• Next Update v5 - April 2016 Update is out!
    1,200 replies, posted
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[QUOTE=Noi;50533077]There is no such thing as an AR3[/QUOTE] Well, see, in the city...the place was lousy with AR3s.
[QUOTE=code_gs;50534028]Well, see, in the city...the place was lousy with AR3s.[/QUOTE] No it wasn't. Edit: Skip to 4:50 lol [media]https://youtu.be/2QSVNO4nFp0[/media]
Could ply:GetActiveWeapon() not get wiped until after PlayerDeath? I'm trying to save it when the player dies and it's making it very difficult to do that.
[QUOTE=a1steaksa;50535012]Could ply:GetActiveWeapon() not get wiped until after PlayerDeath? I'm trying to save it when the player dies and it's making it very difficult to do that.[/QUOTE] You're using the wrong hook for this sort of thing. [url]http://wiki.garrysmod.com/page/GM/DoPlayerDeath[/url]
[QUOTE=Joeyl10;50535071]You're using the wrong hook for this sort of thing. [url]http://wiki.garrysmod.com/page/GM/DoPlayerDeath[/url][/QUOTE] I could see that, yeah, that makes sense. Thanks
If we're on the topic of death hooks, when would you use PostPlayerDeath or PlayerDeath over the other.
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Been testing multi-core since Rubat made that post recently. One issue so far is that printing to console is wonky, here is an example [img]http://i.imgur.com/gfb3BuP.png[/img] I'm using StonedPengiun's plib in this picture which is why the printing looks like the way it does. Normally it should be formatted like this though [lua]{ [1] = 1, [2] = 2, [3] = 3, [4] { [1] = 4, [2] = 5, [3] = 6, }, }[/lua] The code for the printing is [url=https://github.com/SuperiorServers/plib_v2/blob/e5ebabb9eaabd7bb8e1214e3aaa78cd1fbe10bc0/lua/plib/extensions/util.lua#L93]here[/url].
[QUOTE=YourStalker;50536484]Been testing multi-core since Rubat made that post recently. One issue so far is that printing to console is wonky, here is an example [img]http://i.imgur.com/gfb3BuP.png[/img] I'm using StonedPengiun's plib in this picture which is why the printing looks like the way it does. Normally it should be formatted like this though [lua]{ [1] = 1, [2] = 2, [3] = 3, [4] { [1] = 4, [2] = 5, [3] = 6, }, }[/lua] The code for the printing is [url=https://github.com/SuperiorServers/plib_v2/blob/e5ebabb9eaabd7bb8e1214e3aaa78cd1fbe10bc0/lua/plib/extensions/util.lua#L93]here[/url].[/QUOTE] This has been an issue with multicore as long as I can remember. Instead of calling Msg repeatedly, try appending arguments to a table then MsgC( unpack( tab ) ).
[QUOTE=Joeyl10;50536625]This has been an issue with multicore as long as I can remember. Instead of calling Msg repeatedly, try appending arguments to a table then MsgC( unpack( tab ) ).[/QUOTE] Surely this could be looked at before we resort to looking down and accepting that this is the case? I mean it looks like a race condition. They are bitches to fix, but surely it's not impossible? Also, unpack has a limit of like 8000: [img]http://i.imgur.com/bS5qbyB.png[/img] To get an idea, this is 7999 characters Msg'd in console: [img]http://i.imgur.com/jI4PNhT.png[/img] It's not all that much. If you want to print something where (almost) every character has a different colour, you'll hit this limit easily. I also reckon that pretty printing library would hit it rather quickly. Edit: actually that's 4095 characters. I don't know why it didn't print 7999 characters, other than 4096 being a power of two.
[QUOTE=FPtje;50537172]:snip:[/QUOTE] I was only suggesting it as a temporary fix. I've seen similar console corruption happen in other source games as well as GMod though, so I wouldn't get your hopes up too much. Also, it's highly unrealistic that you would ever Msg 4000+ individual characters.
[img]https://a.pomf.cat/ktnzta.gif[/img] via @willox
[QUOTE=FPtje;50537172]Edit: actually that's 4095 characters. I don't know why it didn't print 7999 characters, other than 4096 being a power of two.[/QUOTE] Console has a per-message display limit.
Any debug spews that are output during certain parts of rendering get delayed (it doesn't want to be re-entrant) and result in some console output ending up after other console output. I've fixed it in my local copy of the game.
[QUOTE=Willox;50537600]Any debug spews that are output during certain parts of rendering get delayed (it doesn't want to be re-entrant) and result in some console output ending up after other console output. I've fixed it in my local copy of the game.[/QUOTE] You are a legend.
How come fonts are rendered weirdly on MAC (El Capitan 10.11.5). [t]http://i.imgur.com/I9Qb6Wz.png[/t] All i'm doing is [lua] surface.CreateFont(unique, {font = font, size = size, weight = weight, antialias = antialias == nil and true or antialias}) surface.CreateFont(unique .. ".shadow", {font = font, size = size, weight = weight, antialias = false, outline = true, blursize = 1}) [/lua] and drawing two texts. Is the issue because the system does not have the font? It has the same effect the the Tahoma font.
It's a silly request, but can we get a function to delete/remove fonts created from memory? I would and other people would use it to scale text (Yeah, multi resolution ui!) without overflowing with multiple fonts atlas
Another request - Could bonemerging be altered in any way to make it work when merging ragdolls to animated entities? I've tried all sorts of stuff, and no matter what, bonemerging simply doesn't work. Try running this code to see what I mean: [CODE] local ply = Entity(1) local ent = ents.Create( 'base_gmodentity' ) ent:SetModel( ply:GetModel() ) ent:SetPos( ply:GetPos() ) ent:SetAngles( ply:GetAngles() ) ent:Spawn() ent:Activate() local rag = ents.Create( 'prop_ragdoll' ) rag:SetModel( 'models/player/kleiner.mdl' ) rag:SetPos( ply:GetPos() ) rag:SetAngles( ply:GetAngles() ) rag:Spawn() rag:Activate() rag:SetParent( ent ) rag:AddEffects( EF_BONEMERGE ) [/CODE] No matter what you do, the bonemerging never works. [B]EDIT:[/B] Changing the type of entity being spawned in the above example isn't really a 'fix', I know bonemerging works for clientside models/ragdolls, but my point is that it should work for serverside models/ragdolls as well.
[QUOTE=MPan1;50542002]Another request - Could bonemerging be altered in any way to make it work when merging ragdolls to animated entities? I've tried all sorts of stuff, and no matter what, bonemerging simply doesn't work. Try running this code to see what I mean: [CODE] local ply = Entity(1) local ent = ents.Create( 'base_gmodentity' ) ent:SetModel( ply:GetModel() ) ent:SetPos( ply:GetPos() ) ent:SetAngles( ply:GetAngles() ) ent:Spawn() ent:Activate() local rag = ents.Create( 'prop_ragdoll' ) rag:SetModel( 'models/player/kleiner.mdl' ) rag:SetPos( ply:GetPos() ) rag:SetAngles( ply:GetAngles() ) rag:Spawn() rag:Activate() rag:SetParent( ent ) rag:AddEffects( EF_BONEMERGE ) [/CODE] No matter what you do, the bonemerging never works.[/QUOTE] Bonemerging only seems to work when done with clientside models for me.
[QUOTE=Willox;50537600]Any debug spews that are output during certain parts of rendering get delayed (it doesn't want to be re-entrant) and result in some console output ending up after other console output. I've fixed it in my local copy of the game.[/QUOTE] [url]https://github.com/Facepunch/garrysmod-issues/issues/2422[/url] ?
[QUOTE=gonzalolog;50541968]It's a silly request, but can we get a function to delete/remove fonts created from memory? I would and other people would use it to scale text (Yeah, multi resolution ui!) without overflowing with multiple fonts atlas[/QUOTE] Even better, can fonts be removed from memory when you leave a server? I'm really tired of other servers fucking with default fonts and having them look bad on my server.
Maybe a bit off topic, but does anything stand out in this server mdump? I believe this has something to do with networking, but I'm not exactly sure, since there's so much update talk, I just wanted to see if this is something that can be prevented in the future: [url]https://u.pomf.is/ebncqs.mdmp[/url] [url]http://dumps.metastruct.uk.to/dumper.py?dump=srcds_2117156_crash_2016_6_18T21_12_19C0.mdmp[/url]
How can I use this update properly?
Can we get some attention to this ticket please? It's kind of a huge hindrance. [url]https://github.com/Facepunch/garrysmod-issues/issues/2343[/url]
The golden question. Is multicore coming the next update? (guess not :P)
[QUOTE=deinemudda32;50555726]The golden question. Is multicore coming the next update? (guess not :P)[/QUOTE] [QUOTE=Robotboy655;50519224]Pre-release branch was updated with latest mcore changes: [url]http://wiki.garrysmod.com/changelist/prerelease/[/url] It is compatible with live branch, so you can play test it on any servers, and we urge you to do so and report any found problems with it to us. Don't forget, to enable queued rendering you have to enter these into your console: [QUOTE=Willox;50467981]To enable queued rendering: [code] gmod_mcore_test 1 mat_queue_mode -1 cl_threaded_bone_setup 1 // Not strictly rendering, but it works now and will help if you are viewing lots of NPCs [/code][/QUOTE][/QUOTE] Everything that is coming in the next update is listed on the link above. The update will be "optional but highly recommended" for dedicated servers, as it is still compatible with the live version.
[QUOTE=Robotboy655;50555751]Everything that is coming in the next update is listed on the link above. The update will be "optional but highly recommended" for dedicated servers, as it is still compatible with the live version.[/QUOTE] Then I will wait for multicore to come out. Sometime in a very far future.
I've been living off the prerelease branch and I haven't found any problems yet. Though I don't turn on multicore stuff [I]every[/I] time I do something.
[QUOTE=deinemudda32;50555769]Then I will wait for multicore to come out. Sometime in a very far future.[/QUOTE] You can play with it and use it on any server right now, you don't have to wait for anything. Just make sure to enable it before playing.
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