I'm crashing as soon as the blue startup screen appears. Was there a simple fix for this or should I file this on github?
I have tried resetting graphics and config settings, reinstalling gmod,
updated graphic drivers, and restarting the computer.
I think it might be awesomium related, but there are no crash dumps of any kind generated.
[editline]now[/editline]
I found that the cause was from the TF2 update, I had to verify TF2 and now Garry's Mod starts up.
The update broke an ability to join LAN server from second gmod launched with -multirun
[QUOTE=vexx21322;49344884]I found that the cause was from the TF2 update, I had to verify TF2 and now Garry's Mod starts up.[/QUOTE]
This has been an issue forever.
I can't seem to get my select tags working in Awesomium/HTML panels.
I click them and they don't show a dropdown list. Is anyone else getting this issue?
Apparently using the size attribute allows me to select options however.
you've never been able to use select in html panels, the way the main menu does it is with angular
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/html/template/newgame.html#L38[/url]
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/html/css/menu/NewGame.css#L112[/url]
[editline]18th December 2015[/editline]
I do pretty much the same thing in my server browser, just a little cleaner imo:
html
[code]
<li class="select">
<label for="regionSelect" ng-bind="settings.region[region]"></label>
<input type="checkbox" id="regionSelect" ng-model="regionSelect">
<div ng-show="regionSelect">
<a ng-repeat="(val, name) in settings.region" ng-click="setRegion(val)" ng-bind="name"></a>
</div>
</li>[/code]
js
[code]$scope.settings = {
region: {
0x00: 'U.S. East coast',
0x01: 'U.S. West coast',
0x02: 'South America',
0x03: 'Europe',
0x04: 'Asia',
0x05: 'Australia',
0x06: 'Middle East',
0x07: 'Africa',
0xFF: 'Rest of the world'
}
}
$scope.region = 0xFF;
$scope.setRegion = function(v) {
$scope.region = v;
$scope.regionSelect = false;
}[/code]
css (less)
[code]
.dnArrow(@color) {
width:0;
height:0;
border-right: 5px solid transparent;
border-left: 5px solid transparent;
border-top: 5px solid @color;
}
.select label {
display:block;
border-radius: 3px;
height: 28px;
padding-left: 10px;
line-height: 28px;
font-weight: bold;
background-image: -webkit-gradient(linear, 0 0, 0 100%, from(#5C5), to(#2C2));
border: 1px solid #CCC;
border-color: #2a2 #2a2 #181;
color: white;
cursor:pointer;
vertical-align: middle;
-webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.2), 0 1px 2px rgba(0, 0, 0, 0.05);
}
.select input[type="checkbox"] {
position:absolute;
right:10px;
top:13px;
-webkit-appearance:none;
padding:0;
cursor:pointer;
.dnArrow(white);
}
.select div {
position:absolute;
left:0; right:0;
z-index:1;
background-color:#fff;
border-radius:4px;
border:1px solid #aaa;
font-size:13px;
-webkit-box-shadow: 2px 2px 8px rgba( 0, 0, 0, 0.5 );
}
.select a {
display:block;
color:#000;
padding: 4px 15px;
}
.select a:hover {
background-color: #acf;
}
[/code]
[QUOTE=PortalGod;49347000]:snip:[/QUOTE]
Thanks! I was using Select2 but Select2 doesn't support everything I need. Hopefully these resources should help.
[QUOTE=Rustic77;49342643]Anyone else having issues with people crashing/their gmod just closes down when they press esc? And sometimes they just shutdown with bunch of errors, roughly 100 people reported this error to me and I have no clue if its my fault or the updat
[url]http://puu.sh/m00Fi/5d9a48dcd7.png[/url]
[url]http://puu.sh/m00EJ/36f47c8b85.jpg[/url]
[url]http://santosrp.com/forums/index.php?/forums/topic/6471-game-crashing/[/url]
[url]http://santosrp.com/forums/index.php?/forums/topic/6537-game-shutting-down/[/url][/QUOTE]
Players SHOULDN'T use directx 8... use -dxlevel 91 in launch options
Using DirectX8 has an issue that kill gmod when the console is open. I used to have to use DX8 on my old PC due to it crashing my GPU without it.
[QUOTE=Disseminate;49340847]Are L4D maps all fullbright?[/QUOTE]
late post but l4d1 and l4d2 are compiled with HDR only. No ldr.
So what are the benefits of the Kilburn NWVars over doing something in DTVars? Aside from just easier implementation, are there any other upsides?
:snip:
Not sure if what I said was true so I don't want people thinking it is.
[QUOTE=YourStalker;49351127]More efficient.[/QUOTE]
How exactly do you get more efficient than DTVars?
I don't know if they are "more efficient", but I do know that they have no number limitations like NWVars (64 NWVars on non Lua entities is the max according to Kilburn) and DTVars do.
Any news on player.CreateNextBot?
-shit, I misread the vgui part :suicide:-
[QUOTE=MaximLaHaxim;49352169]Any news on player.CreateNextBot?
The ability to create a nextbot player and let it interact with Derma VGUI and call Nextbot functions on it really hypes me up.[/QUOTE]
You won't be able to make it "interact with Derma Vgui" or anything clientside for that matter.
I had a swing a bunch of months ago and it looked really bad for your excitement then.
[QUOTE=Robotboy655;49352282]You won't be able to make it "interact with Derma Vgui" or anything clientside for that matter.
