Is Garry still holding onto his statement about [url=https://github.com/Facepunch/garrysmod-requests/issues/149]OnLuaError[/url]?
It is slightly annoying to look for 3th party DLL's to log errors / mistakes, when testing your content on a server.
How much of a pain would it actually be to bring errors.garrysmod.com back? I mean it DID work at some point.
[QUOTE=NeatNit;51126815]How much of a pain would it actually be to bring errors.garrysmod.com back? I mean it DID work at some point.[/QUOTE]
Imagine making a gamemode or addon.
You want to find all the bugs and errors before releasing it.
I'll rather want a OnLuaError hook to log those errors, instead of going to some website to look up my name in the "top idiots"-section.
A simple error within cam.Start3d2d or a stencil, can cause a client to crash. Maybe even killing a server.
Garry didn't like the idea of "OnLuaError" being available, as he was afraid content creators will hide their errors instead of fixing them.
However we need a way to detect and fix those errors. It would be a x1000 times easier to run a test-server with some friends, log any errors and fix them before releasing the code to the public.
What happened (if anything) to sv_luaerrorurl, or whatever it was? I know I had that working a little less than a year ago, then I never used it much after.
[QUOTE=Revenge282;51127142]What happened (if anything) to sv_luaerrorurl, or whatever it was? I know I had that working a little less than a year ago, then I never used it much after.[/QUOTE]
Still works as before; but if you want more fine-grained control I'd use [URL]https://github.com/danielga/gm_luaerror[/URL] .
The only major issue sv_luaerror had previously was to do with replicated convars not clearing between sessions which Willox has since fixed.
Edit: And with either solution, you can do something like this - [url]https://bbroleplay.co.uk/lauerrors/[/url] . Alternatively gm_luaerror will just allow you to log it how you want.
[QUOTE=Nak;51126678]Is Garry still holding onto his statement about [url=https://github.com/Facepunch/garrysmod-requests/issues/149]OnLuaError[/url]?
It is slightly annoying to look for 3th party DLL's to log errors / mistakes, when testing your content on a server.[/QUOTE]
I don't understand all the hostility in that thread coming from Robotboy and Handsome Matt. Why do they give a shit if this exists or not?
EDIT:
A better OnReloaded hook for autorefresh would also be nice. As it stands, we have no idea WHAT was refreshed. I'd like to be able to apply changes to my instantiated objects [url="https://github.com/garrynewman/garrysmod/blob/b9e5a7110b2003c5e61d0693c7384b5160cc4bf8/garrysmod/lua/includes/modules/scripted_ents.lua#L103"]like entities do[/url].
For instance, if I tweak my item class file for a custom file-based class system, I want to update all existing items of that class with the changes.
@Willox I got another one :pudge:
PANEL:HasFocus() returns [I]true [/I]when PANEL:OnFocusChanged is called with gained = [I]false
[url]https://github.com/Facepunch/garrysmod-issues/issues/2843[/url]
[/I]
[QUOTE=TehBigA;51127765]@Willox I got another one :pudge:
PANEL:HasFocus() returns [I]true [/I]when PANEL:OnFocusChanged is called with gained = [I]false[/I][/QUOTE]
I think its only updates on the next frame.
[QUOTE=Robotboy655;51127768]I think its only updates on the next frame.[/QUOTE]
Makes sense, but made a report just in case. Mentioned in it that if it's intentional then the wiki should be updated. Wanted to make sure of that first. It just got in the way of trying to validate a DNumberWang since it checks for focus on PANEL:SetValue(...) and I was validating the value on PANEL:OnFocusChange(false). Guess I'll have to make SetValue allow forcing.
[sp]Working on the future of derma :D[/sp]
I've been wondering, are there any plans to replace ENT:SetNW* functions with NW2 equivalents? As far as I'm aware they've been working fine and not crashing the game for a while now.
Can we get the L4D1/2 ACT_VM_* enumerations added?
