[QUOTE=MattJeanes;49793473]Cheers mate, any idea on when a patch containing that fix is going to go out? I could run those commands on my server but it's more about everyone else who runs WAC. I could give people that as a temporary fix but if they put it in their configs I don't think it will come out again. Thanks![/QUOTE]
Ideally you still want to destroy the physics objects left behind by SetParent.
[QUOTE=Robotboy655;49793613]Ideally you still want to destroy the physics objects left behind by SetParent.[/QUOTE]
Is this perhaps something that SetParent should do for us?
As I understand it you shouldn't parent physics objects because as Willox said it leaves ghost physics around the map and other stuff too.
[QUOTE=MattJeanes;49793724]Is this perhaps something that SetParent should do for us?
As I understand it you shouldn't parent physics objects because as Willox said it leaves ghost physics around the map and other stuff too.[/QUOTE]
SetParent is being changed to freeze and no-collide the physics object so that it can later be SetParent( NULL )'d with the same behaviour as now.
[QUOTE=meharryp;49792847]I don't know if this is because of this update or not but [url=https://github.com/glua/gm_roc]gm_roc[/url] seems to be broken, and so are some other modules.[/QUOTE]
Can confirm this. Kept crashing over and over again while joining servers and then saw this post and uninstalled gm_roc, can now join servers.
Getting a load of this spammed in console:
CSoundEmitterSystemBase::AddSound( 'You deserve worse', 'scripts/sounds/lua.txt'
, ... ), script file not list in manifest 'scripts/game_sounds_manifest.txt'
All of different sounds.
[lua]
for k,v in pairs(PROP_TAUNTS) do
sound.Add( {
name = v[2],
channel = CHAN_STATIC,
volume = 1.0,
level = 100,
pitch = 100,
sound = v[1]
} )
end
[/lua]
Well.. no sounds work via this method now. :/
Steam discussions for gmod appears to be filled with people saying when they start gmod it has CS:S logos ect. They state they joined other servers that downloaded that content to them "I suspect ••••••••• addon though"
Most of them have no idea how to fix it, lol
[QUOTE=Willox;49793230]Workshop addons are treated more like real addons now, which means "GAME" would work. I assume you're trying to ignore mounted games' maps? You can achieve that with two separate Find calls to "MOD" and to "WORKSHOP".
I guess it isn't even possible to do what you want to with legacy addons.. kind of sucks.[/QUOTE]
MOD + WORKSHOP work perfectly, thanks!
How new is the WORKSHOP path in [URL="http://wiki.garrysmod.com/page/file/Find"]file.Find[/URL]? It hasn't been added to the wiki yet.
[QUOTE=The Commander;49793924]Steam discussions for gmod appears to be filled with people saying when they start gmod it has CS:S logos ect. They state they joined other servers that downloaded that content to them "I suspect ••••••••• addon though"
Most of them have no idea how to fix it, lol[/QUOTE]
If they're having those issues, they either have the addon installed themselves or are connected to a server that has sent them those addons (although that won't be the case for the menu). I've posted an explanation in the [url=http://steamcommunity.com/app/4000/discussions/1/412447613578162255/]Steam discussions[/url] and there'll be a similar message in the coming hotfix's changelog.
[QUOTE=Mista Tea;49793926]MOD + WORKSHOP work perfectly, thanks!
How new is the WORKSHOP path in [URL="http://wiki.garrysmod.com/page/file/Find"]file.Find[/URL]? It hasn't been added to the wiki yet.[/QUOTE]
Very new.
uhh.. game just crashes on launch (w8.1), do i have some faulty lua addons or what? :v:
[QUOTE=Giraffen93;49794036]uhh.. game just crashes on launch (w8.1), do i have some faulty lua addons or what? :v:[/QUOTE]
I had the same problem, solved it by deleting my CFG folder and resyncing files.
After trying one by one I found out as soon as I add fe. CS:S to the mount.cfg paths it'll crash instantly after start. Maybe it'll help you too
[QUOTE=Giraffen93;49794036]uhh.. game just crashes on launch (w8.1), do i have some faulty lua addons or what? :v:[/QUOTE]
Let me just whip out my telepathic hacker powers again and get that dump file from your PC to diagnose the case.
[QUOTE=Robotboy655;49794099]Let me just whip out my telepathic hacker powers again and get that dump file from your PC to diagnose the case.[/QUOTE]
no dump file :goodjob:
removing everything from mount.cfg fixed it
[editline]r[/editline]
so far, i have a black overlay on my screen, and no render targets work
Will I have to call PhysicsDestroy on everything I call SetParent on from now on? What if SetParent is called before Spawn is called?
