[QUOTE=Mista Tea;50814953]Have ent:GetPos() and ent:GetAngles() always differed between server and client?
For example, using the same entity in multiplayer:
[code]
-- clientside
] lua_run_cl print(Entity(87):GetPos())
351.937500 -299.656250 -12243.750000
] lua_run_cl print(Entity(87):GetAngles())
12.832 -12.129 0.264
-- serverside
lua_run print(Entity(87):GetPos())
351.954285 -299.676361 -12243.758789
lua_run print(Entity(87):GetAngles())
12.818 -12.148 0.285
[/code]
And it looks like angles differ even in singleplayer:
[code]
-- clientside
] lua_run_cl print(Entity(173):GetPos())
765.992981 646.808228 -103.242958
] lua_run_cl print(Entity(173):GetAngles())
22.148 95.867 3.752
-- serverside
] lua_run print(Entity(173):GetPos())
765.992981 646.808228 -103.242958
] lua_run print(Entity(173):GetAngles())
22.149 95.868 3.753
[/code][/QUOTE]
Python1320 reported this long time ago, this seems to be a issue with Linux DS, on windows servers its consistent.
[QUOTE=Zeh Matt;50821813]Python1320 reported this long time ago, this seems to be a issue with Linux DS, on windows servers its consistent.[/QUOTE]
would that explain why tools like precision alignment work better in singleplayer than they do on servers?
[QUOTE=unrezt;50821824]would that explain why tools like precision alignment work better in singleplayer than they do on servers?[/QUOTE]
No idea, heres the issue tho [url]https://github.com/Facepunch/garrysmod-issues/issues/1936[/url]
-snip- Nevermind, got it.
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/constraint/Rope]constraint.Rope[/url]
[t]https://rp.braxnet.org/scr/1470321923209.png[/t]
any info at all about these? i know about move_rope but can the length changed after it's been created?
[QUOTE=Giraffen93;50827708][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/constraint/Rope]constraint.Rope[/url]
[t]https://rp.braxnet.org/scr/1470321923209.png[/t]
any info at all about these? i know about move_rope but can the length changed after it's been created?[/QUOTE]
What would you like to know? If you want a resizable rope, take a look at the winch source code.
[QUOTE=bobbleheadbob;50828074]What would you like to know? If you want a resizable rope, take a look at the winch source code.[/QUOTE]
yeah that's one of the biggest messes i've seen, i'd rather not delve into this
i just want like a function to set the length of the rope after it's been created
[QUOTE=Giraffen93;50828335]yeah that's one of the biggest messes i've seen, i'd rather not delve into this
i just want like a function to set the length of the rope after it's been created[/QUOTE]
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/entities/entities/gmod_winch_controller.lua#L106[/url]
[QUOTE=Giraffen93;50828335]yeah that's one of the biggest messes i've seen, i'd rather not delve into this
i just want like a function to set the length of the rope after it's been created[/QUOTE]
Given a rope and a constraint, taken from [URL="https://github.com/garrynewman/garrysmod/blob/0fd23135bbd94a09a194ba16bbff4c1a3a56867b/garrysmod/gamemodes/sandbox/entities/entities/gmod_winch_controller.lua#L105"]this[/URL]:
[lua]
self.constraint:Fire( "SetSpringLength", current_length, 0 )
if ( self.rope ) then self.rope:Fire( "SetLength", current_length, 0 ) end
[/lua]
When issue with workshop will fixed? So examine yourself, we are playing on own server with own addons, connecting to another server without restart. This server uses modified version of addon(models, materials) and uses own workshop for it, but when player connected own workshop don't override already loaded model/materials. Also this bug are with FastDLL files and locally files like addon/somename/models when files already loaded by game and addon doesn't reload this.
This issue will break content of servers, and can crash gmod. Also if server has own model client too own, bodygroups must glitch.
A way to fix this: always use new names to models/directories; always use steamworks.Download and game.MountGMA...
I'm having issues with rendering a clientside entity in different positions within the same frame. I'm 99% sure this is a bug (which is why I'm posting in this thread), but there's still a chance I'm missing something so I'll wait until I'm sure before posting it on the issue tracker.
