't do much good since this motherboard is SATA only. After some searching, I found that Startech made a laptop IDE to SATA converter board that fits nicely on the back of the drive itself. I was a bit skeptical whether it would work or not, but I decided to try it and it works like a charm.



It's held in place with craft sticks on the sides and bottom

And here's it powered up and running Windows 7:



Final specs:
Motherboard: MSI FM2-A55M-E33
CPU: AMD A8-6500 @ 3.5 GHz (65W FM2 Socket)
GPU: (Integrated into CPU) HD8570D
RAM: 2x4 GB Crucial Ballistix Sport DDR3-1600 (8 GB)

Total cost of the Frankenstein was around $270
  Forum: General Discussion · Post Preview: #189 · Replies: 0 · Views: 2,856

GiGaBiTe
Posted on: Jan 10 2014, 11:33 PM


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This is an update to my existing zm_deep_thought_redux_r2d, which was a ground up remake of zm_deep_thought_nv by NatalyaAF.

Changes in r2e are mainly gameplay fixes:
- Added trigger_hurt under elevator to prevent camping.
- Made the vent next to the microwave on the table breakable.
- Vent in flooded room is now electrified with the rest of the room to prevent camping.
- Added slats to the fence area besides the jail for more zombie cover.
- Added second floor to the vent secret (accessible by ladder or windows.)

Download:
http://www.mediafire.com/download/v3hwrxzs...t_redux_r2e.zip
  Forum: Mapping Development · Post Preview: #188 · Replies: 0 · Views: 1,708

GiGaBiTe
Posted on: Jan 10 2014, 11:20 PM


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zm_winterfun_b5c is one of my latest map remakes. The level layout is based on zm_winterfun_b4a by Silva2/Moo, but reconstructed from the ground up and not using any of the original brushwork.

I fixed the numerous ailments that plagued the old map such as bad brushwork, bad lighting, bland texturing, incorrect prop placement and more.

You should immediately notice the detail improvements and massive frame rate improvements. The original map had terrible frame rates because of poor brushwork that lead to huge portions of the map being rendered at once, even beefy gaming rigs would be brought to a slideshow if the map got even a slight bit busy.

Download:
https://www.mediafire.com/?uxpr5rzxe3q3e84

Known Issues:
- Some users have reported a couple of missing textures, which I have yet to track down the cause. The missing textures seem to be limited to the handrails on the roof and one or two decals and shouldn't drastically affect playability.
  Forum: Mapping Development · Post Preview: #187 · Replies: 0 · Views: 1,781

GiGaBiTe
Posted on: Dec 5 2013, 08:06 PM


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-8878095364907276393
  Forum: Minecraft · Post Preview: #146 · Replies: 1 · Views: 3,106

GiGaBiTe
Posted on: Dec 2 2013, 04:20 PM


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Or you could just make a room without any entrances, exits, windows or fences and use a diamond block so nobody but you could break a wall to access your animals. Or you could use a locked door for more convenience with a little more risk. Skyjosh99 figured this out a long time ago.

But seeing as nothing can be protected right now due to the fact of no plugins currently are designed to work with 1.7.2 (and in fact crash when loaded) nothing will work regardless.
  Forum: Minecraft · Post Preview: #142 · Replies: 1 · Views: 2,050

GiGaBiTe
Posted on: Nov 28 2013, 10:51 PM


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The server will be moved to 1.7.2 whenever Spigot and Bukkit release proper 1.7.2 compatible builds. In the past, it has always taken several weeks for them to push new version compatible builds because there are a lot of code changes they have to do.

The update from 1.6.4 to 1.7.2 was one of the biggest MC updates to date, which is why it's taking longer than usual for Bukkit and Spigot to push builds compatible with 1.7.2. There is no definitive release date for a 1.7.2 build, other than "when it's done." I don't expect it will be more than a few more weeks, but you never know.

As for the world, it's always been my policy to make a new world whenever there are significant changes in Minecraft like new biomes, ores, etc. So naturally a new world will be made for 1.7.2 when it's released. As for saving structures, it's not likely. I've stated many times that the current world is temporary and to not expect anything to be saved. I also have no incentive to save anything because I'm not paid to run this server, nor have I had any donations from anyone to help with the server bills in 5-6 months.
  Forum: Minecraft · Post Preview: #138 · Replies: 2 · Views: 2,752

GiGaBiTe
Posted on: Apr 19 2013, 04:03 AM


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I picked up Gruuunts old number-7.com domain and I'm continuing the legacy of his archive. I've had it up for a number of months now, but I figure it should have a bit more exposure to the web crawlers for people to find. Here's a link for people that are looking for old NS content, as I'm probably one of the last stops to get anything NS related.

http://number-7.com/

If you'd like to donate to help cover server costs:

http://number-7.com/donate.html

And if you have anything that you feel would be beneficial to the archive (more maps for NS or any HL mod in general) then feel free to make a thread in General Discussion about it.
  Forum: News · Post Preview: #111 · Replies: 0 · Views: 1,707

GiGaBiTe
Posted on: Mar 25 2013, 02:04 AM


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Model pack updated.
  Forum: Model Development · Post Preview: #109 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Dec 10 2012, 11:29 PM


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Some things to check:

1) When you downloaded the SVN repo to "garrysmod/addons/propellersvn", did it create another "propellersvn" folder inside the folder you created, or did it create the proper folders like "lua", "materials", "models", etc.

2) When you downloaded this addon and copied the spawn menu scripts over, was Gmod running at the time? You have to close and relaunch Gmod for this addon to work.

3) If the above steps have been done, re-check your spawn list. My addon creates a new spawn menu folder under the "Builder" in the spawn menu list. You have to click the + next to it to expand it open and see the individual spawn lists contained in it.
  Forum: Model Development · Post Preview: #105 · Replies: 20 · Views: 38,620

GiGaBiTe
Posted on: Nov 3 2012, 05:03 PM


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I'm working on fixing the tools in the repository but since I'm not great with Lua scripting, it's taking awhile.

Everything still works, bar the piston tool (which relies on wiremod). All of the working tools have GUI bugs that need to be sorted out.

If anyone wants to help out, feel free.
  Forum: Model Development · Post Preview: #91 · Replies: 20 · Views: 38,620

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