• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Noi;49726465]This power-user argument is ignoring borderline between fair playing and cheating. Power users can also argue that they want to be able to execute lua in bypass of sv_allowcslua, just because they want to be more control in their client, as they say.[/QUOTE] The point you've made about cheating is being able to join servers faster to minge more. Is that what you mean by cheating or am I missing something? Because that argument implies that you [I]want[/I] server load times to be long. Especially with the reason being minges, that's a pretty odd statement.
[QUOTE=Noi;49726517]I don't want load times to be long, I miss your point here.[/QUOTE] You said that disabling downloads will enable cheating. My main question is: [I]how?[/I] The only thing I've seen you mention about it, is this: [QUOTE=Noi;49725262] I mostly see this option as tool for script kiddies/cheaters to join the server faster so they can fuck the shit up and get proud of it.[/QUOTE] My point is: that is a weak argument. You're saying that you don't want minges to be have short loading times because then they'll minge more. Since any player can be a minge, you're implying that you have a problem with short loading times. We both agree that that's ridiculous.
[QUOTE=Noi;49726544]Why download filter is good? - It can level amount of downloads down on poor connections (stop playing on GPRS, or download all of the content on good internet first, just like you would do with rest of steam and games) Why it's bad? - Users can change it without knowing of consequences - Server owners would have players complaining about stuff being missing and ugly, thus harming user experience - Map textures would sometimes get replaced by wireframe texture, if proper one is missing - Scripts relying on bones and attachments would go mad[/QUOTE] I don't think someone would use the download filter ConVar to complain about missing textures, at least I never saw someone. 3 of your "bad"-points are referring to missing textures, so only 2 negative aspects are in the room.
[QUOTE=Noi;49726544]Why download filter is good? - It can level amount of downloads down on poor connections (stop playing on GPRS, or download all of the content on good internet first, just like you would do with rest of steam and games) Why it's bad? - Users can change it without knowing of consequences - Server owners would have players complaining about stuff being missing and ugly, thus harming user experience - Map textures would sometimes get replaced by wireframe texture, if proper one is missing - Scripts relying on bones and attachments would go mad[/QUOTE] i dont see the problem. this is meant to go along with resource.AddWorkshop. if you have files you absolutely want players to have, make them download it when loading in. if you have files that are optional and add to the experience, stream them in after they finish joining. players can already choose to not download any files at all anyway, and thats hidden in the multiplayer options menu which a lot of people dont look at
[QUOTE=Noi;49726592]Download filter is just right in the game options. wireframe textures allows to see through walls (if entities are connected by PVS), i forgot to say that. 2nd argument covers everything including models, sounds, particles. 4rd is how bones/attachments are treated in lua.[/QUOTE] 1. I know it is, but I met it first as ConVar. However the "CustomFiles"-option is fairly well explained, nobody should be that stupid to fuck that up. 2. Nearly nobody did notice that feature so far. The download filter ConVar is when it even is an problem a minor problem. About (your) scripts: You can check if the local player has downloaded a specific file and replace it with another, if its that bad. Thats not an argument.
[QUOTE=Noi;49726544] - Map textures would sometimes get replaced by wireframe texture, if proper one is missing[/QUOTE] [QUOTE=Noi;49726592]Download filter is just right in the game options. wireframe textures allows to see through walls (if entities are connected by PVS), i forgot to say that. 2nd argument covers everything including models, sounds, particles. 4rd is how bones/attachments are treated in lua.[/QUOTE] Ah, that answers my question. Can map authors decide the fallback texture? If they can, then arguably the responsibility of such exploits (being able to see through walls with missing textures) is the responsibility of themr. There are a myriad of ways to lack or replace textures. Preventing the download of them is one thing, but overriding them with the mounting order is another.
[QUOTE=Noi;49726544]- Scripts relying on bones and attachments would go mad[/QUOTE] [QUOTE=Noi;49726592]4rd is how bones/attachments are treated in lua.[/QUOTE] Only poorly coded addons whose authors do not know better would. Any decent script that relies on attachments/bones has a failsafe in case the bone or attachment is not found.
