• Problems That Don't Need Their Own Thread v2.0
    5,020 replies, posted
However, I have no idea how to read that :tinfoil: Thread 0 crashed? 0 ntdll.dll + 0x3db4c 1 0x6000304 2 ntdll.dll + 0x3ce2b 3 KERNELBASE.dll + 0xd4e7 4 dbghelp.dll + 0x61ae7 5 dbghelp.dll + 0x5f05b 6 dbghelp.dll + 0x5f16e 7 ntdll.dll + 0x86644 8 ntdll.dll + 0x406d2 9 ntdll.dll + 0x4047a 10 dbghelp.dll + 0x640c6 11 dbghelp.dll + 0x64169 12 dbghelp.dll + 0x6425b 13 dbghelp.dll + 0x5bca0 14 ntdll.dll + 0x3e7bb 15 KERNELBASE.dll + 0x40435 16 dbghelp.dll + 0x61b12 17 ntdll.dll + 0x400ab 18 atiumdag.dll + 0x3d3a29 19 engine.dll + 0x35ffff [editline]2nd October 2014[/editline] The only other thing I could assume to be useful would be an Exception? Exception StreamType ExceptionStream DirectoryData: __alignment 0 MINIDUMP_EXCEPTION: ExceptionAddress 2005961416 __unusedAlignment 0 NumberParameters 2 RelatedExceptionRecord None ExceptionRecord 0 ExceptionCode EXCEPTION_ACCESS_VIOLATION ExceptionFlags EXCEPTION_CONTINUABLE 0 0 ThreadContext: RVA 0 DataSize 0 ThreadId 5736 Location: RVA 240 DataSize 168 [editline]2nd October 2014[/editline] I know this isn't the best forum to be asking for help in, but Garry's Mod Help & Support isn't getting me a quick response either [editline]2nd October 2014[/editline] [URL="http://dumps.metastruct.uk.to/dumper.py?dump=hl2_140713_crash_2014_10_2T0_2_52C0.mdmp"]Here's what I got[/URL] [editline]2nd October 2014[/editline] Wow... [URL="http://facepunch.com/showthread.php?t=1428255&p=46133894#post46133894"]uninstalling TF2[/URL] fixed it.
[QUOTE=PortalGod;46133728][url]http://dumps.metastruct.uk.to/[/url][/QUOTE] It's almost as useful as opening the .mdmp file with notepad++.
[QUOTE=Robotboy655;46134160]It's almost as useful as opening the .mdmp file with notepad++.[/QUOTE] [del]Not true. It's a little bit more useful, in Notepad++ I get a lot of black boxes saying NUL, BS, ENO, STX, NAK, EOT, VT, etc...[/del] Nope, you're pretty much right Well regardless, it wouldn't have helped me anyway. It's weird, but TF2 was somehow the cause!
Does that page still exist that lists recorded lua errors, sorted by workshop addon? I'm a little out of the loop.
[QUOTE=jimbodude;46136341]Does that page still exist that lists recorded lua errors, sorted by workshop addon? I'm a little out of the loop.[/QUOTE] It was [URL="http://errors.garrysmod.com"]errors.garrysmod.com[/URL] but it looks like it's not loading right now.
Dammit... I can't believe I can't figure this out... how do I make it so players take calculated fall damage rather than always just 10 points?
mp_falldamage 1
Using LUA, I should've specified...
[QUOTE=WalkingZombie;46137429]Using LUA, I should've specified...[/QUOTE] I have this from before mp_falldamage was fixed. [lua]local sv_falldamage = CreateConVar("sv_falldamage", 1, FCVAR_ARCHIVE); local sv_falldamage_scale = CreateConVar("sv_falldamage_scale", 1, FCVAR_ARCHIVE); hook.Add("GetFallDamage", "MPFallDamage", function(ply, vel) if sv_falldamage:GetInt() == 1 then vel = vel - 580; return (vel * (100 / (1024 - 580))) * math.Clamp(sv_falldamage_scale:GetInt(), 0, 100); end end); [/lua]
[QUOTE=WalkingZombie;46137400]Dammit... I can't believe I can't figure this out... how do I make it so players take calculated fall damage rather than always just 10 points?[/QUOTE] Taken right from Dark RP [CODE] function GM:GetFallDamage( ply, flFallSpeed ) if GetConVarNumber("mp_falldamage") == 1 then return flFallSpeed / 15 end end end [/CODE]
[QUOTE=EthanTheGreat;46129284]I've been trying to see what has been causing this issue: [t]https://dl.dropboxusercontent.com/u/17839069/C_176.png[/t] If you look closely, the spoiler texture has this weird effect which I originally thought mipmaps. In this picture as you can see the aliasing is absolutely horrible. [/QUOTE] Look into other texture settings, such as $detail, $*****2 values, etc... For those textures, you may want to use VertexLitGeneric; UnlitGeneric is typically fullbright. Here: [url]https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters[/url] I've made a useful tool for creating textures; handles essentually EVERYTHING on that page, and more. Will be out on the skeleton pretty soon.
