You need to be using draw.NoTexture() before drawing the polygon.
[QUOTE=MDave;48681466]It is a really long shot, but possibly your polys are drawing, but with 100% transparency.
Try render.SetWriteDepthToDestAlpha(false) before drawing them.[/QUOTE]
Nope, didn't work...
[QUOTE=Chessnut;48681612]You need to be using draw.NoTexture() before drawing the polygon.[/QUOTE]
[QUOTE=LegoGuy;48681154]using draw.NoTexture before drawing the bottom ones or before drawing both produces this effect.
:tableflip:[/QUOTE]
[img]http://puu.sh/kbg7L/99287419e0.jpg[/img]
My players have been getting this again a lot lately.
Is this due to too many nwvars or net messages on join I can't remember exactly what it was last time.
[QUOTE=xaviergmail;48682064][img]http://puu.sh/kbg7L/99287419e0.jpg[/img]
My players have been getting this again a lot lately.
Is this due to too many nwvars or net messages on join I can't remember exactly what it was last time.[/QUOTE]
Lol, metatable corruption error.
Ok, so the thing with L4D1 map support is that I have commited it to Dev, but it will break 1 or 2 official TF2 maps until Valve recompiles them. ( The maps that were using Static Prop Lump v7, in between the v6 to v10 transition for the static prop lighting stuff ) Some community maps could be also affected, but I doubt it. The confirmed broken map is the cactus canyon. This is because L4D1 maps also use v7 for some of their maps.
Hopefully an update to cactus canyon will sooner than we have to push an update.
[QUOTE=Robotboy655;48686937]Ok, so the thing with L4D1 map support is that I have commited it to Dev, but it will break 1 or 2 official TF2 maps until Valve recompiles them. ( The maps that were using Static Prop Lump v7, in between the v6 to v10 transition for the static prop lighting stuff ) Some community maps could be also affected, but I doubt it. The confirmed broken map is the cactus canyon. This is because L4D1 maps also use v7 for some of their maps.
Hopefully an update to cactus canyon will sooner than we have to push an update.[/QUOTE]
Hopefully, since it's unfinished and all.
[QUOTE=LittleBabyman;48687011]Hopefully, since it's unfinished and all.[/QUOTE]
They haven't updated the map for a year, I wouldn't get my hopes up. [url]https://wiki.teamfortress.com/wiki/Cactus_Canyon#Update_history[/url] ( scroll to the bottom )
People don't use TF2 maps much and Cactus Canyon is one of the worst ones. Seems like an acceptable loss IMO.
[QUOTE=Z0mb1n3;48689688][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/HasGodMode]Player:HasGodMode[/url]
Always returns false clientside.[/QUOTE]
Probably because GodEnable()/GodDisable() are serverside only - you could always network a check yourself
[quote]
FIX - Fixed some sounds PAKcked into the .bsp crashing when loading
FIX - Fixed some compressed sounds PAKcked into the .bsp failing to load
[/quote]
Can someone elaborate why does this happen?
Specifically second one - I've had that happening on a random basis in other source games (namely, HL2DM), sometimes sounds embedded in .bsp would just fail to load, as if they're not there at all.
Knowing how to circumvent that (not just bundling sound files separately with .bsp via .res like I currently do) would come in handy to me as a mapper.
I think it's safe to assume that volvo won't bother with fixing that bug in their games in nearest observable future.
[QUOTE=krassell;48693161]Can someone elaborate why does this happen?
Specifically second one - I've had that happening on a random basis in other source games (namely, HL2DM), sometimes sounds embedded in .bsp would just fail to load, as if they're not there at all.
Knowing how to circumvent that (not just bundling sound files separately with .bsp via .res like I currently do) would come in handy to me as a mapper.
I think it's safe to assume that volvo won't bother with fixing that bug in their games in nearest observable future.[/QUOTE]
The GMod bug is nothing to do with what's happening in other games, it was a faulty compressed PAK files uncompressor. Any other game that is not TF2 does not support compressed PAK files.
