• Next Update v3 - Latest update is live
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[QUOTE=Robotboy655;49027087]You are trying to fix your problem the wrong way around. I actually had encountered the problem just a few weeks ago and have come up with this solution: [url]https://github.com/garrynewman/garrysmod/commit/d8d8748d9fc8132edfbbbdedc30bbaf0a9820e3e[/url] It's simple enough to use, just do not use stecil calls while the function points to your entity: [code]if ( halo.RenderedEntity() == self ) then return end[/code][/QUOTE] Thanks, I switched over to the dev branch and it works great! However, the PhysgunPickup hook still doesn't work properly on the client.
Slightly different request: [url]https://github.com/Facepunch/garrysmod-requests/issues/589[/url] I hope you guys like the idea, and if not please tell why! I can only think of positives!
[QUOTE=MeepDarknessM;49028332]Slightly different request: [url]https://github.com/Facepunch/garrysmod-requests/issues/589[/url] I hope you guys like the idea, and if not please tell why! I can only think of positives![/QUOTE] This exists already and has existed for ages? EDIT: The question mark implies im not sure, correct me if im wrong
[QUOTE=MeepDarknessM;49028332]Slightly different request: [url]https://github.com/Facepunch/garrysmod-requests/issues/589[/url] I hope you guys like the idea, and if not please tell why! I can only think of positives![/QUOTE] A downside is effort for RB. How much of a hassle is it to compare commit dates with gmod versions? I mean gmod versions are dates of release, commits that were in the master branch before that date are probably in there. It may not be a 100% match, but how much accuracy do you want?
[QUOTE=FPtje;49028494]A downside is effort for RB. How much of a hassle is it to compare commit dates with gmod versions? I mean gmod versions are dates of release, commits that were in the master branch before that date are probably in there. It may not be a 100% match, but how much accuracy do you want?[/QUOTE] I guess you could just add a tag after every git sync
[QUOTE=FPtje;49028494]A downside is effort for RB. How much of a hassle is it to compare commit dates with gmod versions? I mean gmod versions are dates of release, commits that were in the master branch before that date are probably in there. It may not be a 100% match, but how much accuracy do you want?[/QUOTE] I was hoping for more of a release on github, you don't have to upload ANYTHING at all. Just make a new release on the github page and it would contain all the current source code as zip files to download. It would also give you all the changes after the release happened.
I know that we've been discussing Awesomium a lot, but this is getting annoying. For the last year and a half to 2 years, I've been getting random CLOCK_WATCHDOG_TIMEOUT errors, and I'm pretty sure it's Awesomium because it's been happening only when I'm in GMod. The last 3 I've had, after the first one, I tried to fix it with updating all sorts of drivers, day later, another BSOD. For the ~2 weeks I've been running die_awesomium until last night when I thought it would be good to see if it was clear to have Awesomium behave. I was wrong, as I just got a BSOD ~5 minutes ago from posting this. Seriously, how soon can we get this fixed?
[QUOTE=MeepDarknessM;49028517]I was hoping for more of a release on github, you don't have to upload ANYTHING at all. Just make a new release on the github page and it would contain all the current source code as zip files to download. It would also give you all the changes after the release happened.[/QUOTE] That's what tags do. [editline]1st November 2015[/editline] [QUOTE=Willox;49028503]I guess you could just add a tag after every git sync[/QUOTE] Does every git sync correspond with a gmod release? I can easily imagine syncs happening multiple times between gmod releases. I reckon that tags on these occasions wouldn't be desirable.
is utf8.len supposed to error when given an empty string? Looking at the code, it seems intentional
[QUOTE=LegoGuy;49029856]is utf8.len supposed to error when given an empty string? Looking at the code, it seems intentional[/QUOTE] That's a painfully obvious bug
[QUOTE=Willox;49032469]That's a painfully obvious bug[/QUOTE] I know, but startpos defaults to 1, and that would obviously be out of range :s: I was going to submit a PR that included if #str == 0 then return 0 end... but I wasn't sure.
Robotboy, could we have fonts fixed in Workshop addons for the next update, or is there something stopping this from being done? [url]https://github.com/Facepunch/garrysmod-issues/issues/883[/url] Thanks
Would it be possible to add an optional Volume parameter to [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/PlaySound]surface.PlaySound[/url]?
[QUOTE=King Traitor;49034543]Would it be possible to add an optional Volume parameter to [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/PlaySound]surface.PlaySound[/url]?[/QUOTE] [url]http://wiki.garrysmod.com/page/sound/Add[/url]
[QUOTE=code_gs;49034894][url]http://wiki.garrysmod.com/page/sound/Add[/url][/QUOTE] Seems kinda inefficient having to override the sound everytime you wanna change the volume.
