• Next Update v2
    3,675 replies, posted
On that note, does GC now deal with DModelPanel.Entity, or do I still need to hack around that?
[QUOTE=Phoenixf129;47295892]On that note, does GC now deal with DModelPanel.Entity, or do I still need to hack around that?[/QUOTE] You still need to hack around, but the problem has been identified, it only needs fixing, which it will be after we deal with post-update problems.
[QUOTE=Freezebug;47293538]Unfortunately I cannot say the same. I run a gamemode that is not mine on one of my server (melonbomber). The setup of the nwbools is terrible The amount of nwbools,terrible. the execution of the nwbools, also terrible. The internals of it are terrible all around, however the gameplay is fun. It is specifically SetNWBool that is crashing servers. It's not an all the time thing though, it seems completely random. I had to re-write the NWBool function on both server and client to get my servers to stop crashing.[/QUOTE] Did that start happening only after update? I play that gamemode alot too I guess I should look into the code and re-write some changes as well because of random crashes now. Can you give an example of what you did?
[QUOTE=Noi;47293645]Can I get unlocked from gmod repo? I've got banned for flaming in issues, tried emailing Garry but there's no response. I can't even fork the repo :v:[/QUOTE] If its honestly such an issue why not make a new account.
Can we make sure we can't ban ourselves with the default function (ply:Ban()) in Singleplayer?
[QUOTE=ImDesire;47295289]For some reason, ever since the latest gmod update, people who connect to my server, including myself, are not able to see the weapons that they are holding. Is there any reasoning behind this? Any Fix? Players are able to see the world models of the weapons perfectly fine though. This is EVERY weapon, including the gravity gun and physics gun. Gamemode = DarkRP.[/QUOTE] This is happening on my 5 ttt servers, as well as missing player models (people are invisible), some guns rapid reload, lag is much greater, you cant pick up certain guns. I hope this gets fixed!!
[QUOTE=Polonius;47298470]This is happening on my 5 ttt servers, as well as missing player models (people are invisible), some guns rapid reload, lag is much greater, you cant pick up certain guns. I hope this gets fixed!![/QUOTE] rapid reload and "can't pickup certain guns" usually means missing models on server.
[QUOTE=Robotboy655;47298547]rapid reload and "can't pickup certain guns" usually means missing models on server.[/QUOTE] Out of pure curiosity, is there any leads on the disappearing viewmodels? Or is that some messed up addon causing issues? [editline]10th March 2015[/editline] Haven't heard an official statement either way and no one seems to know what causes it, some people seem to have it 100% of the time and everyone else can't reproduce it.
[QUOTE=Joeyl10;47299193]Out of pure curiosity, is there any leads on the disappearing viewmodels? Or is that some messed up addon causing issues? [editline]10th March 2015[/editline] Haven't heard an official statement either way and no one seems to know what causes it, some people seem to have it 100% of the time and everyone else can't reproduce it.[/QUOTE] Since it doesn't happen in vanilla TTT, I believe it is a rogue addon, just like the invisible entities caused by error cleanse and all those COUNTLESS cases of improper use of NWVars, like DLogs addon. ( Where the menu won't open )
Game still crashes on Linux
Can we please get an update about why the hotfix has not been released yet? Botched updates are pretty normal affair for gmod which I understand & accept, but to leave servers unplayable for 3 days is bad and almost unprecedented. Hosting is not free and I (and presumably a lot of others) am bleeding money while people can't play on my servers. Given the the majority of gmod sales are driven by developer created multiplayer content, maybe Facepunch would like to offer compensation to server owners as a sign of support...
[QUOTE=Mercior;47300384]Can we please get an update about why the hotfix has not been released yet?[/QUOTE] It is not done yet.
[QUOTE=Mista Tea;47293092]The last 2 times my server has crashed, the usual "[B]Steam_: Saved dump file to 'garrysmod\srcds_blah.mdmp[/B]'" message is printed but SRCDS never actually closes like it did pre-update. It just sits there and doesn't get restarted by serverdoc unless I manually close it. I don't recall this ever occurring while my server was on the dev branch over the last half a year. Is this occurring for anyone else? I've kept up with all of the thread replies and don't think I've seen anyone else say anything about it, but I may have missed them.[/QUOTE] I use my own launcher but am experiencing the same thing, the 'crashed' instance doesn't automatically close like it used to after dismissing the srcds.exe has stopped working pop up.
