• Next Update v3 - Latest update is live
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[QUOTE=Robotboy655;49187048]All of that and a bunch more is also included btw[/QUOTE] Thank you.
The 3D option for sound.PlayFile does not seem to work on sounds that aren't in the game by default. The sounds play normally as they should through console or EmitSound, and using sound.PlayFile without the 3D parameter works fine, but adding the 3D parameter will cause the sound to not play. (Yes I am setting the sound's position.)
[QUOTE=Z0mb1n3;49194393]The 3D option for sound.PlayFile does not seem to work on sounds that aren't in the game by default. The sounds play normally as they should through console or EmitSound, and using sound.PlayFile without the 3D parameter works fine, but adding the 3D parameter will cause the sound to not play. (Yes I am setting the sound's position.)[/QUOTE] This works with sound.PlayURL, never tried with PlayFile though.
[QUOTE=Z0mb1n3;49194393]The 3D option for sound.PlayFile does not seem to work on sounds that aren't in the game by default. The sounds play normally as they should through console or EmitSound, and using sound.PlayFile without the 3D parameter works fine, but adding the 3D parameter will cause the sound to not play. (Yes I am setting the sound's position.)[/QUOTE] Already reported [url]https://github.com/Facepunch/garrysmod-issues/issues/1752[/url]
In some cases Bass refuses to play in 3D with error code -1 when the format is like AAC or MPEG4. That's not a problem GMod could fix, as it is a problem in Bass itself. Maybe it's something related.
Fix it Robonigger fix it! [highlight](User was permabanned for this post ("fixed" - Robotboy655))[/highlight]
[code] - Fixed Player:GetEyeTrace() not working correctly with lag compensation - Moved GetConVarNumber and GetConVarString to Lua for better performance - Ground speed for NPCs now takes model scale into account - Fixed prediction errors when walking or attempting to sprint while crouched - Slightly improved player movement on moving props so they are less likely to be ejected - Fixed particle systems not obeying some attach types correctly - Fixed scenes not playing in some cases - Fixed some issues with player movement prediction [/code] Kilburn is finally back after like half a year with some changes!
It's been a long time _Kilburn. How have you been?
[QUOTE=YourStalker;49206253]It's been a long time _Kilburn. How have you been?[/QUOTE] [IMG]http://i1.theportalwiki.net/img/thumb/7/79/GLaDOS_P2.png/400px-GLaDOS_P2.png[/IMG] ?? [editline]29th November 2015[/editline] also hi _kilburn welcome back
[QUOTE=Robotboy655;49206231][code] - Fixed Player:GetEyeTrace() not working correctly with lag compensation - Moved GetConVarNumber and GetConVarString to Lua for better performance - Ground speed for NPCs now takes model scale into account - Fixed prediction errors when walking or attempting to sprint while crouched - Slightly improved player movement on moving props so they are less likely to be ejected - Fixed particle systems not obeying some attach types correctly - Fixed scenes not playing in some cases - Fixed some issues with player movement prediction [/code] Kilburn is finally back after like half a year with some changes![/QUOTE] These are literally some of the greatest updates I've seen since GM13 fucked up all of the player movement.
sound.PlayURL can not play AAC in 3d mode, however it can play AAC fine in 2d. This wasn't broken in the past, why has it suddenly broken now? Please update / fix bass, as AAC codec is freely available alongside bass.
Is it possible to make awesonium listen to the volume cvar? I don't use volume mixer for gmod so I have volume set at 0.2, but whenever I do anything with awseonium my ears bleed from the extra volume.
So walking on props such as the hanging cars on d1_town_01 has certainly improved its still throwing plenty prediction errors but I suppose it can't be helped because Source Engine is what it is. So thanks for that!
[QUOTE=Noi;49215300]Can we just have codecs for everything popular right now? Like this now [url]http://www.youtube.com/html5[/url] ? Flash really sucks ass these days, same with awesomium.[/QUOTE] Perhaps if I rephrased your statement, you'll understand the true problem of your request: "Can we just integrate everything?"
