[QUOTE=EthanTheGreat;48723892]Who needs a SVN...
When you got a private FTP connection! :V
That's how I commit.
But I keep stuff to myself.[/QUOTE]
You can also have a private SVN or GIT server.
It's just that GIT or SVN takes care of the versioning fluff for you.
git serverside confused the fuck out of me, i added it on my nas and i still needed to do some command line shit to add repos, so i scrapped it
[QUOTE=Giraffen93;48724056]git serverside confused the fuck out of me, i added it on my nas and i still needed to do some command line shit to add repos, so i scrapped it[/QUOTE]
Just start off with something like bitbucket, free private repos online.
[QUOTE=Giraffen93;48724056]git serverside confused the fuck out of me, i added it on my nas and i still needed to do some command line shit to add repos, so i scrapped it[/QUOTE]
The nice thing is that you can just create a bare repository on server and add that as a remote to your working repo using ssh url, and that's already a working serverside git repo.
Why not use something like [url]https://gitlab.com/[/url]? Unless you're using over 10GB in your project you won't hit any limits.
[QUOTE=EthanTheGreat;48723892]Who needs a SVN...
When you got a private FTP connection! :V
That's how I commit.
But I keep stuff to myself.[/QUOTE]
Private git repo under SSH?
bitbucket and sourcetree seems to work pretty good, thanks
i like to have that github-esque diff changelog
[QUOTE=Handsome Matt;48724195]are you using hg or git[/QUOTE]
git yeah? it works at least
[code]
* Blocked gameui_show_dialog just in case
* Added support for L4D1 maps
* Added support for Static Prop Lumps v7, v8 ( L4D1 ) and v9 ( Portal 2 )
* Fixed Vehicle.IsBoosting crashing the game when used on a seat
* Removed Panel.OnMousePressed method, no idea why it exists, was alias of Panel.GotoTextStart
* Updated Orange Box .pcf particle system to the latest version
* Removed RawConsoleCommand
* Added buildcubemaps, voice_ and some snd_ commands to blocked cvar list
* Removed the 8192 .lua file limit for singleplayer. ( The limit still exists for multiplayer )
* Updated net_graph to latest version
* Updated sv_log(sdir) to the latest version
* sv_logsdir can no longer be used to write any file with any extension anywhere on your PC ( Thanks Ley )
* file.Remove no longer can delete any file on your PC in menu state ( Thanks Ley )
* Fixed physenv.AddSurfaceData only working once per map
* Added ENT:FireAnimationEvent( origin, angles, int event, string options ) for "anim" type entities - return true to prevent the event from being handled by engine
* Added ENT:HandleAnimEvent( event, eventtime, cycle, type, options ) for "anim" type entities[/code]
[QUOTE=Robotboy655;48724716][code]
* Blocked gameui_show_dialog just in case
* Added support for L4D1 maps
* Added support for Static Prop Lumps v7, v8 ( L4D1 ) and v9 ( Portal 2 )
* Fixed Vehicle.IsBoosting crashing the game when used on a seat
* Removed Panel.OnMousePressed method, no idea why it exists, was alias of Panel.GotoTextStart
* Updated Orange Box .pcf particle system to the latest version
* Removed RawConsoleCommand
* Added buildcubemaps, voice_ and some snd_ commands to blocked cvar list
* Removed the 8192 .lua file limit for singleplayer. ( The limit still exists for multiplayer )
* Updated net_graph to latest version
* Updated sv_log(sdir) to the latest version
* sv_logsdir can no longer be used to write any file with any extension anywhere on your PC ( Thanks Ley )
* file.Remove no longer can delete any file on your PC in menu state ( Thanks Ley )
* Fixed physenv.AddSurfaceData only working once per map
* Added ENT:FireAnimationEvent( origin, angles, int event, string options ) for "anim" type entities - return true to prevent the event from being handled by engine
* Added ENT:HandleAnimEvent( event, eventtime, cycle, type, options ) for "anim" type entities[/code][/QUOTE]
There's absolutely no point in removing RawConsoleCommand! Why in the world would you do that?!
