• Next Update v3 - Latest update is live
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I am pretty sure Steam automatically compresses files, at least for download. Currently addons are being compressed before they are uploaded and decompressed when they are downloaded, and it's pain in the ass, at least in my view. I will obviously do some tests on this stuff before making a decision. I've also heard that downloaded addons are not placed into a custom folder, but rather someplace in steamapps/
[QUOTE=Robotboy655;49161450]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.[/QUOTE] That sounds great! So happy this is coming, I really am :smile: Well, the addons work in normal Gmod, and not in the dev branch. The game verified properly. I fear losing data, so I don't want to reinstall Steam. On this end, workshop issues are unique to Gmod's dev branch out of all other games with workshop support. Prison architect and Portal 2 still work fine, as well. Still, I can't wait until the update ia pushed to the main branch! If I could request a feature, we have a server-based auto-download-addon command, "resource.AddWorkshop". Could we also have one for the client? while I'm over the moon that I don't need to use 5+ content packs, I'd still like there to be one content pack, to cut down space for multiple maps that use the same custom content! I'd be much happier to have it auto-download when people download my addon, rather than include most of the files in each project, as they recur a fair bit! I find that several people don't realise there are required files for my maps with the current way required files work for clients, and I'd love for their clients to just automatically see that there is a required addon, and download it automatically!
[QUOTE=kizzycocoa;49165166]If I could request a feature, we have a server-based auto-download-addon command, "resource.AddWorkshop". Could we also have one for the client? while I'm over the moon that I don't need to use 5+ content packs, I'd still like there to be one content pack, to cut down space for multiple maps that use the same custom content! I'd be much happier to have it auto-download when people download my addon, rather than include most of the files in each project, as they recur a fair bit! I find that several people don't realise there are required files for my maps with the current way required files work for clients, and I'd love for their clients to just automatically see that there is a required addon, and download it automatically![/QUOTE] Just use the "This item requires these addons" thingy on Steam workshop?
I think this may have been already suggested but can there be something to hide engine errors? It's quite annoying with maps that spam vertex errors and such. Modules like gm_enginespew don't seem to work anymore either...
[QUOTE=Robotboy655;49166132]Just use the "This item requires these addons" thingy on Steam workshop?[/QUOTE] I have, and people still wonder why all the textures/models are missing. I've answered several comments on it so far. But those are the people who took the time to tell me about their issues, so I'm certain a lot of others simply see it's broken and unsubscribe.
Apparently there was a ~2mb update around 10pm EST that I updated my dev server to and now we get this crash: [code]Auto detecting CPU Using default binary: ./srcds_linux Enabling debug mode Server will auto-restart if there is a crash. WARNING: Failed to locate steam binary. WARNING: Could not locate steam binary:, ignoring. Adding Path: [/home/mountablegames/css/cstrike] FIND [/home/mountablegames/css/cstrike/*.vpk] ADDING [/home/mountablegames/css/cstrike/cstrike_pak_000.vpk] Adding Path: [/home/mountablegames/tf2/tf] FIND [/home/mountablegames/tf2/tf/*.vpk] ADDING [/home/mountablegames/tf2/tf/tf2_misc_000.vpk] ADDING [/home/mountablegames/tf2/tf/tf2_scripts_000.vpk] ADDING [/home/mountablegames/tf2/tf/tf2_sound_misc_000.vpk] ADDING [/home/mountablegames/tf2/tf/tf2_sound_vo_english_000.vpk] ADDING [/home/mountablegames/tf2/tf/tf2_textures_000.vpk] Adding Path: [/home/mountablegames/dod/dod] FIND [/home/mountablegames/dod/dod/*.vpk] ADDING [/home/mountablegames/dod/dod/dod_pak_000.vpk] Adding Path: [/home/mountablegames/hl2mp/hl2mp] FIND [/home/mountablegames/hl2mp/hl2mp/*.vpk] ADDING [/home/mountablegames/hl2mp/hl2mp/hl2mp_pak_000.vpk] Adding Path: [/home/mountablegames/episodic/episodic] FIND [/home/mountablegames/episodic/episodic/*.vpk] ADDING [/home/mountablegames/episodic/episodic/ep1_pak_000.vpk] Adding Path: [/home/mountablegames/ep2/ep2] FIND [/home/mountablegames/ep2/ep2/*.vpk] ADDING [/home/mountablegames/ep2/ep2/ep2_pak_000.vpk] Adding Path: [/home/mountablegames/portal/portal] FIND [/home/mountablegames/portal/portal/*.vpk] ADDING [/home/mountablegames/portal/portal/portal_pak_000.vpk] Couldn't load shader dll: game_shader_generic_garrysmod_srv.soConVarRef mat_dxlevel doesn't point to an existing ConVar Game_srv.so loaded for "Garry's Mod" Setting breakpad minidump AppID = 4000 Initializing Steam libraries for secure Internet server [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. No account token specified; logging into anonymous game server account. (Use sv_setsteamaccount to login to a persistent account.) Couldn't locate library [lua_shared_srv] or couldn't find module [LUASHARED003] Could not find steamerrorreporter binary. Any minidumps will be uploaded in-processCouldn't Load Library 'lua_shared_srv' (looking for interface LUASHARED003) Couldn't Load Library 'lua_shared_srv' (looking for interface LUASHARED003)Couldn't Load Library 'lua_shared_srv' (looking for interface LUASHARED003) ./srcds_run: line 372: 31892 Segmentation fault (core dumped) $HL_CMD BFD: Warning: /home/tcagame/development/8/core is truncated: expected core file size >= 276045824, found: 1273856. Cannot access memory at address 0xf776391c Cannot access memory at address 0xf7763918 Failed to read a valid object file image from memory. Cannot access memory at address 0xf776391c Cannot access memory at address 0xf7763918 debug.cmds:5: Error in sourced command file: No function contains program counter for selected frame. email debug.log to linux@valvesoftware.com Mon 23 Nov 00:42:50 EST 2015: Server restart in 10 seconds Mon 23 Nov 00:42:58 EST 2015: Server Quit[/code] [URL="https://www.areangaming.com/repo/debug.log"]debug.log[/URL] [editline]23rd November 2015[/editline] Yes, I did a validate, and I even went from scratch.
[QUOTE=Revenge282;49169052]Apparently there was a ~2mb update around 10pm EST that I updated my dev server to and now we get this crash: ---snip--- [URL="https://www.areangaming.com/repo/debug.log"]debug.log[/URL] [editline]23rd November 2015[/editline] Yes, I did a validate, and I even went from scratch.[/QUOTE] [code]LD_DEBUG=libs LD_LIBRARY_PATH=bin:.:garrysmod/bin ./srcds_linux -game garrysmod +map gm_flatgrass[/code] EDIT: Try copying [URL="http://g2.metastruct.org:20080/libsteam.so"]this [/URL]to srcds/bin/ overwriting existing.
Should be fixed on dev now. You no longer need libsteam.so Edit: I forgot to unlink libsteam.so on linux, fix incoming soon enough.
[QUOTE=Robotboy655;49178179]Should be fixed on dev now. You no longer need libsteam.so Edit: I forgot to unlink libsteam.so on linux, fix incoming soon enough.[/QUOTE] Confirmed
[QUOTE=kizzycocoa;49165166]If I could request a feature, we have a server-based auto-download-addon command, "resource.AddWorkshop". Could we also have one for the client?[/QUOTE] I would also definitely like this, so that players can connect to the server relatively quickly, then decide if they want to download the extra content without subscribing to a workshop collection, which would require a restart.
