• Next Update v9 - October 2018 Update is live!
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The issue is rounding, since the client gets the network normalized value its slightly different when it starts to predict further movement and causes constant prediction errors and throws the player back.
I wanted to make a prop_static clone with all the features, performance boost, no physics object, just collision boxes and stuff, but I ended up using prop_physics with destroyed physic object and disabled shadow. Using lua entities is so much slower than using C entities, I always thought the difference wouldn't be that big. I had 100-250 FPS and a whacky FPS (weird lags) using like ~300 lua entities which are just prop_statics with disabled shadows. I had 200-300 FPS and no whacky FPS using ~300 C prop_physics entities with disabled physics and disabled shadows. I've tested with the same amount of entities and compared both with those. Playing on gm_construct. I made a base_entity and used PhysicsInitStatic to make the model static, disabled shadows and that's it. I didn't do anything more than that. Still it made a huge difference compared to normal prop_physics entities.
Is it a surprise to you that calling Draw()/DrawTranslucent() and Think() hooks every frame/tick is more expensive than not calling them?
The same is done in the engine without a lua bind as far as I know. I knew there was a performance difference, but not a huge one like this.
This issue can also cause constant prediction errors for players with an FPS below the tickrate.
It's great to see the new staticproplump version was supported, to fix that 4wayblend issue, I think by porting the shaders over from alien swarm, it has that multiblend shader that does exactly what 4wayblend does, but I'm not too sure about the details.
There will be no changes to shaders until we push 64bit working on because they are extremely painful to merge. surface.SetColor has no obvious Get function internally as far as I can tell, it calls directly into Win32 API, and I don't have Linux/mac machine to look into their alternatives. The problem with this is getting them to move alongside the ladder and the animations. As far as I know there's no default animations for ladder climbing on any models.
I know you guys are busy and its a pain in the ass I keep asking the question .. but is making render.RedownloadAllLightmaps asynchronous · a thing on the to-do list or on the lets_see_after_64 list? I keep getting blamed for the 1 second freeze when calling render.RedownloadAllLightmaps .. I even got blamed for the "Redownloading all lightmaps"-console spam. I've tried to: Described the problem in the FAQ Added an autopilot to short the settings out. Added a troubleshooter that will warn server-owners on large maps without light_environment. Added logic to only call it when player is inactive. Forced light_environment to stay on the map with targetname. (It breaks and client seems to de-synchronize) And I still get a message or two pr day with the same question. It would really boost the moral if I could get a reply, even if its vague.
Wait wait, a large map without light_environment? Fuck them, they shouldn't be using that map in first place
I also get messages all the time from workshop about my BASS.dll radio addon's Youtube playback not working. Honestly it is a bit unreliable and sometimes broken, especially on bad/wrong usage. It uses automatic converter APIs which I do not have any influence on. The addon has an FAQ and help texts everywhere. I still got many complains, because writing is easier than reading apparently. I got so may complains (some very rude ones as well), that I was on the verge to remove Youtube playback playback altogether as a failed experiment, but I changed my mind about that. I declared Youtube as officially unsupported (and explaining why), made it into an opt-in option with a "read this before usage or don't use it"-text and started to delete few complaints about Youtube instead. It got quiet around that Problem quite fast. Btw I also thought about programming a banning system that would disable the addon for a blacklist of steamids addon and hand out bans for not reading the instructions/FAQ while complaining or flaming/trolling. However I decided to discard the idea quickly as it would be bad practice and also be disallowed by GMod's and Workshop's EULA/TOS.
Speaking of 64-bit, can we get any sort of update on when that might be coming? Sooner rather than later, I hope.
The addon even lists what entities are supported on the map and comes with a map-browser that caches the results. Sadly, most of the community are still confused and map-creators are scrambling to add light_environment support. (They need to add a targetname to the entity, I think) if I remove the setting to use RedownloadAllLightmaps, the community complain that they can't play a specific map if I force the it to use RedownloadAllLightmaps on unsupported maps, the community complain that it freeze-lags 1-2 seconds and "Redownloading all lightmaps"-console spam. if I make it a toggle-able option, the community complain that the addon don't work "out of the box". I'm damned if I do and damned if I don't.
A small hotfix update today: https://steamcommunity.com/games/garrysmod/announcements/detail/2797196840747566011 Update your servers ASAP.
garrysmod/commands.lua at master · Facepunch/garrysmod · GitHub is very different from what comes from Steam, especially Spawn_Weapon function.
Because it's "dev" branch files, not "release" ones
Is it normal that by default binds are all weird? Like alt is lastinv instead of +walk, enter is +attack instead of being unbound. I also remember Z not being bound to undo.
Holy shit, I had lastinv in alt and i thought that my "dick me" made it, although it just was that key
It happened to me when steam decided to poof my config files.
http://wiki.garrysmod.com/changelist/ Updated with new stuff, which is prefixed with todays date - "20 Dec 2018" This doesn't include HL1 entities (since they are not in game yet) and I omitted some irrelevant small stuff like "Added help for No collide in Axis tool" and "Paint tool - Prevent duplicate entries in UI".
I see the displacement limit was cranked to 4500. Will new compilers be coming out for that? If so, would you consider adding all the benefits of HCC?
Translate shaders lightmapped_4wayblend to LightmappedGeneric and grass to UnlitGeneric Does this mean 4 way blend textures work now? Or am I reading this wrong?
Obviously Lightmapped_4wayblend is a shader we do not have, so the latter.
Did anyone notice that "Sending client info" now takes longer if user has no lua cache downloaded?
Well...Yeah? That's how it's supposed to work? Although if you mean it takes longer than it used to take before or something like that, it doesn't make sense at all what's wrong with that
Well, I don't know what it's doing now, but it is longer than before, even for gamemodes with little code like TTT.
Perhaps the new algorithm is significantly slower than CRC?
A more verbose loading screen would be nice either way. Knowing what's happening makes the wait seem more worthwhile.
If you join a big server it will surely take a while to transmit all Lua files over, theres just no menu state that would tell us its gonna download all lua files now, so we are stuck at seeing "Sending client info"
@Rubat hate to ping but uh I really would like to know the answer to whether or not we're getting a new compiler with the displacement increase since I've got a couple of height map related mapping projects that would greatly benefit from having more displacements to play with.
If the limit for the tools is set in the same place as the limit for the engine, the tools should already have the new limit
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