• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Neat-Nit;50038770]Well actually, I meant that the dev branch would be temporarily repurposed for the release candidate, so pretty much like it works now except you'll have more notice time. However, another (better?) option is the way DarthTealc understood it: a third branch called Release Candidate. But don't fret! This option has its advantages too: the release candidate branch would be identical to Live at all times unless there's actually an upcoming update. That means that instead of running Live, you could set it to always run on RC and still play with everyone on Live (the identical version). As soon as a release candidate goes live you would be updated. If there are any game bugs you can report them and switch back to live until they get sorted out. If not you can ensure your mods work on the RC, and prepare to update them publicly on the release date of the next update. So the 3-branch approach would have: 1. Live: the latest stable release 2. Release Candidate: same as Live but updated 1 week earlier 3. Dev: for testing and working with upcoming features before they are guaranteed stable What are the downsides of this? I honestly can't see any. You only need to maintain your addon for Live. Release Candidate is there to help you do it, and dev is irrelevant if you don't need it. You don't need to keep anything in sync.[/QUOTE] That's going to fix literally nothing and just make it more complicated. The reason people don't use the dev branch is because it's a hassle to switch to and from it, so why would those people enjoy having to switch to and from it when they want to play on normal servers in the week before an update.
Make the release candidate detect if server is live branch, then use the files for live otherwise the dev branches?
[QUOTE=highvoltage;50038879]That's going to fix literally nothing and just make it more complicated. The reason people don't use the dev branch is because it's a hassle to switch to and from it, so why would those people enjoy having to switch to and from it when they want to play on normal servers in the week before an update.[/QUOTE] How does having 2 (or 3) listings of the game make it better? Edit: [QUOTE=highvoltage;50038879]The reason people don't use the dev branch is because it's a hassle to switch to and from it[/QUOTE] I thought it was because they never know when it's close to release or when it's just a broken in-between-updates mess. That's the part that the steam announcements and the buffer period are supposed to solve.
[QUOTE=Neat-Nit;50039379]How does having 2 (or 3) listings of the game make it better? Edit: I thought it was because they never know when it's close to release or when it's just a broken in-between-updates mess. That's the part that the steam announcements and the buffer period are supposed to solve.[/QUOTE] It's a common complaint that switching between branches isn't nice for people with bad or limited Internet access among various other reasons. I'm not saying having a second game listing is ideal, but simply having to only launch a different game to test vs having to update garrys mod when you when your testing and updating it again when you want to simply play the current version, well you should be able to notice the difference. I'm just saying that your method isn't any better to the people who don't want to keep switching branches and for the devs who have to keep track of something else
[url]http://www.garrysmod.com/2016/03/31/march-2016-update-attempt-2/[/url]
Something like this? [code] common ˪ Garry's Mod ˪ garrysmod ˪ garrysmod_beta [/code] With something like this if you have subscribed to beta. [url]https://community.bistudio.com/wikidata/images/thumb/1/1f/a3ct_playArma3Tools.jpg/200px-a3ct_playArma3Tools.jpg[/url]
Also, we will try to figure something out to warn people that update is coming next time. [editline]31st March 2016[/editline] [QUOTE=guigui;50039542]Something like this? [code] common ˪ Garry's Mod ˪ garrysmod ˪ garrysmod_beta [/code] With something like this if you have subscribed to beta. [url]https://community.bistudio.com/wikidata/images/thumb/1/1f/a3ct_playArma3Tools.jpg/200px-a3ct_playArma3Tools.jpg[/url][/QUOTE] So you are proposing we force everyone to download an another whole copy of the game and have the updates to Dev be forced to be downloaded for everyone? Just because you are too lazy to download 40MB to test your addons?
[QUOTE=Robotboy655;50039545]Also, we will try to figure something out to warn people that update is coming next time. [editline]31st March 2016[/editline] So you are proposing we force everyone to download an another whole copy of the game and have the updates to Dev be forced to be downloaded for everyone? Just because you are too lazy to download 40MB to test your addons?[/QUOTE] [QUOTE=guigui;50039542]With something like this [b]if you have subscribed to beta.[/b][/QUOTE] But yeah, the idea is, for the guy who want to "code and test his addon", I think he can sacrifice 4GB of his disk.
