• Advanced Duplicator 2
    1,090 replies, posted
[QUOTE=-TB-;33140452]When its uploaded you can open it?[/QUOTE] Yes, can open and paste it. But as soon as I either hit Update or reconnect it's not showing on the list again, even though the file is there on the server.
So you can save and open also? Your problem is just loading the files in the file browser?
[QUOTE=-TB-;33140550]So you can save and open also? Your problem is just loading the files in the file browser?[/QUOTE] Yes, I can save and they end up in the proper folders when I check with the command line. If I upload from local machine I can open before the list updates, if it updates the file goes invisible as well. The only problem is that the file browser does not seem to read the files on the server, they are there, but they don't show up for anyone on the server. Like it knows where to save the files and what they are used for, but it does not know where they are located afterwards, they just don't show up.
Like minifisch there may be some kind of privilege denying access of finding the files. I don't have a linux machine to test on. Can anyone else confirm?
Hey TB, i can confirm that bug: [CODE][AdvDupe2Notify] Cannot open at the moment. [/CODE] The test.txt is saved with the rights to read and write. Problem must be at the core and not at the fileRead function of your duplicator. Also its reproducable - sometimes it wont work and at the next try the file will open. I cant find a error in both consoles (Server and Client) TB you can join my server to talk with us and find a solution - ask me per PM. Edit: Error only comes when you open two files in a short time. Take at break between opening files. Edit2: We found the "Bug"(Okay its a feature :P): It is simply the time to need before you can open a other file. [CODE] if(!SinglePlayer() && CurTime()-(ply.AdvDupe2.FileMod or 0) < 0)then AdvDupe2.Notify(ply,"Cannot open at the moment.", NOTIFY_ERROR) return end ply.AdvDupe2.FileMod = CurTime()+tonumber(GetConVarString("AdvDupe2_FileModificationDelay")) [/CODE] TB, please change the notify to something similar as: [Code] "Cannot open at the moment - please wait " .. AdvDupe2_FileModificationDelay .. " seconds." [/Code]
[QUOTE=minifisch;33142592]Hey TB, i can confirm that bug: [CODE][AdvDupe2Notify] Cannot open at the moment. [/CODE] The test.txt is saved with the rights to read and write. Problem must be at the core and not at the fileRead function of your duplicator. Also its reproducable - sometimes it wont work and at the next try the file will open. I cant find a error in both consoles (Server and Client) TB you can join my server to talk with us and find a solution - ask me per PM. [/QUOTE] Yeah its an anti spam feature so lag abuse can't happen. You can change the interval via concommand. I will make the message more informative. But worms problem is that peoples files are not getting loaded into the file browser for selection.
OH my mistake. Checked out now and got the same problem. Rights are set properly - so it cant be a Linux fail.
Change the uppercase to lowercase in this lines of the advdupe2.lua in weapons/gmod_tools/ From: [CODE] Line 1366: file.TFind("Data/advdupe2/=Public=/*", function(Search, Folders, Files) TFind(ply, Search, Folders, Files, Folder.ID) end) Line 1469: file.TFind("Data/"..AD1.."/*", [/CODE] To: [CODE] Line 1366: file.TFind("data/advdupe2/=Public=/*", function(Search, Folders, Files) TFind(ply, Search, Folders, Files, Folder.ID) end) Line 1469: file.TFind("data/"..AD1.."/*", [/CODE] Sorry for DP
[QUOTE=minifisch;33153770]Change the uppercase to lowercase in this lines of the advdupe2.lua in weapons/gmod_tools/ From: [CODE] Line 1366: file.TFind("Data/advdupe2/=Public=/*", function(Search, Folders, Files) TFind(ply, Search, Folders, Files, Folder.ID) end) Line 1469: file.TFind("Data/"..AD1.."/*", [/CODE] To: [CODE] Line 1366: file.TFind("data/advdupe2/=Public=/*", function(Search, Folders, Files) TFind(ply, Search, Folders, Files, Folder.ID) end) Line 1469: file.TFind("data/"..AD1.."/*", [/CODE] Sorry for DP[/QUOTE] The issue here is Linux [I]case sensitive[/I] file system. Since most people who writes/makes addons test them on their windows computers where the filesystem is NTFS. And NTFS [B]isn't[/B] [I]case sensitive[/I]. One way to permanently circumvent that problem, is by having the garrys mod gamerserver installation on a JFS partition that's created with a parameter so it [B]isn't[/B] [I]case sensitive[/I] [url]http://wiki.garrysmod.com/?title=Move_your_linux_server_installation_to_a_JFS_partition[/url] is a example on how it can be done with a image file, though I personally prefer to partition part of the harddisk to JFS instead.
or instead of changing our server installations we can just stop using pointless uppercase letters in file names....?