It's *only* in menu state, not even in client or server, there's 0 harm that can be done unless there's a way for servers to run client code to access menu state, and if that's there... patch that! I completely disagree with removing RawConsoleCommand. It's an added feature, not a vulnerable function.
[QUOTE=MeepDarknessM;48724743]There's absolutely no point in removing RawConsoleCommand! Why in the world would you do that?!
It's *only* in menu state, not even in client or server, there's 0 harm that can be done unless there's a way for servers to run client code to access menu state, and if that's there... patch that! I completely disagree with removing RawConsoleCommand. It's an added feature, not a vulnerable function.[/QUOTE]
There's literally no reason for it to exist, It's a great way to bypass the command filter and do exploits, even though there should not be a way to do it from server/clientside lua, better be safe than sorry. If there are any "legit" convars that are blocked in menu state and should not be, let me know and I can unblock them.
[QUOTE=Robotboy655;48724716][code]
* Removed Panel.OnMousePressed method, no idea why it exists, was alias of Panel.GotoTextStart[/code][/QUOTE]
What??
[QUOTE=Robotboy655;48724759]There's literally no reason for it to exist, It's a great way to bypass the command filter and do exploits, even though there should not be a way to do it from server/clientside lua, better be safe than sorry. If there are any "legit" convars that are blocked in menu state and should not be, let me know and I can unblock them.[/QUOTE]
The thing is that I would love to make custom console-like panels with it, depending on if spew hooks were ever added (which i don't think was ever suggested on github - i should do that). RawConsoleCommand would help people out who wanted to make a console-like panel in the menu state. RunConsoleCommand really couldn't be used since it does block things, but the custom console panel would like to use all commands, and not just blocked ones. On top of that RunConsoleCommand would also be a pain to use since you would have to split the inputted string, unpack, and use in RunConsoleCommand, which even has flaws (iirc)... like ULX commands need to be ran in RunConsoleCommand like so:
[lua]
RunConsoleCommand("ulx tsay", "stuff")
[/lua]
(but i could be wrong, i don't remember if that's the case)
[QUOTE=Robotboy655;48724759]There's literally no reason for it to exist, It's a great way to bypass the command filter and do exploits, even though there should not be a way to do it from server/clientside lua, better be safe than sorry. If there are any "legit" convars that are blocked in menu state and should not be, let me know and I can unblock them.[/QUOTE]
I haven't tested this myself but it looks like connect is blacklisted.
[url]https://github.com/glua/luaserverbrowser/blob/1f15cac4cd2cc8a1a08c769f9ea92fdd02053244/lua/menu/lsb/lua/ui.lua#L38[/url]
That's the only call to rawconsolecommand I see in a few current menu state addons.
[QUOTE=mcd1992;48724800]I haven't tested this myself but it looks like connect is blacklisted.
[url]https://github.com/glua/luaserverbrowser/blob/1f15cac4cd2cc8a1a08c769f9ea92fdd02053244/lua/menu/lsb/lua/ui.lua#L38[/url]
That's the only call to rawconsolecommand I see in a few current menu state addons.[/QUOTE]
"connect" isn't blacklisted in RunConsoleCommand, atleast in the menu state.
[QUOTE=mcd1992;48724800]I haven't tested this myself but it looks like connect is blacklisted.
[url]https://github.com/glua/luaserverbrowser/blob/1f15cac4cd2cc8a1a08c769f9ea92fdd02053244/lua/menu/lsb/lua/ui.lua#L38[/url]
That's the only call to rawconsolecommand I see in a few current menu state addons.[/QUOTE]
I just tested it before committing the changes, and connect is not blocked in neither server or client lua using RunConsoleCommand.
A lot of peoples report this error on french forums :
[QUOTE]lua panic something went horribly wrong not enough memory[/QUOTE]
I guess this is because gmod did malloc() more than 4 294 967 295 bytes, right ?
