[QUOTE=Ott;48919825]Spawnicons are only generated when they're within view and the search only lags once.[/QUOTE]
I think he means more of a catastrophic lag spike when the search is first conducted.
That happens only once and for every search term. Limiting the results would achieve nothing but limited results.
Ladder climbing animations?
[QUOTE=LittleBabyman;48923574]Ladder climbing animations?[/QUOTE]
No Source game has any ladder activities, so your best solution would just be to check the user's movetype in TranslateActivity and play a custom animation. Like RB said earlier, m_anm is just going to be left with the current default anims
I tried to get Max while he was working on GMod to make ladder climbing animations, but he never did, so yeah.
Can we PLEASE get more descriptive errors when a module fails to load.
[code][ERROR] lua_run:1: Couldn't load module library![/code]
Like, this is the most least descriptive error ever. I know all OS's have some sort of error string when failing to load a binary.
because I know someone will say its not true, here:
[code]
char *dlerror(void);
[/code]
for linux,
[code]
char* errorMsg;
FormatMessage( FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT ), (LPTSTR)&errorMsg, 0, NULL )
...
LocalFree( errorMsg );
[/code]
for windows
[t]http://rp.braxnet.org/scr/1445109768186.jpg[/t]
seems like there's a reason it's set to 128
[QUOTE=BlackAwps;48923950]Can we PLEASE get more descriptive errors when a module fails to load.
[code][ERROR] lua_run:1: Couldn't load module library![/code]
Like, this is the most least descriptive error ever. I know all OS's have some sort of error string when failing to load a binary.[/QUOTE]
Out of interest, how has this caused you a problem before? Speaking specifically for windows I've never encountered that error unless the file doesn't exist or if I don't have the correct module prerequisites (specifically c++ redist).
[QUOTE=>>oubliette<<;48925257]Out of interest, how has this caused you a problem before? Speaking specifically for windows I've never encountered that error unless the file doesn't exist or if I don't have the correct module prerequisites (specifically c++ redist).[/QUOTE]
we'll never know until we get more descriptive errors
[QUOTE=>>oubliette<<;48925257]Out of interest, how has this caused you a problem before? Speaking specifically for windows I've never encountered that error unless the file doesn't exist or if I don't have the correct module prerequisites (specifically c++ redist).[/QUOTE]
[url]https://facepunch.com/showthread.php?t=1442438&p=48922311&viewfull=1#post48922311[/url]
Right here. Module works fine for me but doesn't work for this one user and I have no idea why. Since the error is so fucking useless I have no idea where to even begin with helping him fix it and get it working.
[QUOTE=BlackAwps;48925302][url]https://facepunch.com/showthread.php?t=1442438&p=48922311&viewfull=1#post48922311[/url]
Right here. Module works fine for me but doesn't work for this one user and I have no idea why. Since the error is so fucking useless I have no idea where to even begin with helping him fix it and get it working.[/QUOTE]
Ah, fair point. Regarding your issue, nothing stops you from doing this:
[code]
#include <iostream>
#include <string>
#ifdef _WIN32
#include <Windows.h>
#else
#include <dlfcn.h>
#endif
using namespace std;
int main(int argc, char** argv)
{
string str;
getline(cin, str);
#if _WIN32
if (LoadLibrary(str.c_str()))
#else
if (dlopen(str.c_str(), RTLD_LAZY))
#endif
{
cout << "Loaded good!" << endl;
}
else
{
#if _WIN32
cout << "Bad ! " << GetLastError() << endl;
#else
cout << "Bad still! " << dlerror() << endl;
#endif
}
return 0;
}
[/code]
[QUOTE=>>oubliette<<;48925481]nothing stops you from doing this:
-CODE-
[/QUOTE]
Why not just add this LastError crap to module loading code in GMod instead? I'm pretty sure most people can't be arsed to write a test C/C++ program to test module loading. And it's not gonna be a perfect representation anyway.
[QUOTE=mijyuoon;48925957]Why not just add this LastError crap to module loading code in GMod instead? I'm pretty sure most people can't be arsed to write a test C/C++ program to test module loading. And it's not gonna be a perfect representation anyway.[/QUOTE]
Where did I say that errors should not be more specific? And why is it dumb to help him out with his problem? If you read Map and BlackAwp's last posts in the thread he specified, they're both clueless on how to figure out an issue that was brought up, saying that "more information with errors is the only way to go".
