[QUOTE=Noi;49812495]Good servers.[/QUOTE]
We weren't talking about good servers. We were talking about the bad ones. Take my hypothetical server, with me being a massive cunt and malicious owner. I'm not telling [I]anyone[/I] about the downloads. After all, the goal is to get as many people to download as much as possible.
[QUOTE]Download :words:[/QUOTE]
Oh no, not that again.
Other topic:
There is still a problem playing self looping *.wav files. I know that's probably something with BASS (sound.PlayFile(), sound.PlayURL()), so did you asked un4seen for a fix or something yet? It used to return the error -1 now it is error 2.
[QUOTE=FPtje;49812481]text[/QUOTE]
You're very passionate about downloads.
[QUOTE=StonedPenguin;49812681]You're very passionate about downloads.[/QUOTE]
It's a legitimate concern when you're developing something from scratch and have even just a fair amount of content. The map alone for my gamemode is 500mb packed, content is about 200mb. But keeping people through that download time, as long or short as it may be for some, is a challenge.
Luckily workshop compression helps with that burden, but still, any player is going into a new server blind. Server owners just have to hope that they stick through the download.
The majority of players that come into your server with a download filter aren't going to assume it is the download filter, they are going to go straight to the assumption that the server is fucked up. I've done it myself a couple times, and it wasn't until after I gave up on the server that I realized what it was.
will there ever be/is there an option to disable workshop downloads only? I'm all for fastdl but when someone forces me to download a 40mb map through the workshop when I already have it installed to garrysmod/maps/ it's honestly a pain to disconnect, change the download filter and then restart.
I know server operators shouldn't be doing this for this specific reason, but we can't really prevent them from doing this so it would be nice to have this option. Same goes for models, sounds, materials.
[QUOTE=Noi;49813051]Let's add an option for everything, just because we like lots of options.[/QUOTE]
I see no issue with having the choice to disable a download that I literally will not use because it's already downloaded in legacy format.
I'm thinking something like[I] cl_downloadfilter noworkshop[/I]
[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]
Your approach to downloads is wrong.
Under your model, say I have a monthly bandwidth cap and I join joe blow's darkrp server with a shitload of workshop downloads. Just joining the server eats up my bandwidth cap and I'm fucked for the rest of the month.
Downloads should /always/ be up to the user, regardless of the medium.
Forcing downloads upon someone just because "that's the way the game was intended to be played" does not fly in this community.
Garry's Mod exists because people [I]don't[/I] want to play the game the way it was meant to be.
I have to agree with noi, some servers want sv_pure and forced downloads. There are some cases where not having the right content can lead to cheating.
I still think there should be an option because there are other cases where this isn't the case. If a server owner doesn't want clients that don't have the content then they can put in their own checker to disconnect them.
snip.
I have a question about game.MountGMA(). What will happen if the addon got updated? How can I make sure that the update is going to install and also whst will happen if you call game.MountGMA() on an already installed addon?
Kind of off-topic and probably super late to the party, but has [URL="https://facepunch.com/showthread.php?t=1507128"]this exploit fuckery[/URL] been looked into by any of the people capable of fixing it? I'm kinda terrified of even opening the game, frankly.
[QUOTE=Sgt. Lulz;49814060]Kind of off-topic and probably super late to the party, but has [URL="https://facepunch.com/showthread.php?t=1507128"]this exploit fuckery[/URL] been looked into by any of the people capable of fixing it? I'm kinda terrified of even opening the game, frankly.[/QUOTE]
Pretty sure mostly all of those have been fixed in GMod.
[t]http://images.akamai.steamusercontent.com/ugc/547556146967764913/7B0E73BD0A77A5D74D5948C48A44ADFC3DC25D62/[/t]
Not sure if this has anything to do with anything, but when i have this workshop item installed
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=357558753[/url]
(mine)
since the update i seem to be unable to overwrite default models
and the original models hand seems to want to be sucked into the void that is the map origin
not sure if this is a bug caused by the update or just a bug bc im overwriting the model and that is not allowed anymore?
I'm honestly not really 100% sure of the context of this workshop download discussion is, but from what I gather people are complaining that you cannot disable workshop downloads? (because you can)
[QUOTE=Saana;49817220]I'm honestly not really 100% sure of the context of this workshop download discussion is, but from what I gather people are complaining that you cannot disable workshop downloads? (because you can)[/QUOTE]
steamworks.download + game.mountgma doesn't adhere to it
which i don't see why it's a problem making that convar apply to it too, since you can disable join workshop downloads anyway?
