Not sure if anyone has asked about this previously, but is it possible to allow the texture quality setting on Mac not get forced to medium/low?
[QUOTE=Saana;50227850]Not sure if anyone has asked about this previously, but is it possible to allow the texture quality setting on Mac not get forced to medium/low?[/QUOTE]
Try "mat_picmip -10" in console. Default graphics settings menu doesn't work well even on Windows.
[QUOTE=uRandomAlex;50228647]Try "mat_picmip -10" in console. Default graphics settings menu doesn't work well even on Windows.[/QUOTE]
Doesn't work.
From what i have read, its in all source games since an update a while back.
If the texture quality setting is above medium it will set it back to medium. It's kind of annoying considering the stuff i'm coding at the moment uses a few thousand sprites for my hud/menus and they all look like giant blurs when I code on my Mac.
EDIT
Ended up saving all of my materials with the nolod flag, good enough i guess.
Does anyone know what this error means? I've been getting it more frequently since the last update:
[quote]]ProcessUserCmds: Incorrect reading frame (check sending and recieving code for mismatches)![/quote]
[QUOTE=code_gs;50229098]Does anyone know what this error means? I've been getting it more frequently since the last update:[/QUOTE]
[CODE]bool CGameClient::ProcessMove(CLC_Move *msg)
{
// Don't process usercmds until the client is active. If we do, there can be weird behavior
// like the game trying to send reliable messages to the client and having those messages discarded.
if ( !IsActive() )
return true;
if ( m_LastMovementTick == sv.m_nTickCount )
{
// Only one movement command per frame, someone is cheating.
return true;
}
m_LastMovementTick = sv.m_nTickCount;
int totalcmds =msg->m_nBackupCommands + msg->m_nNewCommands;
// Decrement drop count by held back packet count
int netdrop = m_NetChannel->GetDropNumber();
bool ignore = !sv.IsActive();
#ifdef SWDS
bool paused = sv.IsPaused();
#else
bool paused = sv.IsPaused() || ( !sv.IsMultiplayer() && Con_IsVisible() );
#endif
// Make sure player knows of correct server time
g_ServerGlobalVariables.curtime = sv.GetTime();
g_ServerGlobalVariables.frametime = host_state.interval_per_tick;
// COM_Log( "sv.log", " executing %i move commands from client starting with command %i(%i)\n",
// numcmds,
// m_Client->m_NetChan->incoming_sequence,
// m_Client->m_NetChan->incoming_sequence & SV_UPDATE_MASK );
int startbit = msg->m_DataIn.GetNumBitsRead();
serverGameClients->ProcessUsercmds
(
edict, // Player edict
&msg->m_DataIn,
msg->m_nNewCommands,
totalcmds, // Commands in packet
netdrop, // Number of dropped commands
ignore, // Don't actually run anything
paused // Run, but don't actually do any movement
);
if ( msg->m_DataIn.IsOverflowed() )
{
Disconnect( "ProcessUsercmds: Overflowed reading usercmd data (check sending and receiving code for mismatches)!\n" );
return false;
}
int endbit = msg->m_DataIn.GetNumBitsRead();
if ( msg->m_nLength != (endbit-startbit) )
{
Disconnect( "ProcessUsercmds: Incorrect reading frame (check sending and receiving code for mismatches)!\n" );
return false;
}
return true;
}[/CODE]
[QUOTE=code_gs;50229098]Does anyone know what this error means? I've been getting it more frequently since the last update:[/QUOTE]
The client/server are probably on different branches. I'll push a new steam.inf to dev. The dev branch has better networking for player buttons and doesn't send any IK data, so that'll be the cause of the problem.
[editline]30th April 2016[/editline]
[QUOTE=LUModder;50221454]I don't like the new font changes.
[img]https://my.mixtape.moe/mseptx.png[/img][/QUOTE]
I can't do anything with 0 information.
[QUOTE=Noi;50223731]Oh, so now my 4GB noVidiya is more useful.[/QUOTE]
It only really effects the recommended video settings.
