Either way, it should take less than 2-3 seconds even on a shitty computer? It's not like either of those are expensive operations.
Go to your lua cache folder. (There where about 1k files for me) and delete them all.
Notice how slow it takes for the computer.
This is cause the computer have to locate the filedata for each file, instead of deleting one large file.
I suspect gmod have to do the same with the cache it downloads. Unpacking all the 1.6k files to the right locations before loading them.
It does use the same system as net messages. The whole system is super weirdly made as it downloads Lua files concurrently with everything else in the loading process, seemingly with >10 second delays between bursts, which is not set by us.
There have been changes to the process on the Dev branch where it would not redownload files that are in addons, please do let us know how that affects your loading times, specifically with no cache (cache/lua being empty) upon joining the server.
Net messages are just as slow.
https://i.imgur.com/04L37s3.png
Just about time huh, thanks for that!
What's up with the limit of how much servers you see in the category? I don't see all 1500 darkrp servers I was promised on the categories screen. I guess something should be done with it?
Because it freezes the game every time a server is added to the list past like 300-500.
Looking at sources, I see it's using dated angular, maybe it doesn't handle its DOM elements well, like, it may recreate them over and over.
Are we ever going to see $includemodel exposure to Lua?
Nothing I think. It didn't report crashes.
the Windows API
So you will collect crash information now? On servers too?
Crash dumps don't go anywhere but your own hard drive. I've considered adding a way for users to upload dumps from in-game, but nothing automatic.
Would it be possible to allow fire.Write more file formats? Allow file.Write to create .xml, .properties and .json.
I've had a few people who don't know what json is and end up corrupting their settings. Changing the file-format, might make them use the right IDE (hopefully).
Also writing in directories other than data/ would be useful.
Automatically expanding your own addon with a lua file would be pretty awesome.
I made a binary module some time ago that allowed writing lua files to some selected directories.
But including that in the game? Hell no.. I can think of many ways this would be used maliciously...
Unrestricted filesystem access for all workshop addons please guys
Even with just data there's still plenty of problems that can be had. Dupe nuking being the most infamous (or spamming several billion text files to cause either the game or their computer to crash depending on how long it runs for).
I don't know much about this topic, but in which case, it can be malicous, to write into your own addons lua archive?
It would be fucking awesome! Imagine auto update scripts (Workshop), or even self healing technology (I think fptje did something about that a long time ago), but sadly bad apples would find malicious ways to fuck with it, like scripts downloading new lua files and then delete traces of it to camouflage and do shitty and shady stuff
It's not like we can't already fuck up people with the actual file.Read, like sending all our files and copying stuff, or even fill your HDD with files in data, I don't know, it sucks we can't really have nice things due those bad apples, permission system has been discussed before, but it went nowhere
Possibility to spam data folder does not justify ability of Lua scripts to modify themselves.
It was an example about what can we do NOW, not what can't we do, still exists the possibility to destroy an entire installation and invalidate files outside data folder, and that's not a good thing at all...Once again, thanks to some bad apples, we can't have nice things
I am thinking of releasing the next update sometime this month, on the week of 18th most likely.
I feel like this update has quite a lot of neat changes ( http://wiki.garrysmod.com/changelist/ ) including a lot of positive changes to SDK tools such as Hammer that we should release the update.
Again, please do try your addons and possibly servers on the Dev branch to ensure nothing breaks and report any found regressions on GitHub or here.
I do want to put a bunch of HL:S entities into this update as well, but not into the spawnmenu as they are not quite ready yet, things like world models for SWEPs, etc.
This means that server will need to be updated before updated clients can join them.
Cool stuff, will you also deal with all the calls to AI_GetLocalPlayer() ? I think the HL2 NPCs use something different for MP than what we have in the SDK.
We already have replaced those for the most part.
Why do all func_door entities make unnecessary sounds when player touches them? I think it's related to this change
https://files.facepunch.com/forum/upload/247368/bc570792-64c0-44bd-a1cb-f1f1639d60e7/изображение.png
Some moving stuff which is not actually a door also makes sounds and there is no way to disable them
Can you be more specific? Map names, coordinates?
I'm getting this whenever I go into Singleplayer on 64-bit (which just got the Dev Branch changes, I think, yesterday):
[ERROR] lua/includes/modules/player_manager.lua:369: attempt to concatenate local 'classname' (a nil value)
1. SetPlayerClass - lua/includes/modules/player_manager.lua:369
2. unknown - gamemodes/base/gamemode/cl_init.lua:685
It looks like the error is because
util.NetworkIDToString( newID )
is failing in the new PlayerClassChanged hook in the Base Gamemode.
As example, c3a2d. These things emit locked door sounds
https://files.facepunch.com/forum/upload/247368/833ced89-3ad6-427e-869e-11db06ccf746/изображение.png
It's caused by this bit of code: SourceEngine2007/doors.cpp at 43a5c90a5ada1e69ca044595383be67f40..
And indeed, it's an issue in Half-Life: Source.
That define needs to remain commented out. The rest in that file don't conflict with current behaviour.
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