you can't really argue that gmod shouldn't be open source just because hl2sb didn't take off
[QUOTE=ChewGum;48986060]you can't really argue that gmod shouldn't be open source just because hl2sb didn't take off[/QUOTE]
No, you're right, I can't. But you'll find there will only be 2 or 3 people who would have the ability to work on GMod from an open source standpoint. And those are the people writing in C already, like Python, etc. There just aren't many people in the GMod/hlcoders community in general that know anything about Source at an engine or even game code level.
There isn't anything you can do to improve GMod from a Lua perspective, except cut down on code. Everything that has significant impact is in C++.
The people that have this knowledge go on to do more than work on GMod, so there's this disconnect that the community has, expecting that more can be done when in reality there's sort of an upper bounds on this sort of thing, and you're all kinda staring it in the face w/ Robotboy.
[QUOTE=amcwatters;48986088]No, you're right, I can't. But you'll find there will only be 2 or 3 people who would have the ability to work on GMod from an open source standpoint. And those are the people writing in C already, like Python, etc. There just aren't many people in the GMod/hlcoders community in general that know anything about Source at an engine or even game code level.
The people that have this knowledge go on to do more than work on GMod, so there's this disconnect that the community has, expecting that more can be done when in reality there's sort of an upper bounds on this sort of thing, and you're all kinda staring it in the face w/ Robotboy.[/QUOTE]
Even if that is the case in terms of contribution numbers, which I believe differently as someone who would definitely contribute, having only three or four people working on the game is better than having none. What is the downside to at least a part of the source being open to the public?
[QUOTE=code_gs;48986196]Even if that is the case in terms of contribution numbers, which I believe differently as someone who would definitely contribute, having only three or four people working on the game is better than having none. What is the downside to at least a part of the source being open to the public?[/QUOTE]
I don't think there is a downside, but I think there is a continual unrealistic expectation that more can be done for GMod.
[editline]26th October 2015[/editline]
If you listed all the issues with GMod, I would almost guarantee they would be concerns based on having way too many props on a map, or some engine feature incompatibility with another game's version of Source, or the speed in which resources are acquired from servers. I have no doubts the move from Awesomium to CEF will not be that big of a deal when Robotboy is able to get around to it. People will enjoy the performance gain again, but shortly after remember the plethora of other issues the game is plagued with.
That is to say, GMod has had the same issues for the last near-decade, and they're because of the GMod community, not GMod itself.
There were few issues way back in GMod 9 up to maybe GMod 10/11 in 2007 when Garry moved from the 2006 branch to the episodic 2007 one. The issues that arose at that point in time were based on people pushing the engine to limits that were a bit absurd then, and still are now. Realistically not a lot has changed since then up to 2013.
These concerns would not even be addressed in even a different engine, because there are factual CPU and bandwidth limitations based on the number of technical constraints in these systems, namely physics, networked data.
I could argue that as you begin to grasp a more in-depth understanding of these limitations, the idea of playing GMod itself becomes less appealing, but I don't have much more than anecdotal evidence for this phenomenon based on my own experiences and that of some developer friends of mine who used to frequent these forums.
[QUOTE=code_gs;48986196]Even if that is the case in terms of contribution numbers, which I believe differently as someone who would definitely contribute, having only three or four people working on the game is better than having none. What is the downside to at least a part of the source being open to the public?[/QUOTE]
because valve would need to sign off on it and it would take ages to convince them
even if you somehow could get the okay from them you would still need to spend a lot of time taking out all the proprietary parts that can't be made open source
so it's a lot of effort for something that has very little benefit
[QUOTE=DarKSunrise;48986325]so it's a lot of effort for something that has very little benefit[/QUOTE]
This is one great way to condense the conversation.
It's been years since I've been involved in the GMod community, so I'm not sure what everyone wants out of the game besides what I can grasp from a cursory glance over this thread, but perhaps leaving you with the idea that it might be a good time to appreciate what you've got would be more helpful than anything else I could tell you.
[editline]26th October 2015[/editline]
Everyone has complaints. I must have been king of the nitpickers here, considering I loved the game so much that I made an open source alternative over the span of years to it to have control over all the things I couldn't have a say in, much like you all have to still deal with now.
