[QUOTE=Noi;49804312]well that defeats the purpose of in-game mounting[/QUOTE]
[QUOTE=Willox;49726011]It 100% won't be _reloading_ models or materials, but I am interested to see if it can at the least update any spawned errors.[/QUOTE]
Have you tried loading the content in the correct order?
Is it just me or the new update broke
[CODE]
Material( "data/materials/rabbit.dat\n.png", "noclamp smooth" )
[/CODE]
[QUOTE=SteppuFIN;49804402]Is it just me or the new update broke
[CODE]
Material( "data/materials/rabbit.dat\n.png", "noclamp smooth" )
[/CODE][/QUOTE]
You can write .png files with the file library now and just use:
[code]Material( "data/materials/rabbit.png", "noclamp smooth" )[/code]
[QUOTE=Noi;49804480]But by this way you can't load vtf files anymore. That "fix" was needless. I don't get it, why would you remove that?
You could also play ogg/wav files from data before, dunno what about now.[/QUOTE]
that still works, can confirm with thousands of cached sounds
Using the new game.MountGMA has shown some issues for me - my server content pack has png materials that aren't refreshing properly until I rejoin. Is anyone experiencing this same issue?
Also, steamworks.Download's results don't seem to be showing those mounted addons as installed. Is that correct behavior?
[QUOTE=mib999;49804657]Also, steamworks.Download's results don't seem to be showing those mounted addons as installed. Is that correct behavior?[/QUOTE]
would be nice with a function that returns if an addon is mounted, right now i add everything in a table whenever i use mountgma
What are the chances of something like this being a thing?
[url]https://github.com/Facepunch/garrysmod-requests/issues/140[/url]
(It's been two years)
A pair of questions related to mountGMA
First, someone send me this thing when they downloaded a gma
[lua]Not loading addon 'cache/workshop/532877659250536253.cache' - addon header invalid Couldn't mount addon [cache/workshop/532877659250536253.cache]
[/lua]
And the second one, people it's having several crashes when they download big addons? There's a workaround or something? I just don't feel good by asking them to reconnect
As Giraffen and StonedPinguin already brought up, submaterials etc. seems to be resat when out of view. Is there a temporary workaround for this? It only seems to affect lua created materials
[t]https://i.gyazo.com/9f60a74191dc3f98f98ed851605ce8c6.gif[/t]
[QUOTE=Revenge282;49806522]What are the chances of something like this being a thing?
[url]https://github.com/Facepunch/garrysmod-requests/issues/140[/url]
(It's been two years)[/QUOTE]
I think the fact that it's been two years answers that.
[QUOTE=TGiFallen;49809005]I think the fact that it's been two years answers that.[/QUOTE]
Truly unfortunate...
[QUOTE=ms333;49808784]As Giraffen and StonedPinguin already brought up, submaterials etc. seems to be resat when out of view. Is there a temporary workaround for this? It only seems to affect lua created materials
[t]https://i.gyazo.com/9f60a74191dc3f98f98ed851605ce8c6.gif[/t][/QUOTE]
[URL]http://wiki.garrysmod.com/page/GM/NotifyShouldTransmit[/URL]
This hook tells you about the PVS state, you could set it back in there.
Edit: NVM I`m stupid
[QUOTE=Zeh Matt;49809281][URL]http://wiki.garrysmod.com/page/GM/NotifyShouldTransmit[/URL]
This hook tells you about the PVS state, you could set it back in there.
EDIT: The issue about sub materials is that they are not networked, this seem to be some kind of render variable set instead of assigning it per entity.[/QUOTE]
Setting submaterials freezes the game however, doing it every time a player goes outside pvs would be death
Was there change with file.Find?
I was finding vehicle scripts from BASE_PATH (garrysmod/scripts), but apparently there are no garrysmod/scripts directory. Or is it something broken with mounting for me?
[editline]25th February 2016[/editline]
And game.MountGMA doesnt reload map textures, any way to make it work without rejoining?
[QUOTE=Zeh Matt;49809281]EDIT: The issue about sub materials is that they are not networked, this seem to be some kind of render variable set instead of assigning it per entity.[/QUOTE]
Umm, they are definitely networked. They work pretty much the same way as material overrides.
[QUOTE=Giraffen93;49809584]Setting submaterials freezes the game however[/QUOTE]
Ah that should definitely not happen. How are you doing it exactly?
[QUOTE=_Kilburn;49809843]Ah that should definitely not happen. How are you doing it exactly?[/QUOTE]
it's always happened, always wondered why. not a complete game freeze so i have to restart, but 2-3 seconds for each submaterial set, if on server the whole server freezes too
it's just a regular entity:setsubmaterial, shared
and a fun side effect of the new player ticks while lagging, if you noclip with speed and lag because of map/model loading, you end up way outside the map when you regain control :v:
[QUOTE=Giraffen93;49809850]it's always happened, always wondered why. not a complete game freeze so i have to restart, but 2-3 seconds for each submaterial set, if on server the whole server freezes too
it's just a regular entity:setsubmaterial, shared[/QUOTE]
That's really not normal, does it happen with SetMaterial as well? Also what kind of material are you setting?
[QUOTE=_Kilburn;49809903]That's really not normal, does it happen with SetMaterial as well? Also what kind of material are you setting?[/QUOTE]
no, setmaterial is fine
i've had agrees on my posts before, so i don't think it's just for me
any material does this. maybe it's reloading it, due to differing shader parameters? that usually takes that long
[QUOTE=Giraffen93;49809925]no, setmaterial is fine
i've had agrees on my posts before, so i don't think it's just for me
any material does this. maybe it's reloading it, due to differing shader parameters? that usually takes that long[/QUOTE]
I've only ever experienced material freezes on your server.