[quote]NextBots no longer simulate faster than normal players[/quote]
What exactly do you mean by this? Are we talking a think rate on par with players?
[QUOTE=ROFLBURGER;49794210]What exactly do you mean by this? Are we talking a think rate on par with players?[/QUOTE]
Read here: [url]https://github.com/Facepunch/garrysmod-issues/issues/2457[/url]
[QUOTE=Robotboy655;49794099]Let me just whip out my telepathic hacker powers again and get that dump file from your PC to diagnose the case.[/QUOTE]
Win7 here, getting an instant crash on startup after updating. Not getting a dump file either.
Commenting out "cstrike" mount helps, but messes up almost all maps in existance.
Looking in to the client mount.cfg issue now.
I tried using:
[code]
function mountTest()
item = 599808427
steamworks.FileInfo( item, function( result )
steamworks.Download( result.fileid, true, function( name )
game.MountGMA( name )
LocalPlayer():Notify("Mounted " .. item .. " with name: " .. name )
end )
end )
end
concommand.Add("fuggin_meme", mountTest)
[/code]
I've asked 2 people to test this and for them they download it, can see it for a few seconds and then their game crashes. Any ideas?
[t]http://rp.braxnet.org/scr/145618691129540.png[/t]
after reconnecting and server removing workshop auto downloads, getting some sweet 2 fps in here
also data textures are completely broken
I like how my GMod was starting up pretty fast this morning (despite 517 workshop addons) and I could join my local server instantly and get in within 2 minutes and now GMod takes twice as long to start up, pressing Join Server hangs for literally 5 minutes and actually joining the server can take up to 10 minutes.
On top of that, a lot of player models no longer work as player models, breen is invalid and shows up as nothing and spams the console, some NPC entities have odd poses applied to them, and NONE of the GMod update mentions ANY changes to any of these kinds of systems.
Thanks for breaking things that weren't broken this morning for literally no reason.
This whole update reminds of our senate in 2008 with the banker bailout where they said "We need to pass this bill so we can find out what's in it". The story with GMod for many years now has been "We need to push this update so we can find out what's broken".
If you point these kinds of things out, or other bugs, people like Robotboy will blindly defend TEAM_GARRY and state that you are dumb and your claims are invalid.
Flame away, ignorant masses. I welcome all unconstructive criticism as usual, especially from those who have friends to back up their incorrect statements and ad hominem attacks.
[QUOTE=kpjVideo;49794664]I tried using:
[code]
function mountTest()
item = 599808427
steamworks.FileInfo( item, function( result )
steamworks.Download( result.fileid, true, function( name )
game.MountGMA( name )
LocalPlayer():Notify("Mounted " .. item .. " with name: " .. name )
end )
end )
end
concommand.Add("fuggin_meme", mountTest)
[/code]
I've asked 2 people to test this and for them they download it, can see it for a few seconds and then their game crashes. Any ideas?[/QUOTE]
I can't reproduce this. Do you have any crash dumps? Were you trying to hot-load models?
[QUOTE=Puzzle;49794757]I like how my GMod was starting up pretty fast this morning (despite 517 workshop addons) and I could join my local server instantly and get in within 2 minutes and now GMod takes twice as long to start up, pressing Join Server hangs for literally 5 minutes and actually joining the server can take up to 10 minutes.
On top of that, a lot of player models no longer work as player models, breen is invalid and shows up as nothing and spams the console, some NPC entities have odd poses applied to them, and NONE of the GMod update mentions ANY changes to any of these kinds of systems.
Thanks for breaking things that weren't broken this morning for literally no reason.
This whole update reminds of our senate in 2008 with the banker bailout where they said "We need to pass this bill so we can find out what's in it". The story with GMod for many years now has been "We need to push this update so we can find out what's broken".
If you point these kinds of things out, or other bugs, people like Robotboy will blindly defend TEAM_GARRY and state that you are dumb and your claims are invalid.
Flame away, ignorant masses. I welcome all unconstructive criticism as usual, especially from those who have friends to back up their incorrect statements and ad hominem attacks.[/QUOTE]
The developers wont know about bugs that are never pointed out to them. People need to start testing on the dev branch more.
[QUOTE=Willox;49794762]I can't reproduce this. Do you have any crash dumps? Were you trying to hot-load models?[/QUOTE]
Yeah, I spawned myself in a vehicle model, ran the command to download the models/materials for it and almost instantly crashed.
Had some friends do the same things with less heavy models (some weed plants) and they had the same issue.