Things like:
ACT_VM_MELEE
ACT_VM_HELPINGHAND_EXTEND
ACT_VM_HELPINGHAND_LOOP
ACT_VM_HELPINGHAND_RETRACT
ACT_VM_ITEMPICKUP_EXTEND
ACT_VM_ITEMPICKUP_LOOP
ACT_VM_ITEMPICKUP_RETRACT
There might be more but these are the most common ones I need.
I mean,we got the INS mod and DoD:S enums added, why not these?
Another thing, can we have the player count setting persist across sessions? I have to reset it each time I launch the game and it's always been something I thought it should have.
[QUOTE=NeatNit;51126815]How much of a pain would it actually be to bring errors.garrysmod.com back? I mean it DID work at some point.[/QUOTE]
It was useful for finding errors of released addons as changing sv_luaerrorurl for yourself or your server would still not show errors of the public outside your control. That's why I don't like these "change sv_luaerrorurl" posts.
I guess it was taken down, because of the high load from all the GMod errors from all the world it got.
the upcoming update fixes [I]so[/I] many annoying things, christ
totally hyped
Youd think there'd be "cl_hideluaerrors".. Because I just don't code enough to need to see that annoying thing on the top left of my screen.
[QUOTE=WizardLizard;51131618]Youd think there'd be "cl_hideluaerrors".. Because I just don't code enough to need to see that annoying thing on the top left of my screen.[/QUOTE]
How about instead you/the person who created those addons fix those errors instead of putting your head in the sand?
If Lua didn't run in its little island, unhanded errors would crash the entire game. Think about that.
[QUOTE=LegoGuy;51132100]If Lua didn't run in its little island, unhanded errors would crash the entire game. Think about that.[/QUOTE]
And it still does. I get [i]CLuaClass::Push - Not Table![/i] from time to time, and similar things.
I am at my wit's end with custom ammo types. If I use them, the HUD breaks. That was yesterday. Today, they don't work at all. I've tried several methods of adding them using game.AddAmmoType() and even doing it manually isn't working. It's not registering ANY custom ammo types from any addon. Please tell me someone has a solution to this issue? I can't find anyone with a similar problem.
[editline]30th September 2016[/editline]
This is what I mean
[video=youtube;M8ntv2H1EZU]https://www.youtube.com/watch?v=M8ntv2H1EZU&feature=youtu.be[/video]
You're adding them plain out and not in a hook, right?
[CODE] UPD Updated FreeImage version from 3.15.3 to 3.17.0[/CODE]
are there any new functions as a direct result of this change regarding the image library?
[QUOTE=ZeBull;51133262][CODE] UPD Updated FreeImage version from 3.15.3 to 3.17.0[/CODE]
are there any new functions as a direct result of this change regarding the image library?[/QUOTE]
nope
[QUOTE=Lucky9Two;51133054]I am at my wit's end with custom ammo types. If I use them, the HUD breaks. That was yesterday. Today, they don't work at all. I've tried several methods of adding them using game.AddAmmoType() and even doing it manually isn't working. It's not registering ANY custom ammo types from any addon. Please tell me someone has a solution to this issue? I can't find anyone with a similar problem.
[editline]30th September 2016[/editline]
This is what I mean
[video=youtube;M8ntv2H1EZU]https://www.youtube.com/watch?v=M8ntv2H1EZU&feature=youtu.be[/video][/QUOTE]
Like I said in steam, cannot reproduce.
[QUOTE=Lucky9Two;51133054]I am at my wit's end with custom ammo types. If I use them, the HUD breaks. That was yesterday. Today, they don't work at all. I've tried several methods of adding them using game.AddAmmoType() and even doing it manually isn't working. It's not registering ANY custom ammo types from any addon. Please tell me someone has a solution to this issue? I can't find anyone with a similar problem.
[editline]30th September 2016[/editline]
This is what I mean
[video=youtube;M8ntv2H1EZU]https://ww[/QUOTE]
Use it [b]shared[/b]
[QUOTE=Lucky9Two;51133400]From autorun/ammofile.lua:
[code]
-- ammo
[/code]
I know how to call ammo. It was working fine up until recently.[/QUOTE]
That code works perfectly fine for me.
