• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
Patch materials do work, but the error messages they emit when they fail to load are pretty useless. It's happening because you are missing the specified vmt (it's ep1 content).
[QUOTE=MaximLaHaxim;49856193]Anyone have an idea why, for all viewmodels, using SendViewModelMatchingSequence for the deploy animation will have a 50/50 chance of making it invisible? Some people need to use that function instead of SendWeaponAnim.[/QUOTE] Bumping this problem again. Also, a strange occurrence happens with the models used in [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]this[/url] weapon pack. They take about a quarter and a half of a second to load and there's a 50/50 chance they will disappear, when in use on a weapon. This is weird, as they worked perfectly fine a few updates ago.
If any of you have been experiencing a lot of jitter in player movement as well as other funky things after your server being up for a while, this may be why: [url]https://github.com/Facepunch/garrysmod-issues/issues/2502[/url]
[QUOTE=xaviergmail;49875491]If any of you have been experiencing a lot of jitter in player movement as well as other funky things after your server being up for a while, this may be why: [url]https://github.com/Facepunch/garrysmod-issues/issues/2502[/url][/QUOTE] somehow i doubt this is feasible without combing through the entirety of the source engine and changing everything that stores the game's main timer or an offset of it from float to double unless it's exclusively an issue with the lua binding of CurTime(). edit: since you seem to disagree, how exactly do you plan on going through each and every instance of code where the value or offset from the main tick timer and changing them to a double instead of a float? you can't ctrl+h "float" -> "double", you can't just change only the timer's type because even if hypothetically this breaks nothing, you also don't achieve anything because the code will just cast it back into a float. what about the closed source components of source that the developers don't have access to that expect floats and not doubles? this is a lot like the issue we have with source maps being limited to a signed short, we can't just change the length of a few numbers and expect everything to happily chug along with no problems. unless valve had the foresight to future proof the timer or the gmod devs have already done some significant code restructuring to avoid this issue, this really just strikes me as asking for trouble.
[QUOTE=Neat-Nit;49868436]I am really considering the option of fixing it and making a pull request, but I'm afraid of going down that rabbit hole - I'm already deep inside a completely different rabbit hole.[/QUOTE] So, I gave it a quick look. Turns out the search system is.. not great. [url=https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/includes/modules/search.lua]Search module on GitHub[/url] The search module is fairly simple. Anyone can add a Search Provider function. When a search is made, it goes through all the providers, runs them, adds their results together and returns that. Most importantly, it assumes that results will be returned by providers immediately, without any real support for intermediate or partial results. [url=https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/gamemode/cl_search_models.lua]Search Models code on GitHub[/url] This creates two providers - one for models, and one for the other stuff: vehicles, NPCs and weapons. The one for vehicles, NPCs and weapons seems to be okay. But the provider for models is kinda shitty. The first time it's called, it calls a function - GetAllFiles - that populates an internal table with all the models in the /models folder. GetAllFiles does this over time, so as to not freeze the game, but it only needs to run once. The provider then searches this table for the actual search string - but if GetAllFiles isn't done yet (which it definitely isn't if it's the first time you're searching), we don't get full results. A semi-functional hack was put in, to call a hook to refresh the search results after 1 second. It doesn't really work all that well. Oh, and both providers have this line: if ( #results >= 128 ) then break end I... don't know if I can improve this system without completely breaking backwards compatibility. The fact that the search module has to return results immediately, and doesn't have a "these results are only partial" flag it can return, just makes it not compatible with searches that take time. The only thing I can think of, is to call GetAllFiles as soon as the spawn menu is opened for the first time (before any search has been made). That way, if searching for a prop isn't the very first thing the player does, then the list would probably be populated by the time he does make a search.
-snip, found out the problem, wasn't the game's fault at all-
This isn't related to the talk about the search system, but it looks like the mount order changing for the current map (loading TF2 files first when playing on a TF2 map, for instance) doesn't work any more, and HL2 files are loaded first again. [t]http://images.akamai.steamusercontent.com/ugc/549808581748052123/3282737708575F039144979B470DE15CE1A7E193/[/t] Tested on cp_gullywash_final, tc_hydro, and ctf_2fort.
