TheWraith 0 Posted March 14, 2006 could you just clarify 1 thing for me i have a script in my addon its an iris script, it plays a sound (hammond asking) then it closes the iris using the actual bx iris code does this mean for me to release my script to the public i would have to edit it, so that it plays the sound & then runs the dsf iris script to close the iris ? its a geniun question, its a fairly important and authentic script, and i only ask because if i release it playing a sound then the dsf script command, it wont work on 1.0 gates are we allowd to use the iris code, or do we have to just use the script thats now provided in 1.2 instead of the raw iris code ? Share this post Link to post Share on other sites
Dingmatt 0 Posted March 14, 2006 could you just clarify 1 thing for mei have a script in my addon its an iris script, it plays a sound (hammond asking) then it closes the iris using the actual bx iris code does this mean for me to release my script to the public i would have to edit it, so that it plays the sound & then runs the dsf iris script to close the iris ? its a geniun question, its a fairly important and authentic script, and i only ask because if i release it playing a sound then the dsf script command, it wont work on 1.0 gates  are we allowd to use the iris code, or do we have to just use the script thats now provided in 1.2 instead of the raw iris code ? If it is BxBx's iris script then yes, you need to ask his permission to release a edited version of it. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 14, 2006 could you just clarify 1 thing for mei have a script in my addon its an iris script, it plays a sound (hammond asking) then it closes the iris using the actual bx iris code does this mean for me to release my script to the public i would have to edit it, so that it plays the sound & then runs the dsf iris script to close the iris ? its a geniun question, its a fairly important and authentic script, and i only ask because if i release it playing a sound then the dsf script command, it wont work on 1.0 gates  are we allowd to use the iris code, or do we have to just use the script thats now provided in 1.2 instead of the raw iris code ? The point is that you're releasing a modified version of the DSF gate that replaces the original and is not an official DSF release; it'd be like creating an unofficial patch for OFP Res. Let me lay down some of the "rules" that we addon makers respect: 1. If you modify someone else's addon, get permission from the proper people/author(s) before releasing it. 2. If you use other people's work in your own addon, get permission before releasing it and give them proper credit for their work unless they specifically state that permission or crediting them is not needed. 3. Don't ever credit yourself for work that isn't yours, and if you modify someone else's work, state which is their work and which is yours. 4. Get permission before distributing any work that is not yours, if you don't have permission, then don't do it. (Did I forget anything?) It's not really much of an effort to get permission and most of the time the authors are very happy cooperative and will give you permission if you ask (as long as it doesn't interfere with their plans). Dingmatt, don't be so sure; I've glanced at the scripting and it's pretty much exactly what I expected. There is nothing about the code that I don't understand, and if there is anything that you know and I don't, I'll still understand it if you tell me. I may not be familiar with the DSF team's exact code, but I still understand the code itself, and I won't have a problem with familiarizing myself your work. Besides, there are some problems in the code that I noticed too, and I'm eager to see them "officially" fixed. Share this post Link to post Share on other sites
TheWraith 0 Posted March 14, 2006 Quote[/b] ]The point is that you're releasing a modified version of the DSF gate ye i get that :'( thing is i dont no if the iris is realy classed as a script (on thier end) see they did'nt have a script in 1.0 nor did dsf in 1.1 so i made a script to open/close the iris now you guys have a script in 1.2, but you need 1.2 mine works on all versions of the gate (wich ever is installed) but it contains the Animation phase code (from the action menu) to open & close it if using animation phase code in an 3rd party sqs is stealing its gona make missions extremly crap, specialy removing actions in missions, for say, "you must find the dhd crystal" then going somewere disables the trigger so the addaction "dial" is returned or east units cant control the iris bah.. all this craps to confusing, i just wana make mission making easier and realistic, not email people because i want a mission to play audio diffrent than thiers as a door opens  animation phase should be public code, sometimes a user wants the action, were ever he is on the map, and only way i no off is a trigger or something with the addaction (and thier copywrited code)  currently we cant even close the iris with No sound, as in "start mision with it shut"  and not hear it closing withought using the actual code its self, its kinda sad modders feel this way about the most basic animation code well all's i can say is good luck with it i give in because this needs 3rd party scripts and thiers just to many people to ask for action codes, that they made thier mod need to animate it  Share this post Link to post Share on other sites
Landorin 0 Posted March 14, 2006 Calm down guys, I do understand you frustration but I'm pretty sure TheWraith didn't do it because he is a bad guy or because he wanted to piss anyone off (at least from my understanding of his explanations). He probably didn't know that he was causing trouble and just tried to improve the mod. Mistakes happen and I'm sure now that we have some rules pointed out (thanks to KyleSarnik) no one will do that again intentionally. Let's get back to work now regarding the Stargate mods. After all, that's why we are here. Share this post Link to post Share on other sites
Connors 0 Posted March 14, 2006 I cant use 1.2 i says something about a resorce error when i try to dial Share this post Link to post Share on other sites
