What could cause something like this?
[IMG]https://i.gyazo.com/e9002c8a677e624f1fc6d91f1a0e230a.png[/IMG]
Only seems to happen on one of my servers, and happens when I just walk around alone.
[QUOTE=Robotboy655;49677182]Windows* can only load fonts directly from files on disk.[/QUOTE]
[IMG]http://i.imgur.com/r88YU2z.png[/IMG]
[url]https://msdn.microsoft.com/de-de/library/windows/desktop/dd183325(v=vs.85).aspx[/url]
:v:
The mounting order on the dev branch has changed a bit:
[code]~OLD~ ~NEW~
Map Content Map Content
Garry's Mod Addons
Source SDK Gamemodes
Mount.cfg Mounts Garry's Mod
Addons <Current Map's Game (only for clients!)>
Gamemodes SourceSDK
Steam Mounts Mounted Games
Downloads Downloads
Fallbacks Fallbacks[/code]
This means that if you want to override content that is shipped with Garry's Mod, you should use addons or gamemodes. VPK files now also take precedence over mod directories, this means that any old/modified versions of files you have in your "GarrysMod" directory that are shipped in the VPK will be ignored.
This also means that animations in the Half-Life 2 episodes should work properly.
[QUOTE=ms333;49677347]What could cause something like this?
[IMG]https://i.gyazo.com/e9002c8a677e624f1fc6d91f1a0e230a.png[/IMG]
Only seems to happen on one of my servers, and happens when I just walk around alone.[/QUOTE]
A bug that hasn't been resolved yet. It means that ent:GetHitboxSet() is returning a value outside of ent:GetHitboxSetCount(). You're probably crashing due to a trace hitting one of those entities.
[QUOTE=Willox;49677662]The mounting order on the dev branch has changed a bit:
[code]~OLD~ ~NEW~
Map Content Map Content
Garry's Mod Addons
Source SDK Gamemodes
Mount.cfg Mounts Garry's Mod
Addons <Current Map's Game (only for clients!)>
Gamemodes SourceSDK
Steam Mounts Mounted Games
Downloads Downloads
Fallbacks Fallbacks[/code]
This means that if you want to override content that is shipped with Garry's Mod, you should use addons or gamemodes. VPK files now also take precedence over mod directories, this means that any old/modified versions of files you have in your "GarrysMod" directory that are shipped in the VPK will be ignored.
This also means that animations in the Half-Life 2 episodes should work properly.
A bug that hasn't been resolved yet. It means that ent:GetHitboxSet() is returning a value outside of ent:GetHitboxSetCount(). You're probably crashing due to a trace hitting one of those entities.[/QUOTE]
Yay; CS:S unlit generics finally won't conflict with HL2's vertex lit materials! Also, could we ever get a replacement for that mount menu Garry showed off in the GMod beta for choosing the game mount order?
[QUOTE=code_gs;49678042]Yay; CS:S unlit generics finally won't conflict with HL2's vertex lit materials! Also, could we ever get a replacement for that mount menu Garry showed off in the GMod beta for choosing the game mount order?[/QUOTE]
Do you have a screenshot?
[QUOTE=Willox;49678147]Do you have a screenshot?[/QUOTE]
[url]http://m.youtube.com/watch?v=6UwkSt7tdOE[/url]
The thread where he showed it off more got deleted with the section.
[QUOTE=code_gs;49678178][url]http://m.youtube.com/watch?v=6UwkSt7tdOE[/url]
The thread where he showed it off more got deleted with the section.[/QUOTE]
I don't like the idea of people relying on setting the order themselves to resolve issues. Is there anything specific that is still broken?
[QUOTE=Willox;49678195]I don't like the idea of people relying on setting the order themselves to resolve issues. Is there anything specific that is still broken?[/QUOTE]
TF2 map textures that require a fix like this: [url]https://steamcommunity.com/sharedfiles/filedetails/?id=166882439[/url]
Also, CS:S and HL2 have some conflicting textures with some static props, but with the new mount order you presented, there's ways around it.