So are we going to have a x64 build ?
Edit : Before anyone says "get more ram" ... they do have 8Gb or 16Gb ram and ... Swap.
[QUOTE=ExtReMLapin;48724824]A lot of peoples report this error on french forums :
I guess this is because gmod did malloc() more than 4 294 967 295 bytes, right ?
So are we going to have a x64 build ?
Edit : Before anyone says "get more ram" ... they do have 8Gb or 16Gb ram and ... Swap.[/QUOTE]
No, GMod 1 will not have x64 builds.
[QUOTE=Handsome Matt;48724840]single process can only allocate 2GB actually, 3 tops with a flag enabled during compile time[/QUOTE]
[URL="http://www.ntcore.com/4gb_patch.php"]4Gb patch ?[/URL]
[QUOTE=Shadow45;48724765]What??[/QUOTE]
If Panel:OnMousePressed has been removed, there goes my Derma projects...
[QUOTE=Exho;48725156]If Panel:OnMousePressed has been removed, there goes my Derma projects...[/QUOTE]
No, PANEL:OnMousePressed was not removed, Panel.OnMousePressed() was removed. ( A MetaTable method )
[QUOTE=Robotboy655;48725164]No, PANEL:OnMousePressed was not removed, Panel.OnMousePressed() was removed. ( A MetaTable method )[/QUOTE]
:huh:
[QUOTE=Robotboy655;48725164]No, PANEL:OnMousePressed was not removed[/QUOTE]
This is a hook ^
[QUOTE=Robotboy655;48725164]Panel.OnMousePressed() was removed. ( A MetaTable method )[/QUOTE]
This is a function alias to Panel.GotoTextStart
Hi Robotboy. Looks like that the upgrade made that the maps of Steam Version of Black Mesa could work in gmod [B](Originally the maps make the game Crash)[/B].
[IMG]http://i.imgur.com/8h6j2Sy.jpg[/IMG]
[IMG]http://i.imgur.com/JNVa4ZL.jpg[/IMG]
[IMG]http://i.imgur.com/yvQ6eAo.jpg[/IMG]
[IMG]http://i.imgur.com/C8RevKs.jpg[/IMG]
[IMG]http://i.imgur.com/vOqVYKr.jpg[/IMG]
[IMG]http://i.imgur.com/ZRmTIwa.jpg[/IMG]
But now they work without any problem therefore, there is a chance that Black Mesa [B](Steam Version) [/B]can be in the gmod mount list?
Assets from Black Mesa?
This could be the beginning of a brand new land-mark in Half Life Roleplay servers.
Nice find man.. I'm shocked that this is now possible.
I am going to pretend that was totally intentional.
is model loading in-engine or can it be modified?
would be neat having so that you don't have to copy all the vtx files twice (.dx80.vtx, .dx90.vtx) to get them to work with gmod, from newer versions..
feels like there's gonna be more content coming even if source is old
Copy the .vtx files twice? Each vtx file corresponds to the dxlevel the vertex file is compiled for.
[QUOTE=Robotboy655;48730357]I am going to pretend that was totally intentional.[/QUOTE]
it's not a bug, it's a feature!
[QUOTE=Robotboy655;48731024]Copy the .vtx files twice? Each vtx file corresponds to the dxlevel the vertex file is compiled for.[/QUOTE]
yes, but e.g. l4d2 doesn't have the .dx80.vtx & .dx90.vtx files, so the game crashes on load
if you copy the bare .vtx files to both those names it works fine
or it could be the other way around :v:
this is a batch file i found and modified some, to make it automatic:
[code]for /r %%F in (.) do (
Pushd %%F
for %%i in (*.*) do (
IF "%%~xi" == ".mdl" (
echo Fixing "%%i".
COPY %%~ni.dx90.vtx %%~ni.vtx
COPY %%~ni.dx90.vtx %%~ni.dx80.vtx
)
)
)[/code]
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