While I can appreciate the bugfixes and some of the changes, I think the focus on development should be not be towords different types of addons. While I think it's great to look ahead for the future, we should try fixing the shit that's been broken the longest first.
For example
[url=https://facepunch.com/showthread.php?t=1495708]Not even Adobe supports Flash on websites anymore[/url]
Hint, hint die awesomium.
[editline]2nd December 2015[/editline]
[quote=http://coherent-labs.com/buy-coherent-ui/]
* Title budget < $500K
* End-user product
* Fixed license agreement
[/quote]
Does GMod reach this restrictions? We could raise $4000 for a license + 1 year of premium support.
[editline]2nd December 2015[/editline]
I'm pretty sure with the premium support, you'll get spoonfed on how to replace awsomemium with it.
Rust runs unity, they don't have the license for other engines.
[QUOTE=Robotboy655;49228514][code]
* Fixed yet another DDoS exploit ( Thanks Ley )
[/code]
[/QUOTE]
May I ask which one?
[QUOTE=Stardust342;49233302]May I ask which one?[/QUOTE]
Ask again after the update is actually released.
[QUOTE=Stardust342;49233302]May I ask which one?[/QUOTE]
Why don't you pm Robotboy the rest you seem to know
[QUOTE=Bo98;49234300]Ask again after the update is actually released.[/QUOTE]
It's not like there isn't multiple well known DoS exploits that have been in the game for years. [DEL]I don't see any harm in saying which one it is.[/DEL]
[editline]ok[/editline]
Nevermind.
Would it be possible to add back parallax mapping support as it was in one engine version if i remember correctly
More progress on ISteamUGC.
I found a few more problems with it not properly supporting old addons, which is a HUGE pain the ass.
I finished porting over the downloading system to ISteamUGC on the client.
Mounting/extracting old addons is also finished.
Bad news:
Lack of downloading progress bar for legacy items only. This is a problem with Steam API.
I am not sure if I will add support for old system just for the progress bar when subscribing to an item while in-game, which I don't want to do.
Unfortunately, due to manual compression it also means that all old addons use more space ( compressed version on Steam + uncompressed version in addons/ ). I do not know if the old system kept cache of all addons, but the new system does.
It also worries me that some people might keep using the old gmpublish.exe placed on their desktop or some shit, which means some people will try to upload the addons with old system, which as far as I am aware will still work.
Good news:
ISteamUGC appears to have crazy compression. And it's smooth as fuck.
For example, this addon ( as a folder here )
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=566913409[/url] ( 35MB on Steam )
which is a carbon copy of this addon:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=111412589[/url] ( 11MB on Steam )
With ISteamUGC, it only downloads 3MB and extracts automatically into the 35MB on client. ( steamapps/workshop folder )
[t]http://i.imgur.com/Mdv86Vb.png[/t]
With old system we would need to manually download 11MB only when in game, extract it manually and copy it over to addons/.
The new system also properly reflects the actual addon size on your disk, as opposed to old system, where the addons show the compressed size.
New system removes unsubbed addons automatically after exiting the game. ( Not from addons/ )
It downloads & extracts addons automatically when you are not in the game.
Unsubscribing and immediately subscribing to a new system addon will not redownload it again, it will simply just mount it. With old addons, it will extract it again.
With the new system, all addons will be stored in steamapps/workshop folder, NOT in your addons folder. I am not sure if this is good or bad.
I still haven't decided on uncompressed .gma vs folder addons for new system, but we are most definitely dropping manual compression when uploading addons.
[QUOTE=Robotboy655;49252454]More progress on ISteamUGC.[/QUOTE]
Is it right, that ISteamUGC is faster than FastDL, because of the huge compression?
[QUOTE=P4sca1;49252563]Is it right, that ISteamUGC is faster than FastDL, because of the huge compression?[/QUOTE]
You are talking about two different things.
For massive amount of files, workshopDL is faster. For small amounts of file, it probably isn't.
[QUOTE=Robotboy655;49252574]You are talking about two different things.
For massive amount of files, workshopDL is faster. For small amounts of file, it probably isn't.[/QUOTE]
I remember a rule on the steam workshop, saying that you are not allowed to upload material/model packs to it. Is this still not allowed? Because when ISteamUGC is released then I think this would be faster than using FastDL for the server downloads.
Could we get a hook which determines whether to render a player being spectated with OBS_MODE_IN_EYE, as an extension of ShouldDrawLocalPlayer? Would be nice for some spectator functionality I'm working on.
[QUOTE=DarthTealc;49254433]Personally I'd really like them to be in the Gmod addons folder, but if that's not possible could you have a shortcut to the workshop folder (workshop\content\4000 I assume) in the addons folder?[/QUOTE]
That's how ISteamUGC items work, there's no way around it. You can add a shortcut to the actual addon storage if it bothers you that much.
I can only add a way to change the place the steam cache (this includes everything, not just the addons themselves) is stored on dedicated servers, but not on client.
[editline]6th December 2015[/editline]
[code]
* Added SetNW2/GetNW2 functions back for testing purposes
* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
[/code]
If you ip ban a server and they shut it down and another one used that IP, are they basically screwed?
"naughty server"?
[QUOTE=Exho;49255299]If you ip ban a server and they shut it down and another one used that IP, are they basically screwed?[/QUOTE]
I guess you'd have to request an unban.
[QUOTE=P4sca1;49255349]"naughty server"?[/QUOTE]
Spoofing player counts.
