[QUOTE=Puzzle;49795054]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.[/QUOTE]
I can recall numerous updates where issues showed up afterwards. Three of which were rolled back temporarily. As for your issues the only one you've mentioned has to do with slow load times and model issues. The mounting system/order was changed, theres probably an addon you have that is overwriting something it shouldn't. Disable your addons and find out which/what ones are causing the issues, or better yet build a good old unit test system for your 500+ workshop addons since you're such a genious. :^)
I think I could've avoided at least a few of the issues we ran in to tonight if I'd taken a different approach at testing. I'll at least know the kind of things that definitely need looking in to next time.
There's a server-optional patch on the way right now:
[quote]
[FIX] Parented entities (such as vehicle wheels) should no longer disappear after a while
[FIX] Game no longer crashes when attempting to mount a VPK archive twice
[FIX] Legacy addons are mounted with lower priority if they contain files that might break sounds, materials, or the HUD
[REV] Mounted GMAs are once again not refreshed on disconnect – it was really slow
[/quote]
[QUOTE=Giraffen93;49794671][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[/QUOTE]
I was wondering why my clothing systems materials magically stopped working between today and last night.
[t]https://f.stonedpengu.in/index.php/s/LZbU8NRvZIaHXu0/download[/t]
[QUOTE=Willox;49795307]I think I could've avoided at least a few of the issues we ran in to tonight if I'd taken a different approach at testing. I'll at least know the kind of things that definitely need looking in to next time.
There's a server-optional patch on the way right now:[/QUOTE]
Does this still break support for people who have pirated CS:S/content packs?
[QUOTE=code_gs;49795498]Does this still break support for people who have pirated CS:S/content packs?[/QUOTE]
I ran in to some people who were actually using content legitimately in that way. It just checks if a few certain resource/script files exist in the addon and gives it a lower priority if so. I'll document it all eventually, but it's not a very nice fix :(.
That whole situation was accidental and a result of giving addons more power over the game's stock files, which they still have now.
Still getting the "Crazy origin on entity" removing entities that are parented to a door, was working fine before today's update.
[QUOTE=Alex_grist;49795539]Still getting the "Crazy origin on entity" removing entities that are parented to a door, was working fine before today's update.[/QUOTE]
I haven't addressed this yet (I just wanted to fix anything that was pissing everybody off as a priority.) Is it as simple as parenting something to a door?
[QUOTE=Willox;49795515]I ran in to some people who were actually using content legitimately in that way. It just checks if a few certain resource/script files exist in the addon and gives it a lower priority if so. I'll document it all eventually, but it's not a very nice fix :(.
That whole situation was accidental and a result of giving addons more power over the game's stock files, which they still have now.[/QUOTE]
The changes are now permanent?
[QUOTE=Willox;49795547]I haven't addressed this yet (I just wanted to fix anything that was pissing everybody off as a priority.) Is it as simple as parenting something to a door?[/QUOTE]
Ah okay, sorry I thought that was included in the hotfix. Seems to be just parenting an entity to a door yes although it has physicsObject:Wake() and physicsObject:EnableMotion(true).
[QUOTE=Puzzle;49795054]-snip-[/QUOTE]
Remember the days whenever a tf2 update came out it would break Gmod.
[QUOTE=YourStalker;49795807]Remember the days whenever a tf2 update came out it would break Gmod.[/QUOTE]
my favorite update was when garry left for 1-2 weeks and the game crashed when you joined any server unless you disabled some obscure convar until he got back
Would it be possible for you to make the poster command capture the end result of the frame blend post process effect? I'm heavily relying on it to create soft shadows by moving a single light source in a still scene with frame blending enabled. This creates accurate soft shadows. Here's a test I carried out:
[IMG]http://picload.org/image/wcrgipw/softshadows.jpg[/IMG]
I'm really wanting it for my upcoming pose which is supposed to be gigantic in size and top notch in quality. A render test using a single point light source stitch of a small scene from within that pose looks like this:
[t]http://img3.picload.org/image/wgccdwl/bestlightyet.png[/t]
As you can see (especially on the container wall near the Combine screen) the shadows casted no longer feel true to the environment. They are sharp and do not blur with their cast distance.
By allowing the poster command to capture the frame blending post process' end result you're basically allowing me to output an image bigger than 2560x1440 (crucial for me) and thus generate soft shadows without working my ass off for a single light source.
Unless of course, you know, you can make an awesome tool which is specifically designed to render soft shadows at any given poster resolution which I am sure the rest of the posing community will die for (which given the already existing frame blending technique applied specifically for the task in addition to hopefully not very advanced code seems achievable).
Know I'm asking for a lot, crossing my fingers here. Thanks.
Parenting entities to doors is also giving me issues as well. The only way I've been able to bypass it is to not call Wake() the physics object of the entity being parented, and to not disable motion on it. Even then, the game sometimes decides to remove the entities anyway.
[QUOTE=VIoxtar;49795924]:snip:[/QUOTE]
that looks so cool, god damn. :downs:
[QUOTE=VIoxtar;49795924]amazing stuff[/QUOTE]
I was going to ask you this before, but why not just use SFM? I might be wrong, but can't you adjust how soft the shadows are when you're editing a light?
[QUOTE=MPan1;49796398]I was going to ask you this before, but why not just use SFM? I might be wrong, but can't you adjust how soft the shadows are when you're editing a light?[/QUOTE]
I can't seem to make the move. It's just not Gmod.
[QUOTE=VIoxtar;49796562]I can't seem to make the move. It's just not Gmod.[/QUOTE]
Well, it's not that different, and you can export MASSIVE posters with it... if you can't figure out how to do the light thing I'd recommend checking it out at least.
