[QUOTE=Kogitsune;48670123]Fuck you too!
It's probably someone who got their stuff taken down for putting backdoors in their stuff and are trying a character attack. Or someone who confuses dupes with entities.[/QUOTE]
I also notice that, usually, the only people who complain about updates are those who:
• cannot code
• have tons of scriptfodder addons with lazy developers/the developer hasn't updated them yet
• people who still think Garry is doing all the development for the game
Coding is, at the risk of sounding cliché, like playing with dominoes, so it's understandable when shit breaks.
I love the updates, it means someone still cares about the game enough to withstand the metric-fucktons of complaints about them.
:smile:
[QUOTE=Robotboy655;48668369]Da hotfix is out:
[code]
* Fixed VTF version 7.5 support [/code][/QUOTE]
Thanks for the fix!
Anything change with sounds? Got some players saying that they're hearing zombies, crickets and random stuff on some maps. Like cs_italy which doesn't even have zombies.
[QUOTE=Blasteh;48674144]Anything change with sounds? Got some players saying that they're hearing zombies, crickets and random stuff on some maps. Like cs_italy which doesn't even have zombies.[/QUOTE]
There were some changes to soundscapes, namely all soundscapes should be now consistent between servers and clients, ask your clients to validate their games and make sure your server is all up-to-date and does not contain any edited files in the scripts/ folder.
[t]http://i.imgur.com/G9s7o26.jpg[/t]
[t]http://i.imgur.com/sFkkBgp.jpg[/t]
well something's up with textures after this update still, this is the first sign..
first image is how it was
[QUOTE=Robotboy655;48674217]There were some changes to soundscapes, namely all soundscapes should be now consistent between servers and clients, ask your clients to validate their games and make sure your server is all up-to-date and does not contain any edited files in the scripts/ folder.[/QUOTE]
Just checked, my server installations.. 1 gmod folder has a scripts folder but all my other ones don't.
No idea where that came from, it's dated from June this year.
I'll just remove the folder and see if people still get issues.
[QUOTE=Giraffen93;48674262][t]http://i.imgur.com/G9s7o26.jpg[/t]
[t]http://i.imgur.com/sFkkBgp.jpg[/t]
well something's up with textures after this update still, this is the first sign..
first image is how it was[/QUOTE]
Can you be bothered to at least post the material in question? Preferably with the model.
Thanks Rubat! I was curious as to why vtf 7.5 textures were bugging out in this update. They're fine now!
[QUOTE=Robotboy655;48674320]Can you be bothered to at least post the material in question? Preferably with the model.[/QUOTE]
[url]http://rp.braxnet.org/scr/1442158728685.7z[/url]
i think i got all the files, finding them is a pain in the ass
At least on Linux,
[url]https://github.com/Facepunch/garrysmod-issues/issues/941[/url]
This is still an issue.
[I am testing it on Windows and will update this post...]
If you create a particle emitter, it doesn't go away on Finish()
This is in v. 2013-09-13
Some of the following code could be done better, I know - but without better documentation available or reading the source engine's source code, this will have to do for now:
[code]
function EFFECT:Init(data)
self.data = data
self.particles = 6
self.vOffset = self.data:GetOrigin()
self.vAngle = self.data:GetAngles()
self.forwards = self.data:GetNormal()
end
function EFFECT:Think()
return true
end
function EFFECT.CollideCallback(particle, hitpos, hitnormal)
particle:SetPos(hitpos + (hitnormal * 0.15))
particle:SetVelocity(Vector(0, 0, 0))
particle:SetAngleVelocity(Angle(0, 0, 0))
local ang = hitnormal:Angle()
ang:RotateAroundAxis(hitnormal, particle:GetAngles().y)
particle:SetAngles(ang)
particle:SetGravity(Vector(0, 0, 0))
particle:SetAngles((hitnormal * 0.05):Angle())
particle:SetDieTime(8)
particle:SetStartSize(23)
particle:SetLifeTime(0)
particle:SetStartAlpha(140)
particle:SetEndAlpha(0)
particle:SetEndSize(0)
end
function EFFECT:Render()
if SERVER then return end
local emitter = ParticleEmitter(self.vOffset, true)
for i=1, self.particles do
math.randomseed(CurTime()+i*23)
local rn = math.random(1, 5)
local eff = "decals/extinguish1"
if rn == 2 then
eff = "decals/extinguish2"
elseif rn == 3 or rn == 4 or rn == 5 then
