[QUOTE=Kogitsune;48741574]You have to precache the model the on the server first.[/QUOTE]
I just tried doing this, still nothing happens. Also, how am I meant to wake a PhysicsObject that returns NULL? Obviously this wouldn't work?
[editline]22nd September 2015[/editline]
Is PhysicsInit() still meant to get called after that?
[code]local e = ents.CreateClientProp( )
e:SetNoDraw( true )
e:SetModel( self.Models[ n + 1 ] )
e:SetAngles( Angle( 0, self.Dir + 90, 0 ) )
e:SetPos( p )
e:SetRenderMode( RENDERMODE_TRANSALPHA )
if not IsValid( f ) then
f = e
end
e:SetModelScale( .2, 0 )
e:SetColor( self.Color )
e:Spawn( )
e:Activate( )
e:PhysicsInit( SOLID_VPHYSICS )
e:SetSolid( SOLID_VPHYSICS )
e:SetMoveType( MOVETYPE_VPHYSICS )
e:SetCollisionGroup( COLLISION_GROUP_DEBRIS )[/code]
This works for me with my damage numbers
[QUOTE=Kogitsune;48741662]This works for me with my damage numbers[/QUOTE]
I was using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideModel]Global.ClientsideModel[/url] [sp](because the DModelPanel uses it, don't ask why)[/sp]
Well, thanks for telling me that anyway-I'll have to change it.
[editline]23rd September 2015[/editline]
[QUOTE=Kogitsune;48741662][code]local e = ents.CreateClientProp( )
e:SetNoDraw( true )
e:SetModel( self.Models[ n + 1 ] )
e:SetAngles( Angle( 0, self.Dir + 90, 0 ) )
e:SetPos( p )
e:SetRenderMode( RENDERMODE_TRANSALPHA )
if not IsValid( f ) then
f = e
end
e:SetModelScale( .2, 0 )
e:SetColor( self.Color )
e:Spawn( )
e:Activate( )
e:PhysicsInit( SOLID_VPHYSICS )
e:SetSolid( SOLID_VPHYSICS )
e:SetMoveType( MOVETYPE_VPHYSICS )
e:SetCollisionGroup( COLLISION_GROUP_DEBRIS )[/code][/QUOTE]
Try using any kind of trace that should actually return this entity as the one that got hit. Tell me if the trace works and what values you gave it (I STILL can't get it to work for me).
[editline]23rd September 2015[/editline]
By the way, for the sake of less spam on this thread, if you want to bother explaining why my dodgy traces don't work, do it [URL="https://facepunch.com/showthread.php?t=1483586"]here[/URL] instead.
[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]
This. Is it not possible to hit a clientside entity with a clientside trace? I haven't been able to figure out how.
Is there any reason the shared function game.IsDedicated always returns false on the client? The wiki says it's intent is to express if connected server is dedicated or not which it doesn't do.
[t]https://dl.dropboxusercontent.com/u/5601782/isdedicatedserver.PNG[/t]
[QUOTE=Z0mb1n3;48740809]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.[/QUOTE]
Yea that is how this community is and I actually disagree with a lot of things that go on here. I think we should save that attitude for people who actually deserve it, someone not knowing something should not equate to you being a dick. Its gotten so bad lately that I personally feel this community is pushing away some new coders for this game. Some people of this community will not even mention to that individual why the way they are coding this is not a good way to be approaching the problem. That be like telling someone to use milk to make a cake instead of water and then calling them a idiot and not even explaining to them that using milk makes a cake more moist.
Now I am not saying this is everyone here cause we do have some nice people here.
---------------------------------------------------------------------------------------------
Side note:
Does anyone have the trello link to the gmods dev stuff. I wanted to see what was being worked on currently.
[QUOTE=bran92don;48763614]Side note:
Does anyone have the trello link to the gmods dev stuff. I wanted to see what was being worked on currently.[/QUOTE]
I don't use/update GMod's Trello.
[QUOTE=Robotboy655;48765303]I don't use/update GMod's Trello.[/QUOTE]
What's the point of it then?
[QUOTE=BigBadWilly;48765310]What's the point of it then?[/QUOTE]
I don't know, I didn't make it, I am not using it.
[QUOTE=BigBadWilly;48765310]What's the point of it then?[/QUOTE]
Through the years I've seen dozens of issue trackers for gmod.
[img]http://i.imgur.com/ms1Td9t.png[/img]
Two hours of fucking around in Paint.NET to add one line of code and GMod now can load .nav files from TF2.
Is there ever going to be a possibility to add custom content paths to hammer?
[t]http://rp.braxnet.org/scr/1443381528159.png[/t]
wherever i place the files, they never show up.
