• Next Update v9 - October 2018 Update is live!
    474 replies, posted
It seems like info_particle_system parented to vehicle creates all sorts of issues. Driver position outside of PVS will be 0,0,0 for clients, and after some time players will start to shift away from their seats in cars (GetLocalPos starts reporting non-null position, players are visibly floating around car).
I think the new update broke http requests, all http requests are being sent as GET despite specifying any other method. Same issue with http.Post and HTTP functions.
But it wan't changed. Maybe a Steam update is responsible? Our steamworks version wasn't touched as well.
Issue with servers with fake players needs more attention. Right now on top of DarkRP servers list in russia there's servers with "116" players, both showing same 23 players in details.
A guy on FP discord reported same issues I was having, discord suddenly rejecting http webhook requests from any gmod server, which is because all requests are being sent as GET when they should be POST. So this is definitely not me. He reported it a more than a week back so it might be some steam update indeed.
Just pressing alt fixes it btw.
So it's gonna be just another 5 years before this gets fixed.
Some of my png icons are having weird resolutions since the update. Did something regarding this change?
I do not know what could've possibly caused vehicles to start acting up, but .png texture changes are documented in the changelist: PNG and JPG textures are now loaded without automatic conversion to Power of 2 sizes
What exactly does that mean? You can use non-power-of-two images, or you just have to manually ensure they are before loading them?
It means exactly what is says - all .png and .jpg textures loaded are no longer automatically converted to Power Of 2 dimensions when they are loaded.
iirc sometimes non ^2 images sometimes load a little fucky.
Players shifting inside vehicles/seat really seems like something to do with lag compensation inside weapons. It often happens when some SWEP inflicts damage upon something. Maybe there's more to it, I haven't checked everything yet.
Is the server on dev branch?
When using .png or .jpg textures, make sure that their sizes are Power Of 2 (1, 2, 4, 8, 16, 32, 64, etc). If they are not, they will be automatically stretched to the nearest PO2 size and cause graphical artifacts. This is what the Wiki details, for what I assume is the previous method. Going from this, textures would previously be scaled to the nearest power of two. Assuming because non-power-of-two images were problematic/could not be loaded. The new update says that these textures are no longer resized. Is this change because non-uniform textures don't cause issues anymore? Or perhaps the resizing was just removed because no reason?
I guess you sit in a vehicle and watch your GetLocalPosition, while other player is shooting props.
Feels like it happens with anything that has :LagCompensation in it, and it's kinda progressing the more players you have. I think testing it with bots is unreliable.
I've been after this for a while now, and you made me do a big think. It's really easy to reproduce by writing a weapon that starts lag compensation but does not end it.
Can we get a post tick hook that gets called after every serverside tick? It could be very useful
https://i.imgur.com/YkxPkiz.png Is this a bug or intended? Saw this happening a lot when near the map borders.
Pretty sure this is the same in other Source games, its the 3d skybox getting cut off I imagine by nearz culling
Could this be taken a look at? It seems like obvious functionality, but it doesn't exist: Add PLAYER.Set/GetWalkSlowSpeed · Issue #1231 · Facepunch/garrys..
And can we look at this one again too? Don't auto load base gamemode · Issue #621 · Facepunch/garrysmod
Any chance this can be looked into again now that there's a reliable way of reproducing the issue? https://github.com/Facepunch/garrysmod-issues/issues/3642#issuecomment-463087734
All of weapons I've seen in my code should end lag compensation right after using it, idk what's going on.
Issue appears for me either after the update. I end lagcompensation also.
Try the dev branch on the server, it should be fixed there
Is dev branch safe to use on production servers?
yes, it is network compatible.
Did something change about CBaseClient::ClientPrintf in previous updates?
Sorry, you need to Log In to post a reply to this thread.