[QUOTE=Noi;49726430]Well, some people who really dislike servers post: Thoughts like that eventually end up in this: [editline]12th February 2016[/editline] Except that it's not 200 addons. It's usually over 300 MB downloaded ___once___ (wow, can you look at that!). [editline]12th February 2016[/editline] This opinion is also unfairly ignored:[/QUOTE] It was more of a question than a request. The reason why I see it's useful is, that more and more servers put large amounts of custom content on their server - which is fine. But when I'm looking for a server to settle on, I'm not interested in downloading all their content just to end up leaving 5 mins after because I dislike whatever I joined.
[vid]http://scrnsht.me/u/Dpb/raw[/vid] The download is ridiculously fast because it was cached. I'll clean it up and commit to the dev branch, but there's no way to get download progress from steamworks.Download yet nor is there any option for controlling whether or not a server should be able to make you download content. [editline]12th February 2016[/editline] [quote] • Added game.MountGMA() • Error models get reloaded after calling game.MountGMA • FCVAR_LUA_CLIENT/FCVAR_LUA_SERVER now act more like other flags • Added sv_hibernate_think & sv_hibernate_drop_bots ConVars • Workshop addons once again have lower precedence than Legacy addons • Moved CreateClientConVar implementation to Lua • GMA files that a server makes you mount now get unmounted on disconnect [/quote]
[QUOTE=Willox;49726708][vid]http://scrnsht.me/u/Dpb/raw[/vid] The download is ridiculously fast because it was cached. I'll clean it up and commit to the dev branch, but there's no way to get download progress from steamworks.Download yet nor is there any option for controlling whether or not a server should be able to make you download content. [editline]12th February 2016[/editline][/QUOTE] Thats pretty [B][U]neat[/U][/B] man.
[QUOTE=ms333;49726663]But when I'm looking for a server to settle on, I'm not interested in downloading all their content just to end up leaving 5 mins after because I dislike whatever I joined.[/QUOTE] Joining a server and seeing all those red errors and pink textures is one of the main reasons to dislike the server and leave right away. [QUOTE=deinemudda32;49726575]I don't think someone would use the download filter ConVar to complain about missing textures, at least I never saw someone.[/QUOTE] [QUOTE=deinemudda32;49726611]1. I know it is, but I met it first as ConVar. However the "CustomFiles"-option is fairly well explained, nobody should be that stupid to fuck that up. 2. Nearly nobody did notice that feature so far. The download filter ConVar is when it even is an problem a minor problem.[/QUOTE] Players do that all the time. They complain how there are errors, we check their setting, turns out it's set to disallow downloads.
I know I'm probably late to this discussion, but I found a happy medium to workshop content a while ago. I force people to download a few necessary files via fastdl (cached on Cloudflare's CDN, its free) when they join. Stuff like menu materials, map, a few models. Totals to less than 50mb. (Map is more...) Once the player has spawned in I use steamworks to check to see if they're subscribed to my addons in the workshop. If they're not subscribed it gives them a little popup and notifies the user that they are missing content. They get the option to continue playing without the content, or to download it from the steam workshop while ingame. I've not had any complaints with the system (other than garry's mod crashing because workshop downloads suck). Adding the ability for workshop files to be mounted while already ingame would save a huge chunk of time for my players in that they won't have to restart their games when downloading my content. I refuse to push my several hundred MB of workshop content down their throats. [editline]12th February 2016[/editline] [url]http://pastebin.com/yNw22xkg[/url] This is how I do it, if anyone is interested.
This is probably a stupid question, but why can't there just be an option to clear your downloads folder once you've left a server that made you download stuff? Probably because downloading stuff uses up the client's internet (and money they're paying to use it) but it seems from the posts above that the main concern is the file size of all this stuff [editline]12th February 2016[/editline] :snip:
[QUOTE=MPan1;49729265]This is probably a stupid question, but why can't there just be an option to clear your downloads folder once you've left a server that made you download stuff? Probably because downloading stuff uses up the client's internet (and money they're paying to use it) but it seems from the posts above that the main concern is the file size of all this stuff [editline]12th February 2016[/editline] Also, just another question: Why does [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/steamworks/GetPlayerName]steamworks.GetPlayerName[/url] seem to do the exact same thing as [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SteamID64]Player:SteamID64[/url]? What's the difference?[/QUOTE] They don't do the same thing at all.
