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Everything else seems to be going to Knockout.community / Knockout.chat I would imagine that they would accommodate the GMod forum there as well, but currently, there is none.
@Rubat Is there any way on the client to mount the VPK files of, for example, the translations of a Steam game? For example, whenever you change the voice language of HL2, multiple VPKs get downloaded that are called "hl2_sound_vo_LANGUAGE_XXX.vpk" ("hl2_sound_vo_spanish_001.vpk", etc) Is there any way to mount these on the client? And, if there isn't could there be one? It would be pretty useful for people that would like to also have voices that some gamemodes use on their language.
So I'm having somebody tell me that when they Right Click on a DTextEntry, it's crashing their game. It doesn't seem to be Lua related, so I'm sticking the Crash Dump here: https://winteris.moe/share/2019-03-31_16-52-22.mdmp
Really, forums are shutting down?
One of these days the forum fell ... fell very badly and the site did not respond almost all day.
It caused by some language "recently" added to Windows. I have added a blind fix to Dev that SHOULD solve the problem (The language will appear as "Unknown Language" and "??" for shorthand, but I cannot confirm as I do not know which language is causing the problem.
Is there a way to stop Steam from leaking your public IP address when you're starting a lan multiplayer game? I've tried everything, but my IP is still shown on community page and somewhere else.
@Rubat My question is: did you add a borderless mode, but where, for example, then mat_setvideomode 1920 1080 2 ??? 0 - full wind 1 - border 2 - wind no border ???
seeing your avatar and username sent me back in 2009
Okay so that does fix it, at least as far as not crashing and showing "Unknown Language." They said if it helps, they're using the Finnish layout with the English language, although Windows sometimes resets the layout to US for whatever reason. Screenshot attached also, if that helps: https://media.discordapp.net/attachments/397481734507069470/562605827593207808/unknown.png
It's just like any other Source game with this feature, mat_setvideomode 1920 1080 1 1 I do not know what you mean about env_sprite.
The game does not update textures at all which use the env_sprite (vmt / vtf) entity; no changes are displayed in real time, you have to completely restart the game. Sometimes by luck, simply reloading the map helps. And no mat_reloadallmaterials also does not help.
https://wiki.garrysmod.com/changelist/ Updated as per usual.
I've got another crash dump for you; this time with the error "Getting a dynamic mesh without resolving the previous one." Not really sure what that means or how it could be fixed, so I'm asking for insight here. https://winteris.moe/share/2019-04-05_14-03-13.mdmp
Where to report fake servers?
Is Sending Client Info coming back? :c
"Switched Lag Compensation back to local coordinates from absolute ones to fix vehicle seat position shifting" Nothing was fixed really.
@Rubat Does garrysmod support prop lightmaps?
As far as I know, no, I was tortured with lighting models with normal map. In CSGO, there are no such problems anymore.
Holy shit, really? i mean tf2,css and source 2013mp has it, so i always assumed that garrys mod would have it. Damn i hope this could be added.
CSS doesn't have it though.
They were added to CS:S retroactively for prop_statics.
I honestly still do not understand why gmod has support for new versions of bsp, but it can only read but not write them (for example, cubemaps). It is also very much in addition to lightmaps on models that lack the support of $phongalbedoboost in the shader. This parameter gives a very interesting and beautiful effect that can simplify the creation of a metal effect on surfaces. @Rubat Please, if there is such an opportunity, make support for this parameter. https://files.facepunch.com/forum/upload/110566/14f357bc-f690-4e1c-ba1b-fe85e2e73941/prime.jpg
If I compile a map with prop_statics that use lightmaps in CSS, will they appear the same in GMod or will they revert to looking "normal" as if there were no lightmaps?
I honestly have no idea, but im blown away by the fact that gmod doesnt support this feature.
judging by what happens with prop_statics on team fortress 2 maps, yes rd_asteroid is a particularly obvious one because the outdoor base facades are just big prop_statics, and the lighting is noticeably worse
As I have said in the issue tracker, if you can't find a way to reproduce it, there's not much we can do about it. The only case that reproduced the bug for us was fixed. As for static prop lightmaps, I looked into it and I couldn't find the code that makes it work in TF2 which is bizarre. Possibly handled in shaders, may try to look into it later. As far as I can tell it works but the resolution is wrong. I have also added ents.CreateClientside(), it does exactly what it sounds like, only supports ANIM type entities. I expect there to be bugs with it for sure, like not being cleared by game.CleanupMap() for one. Do try it out and tell me if it is useful or what problems it has.
Holy fuck, it's fucking ents.CreateClientside() back boi????
Are you Single?
I decided to create a list of what Garry Mod had been missing for a very long time. Please support me. I think many dream of such corrections.
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