[QUOTE=highvoltage;48895568]Can we get some bindings for the steam controller stuff? Namely GetControllerState and TriggerHapticPulse?
I really want to start messing around with the controller in Gmod once I it.[/QUOTE]
No. That would require me to implement support for them from scratch and without testing since I don't own any controllers at all, which is not going to happen.
[QUOTE=Robotboy655;48895811]No. That would require me to implement support for them from scratch and without testing since I don't own any controllers at all, which is not going to happen.[/QUOTE]
If somebody makes a module will you include it like Garry did with physenv?
[QUOTE=Robotboy655;48895811]No. That would require me to implement support for them from scratch and without testing since I don't own any controllers at all, which is not going to happen.[/QUOTE]
Makes sense, I don't really know anything about binding stuff to lua. The functions looked simple in the sdk so I thought I'd ask
It's not about binding stuff to Lua, it's about Garry's Mod not having any native support for Steam Controllers.
Garry's mod doesn't need native support right off the bat, the community can create controller configs themselves. Those bindings are more aimed at developers, for getting the raw input data and sending haptic feedback.
I apologize in advance if I miss understood what you meant by native support
[QUOTE=highvoltage;48896535]Garry's mod doesn't need native support right off the bat, the community can create controller configs themselves. Those bindings are more aimed at developers, for getting the raw input data and sending haptic feedback.
I apologize in advance if I miss understood what you meant by native support[/QUOTE]
what he means is there is no code for it; it's all in the new sdk code that we don't have
So the steamworks skd isn't enough? I had thought that was all that was needed
Can we modify load/mount order for addons? Don't you think guys that would be better to load addons folder after workshop?
As you can modify/access gma files subscripted (At least that happend when i've tried to modify few files on various gma), i think that's better so you can patch stuff than just extract manually and then unsuscribe from the original addon
[QUOTE=gonzalolog;48900452]Can we modify load/mount order for addons? Don't you think guys that would be better to load addons folder after workshop?
As you can modify/access gma files subscripted (At least that happend when i've tried to modify few files on various gma), i think that's better so you can patch stuff than just extract manually and then unsuscribe from the original addon[/QUOTE]
No?
Folder addons are mainly for development, so they are loaded first, so that workshop addons cannot override the folder addons.
Furthermore, if you extract a .gma addon, the extracted version should take priority over the .gma one.
[QUOTE=Robotboy655;48900871]
Folder addons are mainly for development, so they are loaded first, [I][B]so that workshop addons cannot override the folder addons[/B][/I].[/QUOTE]
Isn't that exactly what workshop addons are doing right now, as they're loading after folder addons?
[QUOTE=Tenrys;48901062]Isn't that exactly what workshop addons are doing right now, as they're loading after folder addons?[/QUOTE]
In Source, the first loaded content is not overridden by latter mounted content.
[editline]14th October 2015[/editline]
That's why loading EP2 AFTER mounting Base Source does not import Alyx animations form EP2
[QUOTE=Robotboy655;48900871]No?
Folder addons are mainly for development, so [b]they are loaded first, so that workshop addons cannot override the folder addons.[/b]
[/QUOTE]
[QUOTE=Robotboy655;48901077]
That's why loading EP2 AFTER mounting Base Source does not import Alyx animations form EP2[/QUOTE]
I'm not understanding something here...
I have my addons folder a file called ent_grenade.lua that i want to patch, it's completly ignored and this loads the workshop file
So as you say, this file should be mounted first, and workshop addon shouldn't override it, the problem is that's overriding it
There's always an option to patch it via another file, but i thought that would be greater to be able to change mount order
I believe since the last update clients on my server have been crashing. I am unsure if it was the last gmod update for sure or some addon that broke because of the update.
The only hint to what might be causing clients to crash is console (client side) spams CUtlLinkedList overflow! (exhausted index range) (65535) right before a client crashes.
Any help is appreciated.
[QUOTE=Violat0r;48903442]I believe since the last update clients on my server have been crashing. I am unsure if it was the last gmod update for sure or some addon that broke because of the update.
The only hint to what might be causing clients to crash is console (client side) spams CUtlLinkedList overflow! (exhausted index range) (65535) right before a client crashes.
Any help is appreciated.[/QUOTE]
This is a Source-wide error that stems from too many entities. Make sure you cleanup the map every once in a while and check for anything spawning a lot of entities (particles, ragdolls, decals, etc).
[QUOTE=code_gs;48903566]This is a Source-wide error that stems from too many entities. Make sure you cleanup the map every once in a while and check for anything spawning a lot of entities (particles, ragdolls, decals, etc).[/QUOTE]
Right, it seems to happen when a new round starts on my server. I don't believe this was happening before the last update. I tried disabling pointshop and that didn't help too much. Another addon that I may think may be causing this is cake anti cheat. I will try to disable that next and see if there is any improvement.
