• Next Update v4 - March 2016 Update is out!
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Updates on CEF? Do we ever intend to get rid of GeoIP listing? [QUOTE=dezamb;49768934]If map version differs, instead of kicking can we have it override the current version and download the version requested from the server?[/QUOTE]
Full changelist updated: [url]http://wiki.garrysmod.com/changelist/[/url] [code]Fixed crash in airboat when trying to eject a null player Fixed ents.FindByModel clientside Fixed pointless TLK_PLAYER_ASK_FOR_BALL console error Fixed -tools [/code] Latest changes.
[QUOTE=dezamb;49990184]Updates on CEF? Do we ever intend to get rid of GeoIP listing?[/QUOTE] IIRC, the GeoIP issue lies with Valve and their master servers. Obvious reasons dictate why us having our own master is probably not practical. [editline]23rd March 2016[/editline] [QUOTE=Robotboy655;49990370][code]Fixed -tools [/code][/QUOTE] Do we have a particle editor in GMod now?
[QUOTE=dezamb;49990184]Updates on CEF? Do we ever intend to get rid of GeoIP listing?[/QUOTE] sv_region 255 ?
[QUOTE=Robotboy655;49990370][code]Fixed ents.FindByModel clientside [/code][/QUOTE] can there be a clientside :GetModel() that works even if the client does not have the model?
A valve employee outright said that sv_region is useless, there's no point trying to fiddle with it. [editline]23rd March 2016[/editline] Not only were sv_region's enumerations screwed up and incorrectly documented, the only thing it does is allow players to filter out servers by region, a feature that has long since been removed from the server browser anyways.
First of all, let's not hype ourselves about having a master server. There are some basic problems with it. 1: Who's gonna pay the server? (i know it may be facepunch but i don't see garry authorizing this) 2: Who's gonna maintain it? Most of facepunch employees are working at rust, there's only 3 people working in gmod, and they seem to be very occupied doing very good updates, but i think they won't be able to handle the maintenance of a master server for more than 10.000 servers and loads of players. Right now i don't see a solution for the master server problem we have, maybe in the future we have a solution or either valve works a bit more on their master servers. [editline]23rd March 2016[/editline] If I'm wrong please someone correct me.
Did someone say master servers? I think I've been summoned again! Having our own master servers would actually be incredibly practical and give us probably a large amount of flexibility in terms of how we want servers to be returned and so on. geferon, Valve aren't going to work "more" on their servers in the sense they'll revert this. They [I]want[/I] it to be like this to suit their own needs even though it doesn't work properly as is. Master servers aren't that hard to maintain either; you just need to ensure the main security issues are plugged and you'd be good to go. The real problem is those that are willing to do it most likely lack the resources and those with the resources (aka Garry) is unwilling (at this time) to do so.
We're just going to discuss this and then abandon it for a few months again... Have any of the devs attempted to look into this?
[QUOTE=Teddi Orange;49991746]geferon, Valve aren't going to work "more" on their servers in the sense they'll revert this. They [I]want[/I] it to be like this to suit their own needs even though it doesn't work properly as is. Master servers aren't that hard to maintain either; you just need to ensure the main security issues are plugged and you'd be good to go. [/QUOTE] It was just a supposition as everybody knows they are gonna do nothing. Also, as you seem to know a lot of master servers. On a master server for a community as gmod wouldn't there be some sort of big ass 1gb DDOS (not saying it actually is 1gpbs DDOS attack) as people are dumb and want to fuckup people's work?
the amount of time and money that you'd require to deploy a master server in a community that is already super careless with ddos attacks is not worth it
[QUOTE=Noi;49992326]You're making absolutely not backed up assumptions. No one really tried to make master server(s) for gmod. It's worth to try.[/QUOTE] It's kind of a large undertaking to just be like, "eh, if it works it works"... Erring on the side of caution is probably the safest bet.
I think valve's master server are fine, yeah it's only down one a week (On Tuesday) but it's okay because most of the time it's stable, making gmod it's own master server would require a lot of time, plus we can't be sure it would be really stable (Just remember errors.garrysmod.com and dump.garrysmod.com were down every fucking days), valve should keep has it's masterservers for years. I really think it does not worth the try. Edit : i was wrong
[QUOTE=Lapin_b0t;49996438]I think valve's master server are fine[/QUOTE] are you serious? like half of all the servers don't show up, a lot of them don't respond even if it's up, and filtering/spoofing is terrible
[QUOTE=Giraffen93;49996482]are you serious? like half of all the servers don't show up, a lot of them don't respond even if it's up, and filtering/spoofing is terrible[/QUOTE] oh didn't see that :v:
[QUOTE=Noi;49996722]Heroku offers DDoS mitigation and straightforward scalability. Just sitting here with your hands on rest, blaming everyone, wont do anything useful.[/QUOTE] I never blamed anyone for anything? I'm saying that maintaining a master server is a lot of effort, and requires maintenance. Nothing against the current devs, because what they are doing is a huge undertaking, but adding another thing to maintain to their list already would just slow down everything else. Don't get me wrong, it is a problem that needs attention, but there are other issues, like Awesomium/CEF and multi-core, that need to be solved first.