Dingmatt 0 Posted March 14, 2006 could you just clarify 1 thing for mei have a script in my addon its an iris script, it plays a sound (hammond asking) then it closes the iris using the actual bx iris code does this mean for me to release my script to the public i would have to edit it, so that it plays the sound & then runs the dsf iris script to close the iris ? its a geniun question, its a fairly important and authentic script, and i only ask because if i release it playing a sound then the dsf script command, it wont work on 1.0 gates  are we allowd to use the iris code, or do we have to just use the script thats now provided in 1.2 instead of the raw iris code ? The point is that you're releasing a modified version of the DSF gate that replaces the original and is not an official DSF release; it'd be like creating an unofficial patch for OFP Res. Let me lay down some of the "rules" that we addon makers respect: 1. If you modify someone else's addon, get permission from the proper people/author(s) before releasing it. 2. If you use other people's work in your own addon, get permission before releasing it and give them proper credit for their work unless they specifically state that permission or crediting them is not needed. 3. Don't ever credit yourself for work that isn't yours, and if you modify someone else's work, state which is their work and which is yours. 4. Get permission before distributing any work that is not yours, if you don't have permission, then don't do it. (Did I forget anything?) It's not really much of an effort to get permission and most of the time the authors are very happy cooperative and will give you permission if you ask (as long as it doesn't interfere with their plans). Dingmatt, don't be so sure; I've glanced at the scripting and it's pretty much exactly what I expected. There is nothing about the code that I don't understand, and if there is anything that you know and I don't, I'll still understand it if you tell me. I may not be familiar with the DSF team's exact code, but I still understand the code itself, and I won't have a problem with familiarizing myself your work. Besides, there are some problems in the code that I noticed too, and I'm eager to see them "officially" fixed. well then your help is welcome , i'll pm you sometime tommorrow and we can start coordinating. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 14, 2006 That sounds good, gives me some time to finish up my current volunteer work for RHS... Share this post Link to post Share on other sites
boo-dro 0 Posted March 14, 2006 I made another mission, a little better than the last one I made. Much quicker, if you know how to play Opflash. Get it Here You need to know the glyph sequence for Juna, and Cimmeria (by heart). Required Addons: BXBX stargate or DSF stargate 1.1 DSF stargate 1.2 BXBX's Weapons pack Stargate Soliders Lukemax's Stargate Island Walmis' Jaffa(?) Feedback: XxboudreauxX@gmail.com Thanks to the makers of their respected addons for...making them, and stuff. Especially DSF, Walmis, BXBX, and Lukemax And I know rapidshare sucks, so Feel free to mirror it Share this post Link to post Share on other sites
Dingmatt 0 Posted March 14, 2006 I cant use 1.2 i says something about a resorce error when i try to dial Read the Readme. Share this post Link to post Share on other sites
boo-dro 0 Posted March 14, 2006 EVERYONE Read the readme and stop bothering everyone else! Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 15, 2006 I can't seem to be able to download that mission you put up Boo-Dro, it says download session invalid, and is there any tablets or clipboards with the addy's on for the two places mentioned, if not where else would I find the correct sequence? Share this post Link to post Share on other sites
boo-dro 0 Posted March 15, 2006 Quote[/b] ]where else would I find the correct sequence? look in the dialing computer, or use SGCsim from SGCsim.com Why do you people always need someone to hold your hand? http://rapidshare.de/files/15525739/SG-3_Rescue.Stargate.rar http://rapidshare.de/files/15525739/SG-3_Rescue.Stargate.rar http://rapidshare.de/files/15525739/SG-3_Rescue.Stargate.rar http://rapidshare.de/files/15525739/SG-3_Rescue.Stargate.rar Share this post Link to post Share on other sites
TheWraith 0 Posted March 15, 2006 you click free, then scroll half way down and thiers a Box you enter a 3 Digit number and click download rapid share does need a walk through should send the mission to walmis on http://www.ofp-sgc.com they'll probably host it Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 15, 2006 Yes I know I ask a lot of questions...but how else do you gain knowledge? Besides you guys seem to have the answers I seek and who better to ask. Thanx for the website, I'll add it to the growing number of places I visit for stargate stuff for OFP. Edit :- I've used Rapidshare to download a few things now but I don't usually get the error message I'm getting now. Share this post Link to post Share on other sites
colonel well 0 Posted March 15, 2006 new dhd released. visit my site    Share this post Link to post Share on other sites
Big Ben 0 Posted March 15, 2006 EVERYONERead the readme and stop bothering everyone else! I must say the past few pages of this forum have become really sad. I'll point out a few basic problems.... 1) There are too many versions of the gate that are out now, and the true noobs don't know which one to use, or how to use them. 2) The readme is not complete to where a noob could use the scripts, only those with (at least) the basic understanding of the scripts and how to use them. 3) For the latest releases of the gate there were no demo mission showing how to place the gates, and how to add more than 3, let alone enough gates to use on the Stargate Worlds map.