Fixed. [QUOTE=Banana Lord.;33155709]or instead of changing our server installations we can just stop using pointless uppercase letters in file names....?[/QUOTE] It wasn't pointless in my gmod folder it is Data not data.
[QUOTE=-TB-;33156924]Fixed. It wasn't pointless in my gmod folder it is Data not data.[/QUOTE] well that's your own deal lol
I found a bug. this has happened several times to both me and now someone else: after pasting a duplication, SmartSnap only draws grids on a few of the props, not all of them as it does normally. Upon reopening the duplication, the same effect occurs, typically on the same props. A full game restart is typically necessary to rid myself of the problem. I recently updated my version, so I'm sure that's not the problem, and I only have a few addons geared towards building, so i doubt it's a confliction. Also, sometimes, after duplicating an object with props inside other props, yet properly nocollided as to not cause collisions, the duplicated version seems to forget the nocollides and make the props collide as if I hadn't even nocollided them. This has happened in the past with TB's Duplicator, if that's worth mentioning.
[QUOTE=MrWhite;33160069]I found a bug. this has happened several times to both me and now someone else: after pasting a duplication, SmartSnap only draws grids on a few of the props, not all of them as it does normally. Upon reopening the duplication, the same effect occurs, typically on the same props. A full game restart is typically necessary to rid myself of the problem. I recently updated my version, so I'm sure that's not the problem, and I only have a few addons geared towards building, so i doubt it's a confliction. [/QUOTE] [QUOTE=-TB-;33064160]I had found this bug before and spent hours trying to fix it. And I just spent hours trying to fix it. I think it's a bug with gmod but I'm not sure. I'm going to add an option to disable spawn protection in the expereimental section for a temporary fix. [editline].[/editline] I finally figured it out. It does appear to be a bug in gmod and its also causing other problems. [/QUOTE] [QUOTE=MrWhite;33160069] Also, sometimes, after duplicating an object with props inside other props, yet properly nocollided as to not cause collisions, the duplicated version seems to forget the nocollides and make the props collide as if I hadn't even nocollided them. This has happened in the past with TB's Duplicator, if that's worth mentioning.[/QUOTE] I'm not sure what you mean. I can take 2 props no collide them, dupe them, and the still no collide.
[QUOTE=-TB-;33160454]I'm not sure what you mean. I can take 2 props no collide them, dupe them, and the still no collide.[/QUOTE] It has only happened on a few duplications. The duplicated version of whatever I was working on seems to be missing all its nocollides. I don't personally understand it, so I won't pretend to hypothesize as to a reason for it, but I know it has happened to me a few times already. I'll nocollide-multi or nocollide-all-multi a few props, dupe them, and the props will collide. This doesn't happen all the time, but if it happens, I can't do anything about it until I restart the game. Also, thanks for your quick reply. I appreciate the work you do more than you'll ever know, but being quick and helpful with this kind of stuff just makes you that much better than the other devs.
Rate me [img]http://www.facepunch.com/fp/ratings/book_error.png[/img], but will it read old adv dupe saves? (Backwards Compatibility)?
[QUOTE=MrWhite;33161744]It has only happened on a few duplications. The duplicated version of whatever I was working on seems to be missing all its nocollides. I don't personally understand it, so I won't pretend to hypothesize as to a reason for it, but I know it has happened to me a few times already. I'll nocollide-multi or nocollide-all-multi a few props, dupe them, and the props will collide. This doesn't happen all the time, but if it happens, I can't do anything about it until I restart the game. Also, thanks for your quick reply. I appreciate the work you do more than you'll ever know, but being quick and helpful with this kind of stuff just makes you that much better than the other devs.[/QUOTE] You can upload the dupe and PM the link to me and I'll double check everything. No Collide All sets a collision group so that's not constraints. [QUOTE=Banshee FrieNd;33161805]Rate me [img]http://www.facepunch.com/fp/ratings/book_error.png[/img], but will it read old adv dupe saves? (Backwards Compatibility)?[/QUOTE] Yes, its in the OP, or even look at the picture of the file browser.
For some reason I could not get that fix to work minifisch. But I solved the problem following that JSF partition guide. Guess I'll run Gmod with that from now on to avoid further problems with addons. To get back on track. So far me and my friends are loving the mod, totally awesome! Have had abit of a problem duplicating cars though, where the Torque on the wire wheel says it's the same as the original, but seems to be reset to 1000. Just swapping the wheels works fine though, so only a minor problem. Thanks for the work on this -TB_!