Is there a function that does exactly the same as [url=http://wiki.garrysmod.com/page/math/Approach]math.Approach[/url] but increments down instead of up?. I noticed that I can't specify a negative value as it won't return a number higher than the end number.
[QUOTE=Adzter;46139549]Is there a function that does exactly the same as [url=http://wiki.garrysmod.com/page/math/Approach]math.Approach[/url] but increments down instead of up?. I noticed that I can't specify a negative value as it won't return a number higher than the end number.[/QUOTE] [URL="https://github.com/garrynewman/garrysmod/blob/2197a37d2170a36844eeffb475e846521ba2da71/garrysmod/lua/includes/extensions/math.lua#L208"]Just re-create it[/URL]
[t]http://i.imgur.com/kOj41VV.png[/t] made this mesh obj then how do i scale it without re-bulding it? how do I set it's color? [lua]function drawHUD() if (!UPDATE) then createMesh() end if (MESHOBJ) then render.SetMaterial(Material("gui/gradient_down")) MESHOBJ:Draw() end end[/lua] [editline]3rd October 2014[/editline] hook is running on PostDrawOpaqueRenderables
[QUOTE=rebel1324;46139906]then how do i scale it without re-bulding it?[/quote] [url=http://wiki.garrysmod.com/page/cam/PushModelMatrix]cam.PushModelMatrix (VMatrix transformation)[/url] [url=http://wiki.garrysmod.com/page/cam/PopModelMatrix]cam.PopModelMatrix ()[/url] [url=http://wiki.garrysmod.com/page/VMatrix/Scale]VMatrix:Scale (Vector scale)[/url] [lua] local matScale = Matrix () matScale:Translate (Vector (originX, originY, originZ)) matScale:Scale (Vector (scaleX, scaleY, scaleZ)) cam.PushModelMatrix (matScale) IMesh:Draw () cam.PopModelMatrix () [/lua] [QUOTE=rebel1324;46139906]how do I set it's color?[/quote] [url=http://wiki.garrysmod.com/page/IMaterial/SetVector]IMaterial:SetVector ("$color", Vector value)[/url] [url=http://wiki.garrysmod.com/page/IMaterial/SetFloat]IMaterial:SetFloat ("$alpha", number value)[/url] (only works if $translucent is 1) [lua] IMaterial:SetVector ("$color", Vector (color.r / 255, color.g / 255, color.b / 255)) IMaterial:SetFloat ("$alpha", color.a / 255) -- Only works if $translucent is 1 [/lua]
[QUOTE=!cake;46140837]Thankful Materials[/QUOTE] How do I solve this shit? Does it requires stencil? [t]http://i.imgur.com/YiIwDmF.png[/t]
[QUOTE=rebel1324;46141230]How do I solve this shit? Does it requires stencil?[/QUOTE] gui/gradient_down has $ignorez set to 1: [code]materials/gui/gradient_down.vmt: "UnlitGeneric" { "$basetexture" "gui/gradient_down" "$ignorez" 1 "$vertexcolor" 1 "$vertexalpha" 1 "$nolod" 1 } [/code] Try creating your own material without $ignorez: [lua]local material = CreateMaterial ("<material id unique to your addon>", "UnlitGeneric", { ["$basetexture"] = "gui/gradient", ["$vertexcolor"] = 1, ["$vertexalpha"] = 1, ["$translucent"] = 1 } ) [/lua]
Does anyone know where props are saved for a Garry's Mod server? I've tried Settings -> Spawnlist Basically, I'm having to blacklist a shed load of props and thought it would be easier just to remove them altogether. Or is there a method to blacklisting a whole category of props using Falco's Prop protection? Tried adding a wildcard in the sv.db for the prop folder but didn't work
I swear, though, there is a gamemode setting to enable fall damage? Or a player setting? Even with mp_falldamage 1 my fall damage math isn't working. I'm using GM:GetFallDamage( plr, vel ) [editline]3rd October 2014[/editline] [del]It's not even calling that function![/del] Scratch that, it just worked. I still believe there is a setting somewhere to enable / disable fall damage in the gamemode, and if not I would like to know a way to FORCE mp_falldamage to 1
[QUOTE=GmodLUA;46142054]Does anyone know where props are saved for a Garry's Mod server? I've tried Settings -> Spawnlist Basically, I'm having to blacklist a shed load of props and thought it would be easier just to remove them altogether. Or is there a method to blacklisting a whole category of props using Falco's Prop protection? Tried adding a wildcard in the sv.db for the prop folder but didn't work[/QUOTE] Are you referring to the actual models, or what? Models should be in the GarrysMod_*dir.vpk Entities should be in gamemodes/sandbox/entities/entities/ You won't have luck removing "them" either, because most props you spawn use the same entity ( except for some that use their own )... You can add a blacklist to a category ( if not by FPP, you would need to write the logic to be able to do it.. )