[QUOTE=Zeh Matt;49729335]They don't do the same thing at all.[/QUOTE] Damn, you're right, I misread the args as the output
[QUOTE=MPan1;49729265]This is probably a stupid question, but why can't there just be an option to clear your downloads folder once you've left a server that made you download stuff? Probably because downloading stuff uses up the client's internet (and money they're paying to use it) but it seems from the posts above that the main concern is the file size of all this stuff [editline]12th February 2016[/editline] :snip:[/QUOTE] ... so you don't redownload everytime you join
[QUOTE=Abdul;49329944]Thank you for the update, especially the [URL="https://github.com/Facepunch/garrysmod-requests/issues/144"]sv_setsteamaccount[/URL]. [B]Question:[/B] Can we expect anything to be done about the renamed gamemode misuse/abuse and fake servers to bump up renamed gamemodes? [B]Suggestion: [/B]It would really be nice to have white-listed gamemodes only show up, with a new category "Other gamemodes" that would act as a parent category for the rest of the gamemodes [I](child gamemodes)[/I] that aren't whitelisted. The whitelist can utilize a predefined locally stored file, and it would update the whitelist with any additions/removals from a specific URL [I](even github)[/I] when they are launch the game and are connected to the internet - this would save you having to update the whole game just to update the whitelist. Just a rough idea.[/QUOTE] That would be dumb, since others MAKE gamemodes and to find out that their gamemode isn't in their on category so they get less players would be shit..
[B]local Request [/B]= { [[ Hello, I just wanted to make a request here before asking in github. I've got a problem. I need help with Matrix Scaling... I get model artifact-ing when I scale an object at 0.05 scale. (5% of 100). It's not the fault of the engine, that it rounds down the vertices. Infact, that's pretty amazing. But, what I can suggest as a fix is rendering something similar to a viewmodel. (Runs at full scale, but gets major priority of rendering [B][U][I]DEPTH[/I][/U][/B] of an object. ]], [B][Code][/B]=[[ [code] local ENT = ents.Create( "Gmod_Basic_Anims_Entity" ) ENT:SetPos( Vector( 0, 0, 10 )) ENT:SetModelScale( 0.05, 0 ) ENT:Spawn( ) [/code] ]], [B][Results][/B]=[[ [t]https://dl.dropboxusercontent.com/u/17839069/C_345.png[/t] ]], [B][Conclusion][/B]=[[ I've been able to surpass the issue by doing something really stupid. I say stupid because it requires Too much FPS, and there's no way around it. ... I was able to fix it, however It takes up too much FPS. ]], [B][Summary][/B]=[[ [code] local CAMPOS = Vector( self:GetPos( ) + Vector( 0, 5, 0 )) local self = ents.FindByClass( "person" )[1] self:SetModelScale( 1, 0 ) // FULL SCALE hook.Add( "DrawEntityStuff", "ZZ", function( ) cam.IgnoreZ( true ) render.SetRenderOrigin( self:GetPos( ) + ( self:GetPos( ) - CAMPOS )*20 ) self:DrawModel( ) cam.IgnoreZ( false ) end ) // PRIORITY of depth. Depth functions fail to help :( [/code] Here are the fixes, but it's like applying duck-tape to gmods Single-Core-Rendering. It renders an object at full-scale, 20x distance away from camera with cam.IgnoreZ( true ) This is a major problem because not only does it appear through walls, It also has a terrible FPS deduction. Please help me result this issue. ]], [B][Results_2][/b]=[[ [t]https://dl.dropboxusercontent.com/u/17839069/C_420.png[/t] ]] }
Holy hell, I might actually want to play around with that hotloading shenaniganery this weekend. My biggest gripe with developing for Gmod has been the difficulty of dealing with dependencies. This obviously isn't a solution but definitely a step in the right direction. Thanks for making Gmod great again, Willox.
Hey, just a thought, but if we're getting return values from include, should we also be able to get the return values from scripts being run with RunString?
