People with high latency (70+ms) tend to get disconnected when too many entities have to be networked on join (1000 +). I'm not even setting any DT/NWvars on them? I remember this issue was really bad about a year ago and it seems to have calmed down, but now I can't really expand my gamemode due to this.
Image provided by SwadicalRag who lives in Australia and has an amazingly high latency to my server:
[img]http://i.imgur.com/4WZB5uD.png[/img]
He also witnessed this output in his console:
[quote]Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337.
Netchannel: unknown net message (59) from 24.169.214.21:13337
[/quote]
And this
[quote]
Server returned version -16367, expected 24.
[/quote]
[editline]asd[/editline]
Errors are getting weirder and weirder:
[quote]1:19 AM - SwadicalRag: Couldn't dispatch user message (80)
���T�RJ�������͕}�ѕ�*���ջЮ���տ��ҿ�j����`����+f�
{�f����c���1@
1:19 AM - SwadicalRag: wat
[/quote]
[editline]cocks[/editline]
I now appear to be stuck in an automated reconnection loop? Wtf..
[t]http://xavie.ru/i/jbamxW.png[/t]
[code]
NET_GetLong: Ignoring duplicated split packet 1 of 2 ( 1248 bytes ) from 192.168.1.137:13337
NET_GetLong: Ignoring duplicated split packet 2 of 2 ( 556 bytes ) from 192.168.1.137:13337
Compact freed 368640 bytes
Received signon 99 when at 6
Commencing connection retry to 192.168.1.137:13337
[...]
NET_GetLong: Ignoring duplicated split packet 1 of 2 ( 1248 bytes ) from 192.168.1.137:13337
NET_GetLong: Ignoring duplicated split packet 2 of 2 ( 553 bytes ) from 192.168.1.137:13337
Compact freed 335872 bytes
Received signon 99 when at 6
Commencing connection retry to 192.168.1.137:13337
Redownloading all lightmaps
[...]
NET_GetLong: Ignoring duplicated split packet 1 of 2 ( 1248 bytes ) from 192.168.1.137:13337
NET_GetLong: Ignoring duplicated split packet 2 of 2 ( 750 bytes ) from 192.168.1.137:13337[/code]
[QUOTE=MPan1;49088830]I want the bones to move, not the physics objects of the ragdoll.[/QUOTE]
AFAIK, a bone [i]is[/i] a physics object.
[QUOTE=immibis;49131003]AFAIK, a bone [i]is[/i] a physics object.[/QUOTE]
I think physics objects can be parented to move with bones, but they don't always have to be there. Pretty sure that's right because I've parented bones to physics objects in Blender for my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=382072803"]Steam Logo[/URL].
[QUOTE=MPan1;49131024]I think physics objects can be parented to move with bones, but they don't always have to be there. Pretty sure that's right because I've parented bones to physics objects in Blender for my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=382072803"]Steam Logo[/URL].[/QUOTE]
Wait, are we talking about ragdoll bones, or bones used for skeletal animation? I thought it was the former.
[QUOTE=immibis;49131280]Wait, are we talking about ragdoll bones, or bones used for skeletal animation? I thought it was the former.[/QUOTE]
Skeletal animation I think (I'd probably just call that 'bones that move vertices of the model')
[QUOTE=xaviergmail;49130754]People with high latency (70+ms) tend to get disconnected when too many entities have to be networked on join (1000 +). I'm not even setting any DT/NWvars on them? I remember this issue was really bad about a year ago and it seems to have calmed down, but now I can't really expand my gamemode due to this.
Image provided by SwadicalRag who lives in Australia and has an amazingly high latency to my server:
[img]http://i.imgur.com/4WZB5uD.png[/img]
[/QUOTE]
I've seen this error a lot too.
