Lets see if the latest awesomium update will fix the performance issue after all, will profile that thing again once im back home, something tells me nothing changed, the integration is rather awful.
[QUOTE=YourStalker;48783919]Undoing a no-collide doesn't actually undo the no-collide.[/QUOTE]
It's hit and miss really, I added a fix like a year or two ago, but it doesn't work consistently.
Still getting this error
[IMG]http://puu.sh/ksjMv/5fa8e71667.png[/IMG]
[QUOTE=ExtReMLapin;48786523]Still getting this error
[IMG]http://puu.sh/ksjMv/5fa8e71667.png[/IMG][/QUOTE]
validate your game.
Already tried it three times, also tried switching to default branch and then to the beta one.
I'll try to reinstall it.
Edit : Still not working
[QUOTE=ExtReMLapin;48786569]Already tried it three times, also tried switching to default branch and then to the beta one.
I'll try to reinstall it.
Edit : Still not working[/QUOTE]
It most definitely works. I have just deleted the file and revalidated the game:
[img]http://i.imgur.com/EY2MkYG.png[/img]
Weird
Will GMod ever support loading screen interaction?
[QUOTE=SuperiorGamer;48787915]Will GMod ever support loading screen interaction?[/QUOTE]
not unless it's moved to a whole separate thread
[QUOTE=maurits150;48787975]not unless it's moved to a whole separate thread[/QUOTE]
We can dream, if this does happen I'd play GMod way more often, I just hate trying to work out if the game has crashed or not when it loads.
We've asking for garry to implement coherent ui, since he have the license...But, didn't he buy the unity version? (Since you can buy c++, ue4 or unity version)
I guess that makes hard to get coherent
[QUOTE=gonzalolog;48788022]We've asking for garry to implement coherent ui, since he have the license...But, didn't he buy the unity version? (Since you can buy c++, ue4 or unity version)
I guess that makes hard to get coherent[/QUOTE]
cui is in the same boat as awesomium
only [U]slightly [/U]better
Lmao, why the hell is a dupe file compressed twice ?
When saved and when uploaded to the workshop, what the hell.
And with the same compression algorithm.
Example so you can test yourself : [URL="http://puu.sh/ktm7s/63364217b1.main"]this file, downloaded from the workshop (a dupe)[/URL]
Has 0 junk byte, decompress it with bootil, you'll get a compressed file with 4 junk bytes (which is DUP3] ). And then, re-decompress it and you'll have a dupe file (a one you can read).
[QUOTE=Giraffen93;48773938]
[B]edit[/B]
nope, hammer sees them, but the compile tools can't.[/QUOTE]
Maybe late, but make sure your VPROJECT environment variable is set and that your compiling tools see it adequately. I have no issues here. Granted I use the 2013 SDK hammer with a dummy game path, but it is symlinked as a gmod addon. Could be something worth looking into, as it helps keep everything organized outside of your gmod folder.
[QUOTE=xaviergmail;48796062]Maybe late, but make sure your VPROJECT environment variable is set and that your compiling tools see it adequately. I have no issues here. Granted I use the 2013 SDK hammer with a dummy game path, but it is symlinked as a gmod addon. Could be something worth looking into, as it helps keep everything organized outside of your gmod folder.[/QUOTE]
yeah i don't want anything to do with 2013 sdk, it's just a bloat for me
been using cs:s hammer all this time and it works decently
[code]
* Added CNavArea.SetAttributes( int atts )
* Added CNavArea.GetCostSoFar() - returns float
* Added CNavArea.ComputeAdjacentConnectionHeightChange( CNavArea ) - returns float
* Added CNavLadder.GetLength() - returns float
* Added navmesh.IsLoaded() returns bool
* Added navmesh.SetMarkedArea( CNavArea )
* Added navmesh.GetMarkedArea() - returns CNavArea
* Added navmesh.SetMarkedLadder( CNavLadder )
* Added navmesh.GetMarkedLadder() - returns CNavLadder
* Added navmesh.GetEditCursorPosition() - returns vector
* Added navmesh.Reset()
* Added navmesh.Load()
* Added navmesh.Save()
* Added CLuaLocomotion.IsAreaTraversable( CNavArea ) - returns bool
* Added CLuaLocomotion.GetMaxJumpHeight() - returns int
* Added PathFollower.ResetAge()
* Added PathFollower.MoveCursorToClosestPosition( Vector pos )
* Added PathFollower.GetHindrance() - Returns entity
* Added PathFollower.GetCursorData() - Returns table
* Added PathFollower.GetCurrentGoal() - Returns table
* Added PathFollower.FirstSegment() - Returns table
* Added PathFollower.LastSegment() - Returns table
* PathFollower.Compute( pos, nextbot, function ) now has a third paramter - function( area, areafrom, ladder, elevator, length )[/code]
Latest changes.
