[QUOTE=Noi;50685490]It seems like it searches for this font everywhere, and then just copies it to gmod folder. What this means, is that somewhere my font has corrupted. I'll go ahead and delete *.ttf everywhere to see if it works.[/QUOTE]
I actually reinstalled GMod and all HL2 games to try and fix it + searching for the HL2 font file and deleting it everywhere but it still persists.
[QUOTE=xaviergmail;50685501]Are you drawing using draw.Arc all every frame or surface.DrawArc?[/QUOTE]
I'm using draw.Arc in a HUDPaint hook
[QUOTE=Noi;50685516]I've actually had Windows Firewall disabled in 'Services' thing. Idk, Microsoft sucks ass.[/QUOTE]
I've had it enabled, thinking it might be part of the telemetry remover.
Fun fact: Lua will throw a syntax error if you don't close a --[[ comment, but it won't if you don't close a /* comment.
[img]http://i.imgur.com/dKNIVj2.png[/img]
Should this be fixed? Don't bother, it's harmless. I found it while working on glualint.
It's like one of those little nuggets about (G)Lua, like that --[=[ ]=] also works as a block comment, just like [======[anus]======] is a valid string, or that the first line of any Lua file can start with # and it will work just as though it's a comment.
Defusing / Removing Entities with Crazy Origin seems to disable collision on my server (props are glitching through walls etc after I get the message in my console, that an entity has crazy origins).
I want to check if it is really because of that, therefore I need the CVars which are used to control whether to check for crazy origins. I think they were implemented 2 updates ago.
Does anybody have them?
[QUOTE=P4sca1;50690206]Defusing / Removing Entities with Crazy Origin seems to disable collision on my server (props are glitching through walls etc after I get the message in my console, that an entity has crazy origins).
I want to check if it is really because of that, therefore I need the CVars which are used to control whether to check for crazy origins. I think they were implemented 2 updates ago.
Does anybody have them?[/QUOTE]
There are various sv_crazyphysics_* cvars. They are also replicated for whatever reason.
[IMG]http://i.imgur.com/K6cOhQN.png[/IMG]
[QUOTE=smithy285;50685545]I'm using draw.Arc in a HUDPaint hook[/QUOTE]
Try storing the value of surface.PrecacheArc in a local variable, update it when needed and pass that to surface.DrawArc instead. You're wasting a lot of computing power on creating all the triangle points for your circle otherwise.
In case anyone cares about explanations for these:
[QUOTE=FPtje;50689809]Fun fact: Lua will throw a syntax error if you don't close a --[[ comment, but it won't if you don't close a /* comment.[/QUOTE]
Haha
[QUOTE]--[=[ ]=] also works as a block comment, just like [======[anus]======] is a valid string[/QUOTE]
Yeah this is documented Lua behavior and can be used for nested comment blocks, such as in a situation like this:
[vid]https://dl.dropboxusercontent.com/u/55311295/ShareX/2016/07/2016-07-11_10-44-05.mp4[/vid]
[QUOTE]or that the first line of any Lua file can start with # and it will work just as though it's a comment.[/QUOTE]
This is because of the [URL="https://en.wikipedia.org/wiki/Shebang_(Unix)"]shebang[/URL] which tells the shell what program to use to interpret the script. A standalone Lua file may start with
[lua]#!/bin/lua[/lua]
so the Lua interpreter allows this. Since GMod doesn't care about the contents of the shebang, you can put anything there for fun.
May i ask, is this a bug from the source engine or from gmod?
[video=youtube;HUfhjCZayH4]https://www.youtube.com/watch?v=HUfhjCZayH4[/video]
Source, when you grav shoot, you trigger a property in prop_data, this should be disabled on grav gun
Could we have some proper means added that allows us to set the playback volume of [B]all[/B] but specified (Perhaps an argument?) sounds that a Client will hear?
Currently to do so, you have to do something like:
[CODE]-- Halve all Sounds on the Client...