[QUOTE=Stardust342;49182463]I would also definitely like this, so that players can connect to the server relatively quickly, then decide if they want to download the extra content without subscribing to a workshop collection, which would require a restart.[/QUOTE] Not going to happen for obvious reasons of being too easily abusable. The same reason why you don't have steamworks.Subscribe on client.
[code] Folder addons FOR: * Fixes workshop fonts * Do not have to uncompress * Downloads addons outside of the game * All downloaded addons are most likely stored in the same place > workshopDL will not create extra .gma's in a separate folder * delta updates? * each addon can have meta data stored on Steam -> no need to download the addon itself to access it - What can we use this for? AGAINST: * Have to implement it * Have to take into account .gma addons too at the same time * It is naturally slower than one file addons -> add autogenerated filelist.txt to avoid having to recursively scan all of the files?[/code] Here's my "fors" and "againsts" on switcing workshop addon format to folders. Any ideas/input?
what is the deal with fonts downloaded through the workshop, in the first place?
[QUOTE=cynaraos;49184003]what is the deal with fonts downloaded through the workshop, in the first place?[/QUOTE] Windows cannot load fonts from memory, only from actual files. That's why they are never stored in .vpks.
[QUOTE=Robotboy655;49183994][code] Folder addons FOR: * Fixes workshop fonts * Do not have to uncompress * Downloads addons outside of the game * All downloaded addons are most likely stored in the same place > workshopDL will not create extra .gma's in a separate folder * delta updates? * each addon can have meta data stored on Steam -> no need to download the addon itself to access it - What can we use this for? AGAINST: * Have to implement it * Have to take into account .gma addons too at the same time * It is naturally slower than one file addons -> add autogenerated filelist.txt to avoid having to recursively scan all of the files?[/code] Here's my "fors" and "againsts" on switcing workshop addon format to folders. Any ideas/input?[/QUOTE] [code] FOR: * Serverside downloads shouldn't fuck up at all since there's a proper download function that doesn't involve the http hacks we're using right now. AGAINST: * Transition might not be as smooth, we need some time to properly warn people about the switch. [/code]
[QUOTE=Robotboy655;49184016]Windows cannot load fonts from memory, only from actual files. That's why they are never stored in .vpks.[/QUOTE] I'm 100% sure fonts used to work with the workshop but stopped working after an update, why not scanning each addons and if there is a font in it, extract it in the font folder ? Or create a temp folder...
[QUOTE=ExtReMLapin;49184090]I'm 100% sure fonts used to work with the workshop but stopped working after an update, why not scanning each addons and if there is a font in it, extract it in the font folder ? Or create a temp folder...[/QUOTE] Why add shitty workarounds when we can have a proper solution by switching to folder addons? [editline]25th November 2015[/editline] [QUOTE=Robotboy655;49183994][code] Folder addons FOR: * Fixes workshop fonts * Do not have to uncompress * Downloads addons outside of the game * All downloaded addons are most likely stored in the same place > workshopDL will not create extra .gma's in a separate folder * delta updates? * each addon can have meta data stored on Steam -> no need to download the addon itself to access it - What can we use this for? AGAINST: * Have to implement it * Have to take into account .gma addons too at the same time * It is naturally slower than one file addons -> add autogenerated filelist.txt to avoid having to recursively scan all of the files? * Larger file size -> More to download/upload[/code] Here's my "fors" and "againsts" on switcing workshop addon format to folders. Any ideas/input?[/QUOTE]
idk, it's a temp fix if you don't have time to re-write the addon system.
[QUOTE=Robotboy655;49183994][code] Folder addons FOR: * Fixes workshop fonts * Do not have to uncompress * Downloads addons outside of the game * All downloaded addons are most likely stored in the same place > workshopDL will not create extra .gma's in a separate folder * delta updates? * each addon can have meta data stored on Steam -> no need to download the addon itself to access it - What can we use this for? AGAINST: * Have to implement it * Have to take into account .gma addons too at the same time * It is naturally slower than one file addons -> add autogenerated filelist.txt to avoid having to recursively scan all of the files?[/code] Here's my "fors" and "againsts" on switcing workshop addon format to folders. Any ideas/input?[/QUOTE] I'm concerned about access and loading times with folder addons. Wasn't a big deal about packed addons that the game could load the content faster because it didn't have to have the overhead of reading from the operating system?
