• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
Updated the full changelist: [url]http://wiki.garrysmod.com/changelist/[/url] Update is incoming this week. [editline]18th January 2016[/editline] I guess latest changes are: [code] Improved Addons main menu.. menu - Per tag browsing for friends items, hide dupes/saves from all listings Addon extraction is now properly displayed on the workshop downloader Updated language files Update Bootil to fix that one problem with addon folders locking up GitSync Fixed Entity.IsRagdoll not working properly on client Added extra debug output for BASS.DLL Initialization Added test BASS.DLL config to hopefully help with weird "mp3s dont load with error 41" cases[/code]
[QUOTE=Robotboy655;49558361] [code] GitSync[/code][/QUOTE] waaaaait, what?
[QUOTE=Coment;49558398]waaaaait, what?[/QUOTE] Indicates a git pull from the Lua + HTML repo into the distribution repo.
Is GetLocalAngles supposed to return two different values serverside and clientside?
[QUOTE=WinterPhoenix;49553475]As I have stated many times before, Awesomium does not support many HTML5 features, especially those dealing with media playback. This has forced developers for the Cinema Gamemode to create workarounds using Flash-based players in order to get things that are [I]basic features[/I] in modern browsers to work in Awesomium. It doesn't even support [B]H.264 in HTML5[/B], which is the de facto standard for videos using the [B]MPEG4[/B] File Format, or [B]MP3 File Playback[/B]![/QUOTE] I just wanted to point out that these codecs are proprietary and require licensing on behalf of Facepunch Studios. Neither Chromium Embedded Framework nor CoherentUI distribute these codecs due to this reason. [QUOTE=WinterPhoenix;49553475]And, if you haven't heard yet, Flash Player is being phased out of practically everything. It is full of security holes, as I'm sure you've seen in the news. As a result, many video services are phasing it out and moving to HTML5. This includes the likes of [URL=http://blog.twitch.tv/2015/07/video-player-controls-now-in-html/]Twitch[/URL], KissAnime/KissCartoon/KissAsian, and even [URL=http://youtube-eng.blogspot.com/2015/01/youtube-now-defaults-to-html5_27.html]YouTube[/URL], which is the very lifeblood of the Cinema Gamemode.[/QUOTE] Without the previously mentioned licensing, the only service among those listed which would work without Adobe Flash would be YouTube since it has WebM support—all others use H.264.
[QUOTE=samm5506;49558853]I just wanted to point out that these codecs are proprietary and require licensing on behalf of Facepunch Studios. Neither Chromium Embedded Framework nor CoherentUI distribute these codecs due to this reason. Without the previously mentioned licensing, the only service among those listed which would work without Adobe Flash would be YouTube since it has WebM support—all others use H.264.[/QUOTE] Is there no way at all to use Cisco's [URL="https://github.com/cisco/openh264/releases/tag/v1.5.0"]openh264 binaries[/URL] instead?
[quote]Computing mesh visibility... 95% Computing mesh visibility... 95% Computing mesh visibility... 96% Computing mesh visibility... 96% Computing mesh visibility... 97% Computing mesh visibility... 97% Computing mesh visibility... 97% Computing mesh visibility... 98% Computing mesh visibility... 99% Computing mesh visibility... 99% Optimizing mesh visibility... NavMesh Visibility List Lengths: min = 2, avg = 1235, max = 4350 Computing mesh visibility...DONE Finding earliest occupy times...DONE Start custom... Post custom... Custom game-specific analysis...DONE Generation complete! 16293.9 seconds elapsed. ./start.sh: line 29: 21379 Segmentation fault (core dumped) ./srcds_linux -pidfile \"../../../pid_"$1".txt\" -game garrysmod -disableluarefresh $(< ../../content/"$1"/params.txt) Missing separate debuginfo for /home/nxserv/gserv/servers/drpd/srcds_linux Try: dnf --enablerepo='*debug*' install /usr/lib/debug/.build-id/1c/c4de41c7341734a5dd0c6ab21685432a953910.debug BFD: Warning: /home/nxserv/gserv/servers/drpd/../../crashes/drpd/16-01-18_22-27-33.core is truncated: expected core file size >= 4253700096, found: 4253569024. [/quote] Thanks I've spent two hours making these. [quote]Program terminated with signal SIGSEGV, Segmentation fault. #0 0xece0786e in CUtlBuffer::AddNullTermination() () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so [Current thread is 1 (Thread 0xf733bac0 (LWP 21379))] #0 0xece0786e in CUtlBuffer::AddNullTermination() () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #1 0xecc41bf7 in CNavArea::Save(CUtlBuffer&, unsigned int) const () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #2 0xecc4238c in CNavMesh::Save() const () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #3 0xecc4e733 in CNavMesh::UpdateGeneration(float) () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #4 0xecc5f97f in CNavMesh::Update() () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #5 