[URL="http://162.243.255.203/files/crbmob.mdmp"]Dump File[/URL]
[URL="http://dumps.metastruct.uk.to/dumper.py?dump=hl2_160222_crash_2016_2_23T0_29_40C0.mdmp&key=IQ16Q4WDESV11iYyQwwqwomNIBdAeR3b4Mftd-1RmyWWU-edJu9watg-8Z4-eqy5YpSP9LDacofzLEJgDw-QsSLx1wTt4HjeaNXpn02-34yEUPZ9wkdoCfQR9mKmjZwaaOBX8IkpVnVNzAIZ2CzIHZ65CytjP4_H3-QAd5gV_ec="]Dump Link[/URL]
[QUOTE=mcd1992;49794799]The developers wont know about bugs that are never pointed out to them. People need to start testing on the dev branch more.[/QUOTE]
Too bad I have to run a completely different environment with server and client, switching between them constantly. Steams approach to beta branches are too much of a hassle.
[QUOTE=Willox;49794762]I can't reproduce this. Do you have any crash dumps? Were you trying to hot-load models?[/QUOTE]
If I set myself to a model that I don't have and then download it with
[lua]
net.Receive( "testdownload", function( len, pl )
steamworks.FileInfo( 406141562, function( result )
steamworks.Download( result.fileid, true, function( name )
game.MountGMA( name )
end )
end )
end)
[/lua]
My model is all stretched and broken, when I type kill in console it will crash my game with no error or dump file.
Download it first, then setting my model works fine. However going from an error to the player model messes up.
edit: [URL="https://dl.dropboxusercontent.com/u/4331988/ShareX/2016/02/hl2_160222_crash_2016_2_23T1_20_5C0.mdmp"]dump file[/URL]
[QUOTE=mcd1992;49794799]The developers wont know about bugs that are never pointed out to them. People need to start testing on the dev branch more.[/QUOTE]
I actually mentioned this point to a friend earlier today. This is another common excuse 'use dev branch and report shit' versus a COMPANY doing THEIR JOB and making unit tests and otherwise generally testing things at all.
I can remember many years ago when Garry actually was involved in the development and degradation of the game who made many bugs that only happened on dedicated servers because he only tested things in singleplayer/listenserver.
It's lazy and unprofessional when you are a company making money to expect paying users to do your job for you for free.
[QUOTE=Puzzle;49794971]I actually mentioned this point to a friend earlier today. This is another common excuse 'use dev branch and report shit' versus a COMPANY doing THEIR JOB and making unit tests and otherwise generally testing things at all.
I can remember many years ago when Garry actually was involved in the development and degradation of the game who made many bugs that only happened on dedicated servers because he only tested things in singleplayer/listenserver.
It's lazy and unprofessional when you are a company making money to expect paying users to do your job for you for free.[/QUOTE]
They do test, but they can't test EVERY SINGLE ADDON or piece of content for every change they make. Garry's Mod has never had a hired team of play-testers and it won't since it's more than a decade old. People who were around when Garry developed knows that nothing much has changed -- people have always complained that a new update broke everything and they want a rollback. I don't know where people are getting that updates used to be a smooth and perfect experience. These are good changes: deal with the initial growing pains, report bugs, and adjust your code. This process would go a lot faster if you tested your own shit. I hardly think asking users to test the game that many of them make their own money off of from jobs and Scriptfodder and owning servers is unprofessional.
Actually I have a consistent record of GMod updates not breaking much or any of my code.
I would call it lucky more than amazing coder simply because I didn't do odd or hacky things that often.
That said, unit testing is a standard practice outside of the 'stole-an-idea-did-it-kinda-better-got-lucky-made-millions' software development market and does ensure that updates don't break things by continuously adding new tests and running all the old tests as well to have full stability.
Google is your friend in this situation.
It's updates like this that have literally 0 mention of any kind of thing that can break things that come out of nowhere and make the game impossible to develop on due to insane load times that never happened before such update.
so mounting addons downloaded with steamworks.Download seems to crash my game, but only if they include a ton of models or materials.
heres a dump:
[URL="http://www.serisism.com/dump.mdmp"]http://www.serisism.com/dump.mdmp[/URL]
downloading big files (~100mb) and attempting to mount them crashes both garrysmod AND steam
[QUOTE=Puzzle;49794971]I actually mentioned this point to a friend earlier today. This is another common excuse 'use dev branch and report shit' versus a COMPANY doing THEIR JOB and making unit tests and otherwise generally testing things at all.
I can remember many years ago when Garry actually was involved in the development and degradation of the game who made many bugs that only happened on dedicated servers because he only tested things in singleplayer/listenserver.
It's lazy and unprofessional when you are a company making money to expect paying users to do your job for you for free.[/QUOTE]
Unit testing can only confirm something works under the pre-written test conditions. What it cannot do is test and account for every little bug. On my own servers I've had 0 issues with the update today and so far it's been pleasant, so hey, good job Willox!
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