• Next Update v5 - April 2016 Update is out!
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Found the issue. In one of the hundred or so weapons I made I had two leftover lines of code from an experiment. [t]https://i.gyazo.com/9b7dcae3d4eda9993b8419c2e371cb41.png[/t] These two lines related to the ammo were causing the whole custom ammo system to break completely. So for future reference, do not try to define ammo types via the SWep itself I guess.
[QUOTE=Lucky9Two;51138579]Found the issue. In one of the hundred or so weapons I made I had two leftover lines of code from an experiment. [t]https://i.gyazo.com/9b7dcae3d4eda9993b8419c2e371cb41.png[/t] These two lines related to the ammo were causing the whole custom ammo system to break completely. [b]So for future reference, do not try to define ammo types via the SWep itself I guess.[/b][/QUOTE] using game.addammotype in an swep works fine. [QUOTE=Robotboy655;51133358]Use it [b]shared[/b][/QUOTE] [img]http://i.cubeupload.com/SlCumb.png[/img]
Has anyone noticed that the physgun resets an entity's buoyancy? Also there is no way to get an entity's current buoyancy or drag coefs. I am on the latest dev branch. [editline]2nd October 2016[/editline] I had to save the buoyancy to the entity and reapply it in a [I]timer.Simple(...)[/I] to get it to stay... [code] -- Bug in GMod that when props are physgun'ed their buoyancy is reset if SERVER then hook.Add('PhysgunDrop', 'buoyancy', function(ply, ent) print('1', ent, ent.Buoyancy) if not IsValid(ent) or not IsValid(ent:GetPhysicsObject()) or not ent.Buoyancy then return end print('2', ent, ent.Buoyancy) timer.Simple(0, function() local physobj = ent:GetPhysicsObject() physobj:SetBuoyancyRatio(ent.Buoyancy) physobj:Wake() end) end) end [/code]
[QUOTE=TehBigA;51139447]Has anyone noticed that the physgun resets an entity's buoyancy? Also there is no way to get an entity's current buoyancy or drag coefs. I am on the latest dev branch.[/QUOTE] Does it happen on live version? ( No betas ) About getting buoyancy or drag coefs, I am not sure about the drag coefs stuff, but there's no vphysics binding to get the buoyancy of a physics object, so it would be physically impossible to make a binding for that.
[QUOTE=Robotboy655;51139478]Does it happen on live version? ( No betas ) About getting buoyancy or drag coefs, I am not sure about the drag coefs stuff, but there's no vphysics binding to get the buoyancy of a physics object, so it would be physically impossible to make a binding for that.[/QUOTE] Checking default now, but isn't there a way to get model information such as the default settings for those? [editline]2nd October 2016[/editline] It does happen on live with the physgun and gravgun. [editline]2nd October 2016[/editline] Oh also noticed this 15 minutes ago on dev; I can't unfreeze all when physgunning a prop anymore. Was that intentional? I don't see it on the change list.
:snip: The debug process is an amazing one
Can OnMouseWheeled be added for RichText? It exists in the source code: [url]https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/vgui2/vgui_controls/RichText.cpp#L1840[/url]
Is there anyway this can be fixed? :@ [vid]https://my.mixtape.moe/ziymhj.webm[/vid]
Are you doing something stupid like modifying movetype/collision group of the player after they have entered the vehicle?
[QUOTE=Robotboy655;51143997]Are you doing something stupid like modifying movetype/collision group of the player after they have entered the vehicle?[/QUOTE] Nope, Although that seemed to be the issue. Not sure but I assume maybe a VCMod fuckup due to how fast ExitVehicle/EnterVehicle was being ran. A simple .05 sec EnteredVehicle hook timer to set NOCLIP movetype seems to have done it justice.
[QUOTE=kpjVideo;51144175]Nope, Although that seemed to be the issue. Not sure but I assume maybe a VCMod fuckup due to how fast ExitVehicle/EnterVehicle was being ran. A simple .05 sec EnteredVehicle hook timer to set NOCLIP movetype seems to have done it justice.[/QUOTE] Put debug.Trace() in a SetCollisionGroup detour to find the culprit.
@Robotboy655: vgui/gradient-l is missing a vmt! [thumb]http://i.imgur.com/pK9wIt4.png[/thumb] [editline]6th October 2016[/editline] Also [I]vgui/gradient-l[/I] has a different starting alpha than [I]vgui/gradient-r[/I] which makes me thing it is just a copy of [I]gui/gradient[/I]. You can see the reason why I didn't just originally try to use the latter in the screenshot. It looks horrible. Can gradient-l be fixed too? [img]http://i.imgur.com/MJ6hkL1.png[/img]
Just use gradient-r and surface.DrawTexturedRectRotated [editline]7th October 2016[/editline] Or a custom material. [editline]7th October 2016[/editline] Or report bugs where you should be reporting them.
I could do some of those things. DrawTexturedRectRotated creates artifacts that look horrible. Tried that one already. I am using a custom material at this point.
On another note, I think I found a VGUI size limitation by overflowing it :D [code]Panel: [name:DListLayout][class:Panel][17,17,182,-32760] [/code]
[QUOTE=TehBigA;51169745]On another note, I think I found a VGUI size limitation by overflowing it :D [code]Panel: [name:DListLayout][class:Panel][17,17,182,-32760] [/code][/QUOTE] proof that gmod isn't futureproofed for 64k monitors, are the devs even trying?
Is the update still planned for the 10th? If so what time?
So, apparently leaving your computer running for more than 2 days (Over 48 hours OS Uptime) fucks up Garry's Mod? I was on it last night, was getting 50 - 150fps. Tried just now this morning, was getting 1 - 5fps, constantly. Tried on a Server, tried in Singleplayer; same result. Absolutely [B]NO[/B] changes made whatsoever since the last time played (Config, Addons, etc.). Tried out another game to see if it wasn't specifically GMod (Tried TF2): 295 - 300fps. Tried GMod again, 1 - 5fps. Restarted my PC, tried GMod again, back to 50 - 150fps. What even. However, I do have the "experimental" Multi-core rendering cvars enabled (Permanently via autoexec.cfg) if that's related.
[QUOTE=Hazbelll;51181849]So, apparently leaving your computer running for more than 2 days (Over 48 hours OS Uptime) fucks up Garry's Mod? I was on it last night, was getting 50 - 150fps. Tried just now this morning, was getting 1 - 5fps, constantly. Tried on a Server, tried in Singleplayer; same result. Absolutely [B]NO[/B] changes made whatsoever since the last time played (Config, Addons, etc.). Tried out another game to see if it wasn't specifically GMod (Tried TF2): 295 - 300fps. Tried GMod again, 1 - 5fps. Restarted my PC, tried GMod again, back to 50 - 150fps. What even. However, I do have the "experimental" Multi-core rendering cvars enabled (Permanently via autoexec.cfg) if that's related.[/QUOTE] Should've tried with no addons ( -noworkshop -noaddons ) and with no multicore and compared it. [editline]10th October 2016[/editline] Really though, I have no problems. [img]http://i.imgur.com/guhhgRj.png[/img]
would anyone be hungry for some windows srcds crash dumps? i have a few dozen dozen of them :v:
[QUOTE=Giraffen93;51181868]would anyone be hungry for some windows srcds crash dumps? i have a few dozen dozen of them :v:[/QUOTE] Its probably best to report crashes at the right place, RobotBoy and Willox are quite fast with crashes wich helped me a lot recently.
[QUOTE=Robotboy655;51181857]Should've tried with no addons ( -noworkshop -noaddons ) and with no multicore and compared it. [editline]10th October 2016[/editline] Really though, I have no problems. [img]http://i.imgur.com/guhhgRj.png[/img][/QUOTE] Yeah, wish I had. Although I don't see how any addons could've affected anything (Nothing had changed at all), I didn't consider the Multicore Rendering stuff until after I restarted my PC.
[QUOTE=Hazbelll;51182137]Yeah, wish I had. Although I don't see how any addons could've affected anything (Nothing had changed at all)[/QUOTE] You'd be surprised how badly coded some addons are.
Could've been posted earlier. Update is at 3PM BST, which is in about [url=http://a.chronus.eu/17764C8]1.5 hours[/url].
[QUOTE=Hazbelll;51181849]So, apparently leaving your computer running for more than 2 days (Over 48 hours OS Uptime) fucks up Garry's Mod? I was on it last night, was getting 50 - 150fps. Tried just now this morning, was getting 1 - 5fps, constantly. Tried on a Server, tried in Singleplayer; same result. Absolutely [B]NO[/B] changes made whatsoever since the last time played (Config, Addons, etc.). Tried out another game to see if it wasn't specifically GMod (Tried TF2): 295 - 300fps. Tried GMod again, 1 - 5fps. Restarted my PC, tried GMod again, back to 50 - 150fps. What even. However, I do have the "experimental" Multi-core rendering cvars enabled (Permanently via autoexec.cfg) if that's related.[/QUOTE] I can confirm this also. Seems to happen at random, but when it happens you are stuck like this untill you reboot. Tested to make sure it happened on sandbox as well with no addons. No apparent obvious error messages and I couldn't get it to crash to geneate a dump.
A dump would be worthless. Start with your PC specs, what GPU you run GMod on, and maybe profiler pictures. ( +showbudget and vprof;+showvprof, expand the stuff with RED in CEngine::Frame ) Try disabling mcore. Take a snapshot of running processes when running at 1fps and after a reboot, compare.
could we have a p2p net.Send functionality?
[quote]NPC IK calculations are no longer networked from clients to the server, this means having a bunch of NPCs won’t disconnect/lag clients horrifically[/quote] I'm sorry but why was this ever a thing?
[QUOTE=unrezt;51182781]I'm sorry but why was this ever a thing?[/QUOTE] Leftover from Singleplayer code, because valve.
[QUOTE=Shadow45;51182766]could we have a p2p net.Send functionality?[/QUOTE] That's not how it works.
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