RunConsoleCommand("volume", "0.5")
-- Or...
ply:ConCommand("volume 0.5")[/CODE]
Although this works, it'll affect all sounds, even if there's some you wish to exclude. It's also modifying a Clientside Cvar with the [I]FCVAR_ARCHIEVE[/I] flag set, which is bad practice to modify without Client consent in my opinion (unless they're your own). Although you can just cache the original value and restore it when you're done, if the Client disconnects for whatever reason whilst the cvar has been modified, it'll persist.
There's the [url=http://wiki.garrysmod.com/page/GM/EntityEmitSound]EntityEmitSound[/url] hook, however modifying the Volume, both Clientside and Serverside doesn't alter the volume of [I]all[/I] sounds for the targeted Client still. If I'm being dumb and there is actually a way to achieve this without having to touch Cvars, I'd love to know how.
[QUOTE=Hazbelll;50694244]Could we have some proper means added that allows us to set the playback volume of [B]all[/B] but specified (Perhaps an argument?) sounds that a Client will hear?
Currently to do so, you have to do something like:
[CODE]-- Halve all Sounds on the Client...
RunConsoleCommand("volume", "0.5")
-- Or...
ply:ConCommand("volume 0.5")[/CODE]
Although this works, it's modifying a Clientside Cvar with the [I]FCVAR_ARCHIEVE[/I] flag set, which is bad practice to modify without Client consent in my opinion (unless they're your own). Although you can just cache the original value and restore it when you're done, if the Client disconnects for whatever reason whilst the cvar has been modified, it'll persist.
There's the [url=http://wiki.garrysmod.com/page/GM/EntityEmitSound]EntityEmitSound[/url] hook, however modifying the Volume, both Clientside and Serverside doesn't alter the volume of [I]all[/I] sounds for the targeted Client still. If I'm being dumb and there is actually a way to achieve this without having to touch Cvars, I'd love to know how.[/QUOTE]
Play a sound with a muting DSP effect maybe. The documentation for DSP effects isn't good though so idk how to do it specifically.
[QUOTE=smithy285;50685065]I'm also having the issue with drawing circles when multicore rendering is enabled.
The circle should look like this:
[thumb] http://i.imgur.com/OVaVKRm.png [/thumb]
But instead comes out like this when looking around for a bit:
[thumb] http://i.imgur.com/iVEVPTK.png [/thumb]
The code for the circles is this:
-snip my awesome code-[/QUOTE]
That's not really drawing circles; it's drawing lots of tiny triangle polygons. That just happens to be a symptom of trying to draw a dynamic circle in Garry's Mod.
Maybe using multicore rendering and while drawing one polygon, the GPU is also busy drawing another polygon and you get that stretching there when PolygonA tries to draw as if it was a part of PolygonB?
[QUOTE=bobbleheadbob;50697006]That's not really drawing circles; it's drawing lots of tiny triangle polygons. That just happens to be a symptom of trying to draw a dynamic circle in Garry's Mod.
Maybe using multicore rendering and while drawing one polygon, the GPU is also busy drawing another polygon and you get that stretching there when PolygonA tries to draw as if it was a part of PolygonB?[/QUOTE]
If it works, while GMod is singlethreaded and stops working properly when GMod is multithreaded it is definitely something with GMod.
And how about these commands:
[lua]
cl_threaded_client_leaf_system
r_threaded_client_shadow_manager
r_threaded_particles
r_threaded_renderables
r_queued_ropes
host_thread_mode (Nope)
[/lua]
Do they affect something?
Is there a way to check if entity is a nextbot? Something like Entity:IsNextbot() would be useful.
[QUOTE=TheMostUpset;50700897]Is there a way to check if entity is a nextbot? Something like Entity:IsNextbot() would be useful.[/QUOTE]
[url]https://facepunch.com/showthread.php?t=1374457&p=45191885&viewfull=1#post45191885[/url]
[QUOTE=TheMostUpset;50700897]Is there a way to check if entity is a nextbot? Something like Entity:IsNextbot() would be useful.[/QUOTE]
[url]https://github.com/SuperiorServers/plib_v2/blob/master/lua/plib/extensions/type.lua[/url]
You can do this for every entity that has its own metatable. Faster than the engine implementation, too.
I know this is a little late, but are we sure persistent game servers are working using sv_setsteamaccount? I'm testing a move of one of my servers from LA to chicago, and it says the server is connecting to the persistent game server in console (i just copied files from one server to the other), but the server is not showing in my favorites.
I can find very little documentation on this, so I am a little confused.
Just a slightly annoying issue I've been seeing with my servers -- does anyone have SRCDS hang for a minute or so after mounting the last legacy addon?
I want to say it's due to me having a folder specifically for holding addons I want to temporarily disable. I basically just move things into that folder, that way their /lua, /models, etc folders are 2 levels down and don't actually get mounted.
Prior to the July update, no hang would occur. If file mounting was changed in the update and it's now going through all of these disabled folders, that might account for it (it's a ton of addons). Just curious.
More info -- this happens on 3 sandbox servers that all have the same general setup and addons.
i don't think that's what hang srcds for one minute, i mean, it's been there for me always, maybe it's something else that's not logged
[QUOTE=Mista Tea;50706015][/QUOTE]
I noticed something similar on my windows dev server. It will hang after mounting the last legacy addon till I click the srcds window and hit a random button on my keyboard, for some reason that makes it continue. It doesn't always happen and sometimes I have to do it more than once.
That's probably auto-refresh initializing. You can check by running SRCDS with -disableluarefresh.
I just ran SteamCMD to install a new server and compared a few files from it and the ones on github that were committed the past few months and none of them matched that were suppose to be updated with the July update.
For example, these three commits are not included with the new server download:
[url]https://github.com/garrynewman/garrysmod/commit/afbbff5a50d9beac2a46fb4a35763be18f82e057[/url]
[url]https://github.com/garrynewman/garrysmod/commit/14c43096a4c82f59c9b39bfc34b012ef4847c31d[/url]
[url]https://github.com/garrynewman/garrysmod/commit/9abd01e5ca27efe5abe33384a7b13d9e326b7540[/url]
[QUOTE=Violat0r;50708685]I just ran SteamCMD to install a new server and compared a few files from it and the ones on github that were committed the past few months and none of them matched that were suppose to be updated with the July update.
For example, these three commits are not included with the new server download:
[url]https://github.com/garrynewman/garrysmod/commit/afbbff5a50d9beac2a46fb4a35763be18f82e057[/url]
[url]https://github.com/garrynewman/garrysmod/commit/14c43096a4c82f59c9b39bfc34b012ef4847c31d[/url]
[url]https://github.com/garrynewman/garrysmod/commit/9abd01e5ca27efe5abe33384a7b13d9e326b7540[/url][/QUOTE]
They are not supposed to, no Lua files were changed in the July update, it was not a major update.
If I close GMod when connected to a Server while multicore rendering is enabled, it says "hl2.exe stopped working".
[QUOTE=deinemudda32;50710100]If I close GMod when connected to a Server while multicore rendering is enabled, it says "hl2.exe stopped working".[/QUOTE]
It does that even with it disabled.
[QUOTE=Hazbelll;50710737]It does that even with it disabled.[/QUOTE]
Never happened before the update.
[QUOTE=deinemudda32;50710789]Never happened before the update.[/QUOTE]
Yes, it did.
[editline]![/editline]
You even fucking reported it. Literally it was you. Where GMod doesn't close or it crashes when you try to.
[url]https://github.com/Facepunch/garrysmod-issues/issues/2069[/url]
[url]https://facepunch.com/showthread.php?t=1527079[/url]
I guess I will post this here as well.
[QUOTE=Robotboy655;50720476][url]https://facepunch.com/showthread.php?t=1527079[/url]
I guess I will post this here as well.[/QUOTE]
Well, I was about to create a pull request to update the Sandbox Tools UI :v:
Anyway, good job. I like the new UI changes a lot.
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