Please, if there is a way to remove the EmitSound/sound.Play/CSoundPatch:Play range cap from the server, that would be magnificent. As it stands, I can play a sound about 800 units away from me with a sound level of 100. If played from the server, the sound does not reach me. Not even an echo. If I play that same sound from the same position, but on the [I]client's[/I] end, they hear the sound just fine. Currently I have to divert all of my long-range sounds to be played from the client, when some of the events happening can only be handled server-side. Using net messages is obviously the only way I can do this, and as a result the sounds sometimes lag behind.
[QUOTE=Z0mb1n3;49999505]Please, if there is a way to remove the EmitSound/sound.Play/CSoundPatch:Play range cap from the server, that would be magnificent. As it stands, I can play a sound about 800 units away from me with a sound level of 100. If played from the server, the sound does not reach me. Not even an echo. If I play that same sound from the same position, but on the [I]client's[/I] end, they hear the sound just fine. Currently I have to divert all of my long-range sounds to be played from the client, when some of the events happening can only be handled server-side. Using net messages is obviously the only way I can do this, and as a result the sounds sometimes lag behind.[/QUOTE] Try local rf = [url=http://wiki.garrysmod.com/page/Global/RecipientFilter]RecipientFilter()[/url] rf:[url=http://wiki.garrysmod.com/page/CRecipientFilter/AddAllPlayers]AddAllPlayers()[/url] [url=http://wiki.garrysmod.com/page/Global/CreateSound]CreateSound(ent, "path/to/sound", rf) [img]http://wiki.garrysmod.com/favicon.ico[/img][/url]
[QUOTE=xaviergmail;49999595]Try local rf = [url=http://wiki.garrysmod.com/page/Global/RecipientFilter]RecipientFilter()[/url] rf:[url=http://wiki.garrysmod.com/page/CRecipientFilter/AddAllPlayers]AddAllPlayers()[/url] [url=http://wiki.garrysmod.com/page/Global/CreateSound]CreateSound(ent, "path/to/sound", rf) [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/QUOTE] I can't be expected to do that for every EmitSound or sound.Play event, though.
[QUOTE=Z0mb1n3;50000204]I can't be expected to do that for every EmitSound or sound.Play event, though.[/QUOTE] Good thing there's this crazy feature in Lua called functions that allow you to consolidate repetitious segments of code into a single call, then.
[QUOTE=Joeyl10;50000238]Good thing there's this crazy feature in Lua called functions that allow you to consolidate repetitious segments of code into a single call, then.[/QUOTE] So you're saying it's practical to create a new CSoundPatch for every single sound I want to play? I understand that it can be done, but I'm pretty sure there was a debate earlier about hacky workarounds --- if there is a simple solution that can fix the issue for everyone rather than requiring me to use an awkward solution, then surely that is the way to go.
[QUOTE=Z0mb1n3;50000294]So you're saying it's practical to create a new CSoundPatch for every single sound I want to play? I understand that it can be done, but I'm pretty sure there was a debate earlier about hacky workarounds --- if there is a simple solution that can fix the issue for everyone rather than requiring me to use an awkward solution, then surely that is the way to go.[/QUOTE] Point taken I guess, didn't read too heavily into your first post and didn't notice the part about sound.Play.
[code] Added ents.FindInPVS, Entity:TestPVS, CUserCmd:IsForced Changed max value of net_maxfragments from 1260 -> 1792 (max number of bytes that can actually be used for fragments atm) Fixed S.L.A.M. not having it's sounds played ( You still need HL2:DM to hear them ) Fixed removing rechargers while using them leaving behind infinite looping sound Fixed armor only networking 8 bits if its real value Fixed Health and Max Health not updating when changed on "anim" SENTs in singleplayer Fixed firing "Kill" on players putting them into invalid inescapable state[/code] Latest changes as soon as Garry fixes the build server yet again.
What's up with the build server that it likes to break often?
[QUOTE=Grocel;50005094]What's up with the build server that it likes to break often?[/QUOTE] Migrating to new software, installing new software, etc.
Would it ever be possible to have the run lua functionality from DHTML panels also in regular html panels?
Whats going on with NW2Vars ?
[QUOTE=Robotboy655;50004306][code] Fixed firing "Kill" on players putting them into invalid inescapable state[/code] Latest changes as soon as Garry fixes the build server yet again.[/QUOTE] Does this mean Player:Remove() doesn't completely break the client's game anymore? What happen's instead if that's the case.
Updated [url]http://wiki.garrysmod.com/changelist/[/url] with a sort-of new format. It's looking like we won't be shipping the update this Monday.
[QUOTE=Willox;50011047]Updated [url]http://wiki.garrysmod.com/changelist/[/url] with a sort-of new format. It's looking like we won't be shipping the update this Monday.[/QUOTE] Love the new format. One little typo: [quote]Hot loaded Workshop addons now properly reapply reloaded models. This means that they shouldn't [b]sretch[/b] across the map and cause crashes[/quote] Also, would you mind changing Kefta to code_gs? A guy a while back asked me to change my user name.
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