• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Giraffen93;49611231]just the fact that you more often than not cannot cancel joining because of the lack of a threaded loading screen, that wouldn't really work anyway[/QUOTE] Just hold ESC if you want to disconnect during loading screen :)
[QUOTE=Giraffen93;49611231]just the fact that you more often than not cannot cancel joining because of the lack of a threaded loading screen, that wouldn't really work anyway[/QUOTE] Would it be a big task to change that though?
[QUOTE=LieutExcalibu;49611052]So since Garry's Mod is making the switch to CEF, I have a question that might sound dumb. As of now, if you put your server's forums as the loading screen; you can't really click buttons, scroll down, etc. Once Garry's Mod makes the change, will it be possible to do those things while you load into the server? Some server owners set their loading screens to their forums which is kind of dumb but it would be nice if you could go to other pages and so on.[/QUOTE] I've got an issue open on the requests repo about this [url=https://github.com/Facepunch/garrysmod-requests/issues/637]here[/url]. I've asked Willox about this directly and he says it is possible but there are some quirks where the CEF rendering/input system will enter a blocking state while downloading/decompressing fastdl/workshop addons. I forgot the specifics but I recall him saying its intentionally disabled at the moment.
:snip: gonna save myself the dumbs
[url=https://github.com/Facepunch/garrysmod-issues/issues/2414]markup.Parse[/url] seems to have an edge case where it breaks on resolutions taller than 1080. This was closed without any noted reason, but I'm able to easily replicate it and I have two people who literally have to run at a lower resolution in order for my UI to work. The exact same code has no issues when ran at 1080P or lower. Has anyone else ran into this?
It was probably closed as fixed. Check the dev branch.
[QUOTE=Kogitsune;49620468][url=https://github.com/Facepunch/garrysmod-issues/issues/2414]markup.Parse[/url] seems to have an edge case where it breaks on resolutions taller than 1080. This was closed without any noted reason, but I'm able to easily replicate it and I have two people who literally have to run at a lower resolution in order for my UI to work. The exact same code has no issues when ran at 1080P or lower. Has anyone else ran into this?[/QUOTE] I fixed utf8.offset (it has been broken since its birth) and tested your code on both 2560x1440 and 3840x2160 with no issue. It should be live on the dev branch. [editline]28th January 2016[/editline] [quote] • Merged functionality of RunString/RunStringEx • Added game.GetIPAddress • Added game.KickID • Lua kick reasons can no longer be language strings • Home/End keys now work in Windows SRCDS consoles • Opening the chatbox while it is invisible/disabled no longer changes player view angles • Chatbox entry max char count is now correct (126) • TextEntry:OnTextChanged is now called after undo operation [/quote] From today. Taking a break from CEF after the 5-days-straight work towards it. game.KickID will be pretty useful for handling MySQL bans from a CheckPassword hook. I'd like to look in to cleaning up some of the libraries.
[QUOTE=Willox;49624083]I fixed utf8.offset (it has been broken since its birth) and tested your code on both 2560x1440 and 3840x2160 with no issue. It should be live on the dev branch. [editline]28th January 2016[/editline] Thanks! That issue made me question my sanity. From today. Taking a break from CEF after the 5-days-straight work towards it. game.KickID will be pretty useful for handling MySQL bans from a CheckPassword hook. I'd like to look in to cleaning up some of the libraries.[/QUOTE] Thank you - it took someone just wild guessing for me to come to the issue and I'm glad it is fixed.
[QUOTE=Willox;49624083]I fixed utf8.offset (it has been broken since its birth) and tested your code on both 2560x1440 and 3840x2160 with no issue. It should be live on the dev branch. [editline]28th January 2016[/editline] From today. Taking a break from CEF after the 5-days-straight work towards it. game.KickID will be pretty useful for handling MySQL bans from a CheckPassword hook. I'd like to look in to cleaning up some of the libraries.[/QUOTE] [b] Opening the chatbox while it is invisible/disabled no longer changes player view angles[/b] This has plagued me in every multiplayer source game I've played. If you don't mind, could you give us a brief explanation for why this bug even occurred?
[QUOTE=vexx21322;49625698][b] Opening the chatbox while it is invisible/disabled no longer changes player view angles[/b] This has plagued me in every multiplayer source game I've played. If you don't mind, could you give us a brief explanation for why this bug even occurred?[/QUOTE] The cursor position gets set to ( ( center of chatbox history ) - ( top-left of chatbox ) ) when the user tries to open the chatbox regardless of if the cursor is enabled or not. The game just picks that up as you moving your mouse. I think the cursor is actually meant to be moved to the middle of the chatbox but it was just made wrong.
I would suggest making a setting like "Loading Screen Volume" which would regulate every audio output in the Loading Screen. This would solve the problem not to be able to change the volume. Is something like this possible?
Alternatively, add a convar to disable all sound output from loading screen pages.
[QUOTE=ryankingstone;49626431]Alternatively, add a convar to disable all sound output from loading screen pages.[/QUOTE] [url]https://facepunch.com/showthread.php?t=1439957[/url] for the mean time
[code] local xX = math.floor((w / 2) - 5) local xY = math.floor((h / 2) - 5) surface.DrawLine(xX, xY, xX + 10, xY + 10) surface.DrawLine(xX, xY + 10, xX + 10, xY) [/code] AA Off: [t]http://thed3vine.net/s/303b06.png[/t] 2x MSAA: [t]http://thed3vine.net/s/ef6b1e.png[/t] 4x MSAA: [t]http://thed3vine.net/s/39914b.png[/t] 8x MSAA: [t]http://thed3vine.net/s/8f46d2.png[/t] I am so peeved.
