Updated the changelist
http://wiki.garrysmod.com/changelist/
Updates about l4d1 relate specifically to the connected game l4d1 or cards that are in l4d2? I have not installed the first part, there is no way to check.
The changes are targeted at l4d1 maps, but are not limited to them.
@Rubat
Does garry's mod support playing mp3 / ogg to soundscapes and is there ogg format in the white gmad sheet ?
I already know that garry's mod supports playing ogg format.
Posting this here because I don't know if this is a problem with my client or with the x64 branch.
So, I tried doing buildcubemaps on the map i'm trying to work on in the console on the 64bit version and I got the message of the "vtex_dll.dll" missing, so I started the game with the 32bit launch option once launching the game (still the 64 bit branch) and managed to get rid of that error, and the game started building the cubemaps... but, then this popped up, closing my game
https://files.facepunch.com/forum/upload/1348/7ca5b0f2-61ee-47d1-a14a-464ccf21abcb/image.png
The 64 bit version is still very conditional, it cannot even launch cards that work without problems on the 32 bit one. I personally use only x64 compilers because they work much faster x86.
I'm posting this here because i've been bothered for a long time about it.
So, so far we've got string.upper and string.lower that work well with normal letters (Latin alphabet), but when you try to use it with special UTF-8 letters like for example, á ç ñ é etc, it doesn't transform those, like, for example, calling string.upper on "wáter çóol" will result in "WáTER çóOL" which looks kinda weird.
I also remember long time ago there was an update which brought more things to the string system, and also added the UTF8 library we currently have, which lacks any upper or lower functions, which ends up in us having to rely on external libraries to have to do this (like this one for example (which at the same time requires this)).
It would be kind of nice to maybe add more UTF8 methods and support UTF8 string upper and lower for instance, for supporting other languages.
Because, it seems kind of pointless to support all of the UTF-8 characters but barely have any methods or functions to work with them, and as a non english person that has made non english servers, i've also found this issue a bit annoying.
I don't think all UTF8 characters are supported, only like 2000 or 4000.
I wonder why gmod still does not support the game sin episodes or contagion, for example, the first one was made on the 7th build of the engine and should be 95% compatible except for non-working vgui_screen
Does vgui_screen not work in GMod?
It's not a mountable game, and it cannot be added as one without proper legal permission from the Developers of those games/mods.
@Rubat Is hammer x64 planned to appear? I am tired of the fact that the hammer constantly crashes if I open 2 large maps at the same time.
If the CS:GO's Hammer has a 64bit, sure, if not, we shall see in the future.
Blade Symphony has x64 hammer, but it crashes when you try to open the model browser.
@Rubat I really hate spamming you about this but have you looked at my github request yet? Alien Swarm Additions · Issue #1201 · Facepunch/garrysmod I put some features down that would be really nice to have implemented, please and thank you.
As we have learned from treesway, the Alien Spawn sources are incomplete, so don't hold your breath.
I also don't understand why you have L4D stuff there, we do not have sources for those games.
Sorry, I don't see how this is relevant at all.
Either way, are you even sure the crashes you experience are memory related?
Can you reproduce them on demand?
I don't think hammer's problems are tied to memory at all, more likely because it's valve hammer editor, that also is Worldcraft
Yes, I just open one heavy card, then open another one ... and at the stage of its loading the program crashes and does not matter in what sequence. My friend complains about the same thing and constantly remembers that in the csgo hammer there can be about 5 such cards off and nothing happens.
By the way, the hammer very often crashes if you switch to various objects and watch IO, this is the most frequent cause of a program crash.
Can you send me 2 .vmf files that cause problems for you? My email is on my profile if you are worried about privacy of the .vmfs.
I sent you a letter
Surely some of the entities I suggested to added/updated is possible. All the stuff I suggested is present in alienswarm source code.
The crash(es) should be fixed on the Dev branch.
Not. The error still remains. Now, the progress of reading the 2nd vmf is successful, but after about 2-3 seconds, when you try to display the loaded hammer, it crashes again. Dame attached. I tested it on the same vmf's that I sent in a letter. hammer_20190325_195856_1_accessviolation.7z
Disable animated models in 3D view options. There's a different crash with them that I am not sure will ever get fixed.
https://files.facepunch.com/forum/upload/110566/757481db-9d1a-43b8-977d-cb5ef934acdd/bYCYvYA8fW.png
It ? It does not help ... even WITHOUT resources to the hammer maps still crashes.
@Rubat
But I also realize that parts of alienswarm are unfinished/broken, but I hope you will consider some of the suggestions i have, everything i put in my request are found inside the alien swarm code. Please and thank you
Garry's Mod Dev Branch
Updated with this weeks stuff, marked with todays date as usual
@Rubat Would you mind to see this issue I had with fonts and resource.AddFile?
I have a GitHub issue: Issue #3406
I have a forum thread: [Server Content] Downloading and activating custom font files
In a nutshell:
Gmod accepts fonts in resource/fonts/*
Installing them manually: Works
Downloading a Workshop addon with fonts by subscription (manually): Works
resource.AddFile(): Failed to load custom font file '...\steam\steamapps\common\garrysmod\garrysmod\download\resource\fonts\....ttf'
MountGMA: Doesn't work
FastDL (sv_downloadurl): Access denied to whole resource folder
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