Thank you.
(I was at school, we're using OVH network, maybe your hoster think OVH = PROXY or whatever)
[QUOTE=Lapin_b0t;49885301]Thank you.
(I was at school, we're using OVH network, maybe your hoster think OVH = PROXY or whatever)[/QUOTE]
When did OVH become an ISP?
Or is your server using OVH servers as a VPN?
-snip, offtopic -
Another
Player chazmister56 left the game (��a���q �]��g|����X����
[QUOTE=thegrb93;49888749]Another
Player chazmister56 left the game (��a���q �]��g|����X����[/QUOTE]
[QUOTE=xaviergmail;49856254]Should be fixed in dev branch[/QUOTE]
[QUOTE=zeaga;49883989]Why does everyone forget Win+D and Alt+Esc? :v:[/QUOTE]
I have one of the macro buttons on my mouse bound to win-D, its extremely useful since i only have a single monitor and constantly flipping through everything i have open wastes a lot of time
[QUOTE=legendofrobbo;49889284]I have one of the macro buttons on my mouse bound to win-D, its extremely useful since i only have a single monitor and constantly flipping through everything i have open wastes a lot of time[/QUOTE]
The icons next to the start button are bound to keys. If you have chrome pinned as the first icon, win+1 will open chrome or switch to chrome's open window.
Pin the five or so most important applications in the start bar and get used to using the win+number buttons. It's useful.
[QUOTE=FPtje;49890374]The icons next to the start button are bound to keys. If you have chrome pinned as the first icon, win+1 will open chrome or switch to chrome's open window.
Pin the five or so most important applications in the start bar and get used to using the win+number buttons. It's useful.[/QUOTE]
This just made my day
You learn something new about Windows every day that you use it.
[QUOTE=FPtje;49890374]The icons next to the start button are bound to keys. If you have chrome pinned as the first icon, win+1 will open chrome or switch to chrome's open window.
Pin the five or so most important applications in the start bar and get used to using the win+number buttons. It's useful.[/QUOTE]
Oh shit I never knew of this, thanks!
Before everyone starts posting shortcuts and we get totally derailed
[url]http://windows.microsoft.com/en-us/windows-10/keyboard-shortcuts[/url]
I don't have a windows key on my keyboard. Damn it!
Anyway, I'm currently working in the dev branch as workaround for the lua leak stack errors. I fiddled a bit around with the parent system as that still annoys me a bit.
Is there any way that I can make a parented entity have a vphysics collision box that collides with the world? As my decoy model and my wheels are kinda crap at the moment haha.
I tried everything, from creating new physics object to weldparenting. But till today, still no results.
Any way to get symlinked addons to work? They work fine for gamemodes.
[QUOTE=KingofBeast;49910892]Any way to get symlinked addons to work? They work fine for gamemodes.[/QUOTE]
they work fine for me, but autorefresh still doesn't work on windows
i symlink them reverse (addons->dropbox instead of dropbox->addons e.g.)
[QUOTE=Noi;49911248]I've got sufficient data loss when I had setup like this :v:[/QUOTE]
how so?
i also have git on top of it, so i really can't lose anything now
Symlinked addons definitely work for me on Windows. ( I have entire addons folder symlinked between 2 copies of GMod )
[QUOTE=Robotboy655;49911327]Symlinked addons definitely work for me on Windows. ( I have entire addons folder symlinked between 2 copies of GMod )[/QUOTE]
but do they autorefresh? nothing happens when i save, and i know it works outside of symlinked ones
They do of course.
i dunno about <insert OS that isn't Windows> but i use NTFS junctions instead of symlinks, they mount AND autorefresh works
[QUOTE=MaximLaHaxim;49874715]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.[/QUOTE]
Can this [b]please[/b] be addressed? For some extra things I found out about these disappearing viewmodels, they seem to have a chance of disappearing only in multiplayer. In single player, they work perfectly.