[QUOTE=Robotboy655;50039545]So you are proposing we force everyone to download an another whole copy of the game and have the updates to Dev be forced to be downloaded for everyone? Just because you are too lazy to download 40MB to test your addons?[/QUOTE] does it really need to download everything though? could it not symlink from the regular folder for all the content? the bins/lua can't take up much space and yes, i'm lazy for not running a dev server right next to the regular one
[QUOTE=guigui;50039542]Something like this? [code] common ˪ Garry's Mod ˪ garrysmod ˪ garrysmod_beta [/code] With something like this if you have subscribed to beta. [url]https://community.bistudio.com/wikidata/images/thumb/1/1f/a3ct_playArma3Tools.jpg/200px-a3ct_playArma3Tools.jpg[/url][/QUOTE] It would be pretty neat to have but only while on the dev branch, so when on it you essentially have two copies of the game and you can launch either from that menu. Then on the normal branch you would only have the one version with no pop up menu for all the regular users who only want to play ttt and darkrp. That is probably the best option for people who want to test but I have no idea how hard it would be to set up
Hmm, maybe we shouldn't try to solve problems that haven't happened yet? I know we're all programmers and that's what we do, but let's try and avoid it, because over-analyzing this situation will just keep the discussion going forever and end up with very nice solutions that would actually probably take more than a little time to set up for the development team. I think we should first just try the simple solution that requires no setup at all: use the dev branch as it is used today, make a steam announcement when the dev branch is candidate for release, and a week later push it to live. If addon devs can't find the time or the internet to test their addons even once during that one week, well, it sounds like their problem because no solution can completely prevent the need to download the next update.
Thats much better than swap srcds and gmod
Gonna bump my idea of rolling updates again. If a small changelog was kept on the main menu and the game was continually updated with new features it would be much easier to pinpoint what isn't working. Also, if something new wasn't working it would only be that one thing that isn't working rather than a mountain of broken shit. This idea could mostly replace the dev branch but maybe keeping the dev branch would be good for updates that would require server restarts. Then at the end of two weeks or a month merge the dev branch with the live branch and start fresh.
[t]http://i.imgur.com/9dofwns.jpg[/t] now that mountgma doesn't crash the game when applying vehicle models, envmaps don't seem to be reloaded
Having three branches is super dumb. People are already to lazy to use two, how is three going to make it any better? If clicking beta and testing shit for 5 minutes is too much friction for 90% of developers, asking people to keep track of three branches is just not happening. IMO, the most realistic solution is just having a big ass notification on the Gmod main menu and a steam notification telling people to test their shit.
GMod surely loves to come up with ridiculous reasons to crash. [code]#0 0xf5731120 in Sys_Error_Internal(bool, char const*, char*) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #1 0xf57311e0 in Sys_Error(char const*, ...) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #2 0xf57323b8 in Sys_SpewFunc(SpewType_t, char const*) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #3 0xedb56756 in LuaSpew(SpewType_t, char const*) () from /home/nxserv/gserv/servers/drp1/garrysmod/lua/bin/gmsv_enginespew_linux.dll #4 0xf73ba5ef in _SpewMessage(SpewType_t, char const*, int, Color const*, char const*, char*) () from bin/libtier0_srv.so #5 0xf73bb06c in Error () from bin/libtier0_srv.so #6 0xecb4519c in CNPC_CScanner::TakePhoto() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #7 0xecb45fd0 in CNPC_CScanner::StartTask(Task_t const*) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #8 0xec700875 in CAI_BaseNPC::MaintainSchedule() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #9 0xec6e4883 in CAI_BaseNPC::RunAI() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #10 0xec6f7541 in CAI_BaseNPC::NPCThink() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #11 0xecb42e81 in CNPC_CScanner::NPCThink() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #12 0xec6e9bc1 in CAI_BaseNPC::CallNPCThink() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #13 0xeccb5a3c in CBaseEntity::PhysicsDispatchThink(void (CBaseEntity::*)()) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #14 0xec5994dd in CBaseEntity::PhysicsRunSpecificThink(int, void (CBaseEntity::*)()) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #15 0xec5997e1 in CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #16 0xeccb621c in CBaseEntity::PhysicsNone() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #17 0xec59a071 in CBaseEntity::PhysicsSimulate() () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #18 0xeccb9f0b in Physics_SimulateEntity(CBaseEntity*) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #19 0xeccba27a in Physics_RunThinkFunctions(bool) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #20 0xec8e9dde in CServerGameDLL::GameFrame(bool) () from /home/nxserv/gserv/servers/drp1/garrysmod/bin/server_srv.so #21 0xf571e92d in SV_Think(bool) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #22 0xf571f2b4 in SV_Frame(bool) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #23 0xf5695317 in _Host_RunFrame_Server(bool) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #24 0xf5696429 in _Host_RunFrame(float) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #25 0xf5696a38 in Host_RunFrame(float) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #26 0xf569fd5e in CHostState::State_Run(float) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #27 0xf56a01b6 in CHostState::FrameUpdate(float) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #28 0xf56a0279 in HostState_Frame(float) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #29 0xf57353d4 in CEngine::Frame() () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #30 0xf57329ed in CDedicatedServerAPI::RunFrame() () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #31 0xf6c5f3d2 in RunServer() () from bin/dedicated_srv.so #32 0xf5732e65 in CModAppSystemGroup::Main() () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #33 0xf578b180 in CAppSystemGroup::Run() () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #34 0xf5733427 in CDedicatedServerAPI::ModInit(ModInfo_t&) () from /home/nxserv/gserv/servers/drp1/bin/engine_srv.so #35 0xf6c5f2c8 in CDedicatedAppSystemGroup::Main() () from bin/dedicated_srv.so #36 0xf6cbd040 in CAppSystemGroup::Run() () from bin/dedicated_srv.so #37 0xf6cbd040 in CAppSystemGroup::Run() () from bin/dedicated_srv.so #38 0xf6c5f7d2 in main () from bin/dedicated_srv.so #39 0x08048b0b in main ()[/code]
That's an engine error - you should see a message box appear with more info but I have no idea what happens with SRCDS. Maybe it's printed just before the crash?