[QUOTE=xaviergmail;49130754]blabber about some bug I really want looked into[/QUOTE]
Noticed this with net_showfragments 1
[img]http://xavie.ru/i/33oAzWw.png[/img]
Resulted in
[img]http://i.imgur.com/Monfcfw.png[/img]
I already ruled out split packets (most likely) not being the issue by forcing net_maxroutable to some crazy high value, but that didn't help. Turning off packet compression did not help either.
net_queued_packet_thread 0 also had no effect.
[editline]cock[/editline]
Ley speculates it either has to do with split packets not being received properly, or receiving data via subchans bugging
[editline]cock[/editline]
Opened a github issue about it here [url]https://github.com/Facepunch/garrysmod-issues/issues/2292[/url]
RobotBoy, is there a way to rotate any kind of vgui element, and if not, why hasn't this been added yet (or what are the alternatives)?
Should I be scared?
[t]http://puu.sh/lqPps/c02afb8416.png[/t]
[editline]19th November 2015[/editline]
It seems to change the whole system font or something, so I just terminated that screen and made a new screen session.
Also, apparently I didn't create a console.log so I can't see the source, I will definatley report back here if it happens again
I found small issue with submaterial. Then I set submaterial, for example, for player with ent index 4 and he disconnect, connected player with ent index 4 must have this submaterial. Also with respawn, submaterial not removed from ent while spawning.
That might explain why players had these materials when i've been editing that!
Thanks, you can do your own workaround by cleaning that thing on spawn, but i guess that should be fixed
[code]
* Improved AI player detection in multiplayer ( It used to detect the last player on server, not properly detects the closest one )
* Added Vehicle.IsValid - returns whether the actual VEHICLE is valid or not
* Added Vehicle.SetPos( vector ) - Actually working SetPos for vehicles
* Updated internal Get_Vehicle to not let through invalid vehicles
* Fixed unhandled usermessage 21
* Updated propdata.txt to contain Episodic stuff
* Moved some files from garrysmod.vpk to fallbacks.vpk ( HLS gibs, Alyx Gun epsodic sounds )
* Removed soundscapes from fallbacks, they are all shipped in garrysmod.vpk now
* Added 6 missing silkicons
* Added cfg/mapcycle.txt to stop invalid map version spam
Today:
* Updated Steamworks API to latest version
* Got rid of unnecessary Steam.dll dependency
* Added -noworkshop command line parameter
* Added possible ragdoll related physics crash prevention/fix
* Added support for Steam game server accounts
* Added font name to the "There was an error creating the font!"
* Updated localization files
[/code]
Latest changes since the last changelog. There are some problems with build server AGAIN ( with Bootil this time ), so changes may only arrive on Monday.
There's one problem with Vehicle.IsValid right now, that is that it will return false on valid vehicles until Spawn() has been called on them, due to how Valve did the vehicle stuff. I do not know what do about this yet.
[editline]21st November 2015[/editline]
Of course I urge you to test the shit out these changes when they go live on Dev branch.
[editline]21st November 2015[/editline]
For anyone wondering, the plan for now is to switch to ISteamUGC - allows for unlimited filesize addons, among other neat features and looking into those Awesomium update regressions.
[QUOTE=Robotboy655;49159581][code]
* Improved AI player detection in multiplayer ( It used to detect the last player on server, not properly detects the closest one )
* Added Vehicle.IsValid - returns whether the actual VEHICLE is valid or not
* Added Vehicle.SetPos( vector ) - Actually working SetPos for vehicles
* Updated internal Get_Vehicle to not let through invalid vehicles
* Fixed unhandled usermessage 21
* Updated propdata.txt to contain Episodic stuff
* Moved some files from garrysmod.vpk to fallbacks.vpk ( HLS gibs, Alyx Gun epsodic sounds )
* Removed soundscapes from fallbacks, they are all shipped in garrysmod.vpk now
* Added 6 missing silkicons
* Added cfg/mapcycle.txt to stop invalid map version spam
Today:
* Updated Steamworks API to latest version
* Got rid of unnecessary Steam.dll dependency
* Added -noworkshop command line parameter
* Added possible ragdoll related physics crash prevention/fix
* Added support for Steam game server accounts
* Added font name to the "There was an error creating the font!"