[QUOTE=Giraffen93;49817225]steamworks.download + game.mountgma doesn't adhere to it[/QUOTE]
Do you mean when a server runs these functions on a client?
Can game.mountgma and whatever other new functions that are missing please be added to the wiki?
[QUOTE=YourStalker;49817372]Can game.mountgma and whatever other new functions that are missing please be added to the wiki?[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/game/MountGMA]game.MountGMA[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/steamworks/Download]steamworks.Download[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/steamworks/FileInfo]steamworks.FileInfo[/url]
:what:
[QUOTE=Giraffen93;49817389][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/game/MountGMA]game.MountGMA[/url][/QUOTE]
[IMG]http://i.imgur.com/jYOfQrz.png[/IMG]
Wait, so why is game.MountGMA already getting 'deprecated' if it just got added?
[QUOTE=MPan1;49817402]
Wait, so why is game.MountGMA already getting 'deprecated' if it just got added?[/QUOTE]
I, for one, applaud the speed at which GMod is being updated. :excited:
I added it shared originally, but it's only really meant to be clientside. Read the message.
[QUOTE=Giraffen93;49817389][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/game/MountGMA]game.MountGMA[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/steamworks/Download]steamworks.Download[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/steamworks/FileInfo]steamworks.FileInfo[/url]
:what:[/QUOTE]
Weird, it's not showing up on the side quick search bar but if you click search it will show up.
[QUOTE=YourStalker;49818309]Weird, it's not showing up on the side quick search bar but if you click search it will show up.[/QUOTE]
If you first visited the wiki over ~1 month ago you'll have a copy of the sidebar cached for 40 years. You should probably do a shift+f5 or whatever.
When will be the next update? Need the fixes for MountGMA :/
[QUOTE=SteppuFIN;49824448]When will be the next update? Need the fixes for MountGMA :/[/QUOTE]
What's wrong with it?
[QUOTE=highvoltage;49825681]What's wrong with it?[/QUOTE]
It's obviously broken... Gosh.
[QUOTE=highvoltage;49825681]What's wrong with it?[/QUOTE]
If any custom playermodel or vehiclemodel gets mounted when its spawned somewhere on the map it makes client to crash. I could do hacky stuff to avoid this, but client doesnt have PLAYER:SetModel so i cant disable his playermodel for the mounting time and it will be bad if everyone will see normal model because of guy who joins.
[QUOTE=SteppuFIN;49804402]Is it just me or the new update broke
[CODE]
Material( "data/materials/rabbit.dat\n.png", "noclamp smooth" )
[/CODE][/QUOTE]
Was it really necessary to fix this?
I mean vtf, not png.
Please unfix this or allow to write .vtf to data.
[code]local mat = CreateMaterial(name, "UnlitGeneric", {
["$basetexture"] = "../data/g2.txt\n.vtf",
...
})[/code]
I haven't gotten around to any Linux/OSX changes for this yet, but I've fixed up anti-aliasing for certain characters and made surface.CreateFont register all of a font's unicode glyphs. That means FontAwesome works.
[code]
surface.CreateFont( "FontAwesome", {
font = "FontAwesome",
size = 64,
} )
surface.CreateFont( "The Russian Text", {
font = "Comic Sans MS",
size = 64,
} )
hook.Add( "HUDPaint", "", function()
surface.SetTextPos( 200, 200 )
surface.SetTextColor( 255, 255, 255 )
surface.SetFont( "FontAwesome" )
surface.DrawText( "My Bike: " .. utf8.char( 0xF206 ) )
surface.SetFont( "The Russian Text" )
surface.DrawText( " шгайи пгнма лмаш --> ф" )
end )
[/code]
[thumb]http://scrnsht.me/u/0vb/raw[/thumb]
[QUOTE=SteppuFIN;49826001]If any custom playermodel or vehiclemodel gets mounted when its spawned somewhere on the map it makes client to crash. I could do hacky stuff to avoid this, but client doesnt have PLAYER:SetModel so i cant disable his playermodel for the mounting time and it will be bad if everyone will see normal model because of guy who joins.[/QUOTE]
Can support that, keep getting this when you mount for first time:
[url]http://i.imgur.com/d332PAD.jpg[/url]
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