[QUOTE=vigi8;50040519]GMod surely loves to come up with ridiculous reasons to crash. [code] #6 0xecb4519c in CNPC_CScanner::TakePhoto()[/code][/QUOTE] Was the engine error something like "Call Entity:Activate() when spawning an NPC to avoid crashes!" ?
- snip -
If you want two separate copies of gmod running both dev branch and normal branch, just use SteamCMD. No need to switch between them. It's as simple as [code] steamcmd +login username password +force_install_dir "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod_Dev" +app_update 4000 -beta dev validate +quit [/code] I used to do that until [url=http://xav.pw/i/44hrbjI]this[/url] happened. Besides, nowadays I find switching back and forth between the dev/main branch to not take any longer than a minute. Y'all should try it again. Once you have the beta downloaded, it appears you don't have to re-download it until another change is pushed. You don't need to test every single part of your addon every time an update comes around. Just stick to the development branch whenever you're working on something and if bugs happen, you'll notice them.
Would it be easy enough to increase the kick reason length limit? Current limit seems fine if you only use ASCII characters, but when you start using wide characters though, soon enough you get this: [img]http://i.imgur.com/FmgTQWr.png[/img]
[QUOTE=xaviergmail;50040819]until [url=http://xav.pw/i/44hrbjI]this[/url] happened[/QUOTE] Um Is that supposed to happen? How is it even possible?
[QUOTE=Neat-Nit;50041161]Um Is that supposed to happen? How is it even possible?[/QUOTE] I'm sure that free space reporting isn't 100% accurate, but it's happened a few times.
[QUOTE=CaptainFaggot;50040356]Having three branches is super dumb. People are already to lazy to use two, how is three going to make it any better? If clicking beta and testing shit for 5 minutes is too much friction for 90% of developers, asking people to keep track of three branches is just not happening. IMO, the most realistic solution is just having a big ass notification on the Gmod main menu and a steam notification telling people to test their shit.[/QUOTE] While I admit it wasn't a good idea, you misunderstood the suggestion. No one would need to keep track of dev branch, and for all practical purposes, being on the "release candidate" branch would just mean you get updates 1 week before live branch. There's nothing to keep track of. But again, I rescind the idea since it would be confusing to anyone who doesn't know the exact meaning of each branch.
[QUOTE=xaviergmail;50040819]Besides, nowadays I find switching back and forth between the dev/main branch to not take any longer than a minute. Y'all should try it again. Once you have the beta downloaded, it appears you don't have to re-download it until another change is pushed. You don't need to test every single part of your addon every time an update comes around. Just stick to the development branch whenever you're working on something and if bugs happen, you'll notice them.[/QUOTE] the problem is having a huge srcds instance on the dev branch, nobody'll play on it
[QUOTE=Robotboy655;50034600]OK, update on the update... :v: Here are the new changes to the game: [code] * Fixed checkboxes being fucked up for some people who improperly call PerformLayout * Fixed SLAM sound being played on death * Fixed Ceiling Turret playing Alert infinite sound after being removed * Fixed ents.FindInSphere clientside working as ents.FindInBox * Fixed the problem with DTextEntry (GitHub) * Removed unused html files * Fixed face poser not posing the last flex on some models (GitHub) * Fixed npc_grenade_frag creating new effects when picked up by gravity gun without deleting the old ones [/code] These are not on Dev, they will be once Willox fixes the font or w/e issues with the update sometime this or next week.[/QUOTE] In addition to this: [code] * Partially fixed ents.FindInCone ( Still need to figure out the angle argument ) * Added File.__tostring * Added ConVar.__tostring * Fixed crash issues with npc_cscanner * Fixed Nextbot NPCs being deleted on map spawn [/code] All of these will be on Dev shortly.
I don't know if this is a bug or something, but when gmod is joining a server i usually minimize it and do stuff and when it finishes i open it and play, but the thing is that sometimes it does something so that my mouse affects derma menus but with some sort of offset, so i have to aim my mouse to the top left of that button/pannel to affect it properly. Example: (it's not actually this) Button is 16 * 16 in pos 500, 300, and for me to click it i have to put my mouse between this cords: 450-466, 250-266 instead of the normal pos which would be 500-516, 300-316. Hope you understood.
why
[QUOTE=PortalGod;50047405]why[/QUOTE] It's predicted and will lock up if the server locks up. SysTime() is better for clientside stuff like effects. [editline]1st April 2016[/editline] It's sort of irrelevant unless your server is running on a toaster though.
-snip- would never happen anyways
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