* Updated localization files
[/code]
Latest changes since the last changelog. There are some problems with build server AGAIN ( with Bootil this time ), so changes may only arrive on Monday.
There's one problem with Vehicle.IsValid right now, that is that it will return false on valid vehicles until Spawn() has been called on them, due to how Valve did the vehicle stuff. I do not know what do about this yet.
[editline]21st November 2015[/editline]
Of course I urge you to test the shit out these changes when they go live on Dev branch.
[editline]21st November 2015[/editline]
For anyone wondering, the plan for now is to switch to ISteamUGC - allows for unlimited filesize addons, among other neat features and looking into those Awesomium update regressions.[/QUOTE]
Cool update, will check it out when available
[QUOTE=Robotboy655;49159581]magic[/QUOTE]
What are the chances that this SetPos stuff allows vehicles to be parented to entities?
(I ask because of things like putting vehicles on lifts, etc.)
[quote][code]* Added possible ragdoll related physics crash prevention/fix[/code][/quote]
What did you do if I might ask?
[QUOTE=code_gs;49160170]What did you do if I might ask?[/QUOTE]
I doubt it will help with those TTT crashes if you are wondering.
I just make sure it doesn't try to call functions on a newly created physics object without checking it if exists first ( on the client ).
[QUOTE=Zeh Matt;49052552]Robotboy, could you also include those fixes:
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/beaae8ac45a2f322a792404092d4482065bef7ef#diff-79e12d47696af8b174ac15172f1c1c7eR2017[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/beaae8ac45a2f322a792404092d4482065bef7ef#diff-5c365921088b072bc0785657322a749cL897[/URL]
Edit: To clarify, I'm not speaking about the entire changeset just the specific lines to fix the weird view while jump ducking, it also fixes the prediction issue which Robotboy has not yet managed to correctly fix.[/QUOTE]
So RobotBoy, what about this? Its fairly simple to get it in and would finally remove the weird duck-jumping view issue.
[QUOTE=Zeh Matt;49160687]So RobotBoy, what about this? Its fairly simple to get it in and would finally remove the weird duck-jumping view issue.[/QUOTE]
I do not see any differences with that applied or without it. What "weird duck-jumping view issue"?
[QUOTE=Robotboy655;49159581]-Awesome Stuff-[/QUOTE]
I love you
[QUOTE=Robotboy655;49159581]unlimited filesize addons[/QUOTE]
This is just, amazing. Thank you so, so much for putting this in the pipeline!
This, coupled with the previous issue of particles, has completely fixed my main issues I've had with Gmod and my maps.
Seriously, my hat goes off to you. I hope the latest branch also fixes my unique problem of downloading addons in dev mode. Still not sure what's going on there.
Any idea what sorta timerange this new unlimited-filesize system would be added?
[code]
* Fixed yet another security exploit ( Thanks Python1320 )
* Fixed scripted entity names being restricted to 32 characters. ( Now restricted to 64 )[/code]
Midnight special I guess.
[QUOTE=kizzycocoa;49161395]This is just, amazing. Thank you so, so much for putting this in the pipeline!
This, coupled with the previous issue of particles, has completely fixed my main issues I've had with Gmod and my maps.
Seriously, my hat goes off to you. I hope the latest branch also fixes my unique problem of downloading addons in dev mode. Still not sure what's going on there.
Any idea what sorta timerange this new unlimited-filesize system would be added?[/QUOTE]
I hope to get new addon system by the end of the year ( and get the update out ), if not, then by January 2016.
The workshop problems are solely on your side, so nothing would change with any updates. Verify the game, reinstall Steam if need be, etc. Try other games with workshop or non-Dev branch.
Hows that new addon system gonna be?