[QUOTE=TwoYearLurker;49880455]This isn't related to the talk about the search system, but it looks like the game mount order changing for the current map (loading TF2 files first when playing on a TF2 map, for instance) doesn't work any more, and HL2 files are loaded first again. [t]http://images.akamai.steamusercontent.com/ugc/549808581748052123/3282737708575F039144979B470DE15CE1A7E193/[/t] Tested on cp_gullywash_final, tc_hydro, and ctf_2fort.[/QUOTE] This was actually reverted in the hotfix. There's a bunch of issues with resource caching (mostly sounds), where they won't be reloaded from disk on a map change.
[QUOTE=Neat-Nit;49878231]-- first-time search issues --[/QUOTE] Here's my shitty pull request [url]https://github.com/garrynewman/garrysmod/pull/1142[/url] It works in my testing.
[QUOTE=StonedPenguin;49755230]So how about a new subject to banter about? Can we have FastDL support for gmas? It'd make content management much easier and faster for those of us who don't use workshop.[/QUOTE] [QUOTE=Kogitsune;49756979]GMA files would be great for things like model packs - a single http request instead of hundreds of requests, which is where one of the big speed bumps in fastdl exists. You also get to use, iirc, lzma instead of bzip2, which comes with slightly ( <5% at max settings, varies based on content and dictionary ) better compression and better performance than bzip2 when decompressing. Overall, it'd make life easier for hosts too - they don't have to extract each and every addon that they want to put on fastdl to avoid the workshop shitting the bed when someone joins. It's not something that can be fixed on the client end, but even just searching the workshop I sometimes have to refresh the page three or four times to get my search to return results - it will just crap out and return no results, when the last page told me I had at least a few more pages of stuff.[/QUOTE] I strongly support this. Many times we've seen players who somehow didn't have content from workshop, even though they had 'cl_downloadfilter all' (i don't actually know if it affects workshop downloads, but it doesn't change my point if it doesn't). Or, a recent problem, we've updated workshop-hosted content pack for custom map, and half of the players (including myself) for some reason didn't get the updated version, so they had to enjoy seeing pink walls everywhere. And sv_downloadurl is also not a very good option, because downloading separate files is too slow.
[QUOTE=vigi8;49881012]I strongly support this. Many times we've seen players who somehow didn't have content from workshop, even though they had 'cl_downloadfilter all' (i don't actually know if it affects workshop downloads, but it doesn't change my point if it doesn't). Or, a recent problem, we've updated workshop-hosted content pack for custom map, and half of the players (including myself) for some reason didn't get the updated version, so they had to enjoy seeing pink walls everywhere. And sv_downloadurl is also not a very good option, because downloading separate files is too slow.[/QUOTE] Not that it's an optimal solution but you could download them to your data folder and use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/game/MountGMA]game.MountGMA[/url].
[QUOTE=StonedPenguin;49881084]Not that it's an optimal solution but you could download them to your data folder and use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/game/MountGMA]game.MountGMA[/url].[/QUOTE] Could you though? I seem to recall http.Fetch having an issue where all data after 64k would get dropped.
[QUOTE=Joeyl10;49881188]Could you though? I seem to recall http.Fetch having an issue where all data after 64k would get dropped.[/QUOTE] FastDL works with data files.
[QUOTE=StonedPenguin;49881233]FastDL works with data files.[/QUOTE] Turns out I was wrong anyways, you can download quite a bit of data with http.Fetch with no issues. [code]] lua_run http.Fetch( "http://192.168.1.254/100m.dat", function( data ) print( #data ) end ) > http.Fetch( "http://192.168.1.254/100m.dat", function( data ) print( #data ) end )... 100000000[/code]
[QUOTE=Neat-Nit;49880940]Here's my shitty pull request [url]https://github.com/garrynewman/garrysmod/pull/1142[/url] It works in my testing.[/QUOTE] That is quite a shitty "fix"/workaround though, it builds the list even if you wont ever use the search feature. Here's what I come up with so far: [img]http://i.imgur.com/Q0gVJJW.gif[/img] The bar displays the progress of model folders scanning for debug purposes. (The second "duplicate" model that appears there is not a bug, they are two different models) I don't know whether I should leave the progress bar somewhere, whether I should have the search results update "live" or have them update once the scan is complete.
I said it was shitty, what more do you want :P Really though, it builds the list quietly and in the background. I can't say I measured it but I'm pretty sure whatever effect this has on performance is negligible. Maybe it's worth it to build the list either way? On the other it does hog a bit of memory. I do like your solution though, just gotta stick the bar somewhere that makes sense. Edit: Also, it might be best to somehow start GetAllFiles as soon as the user clicks the search box, before they even start typing.