[QUOTE=Hoffa1337;49038744]Seems kinda inefficient having to override the sound everytime you wanna change the volume.[/QUOTE] how often are you changing the volume?
[QUOTE=PigeonPatrol;49038745]how often are you changing the volume?[/QUOTE] That's not the point though, the point is that it's inefficient to override and create a new soundscript every time volume has to be changed.
Ignore code_gs' response, sound.Add has nothing to do with what the question asked, I don't see how adding a new soundscript is useful at all in that case. What should be done is to stop using surface.PlaySound altogether, from what I see from the code the function is equivalent to calling GetViewEntity():EmitSound( "sound" , other arguments ), or even just using the global [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/EmitSound]Global.EmitSound[/url], or instead of stop using it we can override it with Lua so it uses the existing EmitSound stuff, so it can have the extra arguments without having to modify stuff in the source code. Just to back myself up, this is what the function does essentially. [cpp] void VGui_PlaySound( const char *pFileName ) { // Point at origin if they didn't specify a sound source. Vector vDummyOrigin; vDummyOrigin.Init(); CSfxTable *pSound = (CSfxTable*)S_PrecacheSound(pFileName); if ( pSound ) { S_MarkUISound( pSound ); StartSoundParams_t params; params.staticsound = IsX360() ? true : false; params.soundsource = cl.m_nViewEntity; params.entchannel = CHAN_AUTO; params.pSfx = pSound; params.origin = vDummyOrigin; params.pitch = PITCH_NORM; params.soundlevel = SNDLVL_IDLE; params.flags = 0; params.fvol = 1.0f; S_StartSound( params ); } } [/cpp]
[QUOTE=Jvs;49038762]Ignore code_gs' response, sound.Add has nothing to do with what the question asked, I don't see how adding a new soundscript is useful at all in that case. What should be done is to stop using surface.PlaySound altogether, from what I see from the code the function is equivalent to calling GetViewEntity():EmitSound( "sound" , other arguments ), or even just using the global [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/EmitSound]Global.EmitSound[/url], or instead of stop using it we can override it with Lua so it uses the existing EmitSound stuff, so it can have the extra arguments without having to modify stuff in the source code.[/QUOTE] sound.Add forces a volume change?
[QUOTE=code_gs;49039494]sound.Add forces a volume change?[/QUOTE] What? Do you even know what sound.Add does? It adds a soundscript, which is a sound definition, it doesn't play any sounds. Creating or overriding a soundscript just to play the sound with a different volume is dumb, like Hoffa1337 said. Are you with us code_gs? What is it that you don't understand still?
[QUOTE=Jvs;49039600]What? Do you even know what sound.Add does? It adds a soundscript, which is a sound definition, it doesn't play any sounds. Creating or overriding a soundscript just to play the sound with a different volume is dumb, like Hoffa1337 said. Are you with us code_gs? What is it that you don't understand still?[/QUOTE] That there is a volume parameter to sound.Add; that's what's confusing. What's wrong with creating a soundscript to set the volume for use in a method that doesn't have a volume argument?
[QUOTE=code_gs;49039810]What's wrong with creating a soundscript to set the volume for use in a method that doesn't have a volume argument?[/QUOTE] Your question is answered in the second real sentence of the post you quote, and it only had four. [QUOTE=Jvs;49039600] Creating or overriding a soundscript just to play the sound with a different volume is dumb, like Hoffa1337 said. [/QUOTE] If you still don't get it, let me shorten it: [QUOTE=code_gs;49039810][...]What's wrong[...]?[/QUOTE] [QUOTE=Jvs;49039600][...] is dumb[...] [/QUOTE] It's dumb. It's hacky, a workaround, unintuitive and therefore dumb.
