• Next Update v5 - April 2016 Update is out!
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[QUOTE=Robotboy655;50523060]Test what exactly? -multirun is not meant to allow you flood servers with players from 1 Steam account. It is only a developer tool.[/QUOTE] Currently I'm working on something which gets called frequently for every player on the server. As a result I would like to test how it affects server performance with a realistic number of players before rolling it out. I often also have customers with performance issues, and using dbugr on an empty server isn't as useful as a full server - but who wants to run that on their main server with 70+ players when they're already having issues. It would also give me a nice way to be able to estimate how many players a game server should be able to handle - and set the max slots accordingly. [editline]15th June 2016[/editline] oh, and not to mention general benchmarking to test Linux performance vs Windows performance or the performance of different hardware with as realistic a simulation as possible
[QUOTE=Slowboi;50523083]snip[/QUOTE] You can make a bunch of bots and use bot_mimic to do stuff if that helps.
Do bots run "clientisde lua" though? Really thats what I'm aiming for here [editline]15th June 2016[/editline] In general, I don't think bots are a very good representation for players - but I'd love to be wrong here.
Getting a sizeable improvement with cl_threaded_bone_setup 1 and Client Animation in terms of frametime now, roughly about 40-45%. Great work.
[QUOTE=Slowboi;50523127]Do bots run "clientisde lua" though? Really thats what I'm aiming for here [editline]15th June 2016[/editline] In general, I don't think bots are a very good representation for players - but I'd love to be wrong here.[/QUOTE] Start GMod with -textmode -multirun +connect 127.0.0.1
Huh, -textmode, is that what I think it is? Console client?
[QUOTE=FPtje;50524754]Huh, -textmode, is that what I think it is? Console client?[/QUOTE] CMD I believe
You can't type into it, so you have to run all your commands through launch parameters
[QUOTE=Robotboy655;50519224]Pre-release branch was updated with latest mcore changes: [url]http://wiki.garrysmod.com/changelist/prerelease/[/url][/QUOTE] Great! Any reason it wasn't announced via Steam's announcement thingy?
[QUOTE=Noi;50525715][url]https://books.google.com/ngrams/graph?content=synced%2Csynched&year_start=1960&year_end=2010&corpus=5&smoothing=3&share=&direct_url=t1%3B%2Csynced%3B%2Cc0%3B.t1%3B%2Csynched%3B%2Cc0[/url][/QUOTE] I'm not arguing which is most popular. It doesn't mean the other spelling is wrong.
[QUOTE=Noi;50525715][url]https://books.google.com/ngrams/graph?content=synced%2Csynched&year_start=1960&year_end=2010&corpus=5&smoothing=3&share=&direct_url=t1%3B%2Csynced%3B%2Cc0%3B.t1%3B%2Csynched%3B%2Cc0[/url][/QUOTE] what's this even meant to prove? that they're both words? the graph isn't even particularly bias to either word
[QUOTE=Noi;50525715][url]https://books.google.com/ngrams/graph?content=synced%2Csynched&year_start=1960&year_end=2010&corpus=5&smoothing=3&share=&direct_url=t1%3B%2Csynced%3B%2Cc0%3B.t1%3B%2Csynched%3B%2Cc0[/url][/QUOTE] why the hell does it even matter? you still understand what it means
[QUOTE=Ott;50523739]Start GMod with -textmode -multirun +connect 127.0.0.1[/QUOTE] yeah, I already know this - but I just don't want to have to run servers locally to test it :<
oh great, the fucked up soundscapes are back on the pre-release branch and i don't think i'm seeing any framerate improvements, it was better a few months ago
[QUOTE=Giraffen93;50527654]oh great, the fucked up soundscapes are back on the pre-release branch[/QUOTE] Are they actually fucked up, or did you edit the soundscape files on your client OR server? This includes overriding the files with addons, intentionally or otherwise. [QUOTE=Giraffen93;50527654]and i don't think i'm seeing any framerate improvements, it was better a few months ago[/QUOTE] This is as vague as it can be. You do know that you have to enable convars for mcore to work, as well as the fact that they do not save?
Is there any possible way to get Garry's Mod to run via the textmode on Windows Server 2012 R2? I'm trying to do everything through remote desktop, but just get the: "Failed to create D3D device! D3DERR_INALIDCALL: Device or device driver may not support Direct3D"
[QUOTE=Robotboy655;50527794]they do not save[/QUOTE] huh [editline]15th June 2016[/editline] Why not?
[QUOTE=FPtje;50528152]huh [editline]15th June 2016[/editline] Why not?[/QUOTE] FCVAR_ARCHIVE is not set on them, and Robotboy/Willox doesn't want them to be permanent in-case someone who doesn't know what they're doing enables them and forgets how to disable them since it's still all in testing.
[QUOTE=Robotboy655;50527794]Are they actually fucked up, or did you edit the soundscape files on your client OR server? This includes overriding the files with addons, intentionally or otherwise. This is as vague as it can be. You do know that you have to enable convars for mcore to work, as well as the fact that they do not save?[/QUOTE] i changed the beta participation and it happened, obviously haven't edited anything and yes, i know i have to enable them and i did. no change in framerate now compared to earlier
[QUOTE=Giraffen93;50528307]i changed the beta participation and it happened, obviously haven't edited anything and yes, i know i have to enable them and i did. no change in framerate now compared to earlier[/QUOTE] cl_threaded_bone_setup seems to improve animation stuff more than anything, you prolly won't see any improvements unless you're looking at a lot of animated entities (????)
[QUOTE=Giraffen93;50527654]oh great, the fucked up soundscapes are back on the pre-release branch and i don't think i'm seeing any framerate improvements, it was better a few months ago[/QUOTE] If you are not seeing any improvements with gmod_mcore_test 1, try setting mat_queue_type 2. I was trying to point this out earlier.
is there a reason why enabling multicore rendering requires you to rejoin the game for it to work? this wasnt the case a few months ago iirc
[QUOTE=AJ10017;50529277]is there a reason why enabling multicore rendering requires you to rejoin the game for it to work? this wasnt the case a few months ago iirc[/QUOTE] It doesnt. gmod_mcore_test 1 mat_queue_mode 2 That will enable it the moment its changed.
[QUOTE=Joeyl10;50528859]cl_threaded_bone_setup seems to improve animation stuff more than anything, you prolly won't see any improvements unless you're looking at a lot of animated entities (????)[/QUOTE] It's huge for servers with a large player count. Very desirable improvement.
Any idea on what cause this? [url]http://puu.sh/puq0T/42b73b1026.mdmp[/url] Was a straight silent crash to desktop, and now I can't even launch Gmod before the process dies.
[QUOTE=Revenge282;50530491]Any idea on what cause this? [url]http://puu.sh/puq0T/42b73b1026.mdmp[/url] Was a straight silent crash to desktop, and now I can't even launch Gmod before the process dies.[/QUOTE] It's [url]https://github.com/Facepunch/garrysmod-issues/issues/2608[/url]. I don't know why that would be related to your game not opening at all. Have you tried launching with -condebug and seeing what's output in console.log?
[QUOTE=Willox;50530634]It's [url]https://github.com/Facepunch/garrysmod-issues/issues/2608[/url]. I don't know why that would be related to your game not opening at all. Have you tried launching with -condebug and seeing what's output in console.log?[/QUOTE] It seemed to happen just before I got the game update pop-up progress bar thing on Steam, so I'm assuming some Steam update fuckery. It worked just fine after the update finished. Also, see my previous post on this page as well as Zeh Matt's. Multicore isn't actually kicking on in all cases unless you set mat_queue_type from -1 to 2. -1 will work fine, but only after it has been set to 2 first.
[QUOTE=Revenge282;50530777]It seemed to happen just before I got the game update pop-up progress bar thing on Steam, so I'm assuming some Steam update fuckery. It worked just fine after the update finished. Also, see my previous post on this page as well as Zeh Matt's. Multicore isn't actually kicking on in all cases unless you set mat_queue_type from -1 to 2. -1 will work fine, but only after it has been set to 2 first.[/QUOTE] I'm pretty sure it all works if you set gmod_mcore_test to 1 before joining a server. The fix for that's building now and will be on dev/pre-release later.
Can we please, please get DTextEntry alignment to work? I posted about this on [URL="https://facepunch.com/showthread.php?t=1497739&p=49736279&viewfull=1#post49736279"]the last thread[/URL], [URL="https://facepunch.com/showthread.php?t=1508566&p=50531901&viewfull=1#post50531901"]here[/URL], [URL="https://github.com/Facepunch/garrysmod-issues/issues/2676"]here[/URL], and [URL="https://github.com/Facepunch/garrysmod-requests/issues/680"]here[/URL], and after all the months, still nothing has been done. I really need this to happen for one of my neverending GMod projects to continue, and until it does, I'm stuck having to remake [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Panel/DrawTextEntryText]Panel:DrawTextEntryText[/url], which anyone who's tried it would know is too painful to do :suicide: [editline]16th June 2016[/editline] And yes, I've tried using SetContentAlignment, SetAlignment and every other possible broken content-alignment function, nothing works. PLEASE, PLEASE fix this. [B]PLEASE[/B]
can we rename the ar2 pulse rifle to the ar15 pulse rifle? too soon?
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