[QUOTE=KingofBeast;49629030][code] local xX = math.floor((w / 2) - 5) local xY = math.floor((h / 2) - 5) surface.DrawLine(xX, xY, xX + 10, xY + 10) surface.DrawLine(xX, xY + 10, xX + 10, xY) [/code] AA Off: [t]http://thed3vine.net/s/303b06.png[/t] 2x MSAA: [t]http://thed3vine.net/s/ef6b1e.png[/t] 4x MSAA: [t]http://thed3vine.net/s/39914b.png[/t] 8x MSAA: [t]http://thed3vine.net/s/8f46d2.png[/t] I am so peeved.[/QUOTE] what if you force it? [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/PushFilterMag]render.PushFilterMag[/url] dunno if it applies to those drawing operations though
[QUOTE=Willox;49624083]I fixed utf8.offset (it has been broken since its birth) and tested your code on both 2560x1440 and 3840x2160 with no issue. It should be live on the dev branch. [editline]28th January 2016[/editline] From today. Taking a break from CEF after the 5-days-straight work towards it. game.KickID will be pretty useful for handling MySQL bans from a CheckPassword hook. I'd like to look in to cleaning up some of the libraries.[/QUOTE] game.KickID is something I've wanted for quite a while, really missed the gatekeeper.Drop functionality to drop players. You're on like a damn roll, if you want to attempt to tackle another huge issue with the newer source engine branches/Garry's Mod you could help with the work _Kilburn was doing with making the client prediction and player physics not unbelievably trash like it is now. Before GM12 the player physics worked wonderfully and you could actually jump on top of things which weren't static props. Now if you attempt to jump over or up against onto anything at all you just spaz out like mad and prediction goes to hell ending with you feeling like you didn't even jump. It almost seems like the server has far higher friction of the player in the newer engines where as you used to be able to hold w, jump against things and still get over them.
[QUOTE=slayer3032;49630353]It almost seems like the server has far higher friction of the player in the newer engines where as you used to be able to hold w, jump against things and still get over them.[/QUOTE] Half-Life 2 has an auto-crouchjump feature where you can jump over anything you could normally crouchjump over, and it will put you on the higher ground and play the uncrouch animation. [editline]29th January 2016[/editline] Play in third person to see what I mean.
[QUOTE=Ott;49631271]Half-Life 2 has an auto-crouchjump feature where you can jump over anything you could normally crouchjump over, and it will put you on the higher ground and play the uncrouch animation. [editline]29th January 2016[/editline] Play in third person to see what I mean.[/QUOTE] Never really experienced that in HL2, but I do recall seeing it in L4D/L4D2.
Any chance that the resources table can get a higher limit?
[QUOTE=P4sca1;49633457]Any chance that the resources table can get a higher limit?[/QUOTE] No, stop forcing people to download thousands of files. Use workshop.
[QUOTE=Robotboy655;49633482]No, stop forcing people to download thousands of files. Use workshop.[/QUOTE] I'm using only files that are needed. I like to use the FastDL method, because I can easily add new files and don't need to update a workshop addon for a single .png file change. I would create content packs and upload them to the workshop, but the problem is that I am not allowed to upload content from others ([url]https://wiki.garrysmod.com/page/Steam_Workshop_Rules[/url]) which I am using on my server (models etc). Just looked through the workshop and I saw many content Packs. Would it cause any problems if I just upload my own content packs?
[QUOTE=P4sca1;49633535]I'm using only files that are needed. I like to use the FastDL method, because I can easily add new files and don't need to update a workshop addon for a single .png file change. I would create content packs and upload them to the workshop, but the problem is that I am not allowed to upload content from others ([url]https://wiki.garrysmod.com/page/Steam_Workshop_Rules[/url]) which I am using on my server (models etc). Just looked through the workshop and I saw many content Packs. Would it cause any problems if I just upload my own content packs?[/QUOTE] Nope, just don't pass it off as an addon people should be searching for. There's a reason why there's a Server Content category.
[QUOTE=Willox;49602588]*amazing CEF things*[/QUOTE] I dream of the day my loading screen goes from: [t]https://dl.dropboxusercontent.com/u/5601782/areangaming/Screenshot%202016-01-29%2016.38.43.png[/t] To what it should actually be: [t]https://dl.dropboxusercontent.com/u/5601782/areangaming/Screenshot%202016-01-29%2016.40.15.png[/t] [sp]Commit log NSFW...[/sp]
Can there be the ability to hide/toggle engine errors in console? It really sucks seeing dumb model errors or sprite type errors because of dumb map makers.
con_filter 1 con_filter_text_out "myfilter"
Can sound errors perhaps be cached so they don't query the disc every time? It's one of the major causes of multiplayer FPS loss.
it costs the user half an hour to download due to region differences and [I]one[/I] file at a time plus request delays
[QUOTE=Noi;49636848]It doesn't cost you anything. Anyways, any stupid limits should be removed.[/QUOTE] I guess this isn't that easy to remove the limits as they could be deeply embedded in the engine. [editline]30th January 2016[/editline] [QUOTE=Giraffen93;49636863]it costs the user half an hour to download due to region differences and [I]one[/I] file at a time plus request delays[/QUOTE] Also non-fastDL downloads are like 20 Kbyte/s even via LAN.
[QUOTE=Robotboy655;49636008]con_filter 1 con_filter_text_out "myfilter"[/QUOTE] Afaik, this can only block a single type of errors? I might be using it wrong though.
[QUOTE=Noi;49636909]I've seen that modelprecache limit was just a #define[/QUOTE] Changing that single definition resulted in bugs so everything clearly isn't that simple
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