• 64-bit Garry's Mod
    281 replies, posted
Linux dependencies need improving, I think I mentioned that elsewhere. I don't plan on ever allowing disabling of Chromium's sandbox. I don't know which specific kernel features are required, but I'm sure Ubuntu 16/18 will have them. We'll have instructions at some point on how to set up Chromium's SUID sandbox (but you'd need the binary from https://files.facepunch.com/willox/2018-08-09/JxyPemwY.7z.) Give it a shot yourself if you want.
I'm assuming I'm supposed to put this in GarrysMod/bin/linux64 with chromium_process_x64, right? 'Cause I just did, and nothing changed
So, here's what I've found so far that's odd/broken; mind you, this is all on Windows 10: The physgun degree snapping thing (I swear I thought I was having a stroke where I totally forgot how degree snapping worked). The Server Console doesn't show any console message coloring. Certain particle effects render weird (pop-in?)/not at all (I can give you the PCF for them if you want). SRCDS takes forever to launch now, for whatever reason (might just be that AntiVirus doesn't like it or something?) The client seems to have a memory leak...somewhere. I encountered this while playing Jazztronauts, if that might have anything to do with it. The branch is out of date compared to the main branch, so fixes like this one aren't present (specifically not having the RandomPairs changes crashes Jazztronauts when going to a selected map). net.ReadUInt / net.ReadInt no longer return 0 on an error. On overflow, they return whatever overflown value it is (while also potentially messing up any reads afterward). Is this intentional? It seems like it might be, and frankly if it is I welcome it, as returning 0 wasn't exactly a great indicator of error.
Jazztronauts is very memory hungry, which made me try the 64-bit branch in the first place, so it might just be that. Also, any updates on the Linux side of things?
While we're getting a new voice codec, could we also be able to use it like a regular audio stream with the ability to set DSP presets and the like?
DSP presets affect all of the sounds / the entire sound system anyway don't they? Or am I mixing those with Entity.SetDSP?
Sounds from BASS isn't affected.
Tried to look up command map as if it were a variable. Tried to look up command maxplayers as if it were a variable. Tried to look up command map as if it were a variable. Tried to look up command maxplayers as if it were a variable. Tried to look up command stats as if it were a variable. Connection to Steam servers successful.    Public IP is <IPADDRESS> Assigned anonymous gameserver Steam ID [A-1:2807355398(10504)]. VAC secure mode disabled. Tried to look up command stats as if it were a variable. within seconds of starting my test server in GUI mode @echo off title install_gmod.bat %~dp0..\steamcmd\steamcmd.exe +login anonymous +force_install_dir %~dp0 +app_update 4020 -beta x86-64 -betapassword z8MvH7F6OW3HExir validate +quit xcopy /y/s %~dp0\garrysmod2\* %~dp0\garrysmod\* TIMEOUT 10 exit that's the batch file i use to update it
Detail props don't fade out with distance. Here's some screenshots of what I'm talking about https://files.facepunch.com/forum/upload/57916/547b02a3-1bd8-4f29-8a8c-737303dfff0f/gm_vehicle_palooza0002.jpg https://files.facepunch.com/forum/upload/57916/217933c2-9d96-4e47-91f7-62d3c3bc2848/gm_vehicle_palooza0001.jpg
Really makes me excited to see where gmod is going. Also, what other source games are in 64 bit? Or is gmod the first?
Huuuh if IIRC dota 2 reborn uses Source 2 and it runs on 64bits according few following i've been doing in reddit about the engine
I have a few questions that are not that important, but I'm curious anyway. Is Valve helping in any way? Is this based on Valve's prior 64-bit efforts? Are you doing this completely on your own? Where did your 64-bit build of vphysics come from?
CS:GO on mac and linux is 64 bit
Is it 32 bit on windows? If so i'm curious as to what they had to go through to port panorama UI(source 2 feature) to it's engine branch.
There used to be a publicly available experimental version of hl2 for everyone back in Win XP x64 times that ran on 64-bit.
Oh right, why did that fail again? Or was it just too ahead of it's hardware or something?
No real benefits at all, gmod goes to 64 bits so we can use CEF, but besides that, I don't see any real benefits, source is still a crappy and shitty engine
You can't compare old Source to newer game engines. At the time of its release, and I still think it is powerful, it's just that GMod does not have all the bells and whistles that newer Source versions have.
It may be outdated but it's far from the worst.
Where did I say "Source is crappier compared to"? Source (1, 2007, 2009, 2012, 2013, etc) is crappy, period. Source 2012 and above will be always look powerful and better due valve working on it, like that's much more than a fact, nobody here touched source 2, nobody knows how much is different than source "1", but everyone here knows that valve always keep pilling mistakes from the past, example lots of deprecated vars that never reaches at nothing Take a look at Team Fortress 2, a game from 2007 that just kept getting trash and now game runs awful than 2007 release But what does 64 bits gives to source? Nothing, what does it brings to Garry's Mod? CEF
It gives a higher memory-limit and seems to have a positive performance-impact on some tasks. Since 64bit can handle more data at once than 32bit. (That is kinda the only improvements when moving from 32bit to 64bit.) We can still do a lot to improve sources quality, namely sharers. Just look at somethingwild2 shader. The current problem is that this requires DLL-modules or exploits to achieve, but the G-team are looking into shaders and hopefully adds a few in the future.
Hopefully they will add the shaders posted in this github request Add missing shaders from Alien Swarm/L4D branch · Issue #1195 · .. and the water flowmap shader
Of course you can have more memory, I never stated you couldn't, you've seen me flooding with fonts my game up to 12gb, but still, what kind of calculations require 64 bits, the only thing i can think of is cog's minecraft map importer (YALU iirc) and I'm still in doubt that due how source's rendering engine works would make the difference And what does have to do an exploit that allows you to load shaders with being 64 bits? It's still the rendering pipeline fault that needs more work You can talk me about precaching too many stuff but still, source will do it own memory management that's very strict and it won't never take any advantage above 3gb, source it's efficient for it age, with some (heavy) tweaking, it could even run in consoles, garry's mod will run slow in any RP gamemode with dozens of players because the engine never was meant to run for that purpose, 32 or 64 bits, source won't do the right job and you can do all the hacky shit you want, gmod doesn't take enough advantages of 64 bits Hate me all do you want, but just show me proofs besides new libraries possibilities we can get and i will tell you guys you're right
Why are you arguing
Of course i want 64bit, but people is doing exactly the same thing that's doing with sandbox, thinking that everything will be different and making assumptions that doesn't fit at all in the game we mod everyday, example having 200 players in an infinite map No, that's not going to happen never, but we must valorate and put effort in using what we have, if we get something like this, it allows us to use CEF and dispose Awesomium for the sake of god and then we can think in web more than in game on some aspects But it's the same game, with the same limitations, with the same mistakes
Well, depending on the compiler settings, i guess we will at least get more fastcall funcs, so indirectly, x64 improve performance.
You seem to have mis-read a post. Nak was talking about shaders separately from 64-bit, and was also referring to the current need for c++ support code to add new shaders, which requires a DLL or a code execution exploit.
It's been a month and a half since that shader request was posted, and the dev's still haven't responded or at least made a comment regarding it. I hope they'll make a comment about it soon
Can't launch game Failed to load engine_client.so: (null) AppFramework : Unable to load module engine_client.so!
the branch is going to be broken for a while
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