[QUOTE=Robotboy655;49684076]It's supposed to be instantaneous. Whatever the problem is, it is not with Garry's Mod.[/QUOTE]
Are you sure? After some tinkering it looks like file locks might be preventing the addon from actually being updated. I'll see if I can get something more conclusive though.
[QUOTE=Teddi Orange;49684535]Are you sure? After some tinkering it looks like file locks might be preventing the addon from actually being updated. I'll see if I can get something more conclusive though.[/QUOTE]
Try making a small program to release gmods || steams handle to the file :v
[QUOTE=Teddi Orange;49684535]Are you sure? After some tinkering it looks like file locks might be preventing the addon from actually being updated. I'll see if I can get something more conclusive though.[/QUOTE]
Well that would make it update properly as soon as the game restarts, not from some arbitrary amount of time.
File locks were fixed in last update.
[editline]6th February 2016[/editline]
At least they should've been ( The February one )
[QUOTE=Robotboy655;49684710]Well that would make it update properly as soon as the game restarts, not from some arbitrary amount of time.
File locks were fixed in last update.
[editline]6th February 2016[/editline]
At least they should've been ( The February one )[/QUOTE]
Turns out some people leave their GMod open for a very long time :v:. Because I'm not familiar with the entire design of the whole vpk / mounting system in GMod, should it be possible to wipe a gma file when in the main menu (no SP / MP running)?
[QUOTE=Teddi Orange;49684768]Turns out some people leave their GMod open for a very long time :v:. Because I'm not familiar with the entire design of the whole vpk / mounting system in GMod, should it be possible to wipe a gma file when in the main menu (no SP / MP running)?[/QUOTE]
Not if it is mounted.
Could we get a PLAYER_CLIP collision group that blocks players but lets everything else through, including traces and gunshots? And if possible, also one for NPCs/Nextbots as well as one for any "living" entity (players, bots, everything except props and traces/gunshots)?
[QUOTE=Teddi Orange;49684768]Turns out some people leave their GMod open for a very long time :v:. Because I'm not familiar with the entire design of the whole vpk / mounting system in GMod, should it be possible to wipe a gma file when in the main menu (no SP / MP running)?[/QUOTE]
[url]http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx[/url]
Try using this to unlock the file without killing gmods process
Thanks Ley, that pretty much managed to get what I needed.
So just to set a general baseline I exited GMod each time, restarted it with both the addon + compressed version either there or missing and each time it would download the updated version no problem. I also gave it roughly 5-7 minutes each time to allow for Steam's CDN to update with the workshop.
I also extracted them via the gmad.exe shipped just to make sure I wasn't running an outdated version either.
Anyhow every time I tried to get the latest gma without exiting (after updating the addon) the loading screen hangs for a second, the file locally (in Windows) states that it's been modified but upon extraction nothing was added / removed.
If I close the handler via sysinternals and rejoin the server, the addon downloads as expected with the latest content. I tried it a few times with different addons and each time it was a success no matter what.
Small update idea-
Would it be possible to have
[CODE]
render.PopFilterMag()
[/CODE]
NOT crash the entire game whenever it's run without any code around it, and just give a console error instead?
[QUOTE=MPan1;49687587]Small update idea-
Would it be possible to have
[CODE]
render.PopFilterMag()
[/CODE]
NOT crash the entire game whenever it's run without any code around it, and just give a console error instead?[/QUOTE]
Would be the same as asking for
[lua]cam.End3D() --[[ or ]] while true end[/lua]
not crash the game either, not gonna happen.
[QUOTE=GGG KILLER;49688465]Would be the same as asking for
[lua]cam.End3D() --[[ or ]] while true end[/lua]
not crash the game either, not gonna happen.[/QUOTE]
Well, it's not really the same- when that function (render.PopFilterMag) crashes the game, it gives an error before closing, but not an ingame error- a popup box. Would it really be that hard to change that error into a Lua one?
what makes autorefresh stop working? restarting the server every day to get it to work again is annoying
[QUOTE=Giraffen93;49690340]what makes autorefresh stop working? restarting the server every day to get it to work again is annoying[/QUOTE]
Never happened to me.
