Can something be done to input.WasKeyPressed and input.WasKeyReleased so that on key press/release they always return true only once?
[QUOTE=YourStalker;50267687]Can something be done to input.WasKeyPressed and input.WasKeyReleased so that on key press/release they are always only called once?[/QUOTE]
You mean so that they always only return true once per keypress/release?
[QUOTE=Willox;50266601] • render.RedownloadAllLightmaps now updates lighting on static props as well[/QUOTE]
is this the second coming of christ
[QUOTE=Giraffen93;50268325]is this the second coming of christ[/QUOTE]
Pretty much, Kilburn graced us with his presence once again.
Did something happen to G.EyePos and G.EyeAngles or did I do something?
[code]
] lua_run_cl print(EyePos(), EyeAngles())
0.000000 0.000000 0.000000 0.000 0.000 0.000
] lua_run_cl print(debug.getinfo(EyePos).short_src, debug.getinfo(EyeAngles).short_src)
[C] [C]
] lua_run_cl print(LocalPlayer():EyePos(), LocalPlayer():EyeAngles())
394.892090 -6798.192871 64.031250 37.840 -31.822 0.000
[/code]
[QUOTE=>>oubliette<<;50269411]Did something happen to G.EyePos and G.EyeAngles or did I do something?
[code]
] lua_run_cl print(EyePos(), EyeAngles())
0.000000 0.000000 0.000000 0.000 0.000 0.000
] lua_run_cl print(debug.getinfo(EyePos).short_src, debug.getinfo(EyeAngles).short_src)
[C] [C]
] lua_run_cl print(LocalPlayer():EyePos(), LocalPlayer():EyeAngles())
394.892090 -6798.192871 64.031250 37.840 -31.822 0.000
[/code][/QUOTE]
We've gone over this earlier in the thread. EyePos() is the current location of the viewport, LocalPlayer():EyePos() is where the player's head is no matter if you're looking through a camera or whatever. EyePos() only works in drawing hooks.
[QUOTE=>>oubliette<<;50269411]Did something happen to G.EyePos and G.EyeAngles or did I do something?
[code]
] lua_run_cl print(EyePos(), EyeAngles())
0.000000 0.000000 0.000000 0.000 0.000 0.000
] lua_run_cl print(debug.getinfo(EyePos).short_src, debug.getinfo(EyeAngles).short_src)
[C] [C]
] lua_run_cl print(LocalPlayer():EyePos(), LocalPlayer():EyeAngles())
394.892090 -6798.192871 64.031250 37.840 -31.822 0.000
[/code][/QUOTE]
It might be related to this: [url]https://github.com/Facepunch/garrysmod-issues/issues/2516[/url]
Basically, EyePos and EyeAngles is only intended to be used inside rendering hooks, and outside of them just returns whatever value it returned last. If no rendering code uses EyePos, then the result never gets updated and so you're getting a previous frame's value (or if you've just started the game, garbage i.e. 0, 0, 0).
The workaround as I posted in the issue is this:
[lua]hook.Add("PreDrawTranslucentRenderables", "FixEyePos", function() EyePos() end)[/lua]
Or I guess you can add EyeAngles as well:
[lua]hook.Add("PreDrawTranslucentRenderables", "FixEyePos", function() EyePos() EyeAngles() EyeVector() end)[/lua]
Edit: ninja'd.
-snip- ninja'd
I see, I guess every time I've used it before was after it was calculated in a rendering hook. The wiki doesn't imply this.
[QUOTE=Willox;50266601]Send me the relevant models and I'll try them on an older version of the game. If you mean every single player model, I'm not sure what to say. Perhaps you could run debug_dump in your console and share the created debug_dump.txt file? It'll appear in the GarrysMod directory.
Dev Branch:
+ [url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE]
Any idea why this would be happening in my map?
[t]http://puu.sh/oJGTd/9e1675cc65.jpg[/t]
[lua]engine.LightStyle(0,"a")[/lua]
Also is there some reason why the client can't compute the lightmap update instead of the getting them from the server? Is this some kind of weird engine limitation?
I've never looked at the lightmaps at all. The dev branch has steam join/invite support for listen servers over p2p now.
[QUOTE=Shenesis;50276638]Set it to "m", redownload lightmaps, set the lightstyle back to "a" and redownload. It seems to be a one time issue[/QUOTE]
doesn't help for me, and if i make a local multiplayer server instead of singleplayer nothing happens at all
[QUOTE=Willox;50277240]The dev branch has steam join/invite support for listen servers over p2p now.[/QUOTE]
You're the fucking best
[editline]7th May 2016[/editline]
You too robotboy, I love you both equally.
Is it a known issue that addons inside a linked addons folder are mounted but not loaded on GMod Dedicated server running on Windows 10, while it used to work in the past? Or is it a problem on my side?
So when i spawn with lua cars, ents create setkeyvalues spawn activate and setmovetype none, they start acting weird af. The hitboxes are larger i think that you can walk on the air and you start glitching near them if walking? Is this something related to addon/game?
[QUOTE=Grocel;50277822]Is it a known issue that addons inside a linked addons folder are mounted but not loaded on Windows 10 dedicated server, while it used to work in the past? Or is it a problem on my side?[/QUOTE]
You shouldn't be using Windows 10 on a dedicated server. Ever.
[QUOTE=Bings;50279940]You shouldn't be using Windows 10 on a dedicated server. Ever.[/QUOTE]
What about a local development server? I have my dev server linked up with my client install so I'm not having to place double the resources and so on.