[QUOTE=Conqueror_Worm;33163507]For some reason I could not get that fix to work minifisch. But I solved the problem following that JSF partition guide. Guess I'll run Gmod with that from now on to avoid further problems with addons. To get back on track. So far me and my friends are loving the mod, totally awesome! Have had abit of a problem duplicating cars though, where the Torque on the wire wheel says it's the same as the original, but seems to be reset to 1000. Just swapping the wheels works fine though, so only a minor problem. Thanks for the work on this -TB_![/QUOTE] The problem should've been solved through minifisch find about the casing of my file path which is updated in the latest revision. As for your wheels, I tested wire wheels and they show the same torque that I put after duplication. Note, you can also update wire wheels with a right click.
[QUOTE=-TB-;33163675]The problem should've been solved through minifisch find about the casing of my file path which is updated in the latest revision. As for your wheels, I tested wire wheels and they show the same torque that I put after duplication. Note, you can also update wire wheels with a right click.[/QUOTE] Yes, this was indeed a massive user fail by me. So scratch that. :pwn: Can't but echo my praise other then that. After testing more with my friends we are totally in love with the addon, especially the "paste at original position" makes making houses and decorating a dream. Works like a charm on servers!
I'm not sure if this can be fixed, but when duplicating MakeSpherical props, the weights aren't saved. It's not that big of a deal, but it'd be great if Advanced Duplicator 2 could save those weights.
The weights save fine for me. [editline].[/editline] And if it's not saving it is the tools fault since it destroys the physics and recreates it. Just like if you set the weight before making it spherical and then after making it spherical it will show a weight of 1. But I tried it all ways and it worked fine for duplicating.
[QUOTE=-TB-;33186895]The weights save fine for me. [editline].[/editline] And if it's not saving it is the tools fault since it destroys the physics and recreates it. Just like if you set the weight before making it spherical and then after making it spherical it will show a weight of 1. But I tried it all ways and it worked fine for duplicating.[/QUOTE] Well that's weird, whenever I save a MakeSpherical wheel, the weight always reverts to 1 after duplication. It did that in rev30 of TB's Duplicator, too, and I know plenty of people who still have this problem.
[QUOTE=-TB-;33186895]The weights save fine for me. [editline].[/editline] And if it's not saving it is the tools fault since it destroys the physics and recreates it. Just like if you set the weight before making it spherical and then after making it spherical it will show a weight of 1. But I tried it all ways and it worked fine for duplicating.[/QUOTE] What if you constrain it?
[QUOTE=Mr Donovan;33188103]What if you constrain it?[/QUOTE] I currently have a car with 4 spherical wheels. Each wheel has 2 rigid ropes, 1 non-rigid rope, 1 elastic, and 1 advanced ballsocket applied.
[QUOTE=MrWhite;33188336]I currently have a car with 4 spherical wheels. Each wheel has 2 rigid ropes, 1 non-rigid rope, 1 elastic, and 1 advanced ballsocket applied.[/QUOTE] He was asking me when I tested it. [QUOTE=Mr Donovan;33188103]What if you constrain it?[/QUOTE] Constraining wouldn't effect weight as the weight and make spherical is an entity modifier and these get applied before constraints. I will test it with constraints though. My only guess is, is that somehow the sphere modifier is getting applied after the weight. But either way, the tool should re-apply these properties since it's deleting them as you can see it deletes the weight even when you just plainly use the tool. Tools have to follow standards for duplication and a lot of them don't.
There was an update for advanced duplicator released by the wiremod development team not too long ago that combated a couple exploits, how will this work against lua_run upload exploits?
As far as we understood the lua_run exploit only came from vehicles which we applied the fix. I'm not sure if the exploit still works because I could not reproduce it. But also if it comes as an entity it will not paste.
Something is going completely wrong for me. In Single Player, works fine, completely fucked up the first few times when I tried to dupe spacebuild stuff, but was problem free with everything else. On a multiplayer spacebuild 3 server with the addon installed, and Advanced Duplicator 1 removed it refused to work for me. When the menu is opened were you would select dupes or change options, is just a wall of grey. I also get the error [quote]ERROR: Hook 'AD2MenuFormat' Failed: [advdupe2/cl_browser.lua:806] attempt to index field 'Filler' (a nil value) Removing Hook 'AD2MenuFormat'[/quote] Other players on the server have been having no trouble at all. Pics of the problem: [thumb]http://cloud.steampowered.com/ugc/648745092149687347/4BB77014338F5C9E76271F8D147752AD5D8BB0AF/[/thumb] [thumb]http://cloud.steampowered.com/ugc/648745092149689505/6E58D229E13C5E78C4DDE4D5F838C2EB2AC7C2A2/[/thumb]
Use [noparse][thumb][/thumb][/noparse] What revision is the server using? And I will check it out. It might be because you tried opening the context menu before opening the main tool menu. [editline].[/editline] Should be fixed in revision 23.
Sorry, you need to Log In to post a reply to this thread.