• Next Update v9 - October 2018 Update is live!
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For some reason Discord, via Cloudflare is blocking the user agent string GMod uses. You can replicate it by sending any request with the header User-Agent of Valve/Steam HTTP Client 1.0 (4000) I've tweeted at Discord about this and had no response. This issue actually started happening just before the GMod update so it's not update-specific.
06:48:07 [ERROR] gamemodes/zombiesurvival/entities/weapons/weapon_zs_fists.lua:1: attempt to index local 'self' (a number value)            1. unknown - gamemodes/zombiesurvival/entities/weapons/weapon_zs_fists.lua:1           Is metatable corruption back? 😔 This slowly happened to all weapon entities then crashed the server - 07:08:18 L 02/23/2019 - 02:08:17: Engine error: Lua Panic! Something went horribly wrong! 07:08:18          "attempt to index a number value"
At least they're aware of it now, I'd been meaning to email them about it. Curiously so far I've only found it impacts the GMod AppID in the UA, subbing the number out with any other game doesn't seem to have the same result. I'm wondering if there's a possibility of some sort of abuse that has been going on via GMod and this was some sort of reaction.
Could it be that http://wiki.garrysmod.com/page/util/ScreenShake 's radius argument is bugged? It seems to be ignoring it completely for me: https://gfycat.com/ImpureOddErne
Looked into it, documented my findings on wiki.
This is what I got from discord: https://i.imgur.com/tpLLGtX.png
Can't we just get the ability to modify useragent header? Or is HTTPClient stuff is inherited from Valve?
From what i can recall the HTTP library uses the Steam interface which has a hard-coded UA. We'd need to change the underlying system for such things.
Great update, maybe the correct grass sprites now work on the ep2 map, but on the hl2 map these sprites are now displayed. It's just a classic, one fixed, and another broke ! Also the stated limit of 16K brushes is fake. In fact, you can compile about 10900 brushes. https://files.facepunch.com/forum/upload/110566/efd24130-898f-4fec-8b63-edddf3f52759/20190224203827_1.jpg https://files.facepunch.com/forum/upload/110566/4188cd15-b899-4c82-8083-b4a447c551ad/20190224204326_1.jpg
That must be a problem on your end like mods modifying the default sprite sheet, because it looks good on my end: https://files.facepunch.com/forum/upload/1804/27a842ed-64b6-406d-b96f-3642ba6e67a8/image.png This is what the spritesheet should look like in game: https://files.facepunch.com/forum/upload/1804/32b57159-1717-452d-a8c3-d32a6772d582/image.png You can use whereis to see if it is being overridden, this is what it should say: (It may be in the .vpk for you) ] whereis materials/detail/detailsprites.vmt c:\program files (x86)\steam\steamapps\common\garrysmod\materials\detail\detailsprites.vmt ] whereis materials/detail/detailsprites.vtf c:\program files (x86)\steam\steamapps\common\garrysmod\materials\detail\detailsprites.vtf As for the brush limit, no it is not fake. That is the limit. Whether you can reach it due to other limits or not is another thing.
Damn it seems I left some sprites when I tried to fix the grass on the CSGO map. But the fact that the console claims that the texture is taken from VPK, and it lay in the garrysmod/materials/detail As for the limit, I just created a huge number of cubes and reduced their number until the map compiled successfully. After counting the number of brushes, I counted only 10900 +/- another 20 https://files.facepunch.com/forum/upload/110566/7752758d-7aba-47f5-9ca5-aa3359d774ce/LeNGHqC70M.png https://files.facepunch.com/forum/upload/110566/4a804704-3afe-4f0f-b2e8-d3cf6cbbd4e7/mKOs4rTDlp.png
This does not fix it.
Honestly this is one of the most aggravating bugs that I experience every 5-10 minutes of being on a server with NPC models and running `record 1; stop` every 5 minutes is so impractical just to resolve it for such a small amount of time.
You are hidding the brushsides limit with is 65k, so it is not surprising that more than 10900 cubes (6*10900 = ~65k sides) will not compile.
Is there any way to jank around this by abusing nodraw or something similar or does the compiler literally see 65k sides of any form and go "nope"?
Use func_detail for everything players can not step on, that should decrease the amount drastically.
No, there isn't any way. Nodraw faces are counted aswell. Func_details don't influence/split visclusters, but they are still brushes with faces that counts. Models and props however are not counted to the brush or brushside limits, that's why Propper is used on bigger maps
Then why do they increase the number of brushes but leave the old number of faces it is completely meaningless.
Brushes are made out of clip-planes, and the 65k limit seems to be awfully close to uint16 max. This is most likely the absolute maximum the map format will suffer.
I still do not understand those who are updating the G-mod. For example, I see the game Vindictus where the limits are increased 4 times compared to a regular engine and everything works without any problems and bugs. These cards have 30-50K brushes of various shapes and sizes. But in spite of all this, the engine still has quite usable formats for models, textures, and even the BSP format of maps version 20. I would be happy to port most of these huge maps for RP fans, but in order to do this you still need to remake most of the geometry in the model using propper. g01_d.7z
Been ages since I posted on these forums. Hello everyone. Is there any chance you would be willing to add typecasts? For binary translation. 1 byte string to char, unsigned char 2 byte string to short, unsigned short 4 byte string to int, unsigned int, float 8 byte string to long long, unsigned long long, double The other way too so all of the above back to string. This was build into Lua 5.3 These things would be really helpful. Thanks
It has been said multiple times before that it would be impossible, because you would have to create a new map format. For the same reason it is impossible to extend the "hammer grid" as well. Don't get me wrong, I would like these limits to be raised too, but it is kind of hard to do so for an game engine that is older than some of it's users. I think you can trick it, if you use cylinders with triangle base (5 faces) or tetrahedrons (4 faces) instead of blocks. It could be leaking, though.
I hope they at least make the $flow support for water, the standard water that was in hl2 and episodes at the moment is disgusting, I realized this when I tried to do at least something similar to sea water for my yacht map. The updated shader gives much more features. True, if you end up with the same thing that they did with $treesway, then perhaps it’s better not to.
as far as I know, treesway is working, only the shaders need to be updated.
Yes, they added a shader for the trees, but it works disgustingly. In the current state it would be better if it did not exist at all. tree models behave as inadequately as possible, as well as a lot of artifacts when you shine a flashlight on them. https://www.youtube.com/watch?v=hnTLyT_KBx8
Honestly, it works fine for my uses. Sure env_projectedtexture needs to be fixed with it, which is what Flashlights use, but everything else I've tried so far works just fine.
Just use DyanamicLights for flashlights instead of projected textures in the meantime if you dont want the artifacts.
Um How can I change the standard flashlight in the game ??? And this will not change the fact that it is going on with tree models. Did you watch at least one minute of my video? Have you seen what happens with a palm tree when the wind increases ? https://youtu.be/hnTLyT_KBx8?t=20
Isn't there a pretty low limit on the number of DynamicLights in the game?
There is which is why I requested a very simple alternative with a higher limit ceiling that's meant to be paired with entities. It's still not high enough for 64 player+ servers, but projected textures have a number of lighting issues that should make them avoided if possible.
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