0xec8f5fe7 in CServerGameDLL::GameFrame(bool) () from /home/nxserv/gserv/servers/drpd/garrysmod/bin/server_srv.so #6 0xf562774d in SV_Think(bool) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #7 0xf56280e5 in SV_Frame(bool) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #8 0xf559e237 in _Host_RunFrame_Server(bool) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #9 0xf559f349 in _Host_RunFrame(float) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #10 0xf559f958 in Host_RunFrame(float) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #11 0xf55a8c7e in CHostState::State_Run(float) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #12 0xf55a90d6 in CHostState::FrameUpdate(float) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #13 0xf55a9199 in HostState_Frame(float) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #14 0xf563e1e4 in CEngine::Frame() () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #15 0xf563b7fd in CDedicatedServerAPI::RunFrame() () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #16 0xf6bc4d42 in RunServer() () from bin/dedicated_srv.so #17 0xf563bc75 in CModAppSystemGroup::Main() () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #18 0xf5693e50 in CAppSystemGroup::Run() () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #19 0xf563c237 in CDedicatedServerAPI::ModInit(ModInfo_t&) () from /home/nxserv/gserv/servers/drpd/bin/engine_srv.so #20 0xf6bc4c38 in CDedicatedAppSystemGroup::Main() () from bin/dedicated_srv.so #21 0xf6c22510 in CAppSystemGroup::Run() () from bin/dedicated_srv.so #22 0xf6c22510 in CAppSystemGroup::Run() () from bin/dedicated_srv.so #23 0xf6bc5142 in main () from bin/dedicated_srv.so #24 0x08048b0b in main () [/quote]
[QUOTE=LegoGuy;49554610]Do you know any other native C++ rendering engines that support HTML5?[/QUOTE] [URL="https://bitbucket.org/chromiumembedded/cef"]Chromium Embedded Framework[/URL] and [URL="http://sciter.com/"]sciter[/URL] are two other examples, however there are more. [QUOTE=samm5506;49558853]I just wanted to point out that these codecs are proprietary and require licensing on behalf of Facepunch Studios. Neither Chromium Embedded Framework nor CoherentUI distribute these codecs due to this reason. Without the previously mentioned licensing, the only service among those listed which would work without Adobe Flash would be YouTube since it has WebM support—all others use H.264.[/QUOTE] This is an issue with, effectively, every embedded web framework. Coherent UI can handle proprietary codec additions [URL="https://coherent-labs.com/Documentation/cpp/d8/d79/_audio_video.html"]rather easily[/URL] and Chromium Embedded Framework [URL="http://magpcss.org/ceforum/viewtopic.php?f=6&t=10741"]seems to be the same way[/URL]. I can't find anything for sciter, but that was just an example. Regardless of which framework they choose, Facepunch Studios would indeed have to acquire separate licensing for each of these codecs. It is a given for proper, full, web support.
[QUOTE=Coment;49559454]Is there no way at all to use Cisco's [URL="https://github.com/cisco/openh264/releases/tag/v1.5.0"]openh264 binaries[/URL] instead?[/QUOTE] Completely OK as far as the license goes. BSD doesn't require anything more than an attribution/license copy in the proprietary product, iirc.
The update is live: [url]http://www.garrysmod.com/2016/01/19/january-2016-update/[/url]
From the announcement: [quote]This update fixes [...] performance improvements. [/quote] Implying GMod now runs slower :v: In all seriousness, nice job. That list of changes is massive.
Damn it, I'm not home for another 3 hours all my players will complain of outdated servers, lol
[quote]File library can now write png/jpg files[/quote] Oh my YES! Finally I dont need that stupid workaround with spawnicons anymore
The Steam discussions are already being spammed with people complaining about not being able to join servers, gmod not launching etc and blaming Garry. Didn't take very long, lol
Very happy to see these two fixes in the update. Thanks for the update Robotboy it was greatly needed. [IMG]https://i.gyazo.com/9bcc1e32f4d7e9f9db762c1c25a00df9.png[/IMG]
[quote] FIX Fixed a crash issue with “quit” commands on srcds when having workshop addons installed[/quote] Does this mean I can exit srcds cleanly without it throwing a segfault now? :excited: Oh fuck it workkkkkks, finally
[t]http://meharryp.xyz/sharex/2016/01/19/hl2_2016-01-19_17-06-13.jpg[/t] The fake player inflation is still happening?
[QUOTE=meharryp;49564750][t]http://meharryp.xyz/sharex/2016/01/19/hl2_2016-01-19_17-06-13.jpg[/t] The fake player inflation is still happening?[/QUOTE] Not anymore it isn't.
[QUOTE=Robotboy655;49564850]Not anymore it isn't.[/QUOTE] It is.. [IMG]http://images.akamai.steamusercontent.com/ugc/608351521871991750/4F34375A7BCB6E0DD75E2A5F55386F4D04D97743/[/IMG]
[QUOTE=hanm13;49564856]It is..[/QUOTE] The bans only update when you restart your game.