eff = "fire_extinguisher_powder/powderspray"
end
local p = emitter:Add(eff, self.vOffset)
if p then
p:SetAirResistance(0.5)
if i % 2 ~= 0 then
p:SetAngles(self.forwards:Angle())
elseif i % 3 == 0 then
local a = self.forwards:Angle()
a:RotateAroundAxis(self.forwards, 90)
p:SetAngles(a)
else
p:SetAngles((self.forwards * -1):Angle())
end
p:SetColor(255, 255, 255)
p:SetCollideCallback(self.CollideCallback)
p:SetCollide(true)
p:SetStartLength(20)
p:SetEndLength(20)
p:SetStartSize(3)
p:SetEndSize(18)
p:SetGravity(Vector(0, 0, -9.81))
p:SetLifeTime(0)
p:SetDieTime(0.6)
math.randomseed(CurTime())
p:SetRoll(math.Rand(0, 2*math.pi))
p:SetVelocity(LocalPlayer():GetAimVector() * Vector(math.Rand(0.85, 1.15), math.Rand(0.85, 1.15), math.Rand(0.85, 1.15)) * 440)
end
end
emitter:Finish()
end
[/code]
Now that there is a proper API for vehicles in place, I'm wondering, how did people mod vehicles prior to this update?
I know they've been doing it for ages, but I'm curious regardless. Anyone can shed some light?
In particular I'm talking about mods like VMod, which (seem to) use the default vehicles, but still do a lot of shit with them. Is it just very clever scripting, or a custom vehicle base, or modules?
[QUOTE=Giraffen93;48674359][url]http://rp.braxnet.org/scr/1442158728685.7z[/url]
i think i got all the files, finding them is a pain in the ass[/QUOTE]
You didn't put in "models\props_foliage\Urban_Trees_branches03_mip0"
[editline]13th September 2015[/editline]
[QUOTE=typedef state;48674425]Now that there is a proper API for vehicles in place, I'm wondering, how did people mod vehicles prior to this update?
I know they've been doing it for ages, but I'm curious regardless. Anyone can shed some light?
In particular I'm talking about mods like VMod, which (seem to) use the default vehicles, but still do a lot of shit with them. Is it just very clever scripting, or a custom vehicle base, or modules?[/QUOTE]
Adding stuff onto the vehicles has nothing to do with editing the vehicle.
[editline]13th September 2015[/editline]
[QUOTE=ph:lxyz;48674408]At least on Linux,
[url]https://github.com/Facepunch/garrysmod-issues/issues/941[/url]
This is still an issue.
[I am testing it on Windows and will update this post...]
If you create a particle emitter, it doesn't go away on Finish()
This is in v. 2013-09-13
Some of the following code could be done better, I know - but without better documentation available or reading the source engine's source code, this will have to do for now:
[code]
function EFFECT:Init(data)
self.data = data
self.particles = 6
self.vOffset = self.data:GetOrigin()
self.vAngle = self.data:GetAngles()
self.forwards = self.data:GetNormal()
end
function EFFECT:Think()
return true
end
function EFFECT.CollideCallback(particle, hitpos, hitnormal)
particle:SetPos(hitpos + (hitnormal * 0.15))
particle:SetVelocity(Vector(0, 0, 0))
particle:SetAngleVelocity(Angle(0, 0, 0))
local ang = hitnormal:Angle()
ang:RotateAroundAxis(hitnormal, particle:GetAngles().y)
particle:SetAngles(ang)
particle:SetGravity(Vector(0, 0, 0))
particle:SetAngles((hitnormal * 0.05):Angle())
particle:SetDieTime(8)
particle:SetStartSize(23)
particle:SetLifeTime(0)
particle:SetStartAlpha(140)
particle:SetEndAlpha(0)
particle:SetEndSize(0)
end
function EFFECT:Render()
if SERVER then return end
local emitter = ParticleEmitter(self.vOffset, true)
for i=1, self.particles do
math.randomseed(CurTime()+i*23)
local rn = math.random(1, 5)
local eff = "decals/extinguish1"
if rn == 2 then
eff = "decals/extinguish2"
elseif rn == 3 or rn == 4 or rn == 5 then
eff = "fire_extinguisher_powder/powderspray"
end
local p = emitter:Add(eff, self.vOffset)
if p then
p:SetAirResistance(0.5)
if i % 2 ~= 0 then
p:SetAngles(self.forwards:Angle())
elseif i % 3 == 0 then
local a = self.forwards:Angle()
a:RotateAroundAxis(self.forwards, 90)
p:SetAngles(a)
else
p:SetAngles((self.forwards * -1):Angle())
end
p:SetColor(255, 255, 255)
p:SetCollideCallback(self.CollideCallback)
p:SetCollide(true)
p:SetStartLength(20)
p:SetEndLength(20)
p:SetStartSize(3)
p:SetEndSize(18)
p:SetGravity(Vector(0, 0, -9.81))
p:SetLifeTime(0)
p:SetDieTime(0.6)
math.randomseed(CurTime())
p:SetRoll(math.Rand(0, 2*math.pi))
p:SetVelocity(LocalPlayer():GetAimVector() * Vector(math.Rand(0.85, 1.15), math.Rand(0.85, 1.15), math.Rand(0.85, 1.15)) * 440)
end
end
emitter:Finish()
end
[/code][/QUOTE]
Uh, what?