[QUOTE=Robotboy655;49881640] I don't know whether I should leave the progress bar somewhere, whether I should have the search results update "live" or have them update once the scan is complete.[/QUOTE] what about drawing behind that editabletext, white text over the progress bar as green bar and black behind the progress bar
[QUOTE=Robotboy655;49881640]That is quite a shitty "fix"/workaround though, it builds the list even if you wont ever use the search feature. Here's what I come up with so far: [img]http://i.imgur.com/Q0gVJJW.gif[/img] The bar displays the progress of model folders scanning for debug purposes. (The second "duplicate" model that appears there is not a bug, they are two different models) I don't know whether I should leave the progress bar somewhere, whether I should have the search results update "live" or have them update once the scan is complete.[/QUOTE] How about show "Searching..." where the "1 Result for stove" text is until the search finishes?
I can't do either without redoing some part of the search module, which I am kind of considering to do, but it will break any addon that adds their own search providers. [editline]7th March 2016[/editline] I sort of want to separate each search provider into their own categories separated by a header.
[QUOTE=Robotboy655;49881834]I can't do either without redoing some part of the search module, which I am kind of considering to do, but it will break any addon that adds their own search providers. [editline]7th March 2016[/editline] I sort of want to separate each search provider into their own categories separated by a header.[/QUOTE] Why not just fill the background of the dtextentry for the search
Can there be some kind of unchangeable bind that disconnects from the current server? It would be useful considering that some servers have broken pause menus and prevent opening console. Much like the shift+esc shortcut Willox made for console.
[QUOTE=YourStalker;49882632]Can there be some kind of unchangeable bind that disconnects from the current server? It would be useful considering that some servers have broken pause menus and prevent opening console. Much like the shift+esc shortcut Willox made for console.[/QUOTE] What a shitty server. You can always alt+f4 if it's too broken.
[QUOTE=bobbleheadbob;49882653]What a shitty server. You can always alt+f4 if it's too broken.[/QUOTE] Since when has alt+f4 worked in source games?
[QUOTE=bigdogmat;49883385]Since when has alt+f4 worked in source games?[/QUOTE] You're right. Ctrl+Alt+Delete then.
[QUOTE=Noi;49883959]ctrl-shift-esc, or alt-tab[/QUOTE] Why does everyone forget Win+D and Alt+Esc? :v:
[QUOTE=Robotboy655;49881640]That is quite a shitty "fix"/workaround though, it builds the list even if you wont ever use the search feature. Here's what I come up with so far: [IMG]http://i.imgur.com/Q0gVJJW.gif[/IMG] The bar displays the progress of model folders scanning for debug purposes. (The second "duplicate" model that appears there is not a bug, they are two different models) I don't know whether I should leave the progress bar somewhere, whether I should have the search results update "live" or have them update once the scan is complete.[/QUOTE] What about showing the progressbar in the search input? Like safari on mac does. [EDIT] Nevermind, already posted, I can't read :v:
[QUOTE=Robotboy655;49881640][img]http://i.imgur.com/Q0gVJJW.gif[/img][/QUOTE] Oh, one other oddity that I never figured out is that for a split-second, the "0 results" line shows up twice. Visible in your gif, too.
OSX Main Branch: [img]http://scrnsht.me/u/Mwb/raw[/img] OSX Dev Branch: [img]http://scrnsht.me/u/Lwb/raw[/img] Still need to improve a lot of the spacing (console!) and change a bunch of the default fonts to look nice.
[QUOTE=Willox;49884714]OSX Main Branch: [img]http://scrnsht.me/u/Mwb/raw[/img] OSX Dev Branch: [img]http://scrnsht.me/u/Lwb/raw[/img] Still need to improve a lot of the spacing (console!) and change a bunch of the default fonts to look nice.[/QUOTE] 403, pics not loading
[QUOTE=Lapin_b0t;49884862]403, pics not loading[/QUOTE] Just for you: [url]https://www.dropbox.com/s/qmrqrva9j6tw6f3/chrome_2016-03-07_15-13-19.png?dl=0[/url], [url]https://www.dropbox.com/s/auu2m0fjehe4eum/chrome_2016-03-07_15-12-37.png?dl=0[/url].
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