[QUOTE=Teddi Orange;50280012]What about a local development server? I have my dev server linked up with my client install so I'm not having to place double the resources and so on.[/QUOTE]
Why do you need a local development server, when you have a dedicated server?
[B]Edit:[/B] Why do you need a local development server, when you have a dedicated server [B][U]and your own PC? [/U][/B] (Thought this was clear but apparently not...)
[QUOTE=Bings;50280037]Why do you need a local development server, when you have a dedicated server?[/QUOTE]
Debugging.
[QUOTE=Bings;50280037]Why do you need a local development server, when you have a dedicated server?[/QUOTE]
I don't own a dedicated server and I don't want to buy one just for developing. Not everyone runs a community or does even wants too.
My local dedicated server is only used for testing my addons and especially my binary modules, because they are platform dependent. The symlinks I use are to share my addons, lua/bin and data folder between my game and the server.
I use a Linux dedicated server in a VM as well for testing. It also symlinks addons etc. from my game.
However according to my research on windows 10 there seems to be an [URL="https://www.reddit.com/r/techsupport/comments/3xirky/windows_10_junctionsymlinks_broken/"]issue that causes symlinks to break[/URL] even for explorer. So, I guess, it is not a problem of GMod itself.
[QUOTE=Zeh Matt;50280131]Debugging.[/QUOTE]
But that doesn't explain why you need 2 servers (a dedicated server and the 'local development server') [B]as well as[/B] your PC to do that? It all seems a bit excessive to do some debugging?
To quote myself from earlier I said [QUOTE=Bings;50280131]You shouldn't be using Windows 10 on a dedicated server. Ever.[/QUOTE]
I'm simply saying there is no real advantage to having Windows 10 as an OS on your dedicated server when you have far more appropriate software like Windows Server 2008/2012 or Linux alternatives (im not listing them...).
I feel like a few people have slightly misunderstood what I am saying :smile:
[QUOTE=Bings;50280221]But that doesn't explain why you need 2 servers (a dedicated server and the 'local development server') [B]as well as[/B] your PC to do that? It all seems a bit excessive to do some debugging?[/QUOTE]
The local development server would be on your desktop.
[QUOTE=man with hat;50280240]The local development server would be on your desktop.[/QUOTE]
Yes but I said you shouldn't have Windows 10 on your dedicated server, I didn't say you shouldn't have it on your desktop.
[B]Edit:[/B] Its pathetic the people who just follow the crowd and rate dumb without reading the post.
He meant the Garry's Mod dedicated server - running on his Windows 10 computer, not Windows 10 running on a dedicated server.
[QUOTE=MattJeanes;50280395]He meant the Garry's Mod dedicated server - running on his Windows 10 computer, not Windows 10 running on a dedicated server.[/QUOTE]
Ah, I thought he was talking about a dedicated server as he said
[QUOTE=Grocel;50277822]Is it a known issue that addons inside a linked addons folder are mounted but not loaded [B]on Windows 10 dedicated server[/B], while it used to work in the past? Or is it a problem on my side?[/QUOTE]
[QUOTE=Bings;50280221]But that doesn't explain why you need 2 servers (a dedicated server and the 'local development server') [B]as well as[/B] your PC to do that? It all seems a bit excessive to do some debugging?
To quote myself from earlier I said
I'm simply saying there is no real advantage to having Windows 10 as an OS on your dedicated server when you have far more appropriate software like Windows Server 2008/2012 or Linux alternatives (im not listing them...).
I feel like a few people have slightly misunderstood what I am saying :smile:[/QUOTE]
Even if he would use Windows 10 for his dedicated server whats the point in discussing someones preference. Windows 10 would be still fine as a server setup, the windows server family shares after all the same windows kernel, except a few features there is not that much different.
Guys, I was talking about a GMod dedicated server running on Windows 10 where also my copy of the game runs.
How and why I use it is written in my last post above.
[QUOTE=Zeh Matt;50280427]Even if he would use Windows 10 for his dedicated server whats the point in discussing someones preference. Windows 10 would be still fine as a server setup, the windows server family shares after all the same windows kernel, except a few features there is not that much different.[/QUOTE]
I admit that I know very little about this, but I was under the impression that Windows Server has some supposedly important differences from the regular Windows OS, which makes it much more suitable to be a server and much less suitable to be a PC. As for what these difference could be, I have no idea, but Microsoft made sure to make the UI similar so it's not so easy to say at a glance.
I'll go look it up now, but if anyone has a quick answer I'm all ears
Edit: so apparently, the main differences are in stone extra server-oriented services that come installed in Server and are unavailable for non-server Windows, and something about the license of regular Windows only allowing up to 10 connections, on not entirely sure if that's a real thing. Also Windows Server prioritizes background apps over foreground apps whereas non-Server does vice-versa, but that's just the defaults which can apparently be changed.
So I guess you were right, not that much difference.
[QUOTE=Bings;50280420]Ah, I thought he was talking about a dedicated server as he said[/QUOTE]
People use the terminology "Dedicated Server" as Garrysmod also has the ability to create "Listen Servers" which some people for daft reasons choose to develop on, so it's good to create a distinction.
Edit: And just because I feel like being pedantic:
[img]http://teddi.eu/ss/08_17-52-18-4ecf2d31-9981-4f61-9db8-8f475a5a89bf.png[/img]
If you develop binary modules for example you also need to test things on the Dedicated Server software beside the game as well. There is some stuff that behaves different there. It is beyond the server/client realm.
Sorry, you need to Log In to post a reply to this thread.