[QUOTE=TehBigA;50232087]Thanks Willox! [url]http://wiki.garrysmod.com/page/IMaterial/GetKeyValues[/url][/QUOTE]
Didn't that already exist? I think I remember using it
Can we get the skin limit for the version of StudioMDL that ships with GMod increased? [URL="http://dev.cra0kalo.com/?p=21"]Cra0kalo managed to do this [/URL]for the 2013 branch of Source, so it must be possible.
Does [url]http://wiki.garrysmod.com/page/cam/PushModelMatrix[/url] multiply the pushed matrix with the current one or no? I expect it to multiply with the current model matrix since thats what old school ogl does, but doesn't seem to (idk if its a bug in my code or what). I can add this to that wiki page if anyone knows.
[editline]30th April 2016[/editline]
Nvm figured it out. It doesn't
So what exactly was changed with [url]https://wiki.garrysmod.com/page/ents/FindInCone[/url] the code I had been using for ages worked fine now I can't work out why it's not working, I read something about the angles being fucked in the change log.
[QUOTE=The Commander;50235724]So what exactly was changed with [url]https://wiki.garrysmod.com/page/ents/FindInCone[/url] the code I had been using for ages worked fine now I can't work out why it's not working, I read something about the angles being fucked in the change log.[/QUOTE]
What changed is that it now works more like an actual cone instead of whatever the fuck it was.
[QUOTE=The Commander;50235724]So what exactly was changed with [url]https://wiki.garrysmod.com/page/ents/FindInCone[/url] the code I had been using for ages worked fine now I can't work out why it's not working, I read something about the angles being fucked in the change log.[/QUOTE]
The angle was always 90, no matter what.
Was this a thing before the update?
[img]http://i.imgur.com/uMZ97hm.png[/img]
The second me is a multirun instance.
This is unlikely to be something that can be fixed, but Garry's Mod has an issue where if you close the game via right-click > Close window, it'll usually stay open in the background (according to Steam) even though the program is visibly not running, and hl2.exe doesn't appear in Task Manager. The only way to kill it is to either do taskkill in cmd or restart your computer.
[QUOTE=TehBigA;50232087]Thanks Willox! [url]http://wiki.garrysmod.com/page/IMaterial/GetKeyValues[/url][/QUOTE]
my god, then i don't have to loop materials until the memory runs out and everything breaks
I'm having trouble getting Font Awesome to work. Used the same thing Willox posted in the old thread.
[lua]surface.CreateFont( "FontAwesome", {
font = "FontAwesome",
size = 64,
} )
hook.Add( "HUDPaint", "", function()
surface.SetTextPos( 200, 200 )
surface.SetTextColor( 255, 255, 255 )
surface.SetFont( "FontAwesome" )
surface.DrawText( "My Bike: " .. utf8.char( 0xF206 ) )
end )[/lua]
[IMG]http://i.imgur.com/mrqIqLR.png[/IMG]
The file name is FontAwesome.otf, it's in my addon's resource/fonts folder and it is being downloaded to clients, I checked. Am I doing something wrong or was this not included or what?
[QUOTE=man with hat;50239204]I'm having trouble getting Font Awesome to work. Used the same thing Willox posted in the old thread.
[lua]surface.CreateFont( "FontAwesome", {
font = "FontAwesome",
size = 64,
} )
hook.Add( "HUDPaint", "", function()
surface.SetTextPos( 200, 200 )
surface.SetTextColor( 255, 255, 255 )
surface.SetFont( "FontAwesome" )
surface.DrawText( "My Bike: " .. utf8.char( 0xF206 ) )
end )[/lua]
[IMG]http://i.imgur.com/mrqIqLR.png[/IMG]
The file name is FontAwesome.otf and it is being downloaded to clients, I checked. Am I doing something wrong or was this not included or what?[/QUOTE]
[url]http://wiki.garrysmod.com/page/Structures/FontData[/url]
I had to add the 'extended' option because some fonts are just broken. Also, only TrueType fonts are supported.