[QUOTE=Jvs;49039600]What? Do you even know what sound.Add does? It adds a soundscript, which is a sound definition, it doesn't play any sounds. Creating or overriding a soundscript just to play the sound with a different volume is dumb, like Hoffa1337 said. Are you with us code_gs? What is it that you don't understand still?[/QUOTE] Well to be fair, even if code_gs's method is a workaround, I can see why surface.PlaySound is widely used. The garrysmod wiki even [I]recommends[/I] it to play sounds. [url]http://wiki.garrysmod.com/page/sound/Play[/url] funny enough, that on a article about playing sounds with bass it refers to the engines method, even though bass has [url]http://wiki.garrysmod.com/page/sound/PlayFile[/url] :v
[QUOTE=FPtje;49039862]Your question is answered in the second real sentence of the post you quote, and it only had four. If you still don't get it, let me shorten it: It's dumb. It's hacky, a workaround, unintuitive and therefore dumb.[/QUOTE] Oh
I completly disagree with the way that people reacts against that workaround, i'm using RunConsoleCommand to play ui sounds, dumbs at me
[QUOTE=gonzalolog;49040851]RunConsoleCommand to play ui sounds, dumbs at me[/QUOTE] noooo then it plays on a channel that sometimes likes to override map soundscapes. just make the client EmitSound, but clientside, so only they hear it.
Didn't know that i could achieve the same result doing EmitSound on GetViewEntity (I was trying to get a non-3d sound) I know that play command uses the ui channel, but didn't know about that overriding thing, thanks, i'll use EmitSound then with the correct parameters for CH
[code] * Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck * Fixed gravity gun not calling OnFailedPhysGunPickup on any entity * Fixed not being able to grab a Magnusson Device from Jalopy's back * Fixed Japoly's radar and added multiplayer support * Added ismatrix * Entity.RestartGesture() is not serverside only ( It never did anything on client ) * Entity.SetWeaponModel()'s Weapon argument is now optional * Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true * Added Entity.IsPlayingGesture( activity ) - returns boolean * Added Entity.AddGesture( activity, autokill = true ) - returns layerID * Added Entity.AddGestureSequence( sequenceID, autokill = true ) - returns layerID * Added Entity.AddLayeredSequence( layerID, sequenceID ) - returns layerID * Added Entity.IsValidLayer( layerID ) - returns boolean * Added Entity.GetLayerDuration( layerID ) - returns float duration * Added Entity.SetLayerDuration( layerID, flDuration ) * Added Entity.SetLayerPriority( layerID, iPriority ) * Added Entity.RemoveGesture( activity ) * Added Entity.RemoveAllGestures() * Added Entity.SetLayerCycle( layerID, iCycle ) * Added Entity.GetLayerCycle( layerID ) - returns int cycle * Added Entity.SetLayerPlaybackRate( layerID, flRate ) * Added Entity.SetLayerWeight( layerID, flWeight ) * Added Entity.GetLayerWeight( layerID ) - returns flWeight * Added Entity.SetLayerBlendIn( layerID, flBlend ) * Added Entity.SetLayerBlendOut( layerID, flBlend ) * Added Entity.SetLayerLooping( layerID, bLooping )[/code] Latest changes. All new functions are serverside only, and only work on BaseAnimatingOverlay entities.
[QUOTE=Robotboy655;49041815][code] * Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck * Fixed gravity gun not calling OnFailedPhysGunPickup on any entity * Fixed not being able to grab a Magnusson Device from Jalopy's back * Fixed Japoly's radar and added multiplayer support * Added ismatrix * Entity.RestartGesture() is not serverside only ( It never did anything on client ) * Entity.SetWeaponModel()'s Weapon argument is now optional * Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true * Added Entity.IsPlayingGesture( activity ) - returns boolean * Added Entity.AddGesture( activity, autokill = true ) - returns layerID * Added Entity.AddGestureSequence( sequenceID, autokill = true ) - returns layerID * Added Entity.AddLayeredSequence( layerID, sequenceID ) - returns layerID * Added Entity.IsValidLayer( layerID ) - returns boolean * Added Entity.GetLayerDuration( layerID ) - returns float duration * Added Entity.SetLayerDuration( layerID, flDuration ) * Added Entity.SetLayerPriority( layerID, iPriority ) * Added Entity.RemoveGesture( activity ) * Added Entity.RemoveAllGestures() * Added Entity.SetLayerCycle( layerID, iCycle ) * Added Entity.GetLayerCycle( layerID ) - returns int cycle * Added Entity.SetLayerPlaybackRate( layerID, flRate ) * Added Entity.SetLayerWeight( layerID, flWeight ) * Added Entity.GetLayerWeight( layerID ) - returns flWeight * Added Entity.SetLayerBlendIn( layerID, flBlend ) * Added Entity.SetLayerBlendOut( layerID, flBlend ) * Added Entity.SetLayerLooping( layerID, bLooping )[/code] Latest changes. All new functions are serverside only, and only work on BaseAnimatingOverlay entities.[/QUOTE] Wiki documentation ETA?
[QUOTE=Revenge282;49041886]Wiki documentation ETA?[/QUOTE] There's barely anything to document on these, they are all self explanatory.
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