[B]edit[/B]
[t]http://rp.braxnet.org/scr/1443382575381.png[/t]
so it really is hardcoded, huh :disappoint:
[B]edit[/B]
AW YEAH I FUCKING DID IT
[t]http://rp.braxnet.org/scr/1443385730076.png[/t]
[t]http://rp.braxnet.org/scr/1443385774891.png[/t] (cfg/mount.cfg)
just gonna see if it can compile with that
[B]edit[/B]
nope, hammer sees them, but the compile tools can't.
*snip*
Just make an extra folder or something.
[QUOTE=Giraffen93;48773938]Is there ever going to be a possibility to add custom content paths to hammer?
[t]http://rp.braxnet.org/scr/1443381528159.png[/t]
wherever i place the files, they never show up.
[B]edit[/B]
[t]http://rp.braxnet.org/scr/1443382575381.png[/t]
so it really is hardcoded, huh :disappoint:
[B]edit[/B]
AW YEAH I FUCKING DID IT
[t]http://rp.braxnet.org/scr/1443385730076.png[/t]
[t]http://rp.braxnet.org/scr/1443385774891.png[/t] (cfg/mount.cfg)
just gonna see if it can compile with that
[B]edit[/B]
nope, hammer sees them, but the compile tools can't.[/QUOTE]
[url]https://github.com/garrynewman/garrysmod/pull/945[/url]
Does this fix it?
[video=youtube;VrqBN-dtWkw]https://www.youtube.com/watch?v=VrqBN-dtWkw[/video]
the "DirectX Runtime is out of date" prompt which leads you to what used to be the download page of the missing runtime, now redirects to a page which helps people with downloading Windows 10.
i wish that this could be fixed, seeing how the two other directx setups that i could find do not allow for the proper launching of Garry's Mod.
[QUOTE=Robotboy655;48778364][url]https://github.com/garrynewman/garrysmod/pull/945[/url]
Does this fix it?[/QUOTE]
with gameinfo.txt modifications? no
i am however running the stable branch, does dev change anything?
[code]Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2]
FIND [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_misc_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_pak_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_misc_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_vo_english_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_textures_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic]
FIND [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic\ep1_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2]
FIND [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\ep2_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax]
FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax\assets_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax\csgo_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax\l4d2_000.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\brax\neotokyo_000.vpk]
Adding Path: [C:\Users\Braxen\Dropbox\darkrp\addons-master\assets]
FIND [C:\Users\Braxen\Dropbox\darkrp\addons-master\assets\*.vpk]
Adding Path: [C:\Users\Braxen\Dropbox\darkrp\addons-master\l4d2]
FIND [C:\Users\Braxen\Dropbox\darkrp\addons-master\l4d2\*.vpk]
Adding Path: [C:\Users\Braxen\Dropbox\darkrp\addons-master\csgo]
FIND [C:\Users\Braxen\Dropbox\darkrp\addons-master\csgo\*.vpk][/code]
this is the mount log, i've tried packing all custom assets in vpk files but it doesn't change anything
[QUOTE=cynaraos;48778608][video=youtube;VrqBN-dtWkw]https://www.youtube.com/watch?v=VrqBN-dtWkw[/video]
the "DirectX Runtime is out of date" prompt which leads you to what used to be the download page of the missing runtime, now redirects to a page which helps people with downloading Windows 10.
i wish that this could be fixed, seeing how the two other directx setups that i could find do not allow for the proper launching of Garry's Mod.[/QUOTE]
It will open this page next update:
[url]http://support.facepunchstudios.com/kb/articles/26-your-directx-runtime-is-out-of-date[/url]
I also considering making that error a warning that allows you to launch the game anyway.
I have updated Awesomium to 1.7.5.1 on Windows and Linux, OS X does not compile yet, I will need to figure out the linking error later this week.
PLEASE TEST THIS.
There will be no September update.
[editline]28th September 2015[/editline]
On linux, you might need to rename libawesomium.so.5.0 to libawesomium.so.2 and libawesomium.so.0, I have no idea what's up with the .2 and .0 in GMod and 5.0 in Awesomium.
so far i have crashed on startup
[editline]28th September 2015[/editline]
[IMG]http://i.imgur.com/0YDSQbm.png[/IMG]
[QUOTE=Robotboy655;48780898]I have updated Awesomium to 1.7.5.1 on Windows and Linux, OS X does not compile yet, I will need to figure out the linking error later this week.
PLEASE TEST THIS.
There will be no September update.
[editline]28th September 2015[/editline]
On linux, you might need to rename libawesomium.so.5.0 to libawesomium.so.2 and libawesomium.so.0, I have no idea what's up with the .2 and .0 in GMod and 5.0 in Awesomium.[/QUOTE]
The dev edition of Garry's Mod crashes on startup with the same error as LittleBabyman for me too.