What os are you in and what editor are you using?
[QUOTE=geferon;49690365]Never happened to me.
What os are you in and what editor are you using?[/QUOTE]
windows, sublime text 3.. but editor doesn't matter, when it breaks it breaks
it's usually when i've left it overnight it stops working
[QUOTE=Giraffen93;49690378]windows, sublime text 3.. but editor doesn't matter, when it breaks it breaks
it's usually when i've left it overnight it stops working[/QUOTE]
According to the wiki some editors are not compatible with autorefresh.
But i also use sublimetext 3 and it works perfectly even if it has been open 5 days.
What windows are you using specifically?
I mean in the server and in your pc.
[QUOTE=geferon;49690404]According to the wiki some editors are not compatible with autorefresh.
But i also use sublimetext 3 and it works perfectly even if it has been open 5 days.
What windows are you using specifically?
I mean in the server and in your pc.[/QUOTE]
windows 8.1, running srcds locally
this issue has been getting more common in the past few months
[QUOTE=Giraffen93;49690442]windows 8.1, running srcds locally
this issue has been getting more common in the past few months[/QUOTE]
Yours is a strange case.
All of my servers run in a windows 8.1 os and ive never had that problem.
Download a new and clean server instance, keep it running with an autorun script that prints something and the next day try editing and saving the file.
It may be something you've got installed on the server.
Nope, sometimes on error, autorefresh breaks and im forced to change level or retry (according the realm)
Does it just do nothing, or do you get the "unhandled Lua refresh for file" console output?
[QUOTE=KingofBeast;49690586]Does it just do nothing, or do you get the "unhandled Lua refresh for file" console output?[/QUOTE]
do nothing, never had that second thing
Happens with sublime, now with atom...its not a thing to worry about, its something that I just can't replicate since its really strange, normally happens on cs hooks like hudpaint
And no, am not removing the entire hook.add
So I'm getting tons of lua errors even when I fix it or change the line , this just don't get the refresh
Could we get something like [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SetPlayerColor]Player:SetPlayerColor[/url] but for non-player entities?
You dont need it, since that entity won't have playercolor proxy, in the case it does, just return the color vector in getplayercolor
[QUOTE=gonzalolog;49691072]You dont need it, since that entity won't have playercolor proxy, in the case it does, just return the color vector in getplayercolor[/QUOTE]
I'm more talking about the effect that ply:SetPlayerColor() has where it only colors specific parts of the model. ent:SetColor colors the entire model.
[QUOTE=YourStalker;49691132]I'm more talking about the effect that ply:SetPlayerColor() has where it only colors specific parts of the model. ent:SetColor colors the entire model.[/QUOTE]
Do it yourself. The PlayerColor proxy is made entirely in Lua, I'm sure you could start looking there.
[QUOTE=YourStalker;49691132]I'm more talking about the effect that ply:SetPlayerColor() has where it only colors specific parts of the model. ent:SetColor colors the entire model.[/QUOTE]
Any material supports it by default. It's not something coded in C++ specifically for players.
Actually i did a player recolorizer that just add to model
ent.GetPlayerColor = function() return Vector(r,g,b) end
And this recolors the entity
[QUOTE=gonzalolog;49691231]Actually i did a player recolorizer that just add to model
ent.GetPlayerColor = function() return Vector(r,g,b) end
And this recolors the entity[/QUOTE]
That would only work for any entity that has a material with PlayerColor material proxy.
[QUOTE=Joeyl10;49691162]Do it yourself. The PlayerColor proxy is made entirely in Lua, I'm sure you could start looking there.[/QUOTE]
Never realized that, thanks!
[QUOTE=YourStalker;49691132]I'm more talking about the effect that ply:SetPlayerColor() has where it only colors specific parts of the model. ent:SetColor colors the entire model.[/QUOTE]
Before I type up a explanation of the playercolor system, do you just want to be able to set the color of a model with one texture or one with multiple textures?
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