[QUOTE=Ott;49809986]I've only ever experienced material freezes on your server.[/QUOTE]
maybe it's because of the massive amount of serverside addon content then? i haven't changed anything with materials otherwise
Can MountGMA NOT download stuff when cl_allowdownload 0 | cl_downloadfilter none? It defeats the purpose of thoise cvars.
[QUOTE=polivlas;49810344]Can MountGMA NOT download stuff when cl_allowdownload 0 | cl_downloadfilter none? It defeats the purpose of thoise cvars.[/QUOTE]
Mountgma doesn't download anything, people can write stuff in your data folder and do the same with other methods.
If anything you're talking about steamworks.Download, also this was already talked about for like 2 pages earlier.
[QUOTE=Zeh Matt;49809281][URL]http://wiki.garrysmod.com/page/GM/NotifyShouldTransmit[/URL]
This hook tells you about the PVS state, you could set it back in there.
EDIT: The issue about sub materials is that they are not networked, this seem to be some kind of render variable set instead of assigning it per entity.[/QUOTE]
Sorry, I actually assumed stuff, Vinh corrected me, ignore me.
I've been mounting megabytes of GMAs all morning. I'll need some specific crash cases or I won't be able to fix whatever could be happening.
I've fixed reloading of player models (potentially vehicles too). It'll be in the dev branch later today.
[QUOTE=polivlas;49810344]Can MountGMA NOT download stuff when cl_allowdownload 0 | cl_downloadfilter none? It defeats the purpose of thoise cvars.[/QUOTE]
Yes, but that means breaking things like the duplicator. I don't know if it's a good idea.
--snip--
[QUOTE=Willox;49810756]I've been mounting megabytes of GMAs all morning. I'll need some specific crash cases or I won't be able to fix whatever could be happening.
I've fixed reloading of player models (potentially vehicles too). It'll be in the dev branch later today.
Yes, but that means breaking things like the duplicator. I don't know if it's a good idea.[/QUOTE]
Try mounting addons that are over 150mb in size. I've had both garrysmod and steam crash when mounting huge addons
[QUOTE=Noi;49810694]Jesus, you guys for real again? Disabling downloads defeats purpose of modding. Reported.[/QUOTE]
"Reported", because people who request something your obviously bright mind considers fundamentally defeating some kind of purpose should be banned.
Noi for mod 2016.
[QUOTE=FPtje;49811571]"Reported", because people who request something your obviously bright mind considers fundamentally defeating some kind of purpose should be banned.
Noi for mod 2016.[/QUOTE]
Lightly implying players should have any control what-so-ever as to what happens on their on computer. Reported.
[QUOTE=Noi;49812236]Imagine any game you see at the market. You don't choose what to download after buying it on Steam: you download full game and usually play the game the way it's meant to. Meaning, sounds and other content helps you to get the intended experience. I think GMod servers should be treated the same.
There's no point in hypocritical blamings that servers adds too many bullshit: just don't play on that fucking server. There is good and bad servers, and bad servers will eventually die, and good will prosper.
Regarding control-what-happens-on-computer something - what do you call a control? Some people even argue that since GMod is a sandbox with scripting, then arbitrary script execution should be allowed by default (while its only good for gamemodes that aren't competitive). This term can have so many meanings, it's often misused by some people.[/QUOTE]
When you start joining a server, theres NO indication oh how much shit is going to be downloaded. I'd rather not download much shit and first check out the server before downloading 2gb of content.
[QUOTE=Noi;49812236]Imagine any game you see at the market. You don't choose what to download after buying it on Steam: you download full game and usually play the game the way it's meant to. Meaning, sounds and other content helps you to get the intended experience. I think GMod servers should be treated the same.[/QUOTE]
I don't. Simply because servers are not games. Servers can have incompetent owners, and by the time you know they're incompetent, you've already downloaded at least a couple of hundred of megabytes of unused addons.
[QUOTE=Noi;49812236]There's no point in hypocritical blamings that servers adds too many bullshit: [B]just don't play on that fucking server[/B]. There is good and bad servers, and bad servers will eventually die, and good will prosper.[/quote]
[url=https://facepunch.com/showthread.php?t=1497739&p=49725262&viewfull=1#post49725262]We've been through this.[/url] You keep telling me not to play on servers that shove way too many downloads down your throat, but the only way of knowing is actually joining the server, [B]and by that time it is too late[/B].
Fuck, I could abuse this make a server with a nice name, a common map and a common gamemode. Then, when the server has about 20 players or so, I resource.AddWorkshop the entire god damn steam community. Joining a server takes long long anyway, before people know that joining takes [I]even[/I] longer than usual, they will have gigabytes of addons written to their computers.
And there is [B]ABSOLUTELY NOTHING[/B] that players can see in any version of [B]ANY[/B] kind of server browser that I'm being a massive cunt here. And you're going to tell them not to join my server? What do you expect them to be, fucking [I]fortune tellers[/I]? Your argument doesn't work. It would have some basis if you could somehow tell how much a server wants you to download [B][I]before[/I][/B] you join, but you don't. I've told you this before, and I'm saying it three times over now.
Now that I've given an angry argument again, will you report this too? I mean surely going right against your opinion is far worse than that request polivlas made?
[editline]25th February 2016[/editline]
[QUOTE=polivlas;49812391]When you start joining a server, theres NO indication oh how much shit is going to be downloaded. I'd rather not download much shit and first check out the server before downloading 2gb of content.[/QUOTE]
Oh, never mind, you've gone against his opinion too.
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