You are recreating the emitter every frame, and deleting it the same frame after emitting the particles.
[QUOTE]
Adding stuff onto the vehicles has nothing to do with editing the vehicle.[/QUOTE]
Oh well. So I guess it's just clever scripting.
[QUOTE=Robotboy655;48674430]You didn't put in "models\props_foliage\Urban_Trees_branches03_mip0"[/QUOTE]
[url]http://rp.braxnet.org/scr/1442160387785.zip[/url]
[QUOTE=Robotboy655;48674430]
Uh, what?
You are recreating the emitter every frame, and deleting it the same frame after emitting the particles.[/QUOTE]
[QUOTE=philxyz]
Some of the following code could be done better, I know
[/QUOTE]
I am aware of that.
The issue is, the emitter is not removed. It stays in place spraying particles.
I was creating the emitter on EFFECT:Init() - but then how would it ever get removed at all? util.Effect results in EFFECT:Init() being called but what about cleanup?
I'm sorry if some of this looks a bit stupid but the documentation is not clear and most of my time working with gLua involves trial and error because of the lack of detail in the documentation.
EDIT: I'll just make it global then, create it on the CLIENT just before the util.Effect call and try to delete it on SWEP:Holster()
[QUOTE=ph:lxyz;48674483]I am aware of that.
The issue is, the emitter is not removed. It stays in place spraying particles.
I was creating the emitter on EFFECT:Init() - but then how would it ever get removed at all? util.Effect results in EFFECT:Init() being called but what about cleanup?
I'm sorry if some of this looks a bit stupid but the documentation is not clear and most of my time working with gLua involves trial and error because of the lack of detail in the documentation.
EDIT: I'll just make it global then, create it on the CLIENT just before the util.Effect call and try to delete it on SWEP:Holster()[/QUOTE]
It keeps emitting because you never kill the effect.
EFFECT:Think - return false to stop the effect, to stop EFFECT:Render from being called.
It works properly, you are misusing it/your logic is incorrect.
[QUOTE=Robotboy655;48674695]It keeps emitting because you never kill the effect.
EFFECT:Think - return false to stop the effect, to stop EFFECT:Render from being called.
It works properly, you are misusing it/your logic is incorrect.[/QUOTE]
OK, thanks for the additional information.
So then returning false in think is a precondition to being able to call Finish() on the emitter.
[QUOTE=ph:lxyz;48674720]OK, thanks for the additional information.
So then returning false in think is a precondition to being able to Finish() the emitter.
It's so difficult to know what the intended usage is with the amount of documentation that I was able to find.[/QUOTE]
How hard is it to look into the effects that are already shipped with the game?
[editline]13th September 2015[/editline]
[QUOTE=Giraffen93;48674480][url]http://rp.braxnet.org/scr/1442160387785.zip[/url][/QUOTE]
[img]http://i.imgur.com/vaGgfpz.png[/img]
This is unmodified version of the game.
[QUOTE=Robotboy655;48674738]How hard is it to look into the effects that are already shipped with the game?[/QUOTE]
How hard is it to comment them well?