(Readme see #2) Thats just to name a few things the authors are having problems with. Not to mention having to answer the questions and relpy to bug reports. With any Good MOD there will always be questions....And any Good MOD Team will have patience, and either not answer the questions that have been asked or the readme not being read....They just suck it up and keep at the task at hand. With every Good MOD there will be the whiners too....just scroll down and don't read it...unless your looking for a laugh. The bickering with each other slows down any MOD's progress, and is childish. I've made a lot of friends here on these forums and I've learned a lot just by reading the forums...but sometimes it is easier to ask instead of reading 70+ pages for an answer that should have been in the Readme...... Now the deal with TheWraith.....well he may have made it better for himself, or someone else....I don't know....I use the addons the way they were made by the author.....I don't agree with his release, but at the same time maybe he may have helped someone new to OFP, or attracted attention to this MOD. He said he was sorry, and if it were me I would let it go at that. It would have been different if he took credit...Accusing someone to steal a portion of the code and release it as his own is stealing, but what TheWraith did was make the gates more user friendly from what I've read. Good for him. I was waiting for his audio pack, but with the Stargates progress either closed or slowed to a crawl I'll just move on to another MOD. There are many other Good Mods out that are working together as a team and working with the community to keep an old fighting dog like OFP kicking. Without the community there would be no need of a single MOD or addon. Keep that in mind....on any project you work on for a MOD to any game. All the work that has been done to date by all the addon makers in a MOD or not for Stargate have been really great....There are a few things that I'd like to see fixed one day. It's just too bad that the ones who know how to fix things and the ones who build them can't work together to get what I feel is one of the better MOD's working for everyone and in MP too. Best of luck to you all and I hope to see more quality work soon. P.S. Sorry boo-dro, but that's what the forums are for to ask, learn, and apply what you've learned so as not to have to ask the same thing twice the next time. Share this post Link to post Share on other sites
Landorin 0 Posted March 15, 2006 I don't see any problems with asking questions regarding this mod as long as people don't ask for non related mod questions (how to use triggers etc.) so yeah I agree, we should take the time to answer the questions unless they were answered on the previous page or within the readme. Walmis' test mission should be put up on ofp-sgc.com somewhere very visible so people try it first (the one with the 2 gates on the desert island). Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted March 15, 2006 And while your waiting for the outcome etc...... Checks this flash setup..... little game can play while you wait....... SG1 consol Flash game http://stargate.filefront.com/file....ownload Which has nearly the same basic consol setup as the SG1 1.2version might help you understand how to use it Share this post Link to post Share on other sites
CRIONYK 0 Posted March 15, 2006 Quote[/b] ]BXBX's weapon pack it's mine it's a partnership but i'm the original author. the right credits are CRIONYK & BXBX weapon pack Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 15, 2006 Surely an idea at the moment would be to condense the already asked questions into an easier to read document for others to check before asking the same question again, I know it's yet more work for you guys but surely it makes sense if you don't want to keep repeating yourself over and over to people like myself who doesn't fully understand everything and sometimes requires a helping hand. Share this post Link to post Share on other sites
Dingmatt 0 Posted March 15, 2006 Surely an idea at the moment would be to condense the already asked questions into an easier to read document for others to check before asking the same question again, I know it's yet more work for you guys but surely it makes sense if you don't want to keep repeating yourself over and over to people like myself who doesn't fully understand everything and sometimes requires a helping hand. Or the people asking the question could stop being lazy and check the previous forum posts, why should we have to put in more work when the same question was asked and answered the day before and the day before that? Share this post Link to post Share on other sites
boo-dro 0 Posted March 15, 2006 Quote[/b] ]but sometimes it is easier to ask instead of reading 70+ pages for an answer that should have been in the Readme...... Thats just lazy. STOP BEING LAZY. Use the search function Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 15, 2006 Dingmatt, chill man. It was only a suggestion and here's another....how about I offer my services in putting together the document I suggested in my previous post. I know it's over 70 pages but someone has got to do it and I like to help where I can. You've got to remember just because you fully understand where the projects are up to doesn't mean everyone else will. I was fully up to date with the SG stuff in January but I moved house and went offline for 2 months therefore completely lost track of what you guys where doing. The last time I saw this thread before I went was about page 17...I come back to find over 65 pages. Personally I don't think me asking questions is lazy, I just don't want to stay as confused by everything as I am at the moment. Share this post Link to post Share on other sites
Landorin 0 Posted March 15, 2006 Fully agreed. The search function is only limited to threads but you can't search within a thread and not display the postings that contain the words you searched for. Though I'm usually one of the first saying "use the search function" it doesn't make much sense to find specific mod related answers within this thread since you will have to browse every page and manually search the words. The only thing we can do is to keep this thread on topic and only post mod related stuff, everything non related enlarges the thread even more and makes it even harder to find the important informations posted here. The suggestion with the document is a good one, I'll try to get something (along with the bug report for Dingmatt) worked out within the next few days. While I figured out how the mod works I do believe it's not that easy to understand at first (even with the readme). In any case, some kind of tutorial is needed and I'd be willing to create one, just give it a few days or so. Share this post Link to post Share on other sites