What does this page: [url]http://www.doboism.com/projects/webaudio-compatibility/[/url] look like on Awesomium 1.7.5.1?
In the current version of Awesomium on Garry's Mod it's looking a little sad :(
[thumb]https://dl.dropboxusercontent.com/u/7290193/Screenshots/Garrysmod/Awesomium/WebAudio1.7.2.2.png[/thumb]
[QUOTE=!cake;48781146]The dev edition of Garry's Mod crashes on startup with the same error as LittleBabyman for me too.
What does this page: [url]http://www.doboism.com/projects/webaudio-compatibility/[/url] look like on Awesomium 1.7.5.1?
In the current version of Awesomium on Garry's Mod it's looking a little sad :(
[thumb]https://dl.dropboxusercontent.com/u/7290193/Screenshots/Garrysmod/Awesomium/WebAudio1.7.2.2.png[/thumb][/QUOTE]
I don't think they Updated Chromium in it at all, so I am not going to run any tests. They said this in their last blog post for 1.7.5 release:
[code]
We’ve been working on something big the past twelve months and are planning to drop a sneak peek soon.
Expect 64-bit support, GPU-accelerated rendering, faster release cycle, and more![/code]
But that was [B]10 months [/B]ago.
[editline]28th September 2015[/editline]
[QUOTE=LittleBabyman;48780914]so far i have crashed on startup
[editline]28th September 2015[/editline]
[IMG]http://i.imgur.com/0YDSQbm.png[/IMG][/QUOTE]
This happens because Awesomium.dll is outdated, no idea what that is about since I most definitely committed the new one.
Oh wait, I am an idiot, sorry everyone.
[editline]28th September 2015[/editline]
This just once again a proof of how shitty Plastic SCM is.
[editline]28th September 2015[/editline]
[QUOTE=slayer3032;48762999]Is there any reason the shared function game.IsDedicated always returns false on the client? The wiki says it's intent is to express if connected server is dedicated or not which it doesn't do.
[t]https://dl.dropboxusercontent.com/u/5601782/isdedicatedserver.PNG[/t][/QUOTE]
To answer this, the function is made like that, I don't think there is a way for the client to tell whether the server connected to is dedicated or not.
I also updated Hammer and HLFacePoser to latest versions.
[QUOTE=Handsome Matt;48781930]D'oh![/QUOTE]
oh my
[QUOTE=Handsome Matt;48781930]D'oh![/QUOTE]
oh my
[QUOTE=Robotboy655;48780898]I have updated Awesomium to 1.7.5.1 on Windows and Linux, OS X does not compile yet, I will need to figure out the linking error later this week.
PLEASE TEST THIS.
There will be no September update.
[editline]28th September 2015[/editline]
On linux, you might need to rename libawesomium.so.5.0 to libawesomium.so.2 and libawesomium.so.0, I have no idea what's up with the .2 and .0 in GMod and 5.0 in Awesomium.[/QUOTE]
On Ubuntu 15.04, didn't have to do anything! It just worked!
Also the bug that was reported for clicking the player count for single player servers works now in linux!
But a few things broke :(
- Highlighting the name when you are creating a single player server will make it invisible
- Arrow buttons/Backspace doesn't work in that same panel
- Mount menu things have no checkbox
[QUOTE=LittleBabyman;48780914]so far i have crashed on startup
[editline]28th September 2015[/editline]
[IMG]http://i.imgur.com/0YDSQbm.png[/IMG][/QUOTE]
This still happens even after this, assuming it was in reference to unfucking the previous fuck up
[QUOTE=Robotboy655;48781679]Oh wait, I am an idiot, sorry everyone.
[editline]28th September 2015[/editline]
This just once again a proof of how shitty Plastic SCM is.[/QUOTE]
[editline]28th September 2015[/editline]
Glad Awesomium got updated finally!
[QUOTE=Robotboy655;48781679]To answer this, the function is made like that, I don't think there is a way for the client to tell whether the server connected to is dedicated or not.[/QUOTE]
Okay, thanks! I guess I'll have to figure out some sort of way of letting the client know what IsDedicated is returning on the serverside. It's a real pain since basically everything other than userid and IP supposedly act differently or don't work according to the wiki at least.
[QUOTE=Revenge282;48782887]This still happens even after this, assuming it was in reference to unfucking the previous fuck up[/QUOTE]
Goddamn build server is derping around again, hold on, I will commit something to trigger an update.
What was the previous version on Awesomium? And whats in the new version?
All I know is it hasn't been updated in ages, lol
So great job so far, RobotBoy.
Undoing a no-collide doesn't actually undo the no-collide.
Sorry, you need to Log In to post a reply to this thread.