But you're not all going to be pleased.
I didn't like the Sandbox gamemode's move speed. I didn't like the spawn menu. I wished the game looked more like just a sandbox version of a Valve-created Half-Life 2 game. I wanted the game to retain a look and feel like HL2 as a result. I wanted LuaJIT, and the game to boot faster. I wanted more access to things at the engine level. I wanted downloads to be faster. I wanted to be able to play campaign from HL2 to EP2 in the same mod. I didn't want GLua, I wanted Lua. I wanted a lot. So I wrote it. And I got everything I ever wanted.
There are many reasons I can't share that with anyone here—mainly because the mod didn't take off and Garry already made a really great game, so there wasn't nor is there now a reason for people to move.
So appreciate this stuff, because GMod is a really good game.
When you have concerns about edict counts, consider how you can encourage players to not use as many entities. When you're bothered by downloads across servers taking several minutes, author addons that take great care to ensure large assets aren't introduced. When Awesomium bothers you, consider how many hours Robotboy has put into fixing the game when Garry himself doesn't feel like working on his own game anymore.
Props are networked and take up bytes in someone's bandwidth, files are large, and some software isn't perfect, but neither are people. I really liked this community once upon a time, and maybe I can't give people a faster, trimmed down experience, but maybe to the few people reading this thread I can at least remind you why things are the way they are.
I think its well understood that Awesomium sucks. There's no need to go over it every page
Hey guys, awesomium sucks
So, the build servers are up and running properly again (hopefully), so here are latest changes:
[code]
* Added menu_cleanupgmas that cleans up unused .gma files
* Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
* Moved some GModDataPack Warnings to DevWarnings to prevent exploit
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of integers for util.KeyValuesToTable
* Updated srcds and launchers
* Fixed triggerable soundscapes being removed when cleaning up the map
[/code]
I'd be nice if you guys could test if there's anything wrong with Linux & Windows SRCDS in Dev.
[QUOTE=Robotboy655;48995833]So, the build servers are up and running properly again (hopefully), so here are latest changes:
[code]
* Added menu_cleanupgmas that cleans up unused .gma files
* Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
* Moved some GModDataPack Warnings to DevWarnings to prevent exploit
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of integers for util.KeyValuesToTable
* Updated srcds and launchers
* Fixed triggerable soundscapes being removed when cleaning up the map
[/code]
I'd be nice if you guys could test if there's anything wrong with Linux & Windows SRCDS in Dev.[/QUOTE]
Can you elaborate on waht menu_cleanupgmas does?
[QUOTE=DamienTehDemo;48995856]Can you elaborate on waht menu_cleanupgmas does?[/QUOTE]
"cleans up unused .gma files"
I don't understand how this could be any more concise.
[QUOTE=DamienTehDemo;48995856]Can you elaborate on waht menu_cleanupgmas does?[/QUOTE]
[url]https://github.com/Facepunch/garrysmod-requests/issues/577[/url]
[t]https://cloud.githubusercontent.com/assets/3299036/10428115/c6fb381a-70f7-11e5-9954-0280ac971091.png[/t]
[editline]27th October 2015[/editline]
It also cleans up workshopDL .gmas that you subscribed to.
[QUOTE=Robotboy655;48995833]
[code]
* Moved some GModDataPack Warnings to DevWarnings to prevent exploit
[/code]
[/QUOTE]
wait what how does this prevent any exploits at all
-snip- don't know too
[QUOTE=DarKSunrise;48995943]wait what how does this prevent any exploits at all[/QUOTE]
clearly devwarnings send an email to the game's developers so they can know if the vulnerability is being exploited in the wild... duh.....
[QUOTE=Robotboy655;48995833][code]* Updated All NPC/AI weapons except for Crossbow[/code][/QUOTE]
Any reason why on the crossbow?
[editline]28th October 2015[/editline]
[QUOTE=DarKSunrise;48995943]wait what how does this prevent any exploits at all[/QUOTE]
To prevent console spam when the exploit is purely to overflow the server log.
[QUOTE=code_gs;49000346]Any reason why on the crossbow?
[editline]28th October 2015[/editline]
To prevent console spam when the exploit is purely to overflow the server log.[/QUOTE]
Actually, it doesn't just spam your logs, if you have a windows srcds, it'll freeze.
