• Next Update v5 - April 2016 Update is out!
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While doing some debugging, I noticed that when the server attempts to load materials, it seems to check addons > gamemode > workshop and then default directory. It seems a bit moot to check addons and the gamemode if they don't have any materials in the first place. Would it be worthwhile maybe having addons flag if they do have content? It's probably a small optimisation but would probably help those that have obscene amounts of addons installed.
[QUOTE=Teddi Orange;50295068]help those that have obscene amounts of addons installed.[/QUOTE] lol you can't help the helpless
[QUOTE=StonedPenguin;50295128]lol you can't help the helpless[/QUOTE] Well here's the kicker, the same system also seems to run within srcds as well, even though I'd argue that having materials loaded on the server seems a bit useless?
[QUOTE=Teddi Orange;50295314]Well here's the kicker, the same system also seems to run within srcds as well, even though I'd argue that having materials loaded on the server seems a bit useless?[/QUOTE] This has been discussed before. The server needs to load materials so it can get surface properties.
[url]http://extrem-team.com/hl2_160424_crash_2016_5_10T19_45_44C0.mdmp[/url] [url]http://extrem-team.com/hl2_160424_crash_2016_5_10T11_9_46C0.mdmp[/url] Weird crashes
[QUOTE=Lapin_b0t;50295963][url]http://extrem-team.com/hl2_160424_crash_2016_5_10T19_45_44C0.mdmp[/url] [url]http://extrem-team.com/hl2_160424_crash_2016_5_10T11_9_46C0.mdmp[/url] Weird crashes[/QUOTE] Looks like you've hit one of the many multi-threaded rendering issues. Just throw r_queued_decals to 0 for now (i have a feeling this isn't stable in TF2 either). [editline]11th May 2016[/editline] Excluding any changes visible on GitHub: [quote] * Fixed crouch jumping after ~34 minutes of server uptime causing the screen to flicker. * PNG/JPEG materials & textures are now properly garbage collected. (They'll get free'd on a map change, same as any other materials.) [/quote]
[QUOTE=Willox;50296074]Looks like you've hit one of the many multi-threaded rendering issues. Just throw r_queued_decals to 0 for now (i have a feeling this isn't stable in TF2 either). [editline]11th May 2016[/editline] Excluding any changes visible on GitHub:[/QUOTE] Fucking finally the crouching bug is fucking fixed. Thank you!
[QUOTE=Willox;50296074]* Fixed crouch jumping after ~34 minutes of server uptime causing the screen to flicker.[/QUOTE] how was this even discovered and identified :excited:
[QUOTE=Giraffen93;50298059]how was this even discovered and identified :excited:[/QUOTE] Willox is very patient :pudge:
[QUOTE=Giraffen93;50298059]how was this even discovered and identified :excited:[/QUOTE] i suppose i'm not the only one that flies and jumps around like a retard whilst developing [I]hopefully[/I]
[QUOTE=>>oubliette<<;50299091]i suppose i'm not the only one that flies and jumps around like a retard whilst developing [I]hopefully[/I][/QUOTE] