• Next Update v5 - April 2016 Update is out!
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[QUOTE=baebaeron;50423026]What time of day are updates usually released?[/QUOTE] Before midnight
[QUOTE=Revenge282;50423895]Before midnight[/QUOTE] The GMod devs are British and Estonian. That's GMT and GMT + 1. In their timezone, updates are usually released in the afternoon. Before midnight is kind of a stretch even for American time zones.
[QUOTE=FPtje;50424132]The GMod devs are British and Estonian. That's GMT and GMT + 1. In their timezone, updates are usually released in the afternoon. Before midnight is kind of a stretch even for American time zones.[/QUOTE] It was supposed to be a joke implying that there is no set time, and "before midnight" implies literally any time of the day. I guess I missed my mark...
[QUOTE=FPtje;50424132]The GMod devs are British and Estonian. That's GMT and GMT + 1. In their timezone, updates are usually released in the afternoon. Before midnight is kind of a stretch even for American time zones.[/QUOTE] we need an american gucci dev
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/AddLayeredSequence]Entity:AddLayeredSequence[/url] (and any probably related functions) seems to be completely broken, it does absolutely nothing, at least on players.
[QUOTE=RonanZer0;50440238][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/AddLayeredSequence]Entity:AddLayeredSequence[/url] (and any probably related functions) seems to be completely broken, it does absolutely nothing, at least on players.[/QUOTE] Player animations are replaced by the Base gamemode's animation.lua every frame.
[QUOTE=Robotboy655;50440261]Player animations are replaced by the Base gamemode's animation.lua every frame.[/QUOTE] I made a blank gamemode, and pasted this into shared.lua: [lua]function GM:CalcMainActivity(ply) local sequence = ply:LookupSequence( "harrassalert" ) --i am able to play said sequence just fine with: ply:SetSequence(sequence, true) --also playing gestures with the AddLayeredSequence function does not work either --so here is the code that doesnt work if (!SERVER) then return true, -1 end; local seqid = ply:AddLayeredSequence(sequence, 100); return true, -1; end function GM:TranslateActivity() end function GM:DoAnimationEvent(ply) end function GM:UpdateAnimation(ply) end function GM:GrabEarAnimation( ply ) end function GM:MouthMoveAnimation( ply ) end function GM:HandlePlayerJumping( ply, velocity ) end function GM:HandlePlayerDucking( ply, velocity ) end function GM:HandlePlayerNoClipping( ply, velocity ) end function GM:HandlePlayerVaulting( ply, velocity ) end function GM:HandlePlayerSwimming( ply, velocity ) end function GM:HandlePlayerLanding( ply, velocity, WasOnGround ) end function GM:HandlePlayerDriving( ply ) end[/lua] Nope.
[QUOTE=RonanZer0;50440542]I made a blank gamemode, and pasted this into shared.lua: [lua]function GM:CalcMainActivity(ply) local sequence = ply:LookupSequence( "harrassalert" ) --i am able to play said sequence just fine with: ply:SetSequence(sequence, true) --also playing gestures with the AddLayeredSequence function does not work either --so here is the code that doesnt work if (!SERVER) then return true, -1 end; local seqid = ply:AddLayeredSequence(sequence, 100); return true, -1; end function GM:TranslateActivity() end function GM:DoAnimationEvent(ply) end function GM:UpdateAnimation(ply) end function GM:GrabEarAnimation( ply ) end function GM:MouthMoveAnimation( ply ) end function GM:HandlePlayerJumping( ply, velocity ) end function GM:HandlePlayerDucking( ply, velocity ) end function GM:HandlePlayerNoClipping( ply, velocity ) end function GM:HandlePlayerVaulting( ply, velocity ) end function GM:HandlePlayerSwimming( ply, velocity ) end function GM:HandlePlayerLanding( ply, velocity, WasOnGround ) end function GM:HandlePlayerDriving( ply ) end[/lua] Nope.[/QUOTE] You shouldn't call things broken if you don't even know what you are doing.
[QUOTE=Zeh Matt;50440846]You shouldn't call things broken if you don't even know what you are doing.[/QUOTE] Have you even tried to use that function before? Go ahead and show me an example that works... because I can't find any uses of it in any GMod code whatsoever.
[QUOTE=RonanZer0;50441289]Have you even tried to use that function before? Go ahead and show me an example that works... because I can't find any uses of it in any GMod code whatsoever.[/QUOTE] ?????????? that is NOT how you use CalcMainActivity (granted neither is what I'm about to show you, you should use TranslateActivity instead) [lua] function GM:CalcMainActivity(player) local seqIdeal = player:SelectWeightedSequence(ACT_IDLE); if (seqIdeal) then return seqIdeal, -1; end; end; [/lua] As for AddLayeredSequence, if you need to do stuff like fire animations, you should use gesture slots inside of DoAnimationEvent
[QUOTE=RonanZer0;50440238][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/AddLayeredSequence]Entity:AddLayeredSequence[/url] (and any probably related functions) seems to be completely broken, it does absolutely nothing, at least on players.[/QUOTE] Same with SNPCs
[QUOTE=Z0mb1n3;50441476][lua] local seqIdeal = player:SelectWeightedSequence(ACT_IDLE); return seqIdeal, -1; end; [/lua][/QUOTE] Please, don't bother with the semicolons. Especially not on end..
[QUOTE=Z0mb1n3;50441476]?????????? that is NOT how you use CalcMainActivity (granted neither is what I'm about to show you, you should use TranslateActivity instead) [lua] function GM:CalcMainActivity(player) local seqIdeal = player:SelectWeightedSequence(ACT_IDLE); if (seqIdeal) then return seqIdeal, -1; end; end; [/lua] As for AddLayeredSequence, if you need to do stuff like fire animations, you should use gesture slots inside of DoAnimationEvent[/QUOTE] So this will let me set the weight of any single animation, gesture or not? Because that's all I'm trying to do. Overwrite the normal animations system so I can control any animation's weight, regardless of whether or not it is a gesture... EDIT: and be able to blend multiple non-gesture sequences together (like the HL2 NPCs do)
[QUOTE=freakyy;50443740]Please, don't bother with the semicolons. Especially not on end..[/QUOTE] It makes no difference if they're there or not, it's preference.
[QUOTE=RonanZer0;50443761]So this will let me set the weight of any single animation, gesture or not? Because that's all I'm trying to do. Overwrite the normal animations system so I can control any animation's weight, regardless of whether or not it is a gesture... EDIT: and be able to blend multiple non-gesture sequences together (like the HL2 NPCs do)[/QUOTE] You can only use what the model has included, you can't mix NPC and Player animations like that, you are probably best off with creating a bone controller to do custom animations, I recall JetBoom did this before.
[QUOTE=Zeh Matt;50444505]You can only use what the model has included, you can't mix NPC and Player animations like that, you are probably best off with creating a bone controller to do custom animations, I recall JetBoom did this before.[/QUOTE] I'm trying to use NPC animations on players who are using the NPC models, not a mix of them. I'm just trying to fix the issue which most code that allows NPC animations on players have; the animations switch very abruptly and don't make proper use of weight or animation blending, which the HL2 NPCs do.
Does anyone know the behavior of net.Send(NULL)? I think it might be causing crashes.
[QUOTE=thegrb93;50445486]Does anyone know the behavior of net.Send(NULL)? I think it might be causing crashes.[/QUOTE] It just errors iirc. I do know that sending a usermessage to NULL broadcasts it to all players.
It doesn't error. My friend thought that it would be a way to cancel a net.Start since it seems to do nothing, but after committing with some other changes, crashes started happening. [editline]2nd June 2016[/editline] I don't think that's causing crashes anymore. Still crashing after removing the net.Send(NULL). [editline]2nd June 2016[/editline] If anyone can document the behavior of net.Send(NULL) then that would be good.
[QUOTE=thegrb93;50445486]Does anyone know the behavior of net.Send(NULL)? I think it might be causing crashes.[/QUOTE] [video]https://youtu.be/no_uDCc4NC0[/video] net.Send( NULL ) doesn't seem to do anything.
Just dropping by to say that 'game.RedirectPlayer' function ([url=https://github.com/Facepunch/garrysmod-requests/issues/707]github request[/url]) would be incredibly useful for multiserver communities, and it would be great to see it make it to one of next updates.
[QUOTE=vigi8;50448863]Just dropping by to say that 'game.RedirectPlayer' function ([url=https://github.com/Facepunch/garrysmod-requests/issues/707]github request[/url]) would be incredibly useful for multiserver communities, and it would be great to see it make it to one of next updates.[/QUOTE] Special for you: [CODE]function game.RedirectPlayer( ply, ip ) ply:SendLua( "LocalPlayer():ConCommand( 'connect "..ip.." )" ) end[/CODE] ply - player object, ip - IP in string format. If you want to redirect players as soon as possible, do this: [CODE]hook.Add( "PlayerInitialSpawn", "ImFakeRedirectServer", function( ply ) ply:SendLua([[LocalPlayer():ConCommand( "connect 127.0.0.1" )]]) end)[/CODE] Function, that allows to redirect players before they've joined, will only be useful if you want to make a redirect server - fake server that redirects you to real server when you try to connect to it. But in this case you can just make a simple redirect server, without any content needed to be downloaded and with dummy gamemode, so player will join the fake server fast.
[QUOTE=uRandomAlex;50451923]-Snip-[/QUOTE] This was already known, read the github request Edit: By the way your code won't work, `connect` is block when running server side
[QUOTE=bigdogmat;50451962]This was already known, read the github request Edit: By the way your code won't work, `connect` is block when running server side[/QUOTE] I've read it. This is useless function.
[QUOTE=uRandomAlex;50452023]I've read it. This is useless function.[/QUOTE] It is not useless. The methods that you suggested, would require the player to be connected all the way to the server. Thus if they download stuff, wait for client data, and such they will have wasted time. With the request it would allow you do do it more near the auth hook, which is very early and will work to send the player off to the right server quicker
[QUOTE=vigi8;50448863]Just dropping by to say that 'game.RedirectPlayer' function ([url=https://github.com/Facepunch/garrysmod-requests/issues/707]github request[/url]) would be incredibly useful for multiserver communities, and it would be great to see it make it to one of next updates.[/QUOTE] This gives me flashbacks to those CS 1.6 servers, which redirected you to another server with an entirely different gamemode, when you tried to use a reserved slot. Don't get me wrong, I like the idea, but I get this feeling that some servers will get on my nerves with that...
[QUOTE=pennerlord;50453955]This gives me flashbacks to those CS 1.6 servers, which redirected you to another server with an entirely different gamemode, when you tried to use a reserved slot. Don't get me wrong, I like the idea, but I get this feeling that some servers will get on my nerves with that...[/QUOTE] Better than connecting all the way before being redirected to a completely unrelated gamemode. Can't patch greed.
Seeing as I requested it, here's some examples of [I]positively[/I] using such a feature. - Lobby gamemodes - If a player attempts to join a server that is meant to be reached via a lobby instead, they get redirected to the correct server as opposed receiving an error that "server is full" or just outright kicked off. - Overflow servers - Server is getting full? As opposed to having the player be told (when fighting for that last slot) that they didn't get it, redirect them to a smaller playercount server so they can still play. - Seeing as servers can already redirect me anyhow once I've fully initialized, I'd rather skip all that useless horsecrap of whatever content they [I]could[/I] try to shove down the pipe at me and go to the actual server. This cuts out a bunch of pointless waiting time that otherwise people are forced to sit through and minimises bandwidth costs at the same time.
Is WipeCurTime function is possible? This function will wipe the CurTime, and because of this all lags like jittery movement of players and props and inaccuracy of timers will be gone.
[QUOTE=uRandomAlex;50458980]Is WipeCurTime function is possible? This function will wipe the CurTime, and because of this all lags like jittery movement of players and props and inaccuracy of timers will be gone.[/QUOTE] And fuck up every single addon that uses CurTime() for logic, including the engine itself. Great idea!
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