That is simply not correct. If there's an issue with loading his binary, he can figure out what that issue is with the program I provided.
Did anyone actually read what I wrote? I specifically said "Regarding your issue", giving him code to help fix it.
[url]http://www.dependencywalker.com/[/url] This one is also usually a good thing to work with when it comes to errors on loading dlls it will tell you if there are any problems loading a dll ex.: missing dependencies, missing exports on other dlls that are imported etc.
[QUOTE=>>oubliette<<;48926231]Where did I say that errors should not be more specific? And why is it dumb to help him out with his problem? If you read Map and BlackAwp's last posts in the thread he specified, they're both clueless on how to figure out an issue that was brought up, saying that "more information with errors is the only way to go".
That is simply not correct. If there's an issue with loading his binary, he can figure out what that issue is with the program I provided.
Did anyone actually read what I wrote? I specifically said "Regarding your issue", giving him code to help fix it.[/QUOTE]
Except, no, it won't work because there's more to the issue than just seeing if it loads and its unreasonable to get everyone to compile a specific binary to determine the error that should be given in the game.
[QUOTE=Zeh Matt;48926532][url]http://www.dependencywalker.com/[/url] This one is also usually a good thing to work with when it comes to errors on loading dlls it will tell you if there are any problems loading a dll ex.: missing dependencies, missing exports on other dlls that are imported etc.[/QUOTE]
LDD was used and all the dependencies were there.
Can we change the physgun to apply force from point of contact instead of the center of the prop?
[QUOTE=Map in a box;48926847]Except, no, it won't work because there's more to the issue than just seeing if it loads and its unreasonable to get everyone to compile a specific binary to determine the error that should be given in the game.
LDD was used and all the dependencies were there.[/QUOTE]
[B]Hardcore mode for linux[/B]
[code]
LD_LIBRARY_PATH=garrysmod/bin:bin:. LD_DEBUG=libs ./srcds_linux -game garrysmod +map gm_construct etc...
lua_run error"run this to make srcds load spam libs"
lua_run require"now require your library to see exact missing symbols and whatnot"
[/code]
On the Dev Branch, Awesomium has been updated, however the update has solved none of the issues presented in the past. These are mostly issues with its support of HTML5 and weird issues with CSS.
As I have stated before, Awesomium does not support [B]many[/B] HTML5 features, especially those dealing with media playback. This has forced developers for the Cinema Gamemode to create workarounds using Flash-based players in order to get things that are [I]basic features[/I] in modern browsers to work in Awesomium. It doesn't even support H.264 in HTML5, which is the de facto standard for videos using the MPEG4 File Format.
[URL="https://html5test.com/"]HTML5 Test[/URL] shows that Awesomium scores 335 out of 555 points, whereas Chrome 46 (what I'm running on my Desktop) scores 496 out of 555 points. That's a difference of [I][B]161 features that are missing.[/B][/I]
And, if you haven't heard yet, Flash Player is being phased out of practically everything. It is full of security holes, as I'm sure you've seen the news with a new exploit being reported practically every other week now. As a result, many video services are phasing it out and moving to HTML5. This includes the likes of [URL="http://blog.twitch.tv/2015/07/video-player-controls-now-in-html/"]Twitch[/URL], KissAnime/KissCartoon/KissAsian, and even [URL="http://youtube-eng.blogspot.com/2015/01/youtube-now-defaults-to-html5_27.html"]YouTube[/URL], which is the very lifeblood of the Cinema Gamemode.
Put quite frankly, the Cinema Gamemode and any future projects that rely on these technologies [B]will die within the next year or so[/B] if Awesomium is not replaced.
We're already using workaround after workaround just to keep things working. For example, I'm having to use a version of the YouTube API and Player that has been [URL="https://developers.google.com/youtube/js_api_reference"]marked deprecated since the beginning of this year[/URL], and could stop working at any moment, [URL="https://github.com/pixeltailgames/cinema/issues/99"]just to get videos to play in HD[/URL] and not get stuck in 3D Mode.
Futhermore, The Kiss Services listed above are phasing out Flash Player due to [i]their hosts[/i] not supporting the old protocols that Flash Player used to use, rendering roughly half of their videos inaccessible on my Cinema Server (which supports these services). The workaround they're using for most of their videos is to use the same YouTube Player in the above point to play them in Flash. At some point, that will no longer be an option, and we won't be able to support them anymore.