Awesomium on OSX should be now updated as well.
[QUOTE=Robotboy655;48906626]Awesomium on OSX should be now updated as well.[/QUOTE]
GarrysMod/bin/Awesomium is corrupt:
[code]
dyld: Library not loaded: @executable_path/Awesomium
Referenced from: /Users/USER/Library/Application Support/Steam/SteamApps/common/GarrysMod/bin/Awesomium.framework/Versions/A/awesomium_process
Reason: no suitable image found. Did find:
/Users/USER/Library/Application Support/Steam/steamapps/common/GarrysMod/bin/Awesomium: truncated mach-o error: segment __TEXT extends to 38498304 which is past end of file 33554432
[/code]
Replacing the Awesomium executable with the one from GarrysMod/Awesomium.framework/Versions/Current/Awesomium (not GarrysMod/bin/Awesomium.framework/...) works.
Thought I'm not sure why GMod needs multiple copies of Awesomium and tries to load it from different places.
[editline]15th October 2015[/editline]
Also, my getmaps.lua hasn't updated with this change: [url]https://github.com/garrynewman/garrysmod/commit/9bc30b1b8fe2ac7684441ec5c3c7f73f88c0b4bd[/url] despite receiving a later TTT update. Verifying files says everything's fine.
[QUOTE=Bo98;48908607]GarrysMod/bin/Awesomium is corrupt:
[code]
dyld: Library not loaded: @executable_path/Awesomium
Referenced from: /Users/USER/Library/Application Support/Steam/SteamApps/common/GarrysMod/bin/Awesomium.framework/Versions/A/awesomium_process
Reason: no suitable image found. Did find:
/Users/USER/Library/Application Support/Steam/steamapps/common/GarrysMod/bin/Awesomium: truncated mach-o error: segment __TEXT extends to 38498304 which is past end of file 33554432
[/code]
Replacing the Awesomium executable with the one from GarrysMod/Awesomium.framework/Versions/Current/Awesomium (not GarrysMod/bin/Awesomium.framework/...) works.
Thought I'm not sure why GMod needs multiple copies of Awesomium and tries to load it from different places.
[editline]15th October 2015[/editline]
Also, my getmaps.lua hasn't updated with this change: [url]https://github.com/garrynewman/garrysmod/commit/9bc30b1b8fe2ac7684441ec5c3c7f73f88c0b4bd[/url] despite receiving a later TTT update. Verifying files says everything's fine.[/QUOTE]
Both should be fixed with next Dev update.
[t]http://rp.braxnet.org/scr/1445019488996.png[/t]
[t]http://rp.braxnet.org/scr/1445019509452.png[/t]
is this intentional? i just realized i've missed sooooo many models because of this
[QUOTE=Giraffen93;48916878][t]http://rp.braxnet.org/scr/1445019488996.png[/t]
[t]http://rp.braxnet.org/scr/1445019509452.png[/t]
is this intentional? i just realized i've missed sooooo many models because of this[/QUOTE]
there are multiple pages
[QUOTE=LittleBabyman;48916897]there are multiple pages[/QUOTE]
where? i've never noticed any buttons
[B]edit[/B]
[url=https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/gamemodes/sandbox/gamemode/cl_search_models.lua#L64]wow pls[/url]
[QUOTE=Giraffen93;48916903]where? i've never noticed any buttons
[B]edit[/B]
[url=https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/gamemodes/sandbox/gamemode/cl_search_models.lua#L64]wow pls[/url][/QUOTE]
Where are the buttons?! Never seen it
Usually if I click the search button rapidly at least 10 times it comes up with more results :v:
yes, but there's a "hardcoded" limit of 128 in the search, so even if you spam it, no more will appear
[QUOTE=Giraffen93;48916903]where? i've never noticed any buttons
[B]edit[/B]
[url=https://github.com/garrynewman/garrysmod/blob/3e138636eb1b0ad6ed785dedf350020755cff5f1/garrysmod/gamemodes/sandbox/gamemode/cl_search_models.lua#L64]wow pls[/url][/QUOTE]
Someone make a pull request to comment that out!
-snip-
[QUOTE=LegoGuy;48918390]Someone make a pull request to comment that out![/QUOTE]
Or add a much higher limit; if someone accidentally searches a single letter, that would cause a lot of lag.
Or add a way to search through 128 item chunks a page at a time. Something as simple as a icon after the 128th item that refreshes the search excluding the first 128
[QUOTE=code_gs;48918747]Or add a much higher limit; if someone accidentally searches a single letter, that would cause a lot of lag.[/QUOTE]
#input > 2?
[QUOTE=code_gs;48918747]Or add a much higher limit; if someone accidentally searches a single letter, that would cause a lot of lag.[/QUOTE]
Spawnicons are only generated when they're within view and the search only lags once.
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