[QUOTE=code_gs;49678234]TF2 map textures that require a fix like this: [url]https://steamcommunity.com/sharedfiles/filedetails/?id=166882439[/url]
Also, CS:S and HL2 have some conflicting textures with some static props, but with the new mount order you presented, there's ways around it.[/QUOTE]
But that is what the most recent changes have fixed? Have a look yourself.
Could [URL="https://github.com/Facepunch/garrysmod-issues/issues/2027"]this[/URL] get fixed please? I already reported it on github on May, but it doesn't seem to be fixed yet.
I know I can just edit mount.cfg, but when I'll release my map (which uses the DLC content), I'll have to deal with really dumb people that can't figure out on how they can fix the missing content problem. Even with a detail description on how to do it.
[QUOTE=code_gs;49678178][url]http://m.youtube.com/watch?v=6UwkSt7tdOE[/url]
The thread where he showed it off more got deleted with the section.[/QUOTE]
Console 2.0, missed but never forgotten.
[QUOTE=KillerKo4565;49678267]Could [URL="https://github.com/Facepunch/garrysmod-issues/issues/2027"]this[/URL] get fixed please? I already reported it on github on May, but it doesn't seem to be fixed yet.
I know I can just edit mount.cfg, but when I'll release my map (which uses the DLC content), I'll have to deal with really dumb people that can't figure out on how they can fix the missing content problem. Even with a detail description on how to do it.[/QUOTE]
Good point, I'll look in to that.
[editline]5th February 2016[/editline]
How do you guys want to specify what game should be mounted as the 'current game' for custom maps? The best bet is probably a ConVar as that'd be able to work with maps that already exist.
[QUOTE=Willox;49678272]Good point, I'll look in to that.
[editline]5th February 2016[/editline]
How do you guys want to specify what game should be mounted as the 'current game' for custom maps? The best bet is probably a ConVar as that'd be able to work with maps that already exist.[/QUOTE]
Could we be able to set a global keyvalue when making maps? That way any custom map can set it on their own
[editline]5th February 2016[/editline]
[url]https://developer.valvesoftware.com/wiki/Map_properties#Keyvalues[/url]
A custom keyvalue would be awesome
[QUOTE=code_gs;49678178][url]http://m.youtube.com/watch?v=6UwkSt7tdOE[/url]
The thread where he showed it off more got deleted with the section.[/QUOTE]
I love that menu tho, things look better!
[QUOTE=Python1320;49672029][IMG]http://i.imgur.com/RwAxrFd.png[/IMG]
Come to the Linux side, we have [URL="https://facepunch.com/showthread.php?t=1166672"]256 colors[/URL][/QUOTE]
I view my linux server's console through PuTTY, inside a byobu window, and it doesn't do colors :(
It had nothing to do with my nextbots, I just had someting running on their initialization that was related to this. I finally found out what was causing it after some testing and apparently it was because I was using Math.Min() with a 0. So for instance, local num = math.Min(-2,0) would cause the server to lock up indefinitely and I'm still getting it. Can anyone else confirm?
[QUOTE=bizzclaw;49678921]It had nothing to do with my nextbots, I just had someting running on their initialization that was related to this. I finally found out what was causing it after some testing and apparently it was because I was using Math.Min() with a 0. So for instance, local num = math.Min(-2,0) would cause the server to lock up indefinitely and I'm still getting it. Can anyone else confirm?[/QUOTE]
Is the server freezing or crashing? If it's crashing you should be able to send me any mdumps it creates. If it's freezing, you can dump the process ([url]https://support.microsoft.com/en-us/kb/931673[/url]) and send it to me.
Just PM me whatever you've got. This only counts if it is a Windows server by the way. If you're on Linux, send me whatever you know how to get your hands on.
It's a solid freeze, it never crashes.
I'm at a loss now. I remember the day of the update and this issue started, I spent a bunch of time messing with my Nextbots. I found that only two specific ones were causing it, so I went through the code of one of them and removed different parts until they didn't cause the process to freeze. I found out it was something I was running in their initialization that was related to using math.Min() with a randomized negative number with influence with a variable and 0, I ensured it would never exceed 0 because the variable could potentially make it positive if high enough, anyways after I commented that out they stopped crashing and everything worked. Now today, I went to spawn the NPCs after the fix had been applied and then they again cause a freezing issue.
