[QUOTE=Robotboy655;48987249]Lua spawn menu stuff[/QUOTE]
Any updates on this? Your progress so far sounds great.
[QUOTE=highvoltage;49068559]What are you trying to do? Move a ragdoll's bones but leave every other bone to move freely?[/QUOTE]
I'm just trying to move a ragdoll to a different position by moving it's bones, but I want the ragdoll to stay moveable.
[QUOTE=MPan1;49081516]I'm just trying to move a ragdoll to a different position by moving it's bones, but I want the ragdoll to stay moveable.[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/PhysObj/AddAngleVelocity]PhysObj:AddAngleVelocity[/url]
Not sure if this was already reported.
Every time I close gmod and re-open it, I get this message: [IMG]https://i.gyazo.com/f4745c60d5e5296f16d2bbfe3ff3e052.png[/IMG]
I can't find any open processes in my task manager. Only way to fix it is to log out of my PC and log back in. Exiting steam also doesn't fix it.
Open task manager, try to find hl2.exe in processes, if you can't find it look for it in details
[IMG]http://puu.sh/lfmfg/14b7d3ff14.png[/IMG]
[QUOTE=Captain Spark;49084240]Open task manager, try to find hl2.exe in processes, if you can't find it look for it in details
[IMG]http://puu.sh/lfmfg/14b7d3ff14.png[/IMG][/QUOTE]
Well looks like I found the issue on why I couldn't find it in my processes. I fucked around with my Windows settings once and forgot to switch them back. But thanks, I found the process and took it down, but it does get pretty annoying having to end the process all the time. Would be nice if this could get fixed :smile:
[QUOTE=McSniper12;49084171]Not sure if this was already reported.
Every time I close gmod and re-open it, I get this message: [IMG]https://i.gyazo.com/f4745c60d5e5296f16d2bbfe3ff3e052.png[/IMG]
I can't find any open processes in my task manager. Only way to fix it is to log out of my PC and log back in. Exiting steam also doesn't fix it.[/QUOTE]
I get the same issue on Windows 10 myself.
It does not show hl2.exe in task manager, yet steam still says I am playing GMOD.
What I do is open Powershell (Admin), Winkey + X, pick Windows Powershell (Admin) and type
taskkill /F /IM hl2.exe
And that makes gmod close.
That issue has been happening to me ever since I got Windows 10
Same here, since I got windows 10, I have the problem
It's been happening to me since I got Windows. :v:
Why not throw an exception at exit, fallout 4 does that and definetly closes the game
I noticed that it will exit cleanly for me if I don't join a MP game but only use SP.
Not sure if that helps tracking something down or if anyone else can confirm that.
[QUOTE=gonzalolog;49085418]Why not throw an exception at exit, fallout 4 does that and definetly closes the game[/QUOTE]
It's always been significantly quicker to close Gmod with the task manager than it is to attempt to close it. Gmod hanging on close is far from a new issue :v:
I'm beginning to think that I'm the only one without GMod hanging on close :v
[QUOTE=highvoltage;49082004][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/PhysObj/AddAngleVelocity]PhysObj:AddAngleVelocity[/url][/QUOTE]
I want the bones to move, not the physics objects of the ragdoll.
If GMod crashes or is closed unexpectedly it causes the changed configurations not to save, to prevent bad configurations to crash the game at start up. So if you kill it with a task manager or throw an exceptions to close it, could be considered as unexpectedly closed, couldn't it?
You guys really ought to enable watching for the github repository. The closing issue has been reported a long time ago.
[url]https://github.com/Facepunch/garrysmod-issues/issues/2250[/url]
[url]https://github.com/Facepunch/garrysmod-issues/issues/2069[/url]
Afaik it's fixed in the dev version.
if anything, i forget to close the game quite often because it doesn't show up in the task bar on windows 8
When on the dev branch, I'm unable to download any addons, so I can't test any of the new features. still, that aside, is it true that physenv.AddSurfaceData is now completely fixed? that happened? for props and surfaces?
I see it in the changelog, but with the fuss I had with it some months back, I find it hard to believe without knowing the exact nature of the fix, rather than "per map". Does that mean the minecraft flooring and bouncy basketballs I've set up via lua will now work properly?
If so, is there any ETA on the dev branch becoming the main branch?
Latest live update doesn't seem very stable. [url]http://puu.sh/lmXY3/ce1ac17db6.zip[/url] Here's a few crashdumps from today.
[QUOTE=Hoffa1337;49123075]Latest live update doesn't seem very stable. [url]http://puu.sh/lmXY3/ce1ac17db6.zip[/url] Here's a few crashdumps from today.[/QUOTE]
A lot of it are physics crashes ( vphysics.dll ) which we cannot do anything about. Interestingly enough, most of these physics crashes are particle system related, when testing collisions against ragdolls. ( And for some reason, it tries to create physics for it? )
Then two are rendering related ( exactly the same ) and three more are IVP crashes, which we also can't do anything about.