Never heard of it
[QUOTE=Robotboy655;49160964]I do not see any differences with that applied or without it. What "weird duck-jumping view issue"?[/QUOTE]
I believe he means the thirdperson/outside view mid-air crouch jump.
[QUOTE=code_gs;49161487]I believe he means the thirdperson/outside view mid-air crouch jump.[/QUOTE]
Those two pieces of code do not fix it.
[editline]22nd November 2015[/editline]
I doubt it is fixable, the way I see it you can only fix it by breaking the crouch jump mechanics.
[editline]22nd November 2015[/editline]
[QUOTE=geferon;49161485]Hows that new addon system gonna be?
Never heard of it[/QUOTE]
Chances are nothing for end user or content creators will change.
But you would be able create and update addons using SteamCMD, so there's that. And I am pretty sure it also means delta updates. And most definitely progress bars where they are not currently possible.
I am still considering whether I want to change the workshop addon format from .gma to something else, or maybe just have them as folders since the new API does not force us to use a single file.
[QUOTE=Robotboy655;49161547]Those two pieces of code do not fix it.
[editline]22nd November 2015[/editline]
I doubt it is fixable, the way I see it you can only fix it by breaking the crouch jump mechanics.[/QUOTE]
I'm certain I have it fixed in my project, eventually there was something else I merged, will look into it.
Edit: Works as intented, are you sure you didn't just test this with a listenserver? The effect is better visible with a ping of 80+ and jump + ducking like crazy.
Also the Source SDK 2013 has a bunch of fixes you should include, even if you don't see any effect theres a good reason its included, also the comment on the code pretty much states the purpose.
Few useful fixes you probably don't have included:
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/55ed12f8d1eb6887d348be03aee5573d44177ffb#diff-8707aae3649a6176210ec5efd29f1b8fL1867[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/53e78c503e6e9c7d15e2eefc480755fe37dd7077#diff-6307607afd3d5914d0a1eb05d5102653L172[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/55ed12f8d1eb6887d348be03aee5573d44177ffb#diff-97b3184868edfb5cc3581654680d7ab7L1678[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/53e78c503e6e9c7d15e2eefc480755fe37dd7077#diff-1efc3b8932a02893d1fde05e8ccb6e13L106[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/30064a19770809fbb25f5f19a11389812c7f22a9[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/55ed12f8d1eb6887d348be03aee5573d44177ffb#diff-cf08a2358a6118f1a376a96976cbaafcL100[/URL]
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/53e78c503e6e9c7d15e2eefc480755fe37dd7077#diff-7cef0db08f29190f57536b1b38179ea0L49[/URL]
Edit 2:
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/55ed12f8d1eb6887d348be03aee5573d44177ffb#diff-dc9ff56b595c7867b3397b3b702c3240R377[/URL] (Include this at least, fixes Alyx scene not playing with her father in the control room)
Edit 3:
[URL]https://github.com/ValveSoftware/source-sdk-2013/commit/53e78c503e6e9c7d15e2eefc480755fe37dd7077#diff-c906ecc6cf5963b6e58e2a0387a18c8dL934[/URL] (This probably solves some of the prediction issues, using ints for floats never works well)
[QUOTE=Robotboy655;49161547]I am still considering whether I want to change the workshop addon format from .gma to something else, or maybe just have them as folders since the new API does not force us to use a single file.[/QUOTE]
Compress the hell out of them with LZMA2 (dat 7z lyph). (Not sure what is being done currently)
:snip:
I shouldn't talk about things I don't know about
does this mean not having to download the whole file if 1 material has changed?
-wrong thread-
[QUOTE=Robotboy655;49161547]I am still considering whether I want to change the workshop addon format from .gma to something else, or maybe just have them as folders since the new API does not force us to use a single file.[/QUOTE]
You might have to switch to plain folders to have delta updates? I'm not sure if it supports compression formats or not. Might be worth checking.
Would mean an increase in initial download size though.
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