Let's just crowdfund to get rid of Awesomium and replace it with coherent UI [editline]1st December 2015[/editline] No excuses!
i'd throw in a few shekels
So, I went and started porting dedicated server workshop stuff to ISteamUGC and then I found out that dedicated server downloading ( ISteamUGC->DownloadItem ) doesn't support ISteamRemoteStorage addons. Time well wasted. Now I have to either only use old system, use both systems depending on what addon type it is, or break every existing addon for dedicated servers, which is obviously not a good idea. Thanks Valve. :suicide:
[QUOTE=Robotboy655;49222896]So, I went and started porting dedicated server workshop stuff to ISteamUGC and then I found out that dedicated server downloading ( ISteamUGC->DownloadItem ) doesn't support ISteamRemoteStorage addons. Time well wasted. Now I have to either only use old system, use both systems depending on what addon type it is, or break every existing addon for dedicated servers, which is obviously not a good idea. Thanks Valve. :suicide:[/QUOTE] Break things to improve things. Keep content developers on their toes and phase out the unmaintained work.
And ISteamUGC->GetItemDownloadInfo() is also not supported on game servers, amazing.
[QUOTE=Revenge282;49223037]Break things to improve things. Keep content developers on their toes and phase out the unmaintained work.[/QUOTE] You say this, but you don't consider how largely this would affect server owners as well. If anything, after breaking almost every server currently running, the Workshop would proceed to be flooded with even more repacks and reuploads by server owners who want to keep using the content. Not to mention the needless amount of bitching being directed at the addon developers, and even at Robotboy and Kilburn for a, and I hate to say this, justified reason. Breaking everything has a lot more repercussions than you think.
Is there a way to use both at first, and have any new uploads and updates use the new system and encourage everyone to update their addons? If not then maybe an unfortunate but nesessary workshop wipe is in order. With due warning of course [editline]1st December 2015[/editline] If you can upload/update to the new system but keep the same workshop ID that would be ideal
If this is the system that everyone said that it will bring unlimited file limit for addon sizes, then I think it's worth it.
Just use both systems and deprecate one for future removal when everyone has had adequate time to port their addons over. [editline]2nd December 2015[/editline] Or keep both; I'm not sure about the consequences to that.
If we really need to go the route of converting everything to ISteamUGC, we need to give people ample warning ( I'm not specifically talking about the folder stuff, just the new API ) that addons need to be updated. And if I read this correctly, [quote] Q: Is it possible to update an item published using ISteamRemoteStorage with ISteamUGC? Yes, however once updated to ISteamUGC, the ISteamRemoteStorage API will no longer work with that workshop item. [/quote] it means that we can have some kind of automated process on the client gmod ( of the owner of that workshop item ) that updates the addon to ISteamUGC, [B]however[/B] the wiki does not specify what kind of update it needs to finally be marked as an ISteamUGC addon. For all we know even updating the small thumbnail of the workshop item might count as "updating" it, it might be worth a shot. [editline][/editline] Of course my speculation is just an IF, we don't really want to cause a massive shitstorm of stuff breaking, so compatibility is needed.
I doubt that changing the icon would update the file system and location of the upload. If it was that easy it could be done with the push of a button. Can Robotboy or Garry contact Valve to see if they have anyway to switch it over automatically on their end? If they could it would probably just move the .gma files over and then garrys mod would just have to look for the workshop files using the new method and then users could upload new addons via gma or the folder system [editline]2nd December 2015[/editline] But I'm just talking out of my ass as I know pretty much nothing on how any of it actually works
[QUOTE=highvoltage;49227383]I doubt that changing the icon would update the file system and location of the upload. If it was that easy it could be done with the push of a button. Can Robotboy or Garry contact Valve to see if they have anyway to switch it over automatically on their end? If they could it would probably just move the .gma files over and then garrys mod would just have to look for the workshop files using the new method and then users could upload new addons via gma or the folder system [editline]2nd December 2015[/editline] But I'm just talking out of my ass as I know pretty much nothing on how any of it actually works[/QUOTE] Rule of thumb: Valve does not care about your shit.
[code] * Fixed yet another DDoS exploit ( Thanks Ley ) * Fixed a client crash issue with some crap ragdoll models ( unreasonable position ) * Fixed a movement issue introduced by the previous change to player movement on moving props * Moved some steamworks.* Lua functions to ISteamUGC [/code] Latest changes since last post.
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Did you try to join a non Dev server from Dev?
[QUOTE=Robotboy655;49228755]Did you try to join a non Dev server from Dev?[/QUOTE] Nope, this was non Dev on non Dev
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