[QUOTE=Robotboy655;48995833]
[code]* Updated srcds and launchers[/code]
I'd be nice if you guys could test if there's anything wrong with Linux & Windows SRCDS in Dev.[/QUOTE]
I haven't experienced any issues on the dev branch with SRCDS yet (Windows Server 2012 R2). Do you know what changes were made?
[QUOTE=code_gs;49000346]Any reason why on the crossbow?[/QUOTE]
Well more importantly what was updated about the weapons?
[QUOTE=Mista Tea;49002363]I haven't experienced any issues on the dev branch with SRCDS yet (Windows Server 2012 R2). Do you know what changes were made?[/QUOTE]
Linux at least runs and I can join, haven't tried the ~metastruct test harness~ yet but so far so good.
[QUOTE=DarKSunrise;48995943]wait what how does this prevent any exploits at all[/QUOTE]
[QUOTE=Gran PC;48999975]clearly devwarnings send an email to the game's developers so they can know if the vulnerability is being exploited in the wild... duh.....[/QUOTE]
It fixes a lag exploit
[QUOTE=MeepDarknessM;49000920]I am sorry, I gave someone a binary module to recreate the net system in menu state, but it also had a method of dos in it that could be highly effective. Some skid thought it'd be great to steal it on an hvh server and brag to all his friends about being able to do it.
I have created a module to effectively stop this for the time being.
[url]https://github.com/meepdarknessmeep/gmsv_packetpeek[/url]
You can kick a player if the file is not in the list.
See here: [url]https://github.com/meepdarknessmeep/gmsv_packetpeek/blob/master/example/autorun/server/printfiles.lua#L24[/url][/QUOTE]
Is there still an issue with precaching too many models? I recently added 64 more models to precaching on a server and ever since I've been getting this crash:
[t]http://puu.sh/l1BBy/88124d8ece.png[/t]
[QUOTE=ms333;49006228]Is there still an issue with precaching too many models? I recently added 64 more models to precaching on a server and ever since I've been getting this crash:
[t]http://puu.sh/l1BBy/88124d8ece.png[/t][/QUOTE]
I'm pretty sure servers still crash when some power of 2 models have been precached (either 2048 or 4096, probably the former).
My sandbox server on Windows crashes fairly often with a message about too many cached models due to the high number of unique props being spawned all the time.
Is that related to your issue?
[QUOTE=Mista Tea;49006463]I'm pretty sure servers still crash when some power of 2 models have been precached (either 2048 or 4096, probably the former).
My sandbox server on Windows crashes fairly often with a message about too many cached models due to the high number of unique props being spawned all the time.
Is that related to your issue?[/QUOTE]
I doubt it. It happens upon server start up and I don't cache that many models - nor does the map.
What's more weird is that it does it more or less every second restart. Usually happens when I'm almost loaded (as the first client), if I join right after it's started.
[QUOTE=Noi;49007290]There's no dynamic model precaching. "modelprecache" string table limit is 2048.[/QUOTE]
What could cause the sudden introduced crashes right after I precache (util.PrecacheModel) some models?
[QUOTE=ms333;49007604]What could cause the sudden introduced crashes right after I precache (util.PrecacheModel) some models?[/QUOTE]
I had this issue when not activating a spawned entity correctly upon map start, only showed its head after the modelprecache table reached a certain size.
[QUOTE=dbk21894;49009004]I had this issue when not activating a spawned entity correctly upon map start, only showed its head after the modelprecache table reached a certain size.[/QUOTE]
That seems weird indeed. Though I don't even use the models other than precaching them.
anyone want to work with me on a gmod module that replaces awsomium with this?: [url]https://bitbucket.org/chromiumembedded/cef[/url]
[QUOTE=(AMS-$)ILOVEPIE;49010251]anyone want to work with me on a gmod module that replaces awsomium with this?: [url]https://bitbucket.org/chromiumembedded/cef[/url][/QUOTE]
Don't you need access to the not-published source code for Gmod?
[QUOTE=Coolboy;49010305]Don't you need access to the not-published source code for Gmod?[/QUOTE]
no you don't need the source code for gmod, you can detour or vtable hook the functions to point to your own code.
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