• Next Update v5 - April 2016 Update is out!
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[QUOTE=Noi;51057127]Chronopray owner ended up in jail after he ddosed Aeroflot.[/QUOTE] You're comparing an individual playing a video game to a corporation.
[QUOTE=Noi;51061520]I guess police in your country is not really serious then.[/QUOTE] Police in Russia doesn't give a fuck about DDoS so I don't know what are you talking about.
I honestly don't remember when "local police" actually cared about small internet stuff like this. If anything, contacting your ISP would be better since they actually have the resources to actually do something about it. That said, [url=https://github.com/Facepunch/garrysmod-issues/issues/2821]I found this bug interesting[/url]
Have you ever seen someone use spaces in their script file names?
[QUOTE=bobbleheadbob;51067978]Have you ever seen someone use spaces in their script file names?[/QUOTE] No. Possibly because of worry that it'll break things, like what I just demonstrated. But why shouldn't you be able to? [editline]18th September 2016[/editline] Ha, files with emoji file names don't even run on the server. (can't include autorun/??.lua) [editline]18th September 2016[/editline] and anything in windows extended ASCII works 100% just not spaces...
I was building a house in the small concrete room in gm_flatgrass and crashed 10 times within 2 hours and I never crash when I'm outside of it. Do these dumps show any bug being triggered? [url]https://dl.dropboxusercontent.com/u/72472980/Dumps.zip[/url]
Here's an unreleased module I made ages ago when working on gibsplat (so I could rebuild the ragdolls with breakable limbs) but I'm not active here anymore so I thought maybe you'd want these functions for the next update. [url]http://pastebin.com/v4mGUeCZ[/url] RemoveConstraints(ent) deletes all the internal constraints of a ragdoll (since [url=http://wiki.garrysmod.com/page/Entity/EnableConstraints]EnableConstraints[/url] doesn't work) GetConstraintInfo(modelname) returns a table with info for every internal constraint of this ragdoll model (which bones are attached to one another and the min/max rotation values for each axis) Good luck with the future of gmod:smile:
[CODE] LUA->PushSpecial(SPECIAL_GLOB); REG_FUNC(RemoveConstraints); REG_FUNC(GetConstraintInfo); LUA->GetField(-1, "Vector"); funcVector = LUA->GetCFunction(); [/CODE] I know you're not maintaining this codebase, so this is a message to anyone else who's new or getting started with making lua modules: If someone replaces the "Vector" global with a lua function (non c-function) or something that isn't a function value, LUA->GetCFunction() will return a null pointer, and you should always check if LUA->GetCFunction() returns a valid function pointer. :neat:
Huh, that must be a left over thing because I don't use it anywhere from what I can tell.
Is the next update going to use the prerelease branch this time around? And are there any changes that make it incompatible with Live Servers right now?
It'd be nice if updates that don't effect servers were pushed more often.
I've been testing dev for months now and I haven't ran into one issue in single-player or peer-to-peer multiplayer. I'll test on a dedi, but everything is running well.
[QUOTE=code_gs;51100746]I've been testing dev for months now and I haven't ran into one issue in single-player or peer-to-peer multiplayer. I'll test on a dedi, but everything is running well.[/QUOTE] Same goes for me, I'm mostly at dev because of all the crash fixes and minor changes due looping sounds. Also after so much play testing on hl2 maps the skybox kept bothering me for some reason, today I finally checked out HL2 once again to see what it looks like there. [IMG]http://share.epic-domain.com/hl2_2016-09-25_09-33-57.png[/IMG] I bet none of you ever noticed.
Would there be any way to get these in GMod's LuaJIT at some point? [img]http://i.imgur.com/dmn74NU.png[/img]
[url]https://github.com/Facepunch/garrysmod-requests/issues/585[/url] I've tried
Looks like something screwed up with the last Dev Branch update, because the initial loading screen and the main menu are just blank white screens. (confirmed switching to live branch fixes it and switching back to dev branch breaks it again) Also, all of the Gmod VPK files are removed when you switch over to the dev branch, so that probably has something do with it. (again, switching to live reinstalls them and switching back to dev removes them again)
[QUOTE=TwoYearLurker;51106099]Looks like something screwed up with the last Dev Branch update, because the initial loading screen and the main menu are just blank white screens. (confirmed switching to live branch fixes it and switching back to dev branch breaks it again) Also, all of the Gmod VPK files are removed when you switch over to the dev branch, so that probably has something do with it. (again, switching to live reinstalls them and switching back to dev removes them again)[/QUOTE] What happens when you verify on the dev branch?