The source code is my third port of call after wiki.garrysmod.org and maurits.tv
Also, I wasn't going to study your fire extinguisher in too much detail because I don't want mine to just be a copy! I basically tried to understand it and then deleted it.
It seems I didn't understand the particle effects.
[QUOTE=ph:lxyz;48674741]How hard is it to comment them well?
The source code is my third port of call after wiki.garrysmod.org and maurits.tv[/QUOTE]
Comment them well?
[url]http://wiki.garrysmod.com/page/EFFECT/Think[/url]
I think it is documented well enough on the wiki.
[QUOTE=Robotboy655;48674764]Comment them well?
[url]http://wiki.garrysmod.com/page/EFFECT/Think[/url]
I think it is documented well enough on the wiki.[/QUOTE]
Where does it say that removing the "effect" removes the particle emitter?
EDIT: It is working now, thanks Rubat
[code]
function EFFECT:Init(data)
-- snip
self.keepAlive = true
self.emitter = ParticleEmitter(self.vOffset, true)
end
function EFFECT:Think()
return self.keepAlive
end
function EFFECT:Render()
-- snip
self.emitter:Finish()
self.keepAlive = false
end
[/code]
[QUOTE=ph:lxyz;48674771]Where does it say that removing the "effect" removes the particle emitter?[/QUOTE]
It doesn't say that because that is not true.
Here's the breakdown of what your code did:
1) Effect entity is created via util.Effect
2) The entity is never removed and calls EFFECT:Render every frame while it exists
3) EFFECT:Render creates an emitter, emits some particles from it and removes the emitter every frame, forever
What should be happening:
1) Effect entity is created via util.Effect
2) The entity is removed after some time by return false in EFFECT:Think, and calls EFFECT:Render every frame while it exists
3) EFFECT:Render creates an emitter, emits some particles from it and removes the emitter every frame, forever
[QUOTE=Robotboy655;48674858]It doesn't say that because that is not true.
Here's the breakdown of what your code did:
1) Effect entity is created via util.Effect
2) The entity is never removed and calls EFFECT:Render every frame while it exists
3) EFFECT:Render creates an emitter, emits some particles from it and removes the emitter every frame, forever
What should be happening:
1) Effect entity is created via util.Effect
2) The entity is removed after some time by return false in EFFECT:Think, and calls EFFECT:Render every frame while it exists
3) EFFECT:Render creates an emitter, emits some particles from it and removes the emitter every frame, forever[/QUOTE]
Thanks, this is very useful information, sorry for derailing the thread. I'll keep trying to figure things out as before.
[QUOTE=Robotboy655;48674738][img]http://i.imgur.com/vaGgfpz.png[/img]
This is unmodified version of the game.[/QUOTE]
seems like it didn't work for just me when getting it from the workshop, had to use my 25gb content pack :v:
oh well
I like eating popcorn while I read the next update threads... *grabs popcorn*
I also like watching my "Dumb" counter go up.
[highlight](User was banned for this post ("Shitpost / Cares about ratings" - Craptasket))[/highlight]
Using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/IsEFlagSet]Entity:IsEFlagSet[/url] with EFL_IN_SKYBOX doesn't work. Is this just not implemented, or is it broken? I'd like to know if things are in the skybox.
[vid]http://www.aritzcracker.ca/uploads/aritz/Garry%27s%20Mod%202015-09-14%2011_54_20%20AM.mp4[/vid]
Should this be... happening? (it's a surface.DrawPoly in 2D3D)
Are you assigning the color before draw poly functions?
[QUOTE=gonzalolog;48681112]Are you assigning the color before draw poly functions?[/QUOTE]
Yep, before each one. Even the ones that are the same colour.
[editline]14th September 2015[/editline]
[IMG]http://images.akamai.steamusercontent.com/ugc/424818087617208138/0C56AE52DCC79C61BA43031478F7E09F3312AD55/[/IMG]
The triangles are drawn from left to right, (red bottom, red top, green bottom, etc.) using draw.NoTexture before drawing the bottom ones or before drawing both produces this effect.
:tableflip:
It is a really long shot, but possibly your polys are drawing, but with 100% transparency.
Try render.SetWriteDepthToDestAlpha(false) before drawing them.
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