• Next Update v9 - October 2018 Update is live!
    474 replies, posted
Let me know if it is any better/if you can still find cases of it playing sounds when its not supposed to. I have decided to go for a different fix - not to play the default sounds. If this still causes problems, especially on custom maps, let me know (with the map name) and I will disable this behavior completely.
Better now, but the behaviour isn't faithful: delay between sounds is too short and also doors emit sounds when you just stay near them (in HL1 you had to actually touch them)
What delay between sounds? There can be no differences, we are literally running the same code as HL:S.
Comparing to HL:S, there are no differences indeed. Ok then, it's fine.
Is there a function similiar to GetPhysicsObject but for the entity instead?
PhysObj/GetEntity
I'm freaking blind. Thanks! I actually googled for 1 hour.
Would it be possible to make rain commands (r_rainalpha, r_rainsidevel, r_rainspeed etc.) clientside for the next update? Currently they require sv_cheats 1 and I kind of wonder why exactly. I've been working on a map that's very close for release which utilizes those commands and it was a bummer to find out that they won't work unless cheats are enabled or they're manually added into a server config file for dedicated servers, or else people will see ugly rain in the map which I'd rather disable altogether.
I'm imagining it has something to do with a potential for using said rain commands to improve visibility when you shouldn't be able to, however small said advantage may be.
Would it be possible to add a function similar to Player:VoiceVolume() except it's for entities? It'd be nice to be able to get the volume of the sound as it's playing without having to run a bunch of code through the EntityEmitSound hook
http://wiki.garrysmod.com/changelist/ Updated the changelist to the latest changes as of this post. New stuff is as usual tagged with today's date: 11 Feb 2019. As for the next update, the plan is still to release it next week, probably on 19th. I will be updating the Pre-Release branch and an announcement will be posted when we lock down the date. As I have already said, this update WILL require servers to update before people can join them. HL1 entities will be added either when prerelease is updated, or a few days before the release.
Added an _hl1 suffix to weapon_glock and weapon_mp5 to prevent collisions with CS:S weapon packs Can you add some variable for barney and hgrunt to their keyvalue table so I could modify weapon drop?
Why? They cannot use "custom weapons" (any weapons) and naturally they drop the proper claasname items, it won't just error. If you mean to replace their drops with your own versions of the guns, you can just make your weapons with the same class as the c++ version and it will get replaced.
That's why I'm asking. Had to do create dummy ents: ENT.Type = "anim" ENT.Spawnable = false function ENT:Initialize()     local ent = ents.Create("weapon_glock")     if IsValid(ent) then         ent:SetPos(self:GetPos())         ent:SetAngles(self:GetAngles())         ent:SetOwner(self:GetOwner())         ent:Spawn()     end     self:Remove() end
I wouldn't do it that way, you should make it a swep that bases off you weapon glock swep. Also I'd use a more unique classname for your sweps, they will most definitely conflict with CS:S weapon packs. There is a reason I renamed those 2 weapon classes.
This would be a different swep with different classname, I need it to be weapon_glock My sweps have weapon_hl1 prefix, it's unique. I'm talking about coop gamemode so classnames must be same as in HL1
Seems like adding scripted_ents.Alias for weapons would solve this.
No files from chromium branch were included. What is there, was always there. The in game news thing is in pre release, I have just tested it. As for analytics, you can contact Garry about it if you are that anal about it, we were just asked to add it and so we did.
https://files.facepunch.com/forum/upload/110203/1344ceef-34cc-4e81-abc9-912af2d244e7/image.png As long as there's a dialog/setting asking for consent, it's fine, but I've yet to see one.
Chromium branch also got updated to latest Dev build save for HLS entities, and Dev and Pre-Release got the HL:S entities.
I was wondering why I suddenly had the update preview window on my main menu.
Now players that use chromium branch to have youtube media player working have 0 ammo, wrong slot pos and stuff like that.
With the MAX_MAP_BRUSHES being increased is the MAX_MAP_BRUSHSIDES also going to be increased also since they go together?
No. It requires map format changes Ammo issues will he resoled in 4 days.
When the next update comes out haha
So which limits changed in the end?
https://i.imgur.com/mP9ohEC.png
Been diving in Valves BSP format, besides going half insane I got most of it working. However I can't seem to get faces to work correctly. Will you include a few more brush functions, so we can locate water 'n stuff? Mainly; Entity/GetBrushSize( id ) -> Returns the min and max of the brush. Entity/GetBrushContents(id) -> Returns the contents bitflag. I already got 4 ideas at the top of my head, from AI's to gamemodes.
Yes. Please please please. Along with that, having the Ability to get portions of BSP data in Lua Table form would be very nice.
It causes lag for a second or two, but you can create a BSP reader in lua. The problem is that you have to support map-version 21 and down (L4D2 maps are a bitch and a half), and it cost some of your sanity to create. I might release my findings as a library when I'm done.
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