[editline]23rd February 2016[/editline]
Also, you can change the camera's aperture size easily as well as the focal distance to achieve distance blurs and stuff like that if you want
[editline]23rd February 2016[/editline]
And motion blurs as well as ambient occlusion
[QUOTE=MPan1;49796576]Well, it's not that different, and you can export MASSIVE posters with it... if you can't figure out how to do the light thing I'd recommend checking it out at least.
[editline]23rd February 2016[/editline]
Also, you can change the camera's aperture size easily as well as the focal distance to achieve distance blurs and stuff like that if you want
[editline]23rd February 2016[/editline]
And motion blurs as well as ambient occlusion[/QUOTE]
The guys using gmod for a reason, if he wanted to switch he would of. No need to nag him about it
Is it possible to implement 2 colours for colorable textures, e.g. on Playermodels? Rate me dumb or late if this was already answered before.
[QUOTE=highvoltage;49796652]The guys using gmod for a reason, if he wanted to switch he would of. No need to nag him about it[/QUOTE]
All I mean is that it'd be a lot less of a pain to do poster stuff like he's doing in SFM rather than GMod, at least in my opinion. I think I'll try to make a poster like he does in SFM just to try and convince him :P
[QUOTE=MPan1;49796661]All I mean is that it'd be a lot less of a pain to do poster stuff like he's doing in SFM rather than GMod, at least in my opinion. I think I'll try to make a poster like he does in SFM just to try and convince him :P[/QUOTE]
Converting models over to SFM is a massive pain in the ass last I recall -- all of my GMod player models had a ton of elasticity issues with them being very rigid. Otherwise, I find posing to be a lot more intuitive in GMod since FPS-like control over positioning and bones feels very natural.
[QUOTE=code_gs;49796694]Converting models over to SFM is a massive pain in the ass last I recall -- all of my GMod player models had a ton of elasticity issues with them being very rigid. Otherwise, I find posing to be a lot more intuitive in GMod since FPS-like control over positioning and bones feels very natural.[/QUOTE]
Last time I 'converted' a model to SFM, all I needed to do was copy it to the usermod folder and it worked fine. Also, elasticity issues? SFM barely ever uses physics for anything (you actually need to get custom scripts to get any physics to even work) so I'm not quite sure what you mean
[QUOTE=MPan1;49796740]Last time I 'converted' a model to SFM, all I needed to do was copy it to the usermod folder and it worked fine. Also, elasticity issues? SFM barely ever uses physics for anything (you actually need to get custom scripts to get any physics to even work) so I'm not quite sure what you mean[/QUOTE]
I'm referring to posing; my scaling seemed really off and moving joints around an axis created these "ridgy" or sharp bits from where it looks like the mesh was being compressed.
[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 don't see how that point is even valid in most cases. I mean sure, some bugs are unfortunately inevitable, but let's face it, many (if not most) of the bugs in the updates occur because the developers didn't think about the implications of what their changes are actually going to affect.
As an example we have the changed behaviour of TEXT_ALIGN_BOTTOM and TEXT_ALIGN_TOP:
[QUOTE=Willox;49791814]
"As for the TEXT_ALIGN enums, if you were using TEXT_ALIGN_BOTTOM before, you should have been using TEXT_ALIGN_TOP."
[/QUOTE]
Not only is this change not mentioned in the [URL="http://www.garrysmod.com/2016/02/22/february-2016-update-2/"]changelog[/URL], it also completely breaks the behaviour of scripts that relied on the (admittedly wrong) previous behaviour.
When making this change it must've been quite obvious that, even though the enum was wrong, people were definitely relying on exactly that faulty behaviour, so why would you just change it without even giving the slightest hint?
Why wasn't there at least a notice to developers that the this is gonna be changed [U][B][U]before[/U][/B][/U] the update happened, so they can adapt their code.
(A better alternative would've been to create a new enum like ALIGN_ and deprecate the old one)
I just think that especially in a game such as Garry's Mod, with many relatively old, yet really impressive gamemodes, backwards compatibility should be one of the top priorities, but unfortunately it seems like my view is not shared by the devs.
And to counter your argument, we actually did test on the devbranch but we only tested things that are likely to break in the update, which means mostly things that were mentioned in the changelog as well as things that usually tend to break, oh and this is also not the first time something like that has happened.
[QUOTE=MPan1;49796661]I think I'll try to make a poster like he does in SFM just to try and convince him :P[/QUOTE]
[t]http://i.imgur.com/QycBfC3.jpg[/t]
I tried, okay? :(
[editline]Edited[/editline]
[URL="http://i.imgur.com/T8fUniZ.jpg"]Bloody huge unedited version[/URL]
What has changed in text drawing?
All my HUD, Menus, Panels etc. have text misaligned.
[t]http://puu.sh/nilZp/ab48ef1427.jpg[/t]
[QUOTE=Netheous;49797341]What has changed in text drawing?
All my HUD, Menus, Panels etc. have text misaligned.
[t]http://puu.sh/nilZp/ab48ef1427.jpg[/t][/QUOTE]
Read 2 posts above you...
[QUOTE=guigui;49797349]Read 2 posts above you...[/QUOTE]
I looked through last 4 pages but somehow missed this one post eh.
Thanks!
[QUOTE=Alex_grist;49795597]Ah okay, sorry I thought that was included in the hotfix. Seems to be just parenting an entity to a door yes although it has physicsObject:Wake() and physicsObject:EnableMotion(true).[/QUOTE]
Are you calling Spawn() after SetParent()?
Anyone else having the problem that the game crashes after reloading many models/materials with game.MountGMA?
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