Could you ask Garry if we can replace or update [IMG]http://puu.sh/kd4jP/7ac683c810.png[/IMG]
[QUOTE=BigBadWilly;48693183]Could you ask Garry if we can replace or update [IMG]http://puu.sh/kd4jP/7ac683c810.png[/IMG][/QUOTE]
Maybe there's a reason why garry didn't update it
[QUOTE=gonzalolog;48694442]Maybe there's a reason why garry didn't update it[/QUOTE]
Probably because it's a fucking nuisance to.
[QUOTE=Phoenixf129;48694895]Probably because it's a fucking nuisance to.[/QUOTE]
Isn't it a bigger nuisance to hear everyone saying that Awesonium should get updated?
(Sorry for my bad english :3 )
[QUOTE=P4sca1;48694918]Isn't it a bigger nuisance to hear everyone saying that Awesonium should get updated?
(Sorry for my bad english :3 )[/QUOTE]
No, because we want the fking thing updated already
Why do you want it updated? The new versions are as equally bad as the current. If any effort is to be put in, it should be replaced.
[QUOTE=BigBadWilly;48694923]No, because we want the fking thing updated already[/QUOTE]
Yeah, what I wanted to say is that Garry should update/replace it.
[QUOTE=P4sca1;48694937]Yeah, what I wanted to say is that Garry should update/replace it.[/QUOTE]
Garry doesn't work on Gmod anymore, He just has the higher power and Robot needs to run shit through him that go to this degree
It's been under doing on trello for awhile now.
[url]https://trello.com/c/UCmfswZg/49-update-awesomium[/url]
[QUOTE=StonedPenguin;48695008]It's been under doing on trello for awhile now.
[url]https://trello.com/c/UCmfswZg/49-update-awesomium[/url][/QUOTE]
It will also supposedly fix the Linux client not having been able to mount games for years now! :v:
[url]https://trello.com/c/vsutZHk6/3-awesomium-linux-crash-when-click-game-mount-menu[/url]
It's okay though, no one actually uses the linux client since little things like this have always existed.
[QUOTE=slayer3032;48697312]It will also supposedly fix the Linux client not having been able to mount games for years now! :v:
[url]https://trello.com/c/vsutZHk6/3-awesomium-linux-crash-when-click-game-mount-menu[/url]
It's okay though, no one actually uses the linux client since little things like this have always existed.[/QUOTE]
[img]http://puu.sh/kdLMd/c695d06869.png[/img]
hue:hammered:
[quote]local params = car:GetVehicleParams()
car:SetVehicleParams( params )[/quote]
Doing this on a vehicle alters the speed/handling. Why?
Try doing it on the TDM porsche tricycle.
[QUOTE=Giraffen93;48704709]Doing this on a vehicle alters the speed/handling. Why?
Try doing it on the TDM porsche tricycle.[/QUOTE]
See [url]http://wiki.garrysmod.com/page/Structures/VehicleParamsEngine[/url]
[QUOTE=Robotboy655;48704779]See [url]http://wiki.garrysmod.com/page/Structures/VehicleParamsEngine[/url][/QUOTE]
ah jeez.. how would you even convert that? :vomit:
[QUOTE=Giraffen93;48704795]ah jeez.. how would you even convert that? :vomit:[/QUOTE]
mph = units / 17.6 is a rough estimate.
I don't know why Valve decided to do it this way. There's no way to do it properly in engine because a lot of the Vehicle stuff is in vphysics.dll which we got no access to.
[QUOTE=Robotboy655;48704828]mph = units / 17.6 is a rough estimate.
I don't know why Valve decided to do it this way. There's no way to do it properly in engine because a lot of the Vehicle stuff is in vphysics.dll which we got no access to.[/QUOTE]
yeah i just remembered 1 hammer unit = 1 inch
1in/s= 0.05681818mph via online calculator, seems to match up
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