Getting a lot of players reporting this: [lua] STEAMAUTH: Client SpudlingTigerÔäó received failure code 6 STEAMAUTH: Client SpudlingTigerÔäó received failure code 6 Dropped SpudlingTigerÔäó from server (Client left game (Steam auth ticket has been canceled) [/lua] Can stay in for 1~ minute and then they get ejected with that. Also seeing in the server when first booting up showing: [lua] Connection to Steam servers successful. Public IP is 217.146.91.34. Assigned persistent gameserver Steam ID [G-1:99651]. VAC secure mode is activated. Connection to Steam servers lost. (Result = 6) Connection to Steam servers lost. (Result = 6) [/lua] Edit: I guess something is up with steam, getting stuck on "Authenticating with steam" also. Oddly, starting a second server on port 27016 stopped the connection issues on the main server.
[QUOTE=Mrkrabz;49564956]Getting a lot of players reporting this: [lua] STEAMAUTH: Client SpudlingTigerÔäó received failure code 6 STEAMAUTH: Client SpudlingTigerÔäó received failure code 6 Dropped SpudlingTigerÔäó from server (Client left game (Steam auth ticket has been canceled) [/lua] Can stay in for 1~ minute and then they get ejected with that. Also seeing in the server when first booting up showing: [lua] Connection to Steam servers successful. Public IP is 217.146.91.34. Assigned persistent gameserver Steam ID [G-1:99651]. VAC secure mode is activated. Connection to Steam servers lost. (Result = 6) Connection to Steam servers lost. (Result = 6) [/lua][/QUOTE] This has been an issue for a very long time now, your best bet is to just wait until Valve's servers come back online or run in insecure mode which doesn't do any verification on SteamIDs(?).
I am getting the following error on my main server and test server after today's update. This is happening when someone shoots a glock in ttt. Failed to load sound "weapons\pl_gun3.wav", file probably missing from disk/repository Edit: Others are reporting the same issue. Edit2: The issue has been found and fixed in github, thanks for marking my post as dumb :)
[QUOTE=Violat0r;49565027]I am getting the following error on my main server and test server after today's update. This is happening when someone shoots a glock in ttt. Failed to load sound "weapons\pl_gun3.wav", file probably missing from disk/repository Edit: Others are reporting the same issue.[/QUOTE] Everyone's marking you as dumb but you aren't wrong (Granted my server doesn't have this issue, as far as I'm aware) It's trying to load the HL1 glock sound because the code in TTT's glock says "SWEP.Primary.Sound = Sound( "Weapon_Glock.Single" )" (Semi proof so I don't get marked as dumb too: [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/scripts/sounds/hl1_game_sounds.txt#L883[/url]) Edit: Just checked, my server has it too.
Alot of people are complaining that their performance is fucked up.
[QUOTE=deinemudda32;49565745]Alot of people are complaining that their performance is fucked up.[/QUOTE] A lot of devs are complaining about bug reports with completely vague, or missing, details.
[QUOTE=Yashirmare;49565664]Everyone's marking you as dumb but you aren't wrong (Granted my server doesn't have this issue, as far as I'm aware) It's trying to load the HL1 glock sound because the code in TTT's glock says "SWEP.Primary.Sound = Sound( "Weapon_Glock.Single" )" (Semi proof so I don't get marked as dumb too: [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/scripts/sounds/hl1_game_sounds.txt#L883[/url]) Edit: Just checked, my server has it too.[/QUOTE] Soundscape inheritance got mixed for some reason. It would help if Valve didn't have conflicting names for EVERYTHING.
[QUOTE=code_gs;49565848]Soundscape inheritance got mixed for some reason. It would help if Valve didn't have conflicting names for EVERYTHING.[/QUOTE] You can't really blame them though, they have no real reason to do it other than for mod support. Odd that the bug didn't happen til now even though the glock wasn't touched in the update (as far as I'm aware)
[QUOTE=code_gs;49565848]Soundscape inheritance got mixed for some reason. It would help if Valve didn't have conflicting names for EVERYTHING.[/QUOTE] It's not for "some reason", it's because of [url=https://github.com/garrynewman/garrysmod/commit/85663681b3c573a538829a0542b9d17458a7b6e2]your PR that edited game_sounds_manifest.txt[/url]. [editline]20th January 2016[/editline] [img]http://i.imgur.com/xJr2yaN.png[/img] Previously the CS:S soundscripts were loaded first.
[QUOTE=Robotboy655;49566837]It's not for "some reason", it's because of [url=https://github.com/garrynewman/garrysmod/commit/85663681b3c573a538829a0542b9d17458a7b6e2]your PR that edited game_sounds_manifest.txt[/url]. [editline]20th January 2016[/editline] [img]http://i.imgur.com/xJr2yaN.png[/img] Previously the CS:S soundscripts were loaded first.[/QUOTE] So the first loaded has priority?
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