[QUOTE=Willox;50239207][url]http://wiki.garrysmod.com/page/Structures/FontData[/url]
I had to add the 'extended' option because some fonts are just broken. Also, only TrueType fonts are supported.[/QUOTE]
Fontastic. It works, thanks!
When mounting Episode 2 content, why do the updated character models not overwrite the old ones?
Example, the Episode 2 vortigaunt model has updated animations, which I'd like to use, but it seems it is overwritten by the old EP1/base model.
[QUOTE=Z0mb1n3;50243600]When mounting Episode 2 content, why do the updated character models not overwrite the old ones?
Example, the Episode 2 vortigaunt model has updated animations, which I'd like to use, but it seems it is overwritten by the old EP1/base model.[/QUOTE]
Because the "updated" animations are missing shit used in the "old" animations, so HL2 would break.
[QUOTE=Willox;50239207][url]http://wiki.garrysmod.com/page/Structures/FontData[/url]
I had to add the 'extended' option because some fonts are just broken. Also, only TrueType fonts are supported.[/QUOTE]
To confirm, does this now mean that people can download fonts via the workshop too?
[QUOTE=Britain;50243747]To confirm, does this now mean that people can download fonts via the workshop too?[/QUOTE]
That was a thing two updates ago.
[QUOTE=Robotboy655;50243635]Because the "updated" animations are missing shit used in the "old" animations, so HL2 would break.[/QUOTE]
I've ripped the model from EP2 and mounted it as an addon, now it works fine (presumably because it's in addon format) — is there some way this could be replicated behind the scenes?
I know it's not an important thing, so it's not a huge deal, just wondering.
[QUOTE=Z0mb1n3;50243908]I've ripped the model from EP2 and mounted it as an addon, now it works fine (presumably because it's in addon format) — is there some way this could be replicated behind the scenes?
I know it's not an important thing, so it's not a huge deal, just wondering.[/QUOTE]
There used to be a priority system where the game the current map is from would automatically get mounted first (so, for example, playing on an EP2 map would automatically mount EP2 first and use its newer vortigaunt model), but it was[URL="https://facepunch.com/showthread.php?t=1497739&p=49880463&viewfull=1#post49880463"] removed an update back[/URL] since it had problems when changing maps.
Personally, I miss the days when you could [URL="https://www.youtube.com/watch?v=6UwkSt7tdOE"]set the mount order yourself[/URL]. Even if that menu isn't coming back, it would be nice to have [I]some[/I] way to do it, even if it's something really out of the way like a text file you have to edit.
Can we get localization for [URL="https://github.com/garrynewman/garrysmod/blob/451b4ff5d1aea7b9b06a8024ef706c248a79647e/garrysmod/lua/includes/extensions/string.lua#L191"]string.NiceTime()[/URL]?
[QUOTE=bobbleheadbob;50244890]Can we get localization for [URL="https://github.com/garrynewman/garrysmod/blob/451b4ff5d1aea7b9b06a8024ef706c248a79647e/garrysmod/lua/includes/extensions/string.lua#L191"]string.NiceTime()[/URL]?[/QUOTE]
It won't work well with non English languages.
@Willox
Do you or anyone have plans to further develop multi-core functionality? I honestly think it would be a huge improvement to general clientside performance, at least that's what the test commands have shown.
[QUOTE=kpjVideo;50246003]@Willox
Do you or anyone have plans to further develop multi-core functionality? I honestly think it would be a huge improvement to general clientside performance, at least that's what the test commands have shown.[/QUOTE]
I'm wondering what the progress on CEF is as well, I totally understand it's not a priority project but it seemed like so much crazy progress was being made then it's just been silence for the last few months.
[QUOTE=slayer3032;50246023]I'm wondering what the progress on CEF is as well, I totally understand it's not a priority project but it seemed like so much crazy progress was being made then it's just been silence for the last few months.[/QUOTE]
Yeah, for the most part I'd say multi-core is a really great idea, and so it seems works almost 100% (the only issues that I could see were the various rendering issues with SubModel coloring and some other problems drawing vgui. Then again I can't complain because it's a test)
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