I don't think those are new crashes by any means, especially the physics crashes
[QUOTE=Robotboy655;49123216]A lot of it are physics crashes ( vphysics.dll ) which we cannot do anything about. Interestingly enough, most of these physics crashes are particle system related, when testing collisions against ragdolls. ( And for some reason, it tries to create physics for it? )
Then two are rendering related ( exactly the same ) and three more are IVP crashes, which we also can't do anything about.
I don't think those are new crashes by any means, especially the physics crashes[/QUOTE]
Do we [I]have[/I] the latest version of vphysics.dll for the source engine we're using?
[QUOTE=Robotboy655;49123216]A lot of it are physics crashes ( vphysics.dll ) which we cannot do anything about. Interestingly enough, most of these physics crashes are particle system related, when testing collisions against ragdolls. ( And for some reason, it tries to create physics for it? )
Then two are rendering related ( exactly the same ) and three more are IVP crashes, which we also can't do anything about.
I don't think those are new crashes by any means, especially the physics crashes[/QUOTE]
That doesn't explain nothing, i've gave you an excellent enviroment where you can crash the game and you didn't say nothing about that
[QUOTE=gonzalolog;49123749]That doesn't explain nothing, i've gave you an excellent enviroment where you can crash the game and you didn't say nothing about that[/QUOTE]
I'm sorry but I didn't not see what you didn't give me about nothing.
[QUOTE=MeepDarknessM;49124203]I'm sorry but I didn't not see what you didn't give me about nothing.[/QUOTE]
Can we have a fix for this?
[lua]
if CLIENT then
game.AddParticles("particles/item_fx.pcf")
PrecacheParticleSystem("duel_blue")
PARTICLE = CreateParticleSystem(LocalPlayer(),"duel_blue",4,1)
end
[/lua]
Reloading a file with this, where a particles has been created before (Even with old particle creation methods) will cause a crash without reason
[QUOTE=Robotboy655;49123216]A lot of it are physics crashes ( vphysics.dll ) which we cannot do anything about. Interestingly enough, most of these physics crashes are particle system related, when testing collisions against ragdolls. ( And for some reason, it tries to create physics for it? )
Then two are rendering related ( exactly the same ) and three more are IVP crashes, which we also can't do anything about.
I don't think those are new crashes by any means, especially the physics crashes[/QUOTE]
This actually gives me a clue as to why the crashes has increased. Though it is kinda bullshit how unstable .PCF particles are.
[QUOTE=gonzalolog;49124737]Can we have a fix for this?
[lua]
if CLIENT then
game.AddParticles("particles/item_fx.pcf")
PrecacheParticleSystem("duel_blue")
PARTICLE = CreateParticleSystem(LocalPlayer(),"duel_blue",4,1)
end
[/lua]
Reloading a file with this, where a particles has been created before (Even with old particle creation methods) will cause a crash without reason[/QUOTE]
I've looked into it, but it was super inconsistent, I did manage to crash the game a few times, but then it just stopped happening for no reason. As far as I remember, it is something to do with the PATTACH attachments, but I just sort of stopped looking into it when I couldn't recreate the crash anymore.
It is also why there wasn't any followups on the CNewParticleSystem functions.
So, can anyone tell me the nature of the physenv.AddSurfaceData changes?
I'm unable to fully test if they work, due to GMod being unable to download addons in the Dev branch.
[QUOTE=kizzycocoa;49127574]So, can anyone tell me the nature of the physenv.AddSurfaceData changes?[/QUOTE]
It now actually works after the first function call. It used to only work on the first function call, and all subsequent function calls would not do anything.
[QUOTE=kizzycocoa;49127574]due to GMod being unable to download addons in the Dev branch.[/QUOTE]
Sounds like BS. It most definitely works for me, and for everyone else as it seems too.
[QUOTE=Robotboy655;49127658]It now actually works after the first function call. It used to only work on the first function call, and all subsequent function calls would not do anything.
Sounds like BS. It most definitely works for me, and for everyone else as it seems too.[/QUOTE]
That sounds great! thanks a lot for fixing that! I can't wait to see it in action myself, once the addon issue is sorted, which I didn't know was an issue.
Also, no, it's not BS. I actually reinstalled my Gmod, thinking it was my old install. That install was marred with some very old Gmod addons, from when the addons weren't on the Workshop. If addons were working, I could verify it myself with my own addons.
So this isn't the proper way the dev branch should work?
I go into addons, and none of them load preview thumbnails. even when downloading via the overlay, the addons do not appear in the "subscribed" tab on the addon page!
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