Recent dev branch changes: [quote] • Fixed Panel:PaintManual(), Panel:PaintAt(), Panel:SetPaintedManually() • Added stringpool for hook names when calling in to Lua from C++ (should help performance a little when LOTS of hooks are called, such as on full servers or clients with many VGUI elements) • Disabled host_thread_mode ConVar - it always crashes when set • AvatarImage elements no longer leak memory and shouldn't have any quirks when drawing [/quote]
Would it be possible to get [URL="https://wiki.garrysmod.com/page/Panel/AlignLeft"]AlignLeft[/URL] and [URL="https://wiki.garrysmod.com/page/Panel/AlignRight"]AlignRight[/URL] working with the text of [URL="https://wiki.garrysmod.com/page/Category:DTextEntry"]DTextEntrys[/URL]? Currently I'm being forced to remake the whole [URL="https://wiki.garrysmod.com/page/Panel/DrawTextEntryText"]DrawTextEntryText[/URL] function in gLua just for this to happen and it's really a pain in the ass
[QUOTE=MPan1;49736001]Would it be possible to get [URL="https://wiki.garrysmod.com/page/Panel/AlignLeft"]AlignLeft[/URL] and [URL="https://wiki.garrysmod.com/page/Panel/AlignRight"]AlignRight[/URL] working with the text of [URL="https://wiki.garrysmod.com/page/Category:DTextEntry"]DTextEntrys[/URL]? Currently I'm being forced to remake the whole [URL="https://wiki.garrysmod.com/page/Panel/DrawTextEntryText"]DrawTextEntryText[/URL] function in gLua just for this to happen and it's really a pain in the ass[/QUOTE] I think this is what you are looking for: [url]http://wiki.garrysmod.com/page/Panel/SetContentAlignment[/url]
[QUOTE=Robotboy655;49736123]I think this is what you are looking for: [url]http://wiki.garrysmod.com/page/Panel/SetContentAlignment[/url][/QUOTE] I tried that, no luck. Also, in the example, you can see the text isn't actually changing position by line, the whole thing's just getting shifted over and the text stays aligned to the left [editline]14th February 2016[/editline] It'd be good if someone could get that function to work with DTextEntrys as well
So you want to offset the text from the borders of the text entry? Like padding CSS property? Not align the text to left or right or something? Or am I missing something? You are really confusing.
[img]http://puu.sh/n7587/a26512ddf2.png[/img] Probably that unless I'm confused too
[QUOTE=Robotboy655;49736214]So you want to offset the text from the borders of the text entry? Like padding CSS property? Not align the text to left or right or something? Or am I missing something? You are really confusing.[/QUOTE] Here's a diagram thing to explain what I mean: [IMG]http://i.imgur.com/bUVg0zw.png[/IMG] Basically what I'm asking for is a function that doesn't align the PANEL, but the TEXT in that panel. [editline]14th February 2016[/editline] By the way, this happens if you try doing the SetContentAlignment or the AlignLeft/AlignRight functions when the text panel is Dock(FILL)'d: [IMG]http://i.imgur.com/UnVNhzk.png[/IMG] :tried:
[QUOTE=Handsome Matt;49735926]what was broken with PaintManual, did the fix change the way it currently works or something cause I know right now it needs SetPaintedManually wrapped around it.[/QUOTE] PaintManual would fail if SetPaintedManually had been previously called with true. Now it works properly, but any old code that worked around it should still work. I'd suggest always using PaintManual over PaintAt if you can, the latter does a lot more work. [code] -- -- Old -- pnl:SetPaintedManually( true ) hook.Add( "Your Render Hook", "", function() pnl:SetPaintedManually( false ) pnl:PaintManual() pnl:SetPaintedManually( true ) end ) -- -- New -- pnl:SetPaintedManually( true ) hook.Add( "Your Render Hook", "", function() pnl:PaintManual() end ) [/code] [editline]14th February 2016[/editline] [quote] • sv_max_usercmd_future_ticks removed • sv_maxusrcmdprocessticks, sv_maxusrcmdprocessticks_warning added (TF2 stuff) • Fixed exploitable behaviour where sending invalid/no usercommands would cause players to not simulate [/quote] Should help with speedhacks and a few other cheats.
Can we get it so that we can use collection ID's for workshop downloads? instead of doing each workshop ID?
[QUOTE=icefox;49745226]Can we get it so that we can use collection ID's for workshop downloads? instead of doing each workshop ID?[/QUOTE] +host_workshop_collection in command line
Sorry, you need to Log In to post a reply to this thread.