• 64-bit Garry's Mod
    281 replies, posted
what about windows?
Currently broken, on windows the branch has no 64Bit launcher binaries
The only troublesome part about adding shaders to GMod is having enough patience for waiting until they are done compiling. For devs, adding brand new shaders is really simple, but modifying existing ones is not. Personally, I would love to see GMod with more shaders and would gladly offer help in achieving that.
True, but it would allow people to do so much more with content and detail
Any news?
I can't seem to get srcds running- I was getting an error about having 32 bit sdl2 binaries but after solving that now I get an even more cryptic error: LD_LIBRARY_PATH=/home/xavier/gm64/bin/linux64:.:./bin/x64:./bin/linux64: #Failed to load engine.so: (null) #AppFramework : Unable to load module engine.so!
You can connect to default/dev servers from 64-bit clients now. No voice chat, though. Probably other dependencies. I'm still not doing this yet.
Should client able to start? I got ~18MiB update now and i can't launch game, `AppFramework: Unable to load module engine_client.so!` error. Arch Linux
I found issue! engine_client.so depends on libedit.so.2, on my system, i don't have it, i have libedit.so.0.0.58, libedit.so.0 (linked to 0.0.58) and libedit.so (linked to 0.0.58) Also, game just crashed with this error: [0918/191740.117602:FATAL:zygote_host_impl_linux.cc(126)] No usable sandbox! Update your kernel or see https://chromium.googlesource.com/chromium/src/+/master/docs/linux_suid_sandbox_development.md for more information on developing with the SUID sandbox. If you want to live dangerously and need an immediate workaround, you can try using --no-sandbox.
The 64 bit version of gmod seems to be okay dependency-wise with the steam runtime enabled. From what I have seen, all the missing swiftshader library errors are unrelated and do not have anything to do with the crash. (Or seem to break anything.) I also haven't had any of the chromium errors affect me, but that could be due to my specific system configuration. Observing the crashes, with all my addons, it crashes right after it is done extracting the workshop items. Strace shows that the crash happens right after it loads/initialises all the game modes. Removing all the addons (and switching steam to offline mode so that it doesn't redownload them), results in no crash, and the game loads just fine. Having in the addons folder a single map and a single player model at once, also makes the game load and not crash. Screenshot, with the game running with only "2b_playermodel_897033676.gma" and "clock_town_+_termina__-_the_legend_of_zelda_majoras_mask_(trade_clocktown_v1a)_1126820509.gma", downloaded from the workshop. The moment a second map or another player model get added to the addons directory, the game crashes while loading into the world. Adding an addon like jazztronauts, makes the game crash right after the game modes are initialised, just as mentioned earlier. In both cases, running the game with gdb, the backtraces are similar. The fault seems to lie in "bin/linux64/filesystem_stdio_client.so" Crashes are sometimes SIGSEGV, SIGBUS, or SIGABRT from libc when it detects that something went wrong. Not sure how useful it will be without symbols, but here's the full backtrace, which provides slightly more info than what was mentioned in a previous post. All of the above was tested with the "2018.09.20" build of the game. The same behaviour was apparent on previous builds in the x86-64 branch too. It would be appreciated if this could get fixed so that the game can be played without constantly running out of memory, which tends to happen quite often on linux. Thank you for the work so far.
I don't think I'll be moving on to the Linux builds _too_ soon. I am starting to run out of issues on Windows though, so it'll happen eventually. I'm purposefully not shipping swiftshader atm. I hadn't tried using Steam's runtime libraries yet. It's good to hear that everything is in there at least.
help i fucked up regular gmod after installing 64bit gmod https://www.youtube.com/watch?v=h6gqytPaCqw&feature=youtu.be
i wasnt on 64 bit when i took the video i was on the 32 bit branch
https://i.imgur.com/u0GhXiK.gif
You have to actually change back to the original branch. If you launch the 32-bit client from the new branch, you are still on the new version of the game.
Does this mean gmod will not end up changing voice codec at all or is it just for the sake of backwards compatibility?
problem, i cant seem to change to the original branch
must say played this game since release and and this is game breaking. I get so much fps now thx willy poo <3 and 1 more thing, idk whats going on with mics but ill post a video everyone sounds like they're having a alien orgy or some shit. and if you need help as a veteran of gmod i'd love to help
Scroll up - it's from conflicting voice codecs.
sorry man just realized haha x) but please try to make this game alive again :/
Game is still consistently in top 20 in steam charts????
yeah man, well back in 2011 this game was just more like better and had a few more people and roleplay servers were full and sandboxes were like 1000's of them and idk it was cool
Until some sort of full release, yeah. I don't think my use of opus was very good anyway. Did you think it sounded better?
Whats wrong with Steam voice? AFAIK Gmod already uses Opus when steam voice ist enabled, but it sounds like garbage compared to tf2's Implementation of steam voice.
The voice chat issues should be fixed now. Hopefully that'll convince more of you to try out the new branch. I wasn't aware of any differences between the two. I was going to eventually remove the Steam option like CS:GO did.
I didn't try the 64bit branch since it was first available, I'll switch to it and look for any changes when I do play
any news on whether there will be a working 64 bit mac client soon?
Nope. I think I'll be moving on to Linux before that.
wasn't aware linux wasn't working yet. thanks for the update
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