This means that the [URL="https://winteris.moe/share/2015-10-21_01-19-59.png"]Top 3 Video Services in use on my Cinema Server[/URL], by a huge margin, will no longer be supported within the next year or so.
I call for the Developers of Garry's Mod to [B][I][URL="https://github.com/Facepunch/garrysmod-requests/issues/531"]Replace Awesomium[/URL][/I][/B] with a web framework that supports technologies that have been [URL="https://en.wikipedia.org/wiki/HTML5_video#Browser_support"]supported in major web browsers since 2011[/URL]. I'm tired of writing so many workarounds and I'm tired of watching the slow death of the Gamemode I've spent the last 3 years of my life developing for. Creating and developing for my server has had a huge effect on my, and I'm sure many other people's lives, and I desire to keep it running for as long as possible.
I won't be able to if the top 95% of the videos played in my server are no longer able to be played, sheerly because the web framework in GMod doesn't support it.
tl;dr GMod doesn't support web features we need for Cinema to continue to survive
Guys, it's clear why Awesomium hasn't been replaced. While everyone who can do it will say it's too hard, the matter of the fact is they won't do it because they can't be fucked to sit down and focus on making sure it works perfectly with existing lua crap.
It's not a matter of can't, it's a matter of won't. Now if you will excuse me, I'm going to go and think about the 5 or so years I've wasted on this game. Who knows, I may actually become sane again.
[QUOTE=Noi;48950599]Why bother, gmod is dying, abandon it.[/QUOTE]
Maybe it wouldn't be if shit like this actually was done
[QUOTE=Noi;48950599]Why bother, gmod is dead, abandon it.
It would require massive amount of work - no one will do it for 10 years old game.[/QUOTE]
ftfy.
[QUOTE=Noi;48950758]Who would do it? Robotboy alone?[/QUOTE]
Someone has to do it. It is pretty much unworkable and unacceptable to work with anything HTML at this point. Not to mention, if it did get replaced with something with up-to-date standards, I would guarantee that content development would spike.
Bite the bullet and literally fix one of the largest and most glaring issues with a game that still to this day (10 years later) has so much potential.
Garry's mod has alot of potential and one of the biggest issues it's always had was Awesomium, If we continue to fix the major issues in Gmod development wise I can prob best this game will last alot more and hopefully spike for more people to start or come back and bring great things to Gmod
[QUOTE=Noi;48950599]Why bother, gmod is dying, abandon it.
It would require massive amount of work - no one will do it for 10 years old game.[/QUOTE]
garry's mod isn't dying, give me a fucking break. it's in the top 10 of [url]http://store.steampowered.com/stats/[/url] constantly.
I seriously doubt getting a better HTML engine gonna "spike" development. The only thing it's gonna spike are loading screens and cinema servers.
[t]http://rp.braxnet.org/scr/1445434156578.png[/t]
i don't see how that's a problem, considering my monitor can't even display all the cinema servers
and e.g. my gamemode relies pretty heavy on user content, so cinema & tv's are pretty borked at the moment with forced 3d modes and some api's don't work at all
[QUOTE=Robotboy655;48951475]I seriously doubt getting a better HTML engine gonna "spike" development. The only thing it's gonna spike are loading screens and cinema servers.[/QUOTE]
Because if we get something actually worthwhile which could allow people to rely on HTML for UI design, H.264 video, etc., you don't think that it would draw more content creation to Garry's Mod?
Or am I the only one who wants those things?
[editline]21st October 2015[/editline]
Not to mention, the issues that we have with Awesomium rather frequently. It would be very nice to get away from it.
[QUOTE=Robotboy655;48951475]I seriously doubt getting a better HTML engine gonna "spike" development. The only thing it's gonna spike are loading screens and cinema servers.[/QUOTE]
Is there any excuse to not replace Awesomium which is apparently complete shit and a huge resource hog?
[QUOTE=Robotboy655;48951475]I seriously doubt getting a better HTML engine gonna "spike" development. The only thing it's gonna spike are loading screens and cinema servers.[/QUOTE]
Initially, maybe. With HTML5 being supported, as everything else is moving to it, it will open a lot of doorways in the future as well. It isn't just Cinema where playing videos or other HTML5 elements on a server could be useful ;)
Sorry, you need to Log In to post a reply to this thread.