What this basically means is that you can now affect path generation with PathFollower.Compute.
are the DoD:S hands invisible or is it just me
Documented the Compute thing here:
[url]http://wiki.garrysmod.com/page/PathFollower/Compute[/url]
[editline]30th September 2015[/editline]
The basic way of how the path generation works is that it loops from starting area towards the ending area and decides the "cheapest" way to get there, the higher the cost to go through one area, the less likely it for the path to use it.
I think -1 will restrict usage of an area.
Using this stuff you can make bots target ladders. I haven't played with it pretty much at all. I will try to dig out the code example for ladders, but the problem is that nextbots can't climb ladders yet.
Hey Robotboy
Is there any reason Nextbot runs 5 times more than a normal bot in SetupMove?
[CODE]local counter = {}
hook.Add( "SetupMove", "nextbawt", function( bot )
counter[ bot ] = counter[ bot ] and counter[ bot ] + 1 or 1
end )
timer.Create( "nextbawt", 1, 0, function()
PrintTable( counter )
table.Empty( counter )
end )
--game.ConsoleCommand( "bot\n" )
--player.CreateNextBot( "Nextbawt" )[/CODE]
I get the following result:
Player [1][Bot01] = 100
Player [2][Nextbawt] = 105
Edit: Forgot to say that this is in the live version I have not tested dev.
[QUOTE=darkjacky;48797308]Hey Robotboy
Is there any reason Nextbot runs 5 times more than a normal bot in SetupMove?
[CODE]local counter = {}
hook.Add( "SetupMove", "nextbawt", function( bot )
counter[ bot ] = counter[ bot ] and counter[ bot ] + 1 or 1
end )
timer.Create( "nextbawt", 1, 0, function()
PrintTable( counter )
table.Empty( counter )
end )
--game.ConsoleCommand( "bot\n" )
--player.CreateNextBot( "Nextbawt" )[/CODE]
I get the following result:
Player [1][Bot01] = 100
Player [2][Nextbawt] = 105[/QUOTE]
Is there any reason why it matters?
[QUOTE=Robotboy655;48797328]Is there any reason why it matters?[/QUOTE]
It matters because I wanted to use it as a movement clone like replaying saved movement data. (The reason I am using bot instead of nextbot atm.)
I'm guessing the output is because game.ConsoleCommand will wait until the next frame for the command to be executed and to create the bot. player.CreateNextBot is instant (or more-instanter).
[QUOTE=Willox;48797355]I'm guessing the output is because game.ConsoleCommand will wait until the next frame for the command to be executed and to create the bot. player.CreateNextBot is instant (or more-instanter).[/QUOTE]
No it is a consistent 100 vs 105. Not just at the start.
I think it is weird that it runs more often than the tickrate of the server. Thats the only problem I have with it.
I don't really need them since they can be replaced with bots. If they ran at the correct speed they would be much easier than bot though.
After some testing I would say it is bugged.
When the nextbot is on the server alone it runs at the tickrate of the server. However as soon as another player/bot joins the server it runs 5 times more. (Even with a second nextbot.)
Also it runs in a smooth 0.2 seconds interval extra no matter what the tickrate is. 1000 tick will just make it run 1005 times and 33 tick will run 38 times.
Is there a known issue with -disableluarefresh on linux? I'm pretty certain it's ignored.
Any word on this issue I brought up a long time ago?
[quote]Refreshing medium/large sized lua files on linux creates non-existant script errors, most of them being about a missing 'end' statement near <eof>, even though the file is perfectly fine[/quote]
[QUOTE=LittleBabyman;48797013]are the DoD:S hands invisible or is it just me[/QUOTE]
They appear fine on DoD:S weapons for me.
[QUOTE=Z0mb1n3;48798534]Any word on this issue I brought up a long time ago?[/QUOTE]
I had this problem before, the file still seemed to be loaded correctly for me, never made the connection to autorefresh.
[QUOTE=code_gs;48799313]They appear fine on DoD:S weapons for me.[/QUOTE]
yeah i found out it was some stupid addon that somehow fucked with them
[img]http://rp.braxnet.org/scr/1443817844923.png[/img]
i created connection_log_27016.txt but it still happens..
[QUOTE=Giraffen93;48811529][img]http://rp.braxnet.org/scr/1443817844923.png[/img]
i created connection_log_27016.txt but it still happens..[/QUOTE]
Post the dump maybe?
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