[QUOTE=wh1t3rabbit;47300532]I use my own launcher but am experiencing the same thing, the 'crashed' instance doesn't automatically close like it used to after dismissing the srcds.exe has stopped working pop up.[/QUOTE] Have you found any sort of solution to the issue? This is essentially killing my server population because the server will be down for several hours before I can get the time to restart it.
[QUOTE=Mista Tea;47300548]Have you found any sort of solution to the issue? This is essentially killing my server population because the server will be down for several hours before I can get the time to restart it.[/QUOTE] I'm working on it right now but I can't even manage to cause it to have a physics crash :suicide: EDIT: Found a nice way to crash, now to test. [sp]lua_run Entity(1):GetEyeTrace().Entity:PhysicsDestroy() then try to pick it up[/sp] It seems to be working ok for me now, when I (automatically) dismiss the 'srcds.exe has stopped working' dialog it fully closes. But I definitely experienced it remaining open earlier, twice, so I'll keep an eye out for any more information.
[QUOTE=LUModder;47298146]Can we make sure we can't ban ourselves with the default function (ply:Ban()) in Singleplayer?[/QUOTE] Yes, we can. You can test for SinglePlayer or whether the player is the listen server host. Any other questions?
[QUOTE=Robotboy655;47299275]Since it doesn't happen in vanilla TTT, I believe it is a rogue addon, just like the invisible entities caused by error cleanse and all those COUNTLESS cases of improper use of NWVars, like DLogs addon. ( Where the menu won't open )[/QUOTE] But it's not just TTT. i've seen a few people experiencing it on Bhop and DarkRP which should share nothing.
So is it just DarkRP and TTT that randomly crash?
fix this so i can play gangwarsrp ty
[QUOTE=arcticqq;47301042]fix this so i can play gangwarsrp ty[/QUOTE] This post right here is the tie breaker, hot fix coming right away, brace for impact. or you can help provide information on what causes the crashes so the hard working developers get something more to work with. There's also a second option if you can't provide any further insight into these problems: sit quiet and wait like the rest of us instead of posting stuff like that ^ looking like a complete asshole. I've noticed that either physicscollide or takedamage tends to cause crashes but there are so many thousand lines of code running at those specific events in my case that I can't pinpoint it to a specific call.
When i switch weapons, or select the gravity gun, it crashes. The weapon model is seen at 0,0,0. When you spawn, there's no weapon selected.
[QUOTE=Giraffen93;47301071]When i switch weapons, or select the gravity gun, it crashes. The weapon model is seen at 0,0,0. When you spawn, there's no weapon selected.[/QUOTE] i noticed on gwrp, when you have gravgun or physgun or even fists in your hand and you spawn an entiy (printer) , it will spawn without hud. but if you equip custom item like keys or pickpocket thingy it will spawn normally just wanted to share guys
How on earth did this update pass a play test...
[QUOTE=sixteen.io;47301092]How on earth did this update pass a play test...[/QUOTE] Easy, they put it on dev branch for a few months where everyone can test it, if no bugs or crashes gets reported one can assume that nothing is wrong. However people are fucking awful at using the dev branch, me included, so here we are.
[QUOTE=Hoffa1337;47301098]Easy, they put it on dev branch for a few months where everyone can test it, if no bugs or crashes gets reported one can assume that nothing is wrong. However people are fucking awful at using the dev branch, me included, so here we are.[/QUOTE] It's not exactly convenient to have to switch between the two if you want to play and if you want to develop, I don't see why it isn't done like all source games were done where you'd have the game and the game (BETA) listed. Although I suppose not everyone wants to be in the dev/beta
[QUOTE=sixteen.io;47301092]How on earth did this update pass a play test...[/QUOTE] Did you do a play test? That's why. Don't bitch about the lack of play tests if you never did any yourself.
[QUOTE=highvoltage;47301152]Did you do a play test? That's why. Don't bitch about the lack of play tests if you never did any yourself.[/QUOTE] Since when are they outsourcing quality assurance to the community?
[QUOTE=sixteen.io;47301388]Since when are they outsourcing quality assurance to the community?[/QUOTE] So your suggestion is that the Gmod developers download the most popular mods from workshop and playtest them and inform the content authors about the problems found? Or how would we assure that our mods keep working across versions?
[QUOTE=sixteen.io;47301388]Since when are they outsourcing quality assurance to the community?[/QUOTE] The community is best at finding bugs. An example of this is the console font being broken on OS X. It was set to Lucida Console but it was found that this font is not installed by default on all systems.
I only really play on the dev branch and never run in to game-breaking issues.
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