Are there settings for fall damage for gamemodes? Like, to enable / disable, I believe I saw something about setting the fatal distance? Also, LocalPlayer():EmitSound() is doing me justice right now, except I can't control the volume. SoundLevel doesn't do jack shit. Is there something that's just as effective, where the sound will always be emitted from the player entity, but I can change both the pitch and the actual volume?
How do I grab data about another server? Like how many players are online, the map, or any of that?
[QUOTE=Acecool;46144607]Are you referring to the actual models, or what? Models should be in the GarrysMod_*dir.vpk Entities should be in gamemodes/sandbox/entities/entities/ You won't have luck removing "them" either, because most props you spawn use the same entity ( except for some that use their own )... You can add a blacklist to a category ( if not by FPP, you would need to write the logic to be able to do it.. )[/QUOTE] I was hoping that somewhere using Falcos prop protection that we could somehow blacklist a whole category of props. Ah well, thanks for the help :)
[QUOTE=Exho;46144787]How do I grab data about another server? Like how many players are online, the map, or any of that?[/QUOTE] the easiest way imo would be writing an php script that connects with sourcequery to the server and give it out as json. some http.fetch and you got your information. the other way would be to fix an lua socket implementation. the only one that was updated while gmod 13, should be [URL="http://facepunch.com/showthread.php?t=1234005&p=38898327#post38898327"]gLuaSock2[/URL]
[del]Setting a variable for last time a player took damage. Doing it for fall damage works fine, but for any other form of damage... no cigar. I'm using GM:ScalePlayerDamage and Player:OnTakeDamage but even with print functions I'm getting nothing from them? ScalePlayerDamage is in init.lua and OnTakeDamage is in player.lua[/del] [editline]dis sum bullshit[/editline] GM:PlayerHurt works.
Is it possible to make custom animations for [B]Player Models[/B] and have those animations play on the player model without needing to overwrite animations? I Have tried for a while now to make the player model change animations but it refuses to play anything I do. I am trying to make the player play a animation on the click of a custom entity to help me better understand how to set the sequences at well on the player. I have been messing with: [code] SetSequence ResetSequence LookupSequence [/code]
[QUOTE=bran92don;46146063]Is it possible to make custom animations for [B]Player Models[/B] and have those animations play on the player model without needing to overwrite animations? I Have tried for a while now to make the player model change animations but it refuses to play anything I do. I am trying to make the player play a animation on the click of a custom entity to help me better understand how to set the sequences at well on the player. I have been messing with: [code] SetSequence ResetSequence LookupSequence [/code][/QUOTE] For right now, you have to decompile the player skeleton and add your animations. But there was talk of adding a Lua binding to load external animation files into models so what you're after could be possible.
[QUOTE=vexx21322;46146185]For right now, you have to decompile the player skeleton and add your animations. But there was talk of adding a Lua binding to load external animation files into models so what you're after could be possible.[/QUOTE] Thanks for the info but I already know that. I just can't get animations to play in-game. I have even tested the ones that come compiled with it and none of the play.
Just a quick question for anyone that happens to know. If I create a table and don't bother saving its information to a file/database is it reset on map change or server restart?
[QUOTE=Sereni;46147056]Just a quick question for anyone that happens to know. If I create a table and don't bother saving its information to a file/database is it reset on map change or server restart?[/QUOTE] map change.
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