Rubat, do those fixes by any chance fix the delay steam workshop addons give you when connecting?
I mean the checking for update part of the joining a server. The one that takes about 3-10 seconds per addon. (And that one is not really a problem.) And then on a map change it goes over this entire process again.(<- That is a "huge" problem.)
I must say it looks better than I was expecting. If what you are saying is correct, that would be an exciting improvement.
[QUOTE=Noi;49257580]Can I atleast know what timer is running? Debugging gmod is really frustrating.[/QUOTE]
give us the real dump file, then we might be able to help more.
[QUOTE=Noi;49257580]Can I atleast know what timer is running? Debugging gmod is really frustrating.[/QUOTE]
It literally tells you the arguments are a int and 2 strings. Considering the function is called "calltimerfunction", there's a good chance of one of the arguments being the name of the timer, aka, try live debugging
Will this addon updates fix servers not being able to download addons that are more than 100mb?
[QUOTE=YourStalker;49258286]Will this addon updates fix servers not being able to download addons that are more than 100mb?[/QUOTE]
There's no limit on ISteamUGC addons. The download limit on srcds currently is 64MB, not 100MB, due to Valve's HTTP SteamAPI requiring streaming to download more than 64MB.
I don't see any reason trying to implement streaming, even though it shouldn't be hard, I'd rather have this problem as a "motivator" to use the new API.
Currently though, there's a huge problem with downloading ISteamUGC addons on srcds - the downloads apparently time out every single time after downloading like 11 files.
EDIT:
Motivator for other people*
[QUOTE=Robotboy655;49258356]There's no limit on ISteamUGC addons. The download limit on srcds currently is 64MB, not 100MB, due to Valve's HTTP SteamAPI requiring streaming to download more than 64MB.
I don't see any reason trying to implement streaming, even though it shouldn't be hard, I'd rather have this problem as a "motivator" to use the new API.
Currently though, there's a huge problem with downloading ISteamUGC addons on srcds - the downloads apparently time out every single time after downloading like 11 files.[/QUOTE]
Is the numerous amount if issues involved with awesomeonium a motivator to replace it with something like coherent UI?
[QUOTE=Robotboy655;49254994]
[code]
* Added SetNW2/GetNW2 functions back for testing purposes
[/code][/QUOTE]
yay they're not gone forever :joy:
I have a few ideas why the new nwvars were desyncing, I'll have a whack at testing them when I get the time.
-snip i'm retarded-
edit: After a little bit of testing I can't say I've seen any desyncs even when I spam the fuck out of the nwvars. No matter what I do they stay in sync, the only time they're desynced is when they pop out of the player's PVS. The moment you come back into PVS though, they go back to normal. (this is in contrast to the old NWvars that synced no matter what, perhaps people didn't understand this quirk and simply complained for the sake of it?)
[QUOTE=Joeyl10;49260490]the only time they're desynced is when they pop out of the player's PVS. The moment you come back into PVS though, they go back to normal. (this is in contrast to the old NWvars that synced no matter what, perhaps people didn't understand this quirk and simply complained for the sake of it?)[/QUOTE]
Is this intentional? I can see this having some uses.
[QUOTE=meharryp;49260837]Is this intentional? I can see this having some uses.[/QUOTE]
It's the exact same behavior DT vars have. (I think.)
Edit: Nope, the NW2 functions are just as solid as if not better than the old functions for me. I can't replicate any sort of desyncing issues that other people were having besides maybe going out of the PVS the entity is in.
So, _killburn is back, yay, will Multicore support ever see the light of day again, in the future?
Don't get me wrong, take your time, you guys are doing awesome work and we are all tired of people begging for Mc.
I just want to know if I should hope for a "It's done when it's done" or just give up on it.:cry:
[QUOTE=Joeyl10;49260849]It's the exact same behavior DT vars have. (I think.)
Edit: Nope, the NW2 functions are just as solid as if not better than the old functions for me. I can't replicate any sort of desyncing issues that other people were having besides maybe going out of the PVS the entity is in.[/QUOTE]
The main problem with _Kilburn's nwvars was the crashing on dedicated servers :v: (mostly linux if I recall), which is a pain in the ass to debug according to him.
(Also people would whine because their scripts were giving wrong arguments to the functions and expect them to work anyway)
[QUOTE=Jvs;49263811](Also people would whine because their scripts were giving wrong arguments to the functions and expect them to work anyway)[/QUOTE]
what do you mean an entity isn't a string
In the current non-dev gmod version, I'm having issues sometimes with server-side NWVars on player entities when they noclip outside the map. They just become null for no reason even though the value on the client is unchanged. It's very easy to notice because admins will lose all their privileges since their UserGroup becomes empty string (luckily they can use a chat command to rerank themselves). It happens about 3 times per day. Hopefully the new NWVars fix this.
[QUOTE=Jvs;49263811]The main problem with _Kilburn's nwvars was the crashing on dedicated servers :v: (mostly linux if I recall), which is a pain in the ass to debug according to him.
(Also people would whine because their scripts were giving wrong arguments to the functions and expect them to work anyway)[/QUOTE]
Well, that WAS the issue at one point. Issue wound up being that the server was trying to network entities after they were deleted. Then that was fixed and people kept moaning because they were getting desynced, so unless Kilburn did something between then and now I'm kinda lead to believe that it was just the whole PVS deal.
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