Recreation code:
[lua]hook.Add("PostDrawOpaqueRenderables", "draw CSEnt twice", function()
local tr = LocalPlayer():GetEyeTrace()
redraw_ent = redraw_ent or ClientsideModel("models/props_interiors/pot01a.mdl", RENDERGROUP_TRANSLUCENT)
redraw_ent:SetNoDraw(true)
redraw_ent:SetPos(tr.HitPos)
redraw_ent:SetAngles(Angle(0, 0, 0))
redraw_ent:DrawModel() -- this one gets drawn
redraw_ent:SetPos(tr.HitPos + tr.HitNormal*20)
redraw_ent:SetAngles(Angle(90, 90, 0))
redraw_ent:DrawModel() -- this one gets drawn - in the same place as the first one!
end)[/lua]
This draws the model twice in the first location, even though it should clearly be in two different positions. If you comment out the first DrawModel, it will be drawn in the second location instead. So it seems that once the model is drawn, it's "locked in place" for that frame and can't be moved until the next frame (or Think?), which is wrecking my project.
Moreover, I think that this is a recent bug, a few months ago a similar thing worked - but obviously I can't test that anymore. Maybe the devs can.
[QUOTE=NeatNit;50834164]I'm having issues with rendering a clientside entity in different positions within the same frame. I'm 99% sure this is a bug (which is why I'm posting in this thread), but there's still a chance I'm missing something so I'll wait until I'm sure before posting it on the issue tracker.
Recreation code:
[lua]hook.Add("PostDrawOpaqueRenderables", "draw CSEnt twice", function()
local tr = LocalPlayer():GetEyeTrace()
redraw_ent = redraw_ent or ClientsideModel("models/props_interiors/pot01a.mdl", RENDERGROUP_TRANSLUCENT)
redraw_ent:SetNoDraw(true)
redraw_ent:SetPos(tr.HitPos)
redraw_ent:SetAngles(Angle(0, 0, 0))
redraw_ent:DrawModel() -- this one gets drawn
redraw_ent:SetPos(tr.HitPos + tr.HitNormal*20)
redraw_ent:SetAngles(Angle(90, 90, 0))
redraw_ent:DrawModel() -- this one gets drawn - in the same place as the first one!
end)[/lua]
This draws the model twice in the first location, even though it should clearly be in two different positions. If you comment out the first DrawModel, it will be drawn in the second location instead. So it seems that once the model is drawn, it's "locked in place" for that frame and can't be moved until the next frame (or Think?), which is wrecking my project.
Moreover, I think that this is a recent bug, a few months ago a similar thing worked - but obviously I can't test that anymore. Maybe the devs can.[/QUOTE]
[url]http://wiki.garrysmod.com/page/Entity/SetupBones[/url]. Could do with a mention on SetPos' page.
Why Entity:FollowBone updates only when the entity moves? Im parenting prop to a bone which im manipulating clientside, and when its manipulated, to update its position i need to move the entity. Is there any way to make it move with the bone or force it to update?
-wrong thread-
Does anyone on the dev branch notice this issue with holstered weapons?
[img]https://puu.sh/qsjgG/ec6ba4e66a.png[/img]
(Shadows are stacking for weapons)
[t]http://images.akamai.steamusercontent.com/ugc/264970000711151376/453A3081143E3D64355E0D698F757EC1FEE327E1/[/t]
That's a pretty large toolgun.
[QUOTE=Revenge282;50841149]Does anyone on the dev branch notice this issue with holstered weapons?
[img]https://puu.sh/qsjgG/ec6ba4e66a.png[/img]
(Shadows are stacking for weapons)[/QUOTE]
Just started seeing this issue in dev. I sort of fixed this by disabling shadows in the weapon's initialize, but that doesn't fix C++ weapons.
I might be doing something wrong, can anyone confirm whether [url=http://wiki.garrysmod.com/page/render/CapturePixels]render.CapturePixels[/url] works with non-default render targets? E.g. rending into [url=http://wiki.garrysmod.com/page/render/GetSuperFPTex]render.GetSuperFPTex[/url] and getting results out of that
Think I know the answer to this but to be sure,
is [img]http://wiki.garrysmod.com/favicon.ico[/img] [URL="http://wiki.garrysmod.com/page/Category:DPanelList"]DPanelList[/URL] actually going to be deprecated any time soon? The original [URL="https://garry.tv/2011/09/14/still-coding/"]announcement by Garry [/URL] back in [B]2011[/B] suggest it would be soon, but it never happened. I was considering using it to list players on a server, but then noticed there was plans for its removal and wanted to be sure it won't be gone next update.
Thanks,
Bings
[QUOTE=Bings;50855721]Think I know the answer to this but to be sure,
is [img]http://wiki.garrysmod.com/favicon.ico[/img] [URL="http://wiki.garrysmod.com/page/Category:DPanelList"]DPanelList[/URL] actually going to be deprecated any time soon? The original [URL="https://garry.tv/2011/09/14/still-coding/"]announcement by Garry [/URL] back in [B]2011[/B] suggest it would be soon, but it never happened. I was considering using it to list players on a server, but then noticed there was plans for its removal and wanted to be sure it won't be gone next update.
Thanks,
Bings[/QUOTE]
Deprecation != removal. You can use it
Just use DScrollPanel.
[QUOTE=Bings;50855721]Think I know the answer to this but to be sure,
is [img]http://wiki.garrysmod.com/favicon.ico[/img] [URL="http://wiki.garrysmod.com/page/Category:DPanelList"]DPanelList[/URL] actually going to be deprecated any time soon? The original [URL="https://garry.tv/2011/09/14/still-coding/"]announcement by Garry [/URL] back in [B]2011[/B] suggest it would be soon, but it never happened. I was considering using it to list players on a server, but then noticed there was plans for its removal and wanted to be sure it won't be gone next update.
Thanks,
Bings[/QUOTE]
It is deprecated right now. Meaning it may be removed in the future. However it probably will never be removed because a lot of shit uses it and people will be quite angry about their shit breaking.
Do not use it, use one of the replacement panels (noted in the wiki page) that suit your purpose.
Garrysmod needs a lua Warning function much like oxide has for rust to use on all this deprecated shit.
[QUOTE=StonedPenguin;50855887]Garrysmod needs a lua Warning function much like oxide has for rust to use on all this deprecated shit.[/QUOTE]
[url]https://github.com/garrynewman/garrysmod/pull/826[/url]
Dunno what happened to this
is this an issue that's occurring for anybody else?
[t]http://i.imgur.com/Kd4l3R2.png[/t]
it started happening when I used the prerelease branch to play the game with the recently added multicore support, but the text issue continued when I started using the main branch after the update was released to it.
Well it happens when there's other games content in your folder. I assume it's CS:S, and you have them there for mapping reasons?
[editline]11th August 2016[/editline]
regardless of that, verify game cache
[QUOTE=LittleBabyman;50862993]Well it happens when there's other games content in your folder. I assume it's CS:S, and you have them there for mapping reasons?[/QUOTE]
I only have my own model compiles that don't override any other models and (Steam) Black Mesa's weapon content (specifically only weapon models) in my folder.
I've never mapped with this installation. I don't even map at all.
Its not about models, its about overriding other game files. uninstall all addons and verify your game. Then see if it solves your problem.
[QUOTE=Robotboy655;50865707]Its not about models, its about overriding other game files. uninstall all addons and verify your game. Then see if it solves your problem.[/QUOTE]
I just uninstalled all folder addons I have, and disabled all workshop addons I have, and after that, I verified my game, but it's still happening.
it's not a critical issue, so I'll just leave it at that unless you want me to do anything about it.
[QUOTE=cynaraos;50866106]I just uninstalled all folder addons I have, and disabled all workshop addons I have, and after that, I verified my game, but it's still happening.
it's not a critical issue, so I'll just leave it at that unless you want me to do anything about it.[/QUOTE]
Try re-installing the game.
[editline]11th August 2016[/editline]
Maybe there is something wrong that steam doesnt detect?
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