I had a swing a bunch of months ago and it looked really bad for your excitement then.[/QUOTE]
Hmm. I'd like it, still. A bot system was always something that I wanted in GMod.
You can already control bots with CreateCommand and what not.
[QUOTE=Robotboy655;49352312]You can already control bots with CreateCommand and what not.[/QUOTE]
Right. I just wanted to see an official bot system with Nextbot, doing stuff in a coroutine with a player bot was something I wanted to try out, too. Though, of course, you don't need to release the finished product if you don't want to.
Will be ever see Killburn by the forum?
[editline]20th December 2015[/editline]
Just asking, beacouse in here Robotboy is the only one that seems to check the forum
[code]
* Vehicle.IsValid is renamed to Vehicle.IsValidVehicle
* All Vehicle methods will error "tried to use NULL vehicle" when used on invalid vehicle
* Reduce worhless & confusing srcds console output for workshop
* Fixed a crash issue with "quit" commands on srcds when having workshop addons installed[/code]
Latest changes
[QUOTE=Robotboy655;49363130][code]
* Fixed a crash issue with "quit" commands on srcds when having workshop addons installed[/code][/QUOTE]
:joy:
I know it sounds like a malicious thing, given the nature of what I'm about to ask, but here it is; is there a way to make the client see the running map as a different map on the server list? I'm asking because rp_downtown_v4c_v2 and other maps are poorly optimized. Thing is, if you switch off of those maps, you won't get nearly as many players as a result. My idea is to switch the map with my own version that's optimized better. However, you can't name the map the same thing or the client will get a mismatch error, hence why I'm asking about this.
I realize that some may think this question would be better suited to a dedicated thread, but I feel like this is probably a relevant place to ask.
[QUOTE=WitheredPyre;49369691]I know it sounds like a malicious thing, given the nature of what I'm about to ask, but here it is; is there a way to make the client see the running map as a different map on the server list? I'm asking because rp_downtown_v4c_v2 and other maps are poorly optimized. Thing is, if you switch off of those maps, you won't get nearly as many players as a result. My idea is to switch the map with my own version that's optimized better. However, you can't name the map the same thing or the client will get a mismatch error, hence why I'm asking about this.
I realize that some may think this question would be better suited to a dedicated thread, but I feel like this is probably a relevant place to ask.[/QUOTE]
If you want to manually respond to A2S_INFO requests you could change the map field in the response
[QUOTE=zerf;49369804]If you want to manually respond to A2S_INFO requests you could change the map field in the response[/QUOTE]
Can you point me in the right direction? Will I need to use DLLs?
Edit: I've noticed this is treading close to spoofing player counts. If you don't want to disclose this publicly or at all, that's fine.
[QUOTE=WitheredPyre;49369830]Can you point me in the right direction? Will I need to use DLLs?[/QUOTE]
See [url]https://github.com/danielga/gmsv_serversecure/blob/master/source/netfilter.cpp[/url]
Yes.
[QUOTE=zerf;49369851]See [url]https://github.com/danielga/gmsv_serversecure/blob/master/source/netfilter.cpp[/url]
Yes.[/QUOTE]
Might seem like I'm asking to be spoonfed here, but what do I do? Does the DLL enable me to make the changes I need to, or do I just modify the file you sent me and compile the project? If so, what parts? GetMapName?
I intend for this to be the last post I make about this so that we don't fill up the thread with irrelevant things. I'll add you if I have any more questions after this.
[QUOTE=WitheredPyre;49369691]I know it sounds like a malicious thing, given the nature of what I'm about to ask, but here it is; is there a way to make the client see the running map as a different map on the server list? I'm asking because rp_downtown_v4c_v2 and other maps are poorly optimized. Thing is, if you switch off of those maps, you won't get nearly as many players as a result. My idea is to switch the map with my own version that's optimized better. However, you can't name the map the same thing or the client will get a mismatch error, hence why I'm asking about this.
I realize that some may think this question would be better suited to a dedicated thread, but I feel like this is probably a relevant place to ask.[/QUOTE]
Of all the small things you could do to attract players that's just dumb. I get 100+ players daily and I don't run downtown_v4c. It's not the map name it's the server.
[QUOTE=StonedPenguin;49370202]Of all the small things you could do to attract players that's just dumb. I get 100+ players daily and I don't run downtown_v4c. It's not the map name it's the server.[/QUOTE]
While I'd agree with you otherwise, this isn't the case when you have an established community that likes that map; changing the map name, even adding one letter to it at the end, put my server into a pit in terms of player count for a few months on end before eventually recovering, and not to the extent that it did before.
Rate me dumb all you'd like, but I'm not saying this as a fact, I'm saying this as a statement of what's happened to me before and why I'm making the decision I am.
[QUOTE=WitheredPyre;49370251]While I'd agree with you otherwise, this isn't the case when you have an established community that likes that map; changing the map name, even adding one letter to it at the end, put my server into a pit in terms of player count for a few months on end before eventually recovering, and not to the extent that it did before.
Rate me dumb all you'd like, but I'm not saying this as a fact, I'm saying this as a statement of what's happened to me before and why I'm making the decision I am.[/QUOTE]
When my community wasn't established I didn't run it either.
i've run my server for almost 2 years now, spent 3500 hours coding on it, and the usual player count is 0-2.
yeah it's the server
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