I'm for the idea of just keeping our .gma thing we have now, seeing if we can up the compression for download reasons, and then just extract them after they are downloaded. Delete the .gma after and just leave it to the folder setup. This way we still get decent downloads on larger addons, as well as easier accessibility to the addon itself. (and fonts) Uncompressing once would also probably help load times a big bit as well, not having to do it each time. The only downside is that addons will take up more space?
[QUOTE=Noi;49184944]I would love to have FreeType rendering on all platforms, so cyrillic fonts can finally be fixed.[/QUOTE] I just wish my servers didn't look like utter shit on OSX and Linux.
[QUOTE=Revenge282;49185018]I'm for the idea of just keeping our .gma thing we have now, seeing if we can up the compression for download reasons, and then just extract them after they are downloaded. Delete the .gma after and just leave it to the folder setup. This way we still get decent downloads on larger addons, as well as easier accessibility to the addon itself. (and fonts) Uncompressing once would also probably help load times a big bit as well, not having to do it each time. The only downside is that addons will take up more space?[/QUOTE] That's pretty much exactly what it currently does, except it doesn't uncompress into folders, but into .gma's. It already uses maximum compression.
To be honest, I like the .gma system. It's simple and fluent for most people. I have never had any problems with it.
[QUOTE=Robotboy655;49183994][code] Folder addons FOR: * Fixes workshop fonts * Do not have to uncompress * Downloads addons outside of the game * All downloaded addons are most likely stored in the same place > workshopDL will not create extra .gma's in a separate folder * delta updates? * each addon can have meta data stored on Steam -> no need to download the addon itself to access it - What can we use this for? AGAINST: * Have to implement it * Have to take into account .gma addons too at the same time * It is naturally slower than one file addons -> add autogenerated filelist.txt to avoid having to recursively scan all of the files?[/code] Here's my "fors" and "againsts" on switcing workshop addon format to folders. Any ideas/input?[/QUOTE] Do it. Delta updates and fixing workshop fonts is well worth the time to implement it and slightly longer loading times.
[QUOTE=Joeyl10;49185114]Do it. Delta updates and fixing workshop fonts is well worth the time to implement it and slightly longer loading times.[/QUOTE] Delta updates would be great too.
[code] VB2Q8 K13B2 AE8EB 042C1 LWXX7 E598F ULPEP 067D7 EA777 YAEEF [/code] I love you all, have a key! Solve the puzzle for no fee! Your only hint is: [code] aaaaa-bbbbb-ccccc [/code] [editline]a[/editline] It has been solved!
[QUOTE=MeepDarknessM;49185272][code] VB2Q8 K13B2 AE8EB 042C1 LWXX7 E598F ULPEP 067D7 EA777 YAEEF [/code] I love you all, have a key! Solve the puzzle for no fee! Your only hint is: [code] aaaaa-bbbbb-ccccc [/code] [editline]a[/editline] It has been solved![/QUOTE] wat? What game was that for?
[QUOTE=geferon;49185898]wat? What game was that for?[/QUOTE] badrats :v:
[QUOTE=Zeh Matt;49161586]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] All of that and a bunch more is also included btw
[QUOTE=Robotboy655;49185051]That's pretty much exactly what it currently does, except it doesn't uncompress into folders, but into .gma's. It already uses maximum compression.[/QUOTE] Well if we uncompressed them into folders, and still kept the .gma soley for compression. Best of both worlds? (Workshop doesn't compress files, correct? That is up to the game?) Edit: [I]Can anyone explain why this is a bad idea?[/I]
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