So what does reload_legacy_addons do exactly? Does it pick up entirely new addons, new files or just reload existing ones - and I assuming you'd need to quit out to menu and go back into the game too for brand new things?
Speaking of custom ammo, I have addons that use it and some people actually complaining they can't shoot or get more ammo. [B]Lucky9Two[/B], could you try disabling all addons and see if it works?
There is any option to add Antlion animations from HL2?( 0 animations available here [url]https://wiki.garrysmod.com/page/Enums/ACT[/url])
[QUOTE=TheMostUpset;51135754]Speaking of custom ammo, I have addons that use it and some people actually complaining they can't shoot or get more ammo. [B]Lucky9Two[/B], could you try disabling all addons and see if it works?[/QUOTE]
I tried that too; same result.
Edit
I know it's not my SWep base because I have ammo giving crates that are supposed to give ammo that don't work as intended either. I'm trying my best to figure out the issue but after nearly a week I can't find the exact cause so I came here. I just don't know what's wrong.
Edit
So if I remove all but one of my SWep parts, it works fine. As far as I can tell it's something with too many things using that ammo type, but seeing as how that doesn't make any sense I don't think that's it. I'll try going through the code and checking a few more times.
Ever since the new update, my SNPC base is completely broken. I get this error when they try to damage something:
[code]
[ERROR] lua/includes/util.lua:181: attempt to index a string value with bad key ('IsValid' is not part of the string library)
1. error - [C]:-1
2. __index - lua/includes/extensions/string.lua:301
3. IsValid - lua/includes/util.lua:181
4. cpt_DoMeleeDamage - addons/cptbase/lua/entities/npc_cpt_base/init.lua:3617
5. cpt_DoEventDamage - addons/cptbase/lua/entities/npc_cpt_base/init.lua:2688
6. cpt_HandleEvents - addons/skyrim snpcs (cptbase)/lua/entities/npc_cpt_gargoyle/init.lua:106
7. cpt_DetectEvents - addons/cptbase/lua/entities/npc_cpt_base/init.lua:853
8. unknown - addons/cptbase/lua/entities/npc_cpt_base/init.lua:956
[/code]
Here is what's on the line, this is in the function where it causes the damage:
[code]
local ent = ent or self:GetEnemy()
-- other checks here --
if !IsValid(ent) then return end -- The line we're looking at
[/code]
I'm trying to figure out why it just stopped working. The only thing I could find in the changelog related to 'IsValid' was "DHorizontalDivider - Many IsValid checks, better handling of resizing to prevent firing PerformLayout every frame."
[QUOTE=MastaChiefHL2;51138045]Ever since the new update, my SNPC base is completely broken. I get this error when they try to damage something:
[code]
[ERROR] lua/includes/util.lua:181: attempt to index a string value with bad key ('IsValid' is not part of the string library)
1. error - [C]:-1
2. __index - lua/includes/extensions/string.lua:301
3. IsValid - lua/includes/util.lua:181
4. cpt_DoMeleeDamage - addons/cptbase/lua/entities/npc_cpt_base/init.lua:3617
5. cpt_DoEventDamage - addons/cptbase/lua/entities/npc_cpt_base/init.lua:2688
6. cpt_HandleEvents - addons/skyrim snpcs (cptbase)/lua/entities/npc_cpt_gargoyle/init.lua:106
7. cpt_DetectEvents - addons/cptbase/lua/entities/npc_cpt_base/init.lua:853
8. unknown - addons/cptbase/lua/entities/npc_cpt_base/init.lua:956
[/code]
Here is what's on the line, this is in the function where it causes the damage:
[code]
local ent = ent or self:GetEnemy()
-- other checks here --
if !IsValid(ent) then return end -- The line we're looking at
[/code]
I'm trying to figure out why it just stopped working. The only thing I could find in the changelog related to 'IsValid' was "DHorizontalDivider - Many IsValid checks, better handling of resizing to prevent firing PerformLayout every frame."[/QUOTE]
The update is not out yet. Do print(ent), it's for some reason becoming a string on your end.
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