[QUOTE=MaximLaHaxim;49932120]Can this [B]please[/B] be addressed? For some extra things I found out about these disappearing viewmodels, they seem to have a chance of disappearing only in multiplayer. In single player, they work perfectly.[/QUOTE]
That was addressed by the creator, I believe. He mentioned disappearing was caused by prediction errors and timers in his code, if I recall correctly.
[QUOTE=Z0mb1n3;49932299]That was addressed by the creator, I believe. He mentioned disappearing was caused by prediction errors and timers in his code, if I recall correctly.[/QUOTE]
Disappearing happens even if you don't use his SWEPs. I've used the same models he has in my weapons (no prediction errors in them, no nothing) and they still seem to disappear.
[QUOTE=MaximLaHaxim;49932332]Disappearing happens even if you don't use his SWEPs. I've used the same models he has in my weapons (no prediction errors in them, no nothing) and they still seem to disappear.[/QUOTE]
Then perhaps it's time to use different models?
I've never seen this happen with any other weapon pack before.
[QUOTE=Z0mb1n3;49932417]Then perhaps it's time to use different models?
I've never seen this happen with any other weapon pack before.[/QUOTE]
In my testing, it only ever happens on my resolution (1366x768 or something like that) when I don't have GMod set to run in a window.
AFAIK it has something to do with the fact that SWEP:PreDrawViewModel doesn't get called, as [url=https://github.com/garrynewman/garrysmod/blob/8e7997bad8b0b073664134b7017eb21fad34d808/garrysmod/gamemodes/base/gamemode/cl_init.lua#L573]GM:PreDrawViewModel[/url] gets passed a nil value for weapon (Could also be NULL, I don't exactly remember)
But it seems to happen when switching weapons too quickly and having 0 ammo for that weapon (Custom ammo). In my case, I had F bound to "lastinv". Hitting it once brought up the HL2 revolver and from my testing, switching back to a SWEP before the ammo HUD fades in completely broke PreDrawViewModel as mentioned above.
Not the most detailed report, but here's a webm that shows it in action (Pardon my music I'm too lazy to re-record): [url]http://xavie.ru/i/fAx9bD.webm[/url]
I'd really love it if [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/SoundDuration]Global.SoundDuration[/url] worked serverside. Currently, it always returns 0 no matter what file I give it, yet works just fine on the client.
Whenever I use file.Write with a .png file, I get huge 2s lag with these appearing in the console.
[code]
RELOAD [data\]
"materials/concrete/concreteafloor009a.vtf": can't be found on disk
"materials/detail/detail_noise1.vtf": can't be found on disk
[/code]
[QUOTE=thegrb93;49940858]Whenever I use file.Write with a .png file, I get huge 2s lag with these appearing in the console.
[code]
RELOAD [data\]
"materials/concrete/concreteafloor009a.vtf": can't be found on disk
"materials/detail/detail_noise1.vtf": can't be found on disk
[/code][/QUOTE]
It looks like texture auto-refresh is reloading [i]all[/i] textures in the game, rather than just the specific texture it is trying to reload. I'll look in to it.
[editline]16th March 2016[/editline]
Easy enough to fix, it'll be in the dev branch later today. You should only have this issue on listen servers or singleplayer.
Thanks. While on the topic, is it possible to get the .png data into a texture without saving it to disk? My current code is this.
[lua]
local filename = name..".png"
http.Fetch("myurl/"..filename, function(body)
file.Write(filename,body)
local mat = Material("data/"..filename, "unlitgeneric")
end,
function()
end)
[/lua]
[QUOTE=thegrb93;49943125]Thanks. While on the topic, is it possible to get the .png data into a texture without saving it to disk? My current code is this.
[lua]
local filename = name..".png"
http.Fetch("myurl/"..filename, function(body)
file.Write(filename,body)
local mat = Material("data/"..filename, "unlitgeneric")
end,
function()
end)
[/lua][/QUOTE]
I think [url=https://github.com/Facepunch/garrysmod-requests/issues/605]Lua created procedural textures[/url] should be added so that you can do this for any image format you can write code to read.
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