Of course I had to try it again AFTER I posted the thing above so now I feel like an idiot.
Let me try it again, I'll PM you a crash log.
It looks like workshop addons might have trouble overriding stock GMod files ever since one of the dev branch updates a few days ago. Here's an example with [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=397757336"]this addon[/URL] in a super obvious red color:
Dev branch:
[t]http://images.akamai.steamusercontent.com/ugc/549806039273310519/EEE4C02A334F49712F06349BCBFBA44CACCCE5DD/[/t]
Without dev branch:
[t]http://images.akamai.steamusercontent.com/ugc/549806039273310869/494E71421768DFA944736A150B169D61D5EEFD7B/[/t]
After looking at the addon files, it looks like it's loading a replacement .vtf file (which isn't even used by the addon any more), but not the replacement .vmt or the replacement world model. The issue also [i]doesn't happen[/i] when the addon is extracted into a folder instead, so I don't know what's going on there.
[QUOTE=TwoYearLurker;49679400]...[/QUOTE]
I'll make sure this is fixed before any updates get to the main branch
[editline]5th February 2016[/editline]
Got it, should be up by tomorrow night (on the dev branch).
[QUOTE=code_gs;49678178][url]http://m.youtube.com/watch?v=6UwkSt7tdOE[/url]
The thread where he showed it off more got deleted with the section.[/QUOTE]
Why has the menu "gone back" since then?
That menu looks so awsome!
Bad its never gonna come back :sick:
Could we have climbing functionality for Nextbots. It's pretty much the only thing they still lack of.
I'm not sure if this can be fixed, but "point_spotlight" cannot be removed.
Additionally, if parented to an entity, when the entity is removed, the spotlight will teleport to the origin of the map, but not be removed.
[code]ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000244)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3959.999756)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000244)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000000)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3959.999756)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3959.999756)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000244)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000244)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000000)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000244)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000244)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000244)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3959.999756)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3959.999756)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000244)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000244)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3959.999756)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3960.000000)
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
ServerLog: [GS] Removed prop_physics (ID: 334) for moving too fast (3959.999756)
ServerLog: 01:11.05 - DMG: bro_snop4k [innocent] damaged Avenger [innocent] for 87 dmg
ServerLog: [GS] Removed Одиночка (ID: 320) for moving too fast (3960.000000)
Ignoring bogus angles (-nan,nan,180.000000) from vphysics! (entity prop_physics)
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.
prop_ragdoll[320]:SetAbsOrigin( nan nan -nan ): Ignoring unreasonable position.[/code]
[t]http://puu.sh/mXKcY.png[/t]
How aggressively does the workshop / Garry's Mod cache workshop addons? I've pushed out some updates recently for my own server content but it seems to be taking up to ~24 hours in some extreme cases for the updated gma to land on clients. Wiping the gma first and then connecting to the server seems to always work but obviously this isn't exactly ideal.
[lua]
local mat = Material("drill/circle.png")
[/lua]
This line is crashing mac players
[QUOTE=Teddi Orange;49683398]How aggressively does the workshop / Garry's Mod cache workshop addons? I've pushed out some updates recently for my own server content but it seems to be taking up to ~24 hours in some extreme cases for the updated gma to land on clients. Wiping the gma first and then connecting to the server seems to always work but obviously this isn't exactly ideal.[/QUOTE]
It's supposed to be instantaneous. Whatever the problem is, it is not with Garry's Mod.
Since you decided that Addons should no longer Override everything.. the only way for me to Override Workshop addons that are outdated, is gone. What do i do now?
[QUOTE=Ndsbot;49684177]Since you decided that Addons should no longer Override everything.. the only way for me to Override Workshop addons that are outdated, is gone. What do i do now?[/QUOTE]
Can you give an example of what you're doing?
[QUOTE=Willox;49684208]Can you give an example of what you're doing?[/QUOTE]
I have this Addon installed: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=460269876[/url]
I have all the updated lua files in the Addons folder, but I use the Workshop addon to get the Models, Materials, Sounds etc.
Now, since the Mount order is different, the Lua Files are completely outdated and most new Weapons, that aren't supported by the Workshop addon, don't work anymore.
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