[QUOTE=code_gs;51106322]What happens when you verify on the dev branch?[/QUOTE] I tried that, the files aren't reinstalled and nothing changes.
Turns out VPKs are no longer being rebuilt on the build server for some reason, even tho they used to. VPKs in the repo were corrupted for some reason, so I deleted them expecting them to be rebuilt. I will look into it. EDIT: Should be all fixed now.
[QUOTE=Robotboy655;51106342]Turns out VPKs are no longer being rebuilt on the build server for some reason, even tho they used to. VPKs in the repo were corrupted for some reason, so I deleted them expecting them to be rebuilt. I will look into it. EDIT: Should be all fixed now.[/QUOTE] Just tested, it's all fixed
[QUOTE=Zeh Matt;51102586]-snip- Also after so much play testing on hl2 maps the skybox kept bothering me for some reason, today I finally checked out HL2 once again to see what it looks like there. -snip- I bet none of you ever noticed.[/QUOTE] Isn't this issue really old? I'm pretty sure it's been like that for atleast 6-7 years.
By the way, the plan is to release the update on 10th of October.
@Willox is there any way to get the auto-refresh system to work through pcall'ing include? I just noticed with an auto loader I just wrote that if I pcall include the included file will [B]not [/B]auto-refresh. If I call include directly [I]without [/I]pcall it will auto-refresh perfectly fine.
[QUOTE=TehBigA;51109998]@Willox is there any way to get the auto-refresh system to work through pcall'ing include? I just noticed with an auto loader I just wrote that if I pcall include the included file will [B]not [/B]auto-refresh. If I call include directly [I]without [/I]pcall it will auto-refresh perfectly fine.[/QUOTE] If that were the case, [url=https://github.com/FPtje/simplerr]simplerr[/url] would have worked better.
[QUOTE=TehBigA;51109998]@Willox is there any way to get the auto-refresh system to work through pcall'ing include? I just noticed with an auto loader I just wrote that if I pcall include the included file will [B]not [/B]auto-refresh. If I call include directly [I]without [/I]pcall it will auto-refresh perfectly fine.[/QUOTE] Don't pcall it then.
@FPtje:[I] -snip- Misunderstood the sentence at first, nvm.[/I] @StonedPenguin: I'm auto-loading a bunch of modules and if any single module fails it will break out of the auto-loader loop and stop loading the rest of the modules. [I]Edit:[/I] Also @FPtje: You can just use [URL=http://wiki.garrysmod.com/page/debug/traceback]debug.traceback[/URL] to get the full stack. Earlier today I updated that page to include all the arguments which lets you start at a different frame ignoring the library's code.
Is it just me or does srcds never make crash dumps anymore?
A checkbox to [url=https://facepunch.com/showthread.php?t=1451571]disable loading screens[/url] in the multiplayer tab would be nice
[QUOTE=TehBigA;51110614]@FPtje:[I] -snip- Misunderstood the sentence at first, nvm.[/I] @StonedPenguin: I'm auto-loading a bunch of modules and if any single module fails it will break out of the auto-loader loop and stop loading the rest of the modules. [I]Edit:[/I] Also @FPtje: You can just use [URL=http://wiki.garrysmod.com/page/debug/traceback]debug.traceback[/URL] to get the full stack. Earlier today I updated that page to include all the arguments which lets you start at a different frame ignoring the library's code.[/QUOTE] Thanks, but that's not really what I need. Simplerr needs to load lua files and catch any errors they throw,including syntax errors. It all currently works, but it breaks autorefresh.
Hope this is the right thread. I noticed tool convars are now limited by their setting slider when set from the Q menu, is this intentional? It's really bad on some workflows e: Checked again, they aren't, but they clamp back to their max/min values when entered manually followed by pressing enter.
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