• Next Update v3 - Latest update is live
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[QUOTE=Giraffen93;48731084]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][/QUOTE] Uh, yes they do, how do you think L4D2 loads the models, how do you think GMod loads L4D2 models? [img]http://i.imgur.com/YtOIOyI.png[/img] [editline]21st September 2015[/editline] L4D2 doesn't have the dx80 files, which are not used anyway if your game runs in DX9 mode. DX8 in GMod is not officially supported.
then it was the .vtx file i can't load l4d2 models at all in gmod, and if i copy them from the official vpk's, it crashes the game unless i copy the vtx files
[QUOTE=Giraffen93;48731189]then it was the .vtx file i can't load l4d2 models at all in gmod, and if i copy them from the official vpk's, it crashes the game unless i copy the vtx files[/QUOTE] Put -dxlevel 95 into your launch parameters. [editline]21st September 2015[/editline] [url]https://developer.valvesoftware.com/wiki/VTX[/url] And make sure your L4D is up to date. [editline]21st September 2015[/editline] Portal 2 has both .vtx and .dx90.vtx [editline]21st September 2015[/editline] Looking at the source code, Garry did add .vtx support. If you still think there's something wrong with GMod, give me a model ( all model files for it ) that doesn't work properly in DX9 mode.
[QUOTE=Robotboy655;48724716][code] * Updated Orange Box .pcf particle system to the latest version [/code][/QUOTE] I feel particularly dumb for asking this, but would this happen to mean I can now put .pcfs from other newer games (Portal 2, for example) into GMod's particle folder? I assume not, though, because of something about different versions of source or whatever, but I thought I'd ask anyway.
[QUOTE=Robotboy655;48731195]Put -dxlevel 95 into your launch parameters. [editline]21st September 2015[/editline] [url]https://developer.valvesoftware.com/wiki/VTX[/url] And make sure your L4D is up to date. [editline]21st September 2015[/editline] Portal 2 has both .vtx and .dx90.vtx [editline]21st September 2015[/editline] Looking at the source code, Garry did add .vtx support. If you still think there's something wrong with GMod, give me a model ( all model files for it ) that doesn't work properly in DX9 mode.[/QUOTE] tried last time in early 2014, seems to work now, neat
[QUOTE=Z0mb1n3;48731784]I feel particularly dumb for asking this, but would this happen to mean I can now put .pcfs from other newer games (Portal 2, for example) into GMod's particle folder? I assume not, though, because of something about different versions of source or whatever, but I thought I'd ask anyway.[/QUOTE] No. As I already said a few times, GMod 1 will not get any features from newest Source Engine 1 games.
so even after converting the values in the vehicleparams, some cars are still acting up some more values probably need converting too, i think it has to do with weight, since it's doing a wheelie and steering is impossible
Not sure if this is the right thread for update requests/questions, but I have one- Can traces hit clientside models, and if not, why can't there be some kind of special trace that could be run clientside only that could hit them (or some sort of MASK enum for them)?
Why doesn't Mac OS allow any texture setting higher than "Medium"? Setting it to anything higher just keeps it there when you reopen the options menu.
[QUOTE=Mors Quaedam;48734519]Why doesn't Mac OS allow any texture setting higher than "Medium"? Setting it to anything higher just keeps it there when you reopen the options menu.[/QUOTE]Sounds like your video settings aren't saving, which is an issue i had on a previous laptop Try putting these into an autoexec.cfg file [quote]r_lod 0 mat_forceaniso 16 mat_antialias 8 mat_aaquality 2 mat_picmip -1 mat_motion_blur_enabled 1 r_waterforcereflectentities 1 mat_force_bloom 1 mat_software_aa_strength 1[/quote]
The thing is, it only affects me on OS X, same goes for StonedPenguin. I can set it to Low and it saves.
It was changed in an attempt to reduce the instability on OSX. I believe other Valve games on the same Source engine branch have the same thing.
Will it ever be re-enabled? I didn't have any huge problems with GMod on OS X except for the ugly fonts, as per usual on *nix. Speaking of that, will the monospace font ever be fixed in the console? The select cursor seems to expect a monospace font and so the alignment of selecting text towards the right is entirely off.
[QUOTE=MPan1;48734493]Not sure if this is the right thread for update requests/questions, but I have one- Can traces hit clientside models, and if not, why can't there be some kind of special trace that could be run clientside only that could hit them (or some sort of MASK enum for them)?[/QUOTE] Have you tried giving the cmodel physics? They spawn without having physics initially.
[QUOTE=Kogitsune;48735008]Have you tried giving the cmodel physics?[/QUOTE] I still don't think it's possible for traces to hit clientside models, even if they're precached with util.PrecacheModel serverside before PhysicsInit( SOLID_VPHYSICS ) is run on them and then the trace is performed (I tested all this and the trace still hits nothing).
Is [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/sql/SQLStr]sql.SQLStr[/url] supposed to behave like this? [code] local string = sql.SQLStr("\'hello\'", true) print(string) > ''hello'' [/code] Those are two single quotes next to each other, which is breaking stuff.
[QUOTE=Z0mb1n3;48736949]Is [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/sql/SQLStr]sql.SQLStr[/url] supposed to behave like this? [code] local string = sql.SQLStr("\'hello\'", true) print(string) > ''hello'' [/code] Those are two single quotes next to each other, which is breaking stuff.[/QUOTE] Yes, it is. SQLite uses double apostrophe as escape sequence for apostrophe character.
[QUOTE=mijyuoon;48737037]Yes, it is. SQLite uses double apostrophe as escape sequence for apostrophe character.[/QUOTE] Well that's annoying. Makes storing JSON and retreiving JSON in/from entries more difficult.
[QUOTE=Z0mb1n3;48737110][...]storing JSON[...][/QUOTE] That's what you get.
are... you inserting data without escaping it first? :suicide:
[QUOTE=MPan1;48735778]I still don't think it's possible for traces to hit clientside models, even if they're precached with util.PrecacheModel serverside before PhysicsInit( SOLID_VPHYSICS ) is run on them and then the trace is performed (I tested all this and the trace still hits nothing).[/QUOTE] Hey man. I think I know the answer to your problem... You see, the clientmodel does not have a physical presence. Even if you do PhysicsInit, it has no effect. PhysicsInit setups prefabs like: Collisions, Physical Attributes, Angular Velocities etc.... But without waking the physicsObject( or not creating one ), it's like prefabbing for something that doesn't exist yet.... What you need to do, is wake the PhysicsObject. [code] local physOBJ = self:GetPhysicsObject( ); if (physOBJ:IsValid( )) { physOBJ:Wake( ); physOBJ:SetMass( 30 ); } [/code] You'll notice that the physics will start to work, afterwards. This is because it makes a new PhysicsObject inside the VPhysics Engine (Created by Havok, improvised from [B][U]ID[/U][/B]'s Doom Engine). I'm really surprised there isn't any decent documentation on this...
[QUOTE=FPtje;48737234]That's what you get.[/QUOTE] I guess I should be apologizing for not being as great with SQL/data storage as everyone else then?
[QUOTE=Z0mb1n3;48739632]I guess I should be apologizing for not being as great with SQL/data storage as everyone else then?[/QUOTE] Or perhaps make a post/thread and ask what's the best/proper way to store whatever is it you're storing in a relational database?
[QUOTE=mijyuoon;48740273]Or perhaps make a post/thread and ask what's the best/proper way to store whatever is it you're storing in a relational database?[/QUOTE] While I fully intend to do so, I should like to point out that I don't understand why many of you choose to ridicule someone for having made a mistake, rather than offering insight to help them avoid making that mistake again. Being rude is being lazy.
Because storing a JSON blob in a database ruins the entire purpose of a fucking database. You can't manipulate the data (no joins, no selects, no ANYTHING) and changing the data requires updating the entire row (no updates). [editline]22nd September 2015[/editline] You can easily find a simple relational model tutorial online; if you have any specific questions feel free to add me on Steam.
Speaking of JSON, is there any reason why GMod JSON forces a key on encoded values? Encoding a table as only values forces it to have numerical keys during encode which isn't typically how JSON encoding works in other languages.
[QUOTE=Robotboy655;48734731]It was changed in an attempt to reduce the instability on OSX. I believe other Valve games on the same Source engine branch have the same thing.[/QUOTE] I think this has something to do with the fact that there is no OS-independent way (using OpenGL at least) to query how much memory is remaining on the graphics board. You just have to stuff it with textures until it crashes. Preventing users from selecting more resource-intensive textures is kind-of-a-hack. This stuff would be fine using Metal or Vulkan but I doubt somehow that Source 1 will be receiving that work (at least from Valve), sadly.
[QUOTE=ph:lxyz;48741491]query how much memory is remaining on the graphics board. You just have to stuff it with textures until it crashes.[/QUOTE] This is ( one of ) the reason(s) you need to patch VTMB for modern hardware - it overflows the detected memory value very easily and then ends up thinking you have inserted a hashbrown into your pcie slot and drops everything to the lowest settings.
[QUOTE=EthanTheGreat;48739076][code] local physOBJ = self:GetPhysicsObject( ) if (physOBJ:IsValid( )) then physOBJ:Wake( ) physOBJ:SetMass( 30 ) end [/code][/QUOTE] I tried this clientside, and of course GetPhysicsObject() returns a NULL physics object (and physobj:Wake and SetMass don't seem to do anything). Is this meant to be serverside, because if it is, GetPhysicsObject still won't work since it's a clientside model! Am I still meant to precache the model (I didn't in this case)?
You have to precache the model the on the server first.
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