• Next Update v9 - October 2018 Update is live!
    474 replies, posted
Perhaps, but I don't see why we'd make it customizable, I am not sure if there will be enough space for custom data, and I don't see what you could be putting there. Eventually yes.
By customizable, I mean that you would maybe have a default presence, and you'd let servers / gamemodes customize the Discord application ID to display their own server's name, gamemode name and round information, logos, etc..
Sorry if this was addressed before and I'm resurfacing it - is there any chance the depth buffer could get a face-lift in the next update as specified in Depth buffer? Current one is extremely limited, and any attempt at creating soft particles results in gross opacity falloffs. https://files.facepunch.com/forum/upload/710/aa388cd4-ffbc-4e25-bc0d-6d32581fe443/image.png
Since we got Entity/GetBrushPlane and Entity/GetBrushPlaneCount. Are you able to increase the brush support in the next update? https://github.com/Facepunch/garrysmod-requests/issues/1241 It would help gamemodes and addons doing more map related stuff instead of designing a map decompiler. About 10%-20% of all comments on StormFox, are about the small freeze-spike when calling render.RedownloadAllLightmaps() on unsupported maps. Got a feeling other day/night related addons got the same problem. It would really make everything smoother if you could make render.RedownloadAllLightmaps asynchronous Make render.RedownloadAllLightmaps asynchronous · Issue #781 · F... Maybe also an option to remove the console spam? https://files.facepunch.com/forum/upload/107119/b4681315-7f09-42aa-9c84-abc1b29db4e3/billede.png Its been 2 years and you haven't replied on the HSL support I made: HSL support by Nak2 · Pull Request #1202 · Facepunch/garrysmod · Its pure lua, so it should be fast. Yes no?
I see HL1 stuff being added. Any chance we can have monster_osprey and monster_apache? Also, weapon_satchel, hl1 crossbow and 357 compiles What does that mean? Was my work pointless?
Wait, so we are not able to get original weapons from hl1 just because you made those in Lua?
I'm not saying that. Just a bit sad considering how much time I wasted making them if there WAS the possibility of having them in C++
If it makes you feel better. I bet it wasn't a red shiny "Add HL1 stuff"-button they had to use to add HL1 weapons. Be happy that over 7k people enjoyed your addon and that the feature will be available for everyone.
Did they even add hl1 weapons to the game?
considering any HL1 stuff added to gmod in C++ is likely ported over from half-life source, your addon is still going to be so much higher quality and more authentic. i wouldn't call it pointless at all.
Hey man, I'm pretty sure you're not the only person who has been in this position.
I wouldn't say your work/time was wasted, for the same reasons someone recreated the default HL2 weapons that are already in the game in Lua - if people want to edit the guns in any way, they can't do that with the c++ versions.
Yeah, actually I thought in the same way, but what about monster_osprey and monster_apache anyway? They are more necessary than weapons.
FWIW you can still get the physicsobject of wordspawn serverside and use the list of vertexes (groups of 3 define a triangle)
Does Garry's mod still only support orangebox pcf versions?, it would be nice if it could load up to alienswarm pcf versions
Seriously, I only want climbing nextbots
So we are doing the update tomorrow, around the usual 4PM GMT, it will include half a dozen crash fixes, player muting fix and the change this update for - the new hashing algorithm when downloading Lua files from servers (last change isn't on any of the branches yet to keep compatibility with live servers). Essentially full changelist is: Fixed a crash with decals on high poly models Fixed a crash with Projected Textures Fixed crash issues on some TF2 maps Fixed crash issue with physenv.AddSufraceData Fixed not being able to start a new game with too many game.AddDecal() calls Fixed a crash issue with env_fog_controller Fixed crash exploits with parenting of unremovable entities to removable ones and deleting them this way Fixed certain players not being able to be muted on servers with large populations Changed Lua file hashing algorithm
Will the next update after tomorrow's include 64 bit? I can't wait to stop crashing on servers with many addons.
For sure not.
How do you know?
What's this `Changed Lua file hashing algorithm`, will it affect anything interesting? I assume it might break existing clientside lua viewers.
It will make it harder for the client to spoof their own versions of files clientside to bypass sv_allowcslua using conflicting hashes.
Because one post before, Rubat said, what the update is about.
Yes, I know that. Which is why I asked if the update after the one coming tomorrow would.
I am an actual idiot then.
Eh, it's alright, everyone makes mistakes.
Question, why do we have surface.GetAlphaMultiplier() but not surface.GetColor() (Or how do we access to it)
Is there any reason walking on props and stuff is so terrible, even when the props are fully frozen or their physics object is destroyed?
That issue goes back years to when GM13 first came out I think. No one seems to know or care.
They updated prop walking like 1-2 years before, but it made everything worse for me since then.
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