• Next Update v3 - Latest update is live
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[QUOTE=Robotboy655;48811781]Post the dump maybe?[/QUOTE] [url]http://rp.braxnet.org/scr/1443821955766.zip[/url]
[QUOTE=Giraffen93;48811983][url]http://rp.braxnet.org/scr/1443821955766.zip[/url][/QUOTE] VPhysics.dll crash when calling PhysObj:SetMaterial()
[QUOTE=Robotboy655;48812217]VPhysics.dll crash when calling PhysObj:SetMaterial()[/QUOTE] why would that happen? i always check if the phys is valid
[QUOTE=Giraffen93;48812254]why would that happen? i always check if the phys is valid[/QUOTE] Why would you set a material to a PhysObject or am I missing something?
[QUOTE=LegoGuy;48812256]Why would you set a material to a PhysObject or am I missing something?[/QUOTE] because he wants the impact sounds to be different, or have its friction behave differently
[QUOTE=LegoGuy;48812256]Why would you set a material to a PhysObject or am I missing something?[/QUOTE] because you can't pick it up with e if it has a certain physmaterial
Riiiight, for a second I thought you wanted to give a physobject a visible texture :pcrepair: [editline]2nd October 2015[/editline] Also, I have to ask. Why does net.ReadData(0) return junk instead of an empty string?
[QUOTE=LegoGuy;48812307] Also, I have to ask. Why does net.ReadData(0) return junk instead of an empty string?[/QUOTE] [img]http://i.imgur.com/e1YJT8y.png[/img] I guess my question is why you are trying to read a 0-byte string. [QUOTE=Giraffen93;48812254]why would that happen? i always check if the phys is valid[/QUOTE] I think it is because the material you are trying to set doesn't exist or something. I don't know how accurate the variable values in dumps are, but the surface material ID was 0 and the function is coded to fail if the ID is 0, yet it didn't. If you can find a way to reproduce it on demand, I may be able to do something about it.
[QUOTE=Robotboy655;48812490]I think it is because the material you are trying to set doesn't exist or something. I don't know how accurate the variable values in dumps are, but the surface material ID was 0 and the function is coded to fail if the ID is 0, yet it didn't. If you can find a way to reproduce it on demand, I may be able to do something about it.[/QUOTE] yeah that's the problem, it happens about every other day or so, at around 10-11pm why it's so consistent i don't know
[QUOTE=Robotboy655;48812490][img]http://i.imgur.com/e1YJT8y.png[/img] I guess my question is why you are trying to read a 0-byte string.[/QUOTE] Well, I have a thing that allows people to upload images to the server, so I use [lua] net.WriteUInt(#data,32) net.WriteData(data) [/lua] What if the user doesn't upload the image? Also, something tells me that blindly trusting a value from the client can cause problems, yet checking the length variable vs the length argument in the net.Receive function isn't consistent, what should I do about that?
[QUOTE=Noi;48813129]Check string length.[/QUOTE] net.ReadData will read as much as the net.ReadUInt will tell it to. What I'm saying is what about buffer underflow?
[QUOTE=LegoGuy;48813142]net.ReadData will read as much as the net.ReadUInt will tell it to.[/QUOTE] It will read as much data as you tell it to. Try reading 1024 bytes and only sending "". You will read a 1024 byte string. < and that string is not random at all. The max size I would try and upload is 32KB per net.Send. Anything higher causes a lot of lag. Also don't use net.Send( "", true ) with anything higher than 4KB since it will be noticeable in the player movement. net.Send( "", false ) and net.Send( "", true ) seem to be different queue's. If you are sending data only, try this one: [CODE]net.Receive( "DERP", function( len, ply ) local data = net.ReadData( len / 8 ) end )[/CODE] No need to send an integer then.
Is that Windows file locking thing still happening for anyone?
[QUOTE=darkjacky;48815532]It will read as much data as you tell it to. Try reading 1024 bytes and only sending "". You will read a 1024 byte string. < and that string is not random at all. The max size I would try and upload is 32KB per net.Send. Anything higher causes a lot of lag. Also don't use net.Send( "", true ) with anything higher than 4KB since it will be noticeable in the player movement. net.Send( "", false ) and net.Send( "", true ) seem to be different queue's. If you are sending data only, try this one: [CODE]net.Receive( "DERP", function( len, ply ) local data = net.ReadData( len / 8 ) end )[/CODE] No need to send an integer then.[/QUOTE] I didn't realize that the len argument was in bits, not bytes. Thanks, man!
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[QUOTE=LegoGuy;48816052]I didn't realize that the len argument was in bits, not bytes. Thanks, man![/QUOTE] I believe len also includes the length of the header information for that net message too.
[QUOTE=TGiFallen;48817267]I believe len also includes the length of the header information for that net message too.[/QUOTE] No, it doesn't, it gets corrected before being passed into a callback. [URL]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/includes/extensions/net.lua#L27-L30[/URL]
Can we get a way of hiding the CHudWeaponSelection panel without blocking weapon switching? It's terrible having to use the usercmd or playerbindpress hooks (that can be broken by alias) just to show a custom weapon switch panel. [editline]4th October 2015[/editline] or at the very least a way to find what an alias represents so I could make PlayerBindPress feasible? [editline]4th October 2015[/editline] I have even tried the ghettoest ideas [code] 2:57 PM - Zerf: what if I RunConsoleCommand("whatever the safe config command is") 2:57 PM - Zerf: then I file.Read it 2:57 PM - Zerf: and parse aliases 2:57 PM - &#65325;&#65349;&#65364;&#65345;&#65325;&#65345;&#65358;: yuck 2:57 PM - Zerf: that might work 2:58 PM - Author.: wat 2:58 PM - Zerf: omg 2:58 PM - Zerf: RunConsoleCommand: Command is blocked! (host_writeconfig) 2:58 PM - Zerf: i am going to punch a wall [/code]
[QUOTE=zerf;48827919]or at the very least a way to find what an alias represents so I could make PlayerBindPress feasible?[/QUOTE] Gotta agree, that would be incredibly useful.
I have created a request in garrysmod-requests: [url]https://github.com/Facepunch/garrysmod-requests/issues/573[/url]
I'm having problems with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/IsEngineEnabled]Vehicle:IsEngineEnabled[/url] always returning true even when [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is called with [B]false[/B]. [t]http://i.imgur.com/6HqICBn.png[/t] Also, I'm not sure if this next part is an actual issue or not, but when [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false while the vehicle is running, the vehicle does not turn off. Oh, and another issue: When [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false, then calling [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/StartEngine]Vehicle:StartEngine[/url] with true still starts the vehicle. EDIT: I have not tested this on the dev version. If anyone else is having a similar problem I will test it on the dev branch.
Is there any way we could get some activity inheritance from non-HL2DM games? Having DOD prone would be really cool and save a lot of resources from having to do it in Lua.
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[QUOTE=code_gs;48831473]Is there any way we could get some activity inheritance from non-HL2DM games? Having DOD prone would be really cool and save a lot of resources from having to do it in Lua.[/QUOTE] There's no such thing as "Activity Inheritance". If you want certain ACTs enums to be added, put them on GitHub. [editline]5th October 2015[/editline] [QUOTE=G4MB!T;48831465]I'm having problems with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/IsEngineEnabled]Vehicle:IsEngineEnabled[/url] always returning true even when [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is called with [B]false[/B]. [t]http://i.imgur.com/6HqICBn.png[/t] Also, I'm not sure if this next part is an actual issue or not, but when [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false while the vehicle is running, the vehicle does not turn off. Oh, and another issue: When [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false, then calling [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/StartEngine]Vehicle:StartEngine[/url] with true still starts the vehicle. EDIT: I have not tested this on the dev version. If anyone else is having a similar problem I will test it on the dev branch.[/QUOTE] It seems that EnableEngine is not setting the value for some reason, I will do some more tests, but chances are it's another vphysics.dll bug. ( All of vehicle physics are defined in vphysics.dll )
[QUOTE=Robotboy655;48832564]There's no such thing as "Activity Inheritance". If you want certain ACTs enums to be added, put them on GitHub.[/QUOTE] I'm referring to the animations that are attached to enums like ACT_DOD_WHATEVER; I've seen you mention before that GMod is based on HL2:DM, thus it "inherits" the animations from it while ones from DOD and other Source games won't work. I'll make a request, though for the specific enums; thank you!
[QUOTE=code_gs;48832627]I'm referring to the animations that are attached to enums like ACT_DOD_WHATEVER; I've seen you mention before that GMod is based on HL2:DM, thus it "inherits" the animations from it while ones from DOD and other Source games won't work. I'll make a request, though for the specific enums; thank you![/QUOTE] GMod player models are based on HL2:DM player models as far as I know, that means that they may, or may not have animations from other Source Engine games. I have seen people do prone before, with animations, so I am assuming that prone animations exist in GMod player models, but there will not be any new animations if they don't already exist. The one way I have been thinking about to add new custom animations to player models is to ship a custom invisible player model and bonemerge the normal player model onto that invisible one, while the invisible one will have all the custom animations, but this again has its drawbacks breaking mods that rely on GetModel returning proper model. It could be worked around by detouring Entity.GetModel, but then again, it is hacks on hacks.
The garrysmod got update of 96MB And I dont see any update notes...
[QUOTE=hanm13;48832753]The garrysmod got update of 96MB And I dont see any update notes...[/QUOTE] DirectX redistributable was added to be automatically run when you first launch the game. [editline]5th October 2015[/editline] We started getting like dozens of tickets about DirectX, so that's what's up.
[QUOTE=Robotboy655;48832642]GMod player models are based on HL2:DM player models as far as I know, that means that they may, or may not have animations from other Source Engine games. I have seen people do prone before, with animations, so I am assuming that prone animations exist in GMod player models, but there will not be any new animations if they don't already exist. The one way I have been thinking about to add new custom animations to player models is to ship a custom invisible player model and bonemerge the normal player model onto that invisible one, while the invisible one will have all the custom animations, but this again has its drawbacks breaking mods that rely on GetModel returning proper model. It could be worked around by detouring Entity.GetModel, but then again, it is hacks on hacks.[/QUOTE] Although it would be hacky, it sounds like the best solution without recompiling every player model. The same solution is reflected with c_fists and the hand mesh being lied on top of it in the fists SWEP; and it works perfectly. To prevent more hacky detouring, a patch could be made to GetModel to check for the model name, and if it matches the invisible model, return a found child of the model. Like how the hands have UseHands for SWEPs, there could be a function to set a variable on the entity on which model is shown, and with it, bonemerge the specified model.
[QUOTE=Robotboy655;48832770]DirectX redistributable was added to be automatically run when you first launch the game. [editline]5th October 2015[/editline] We started getting like dozens of tickets about DirectX, so that's what's up.[/QUOTE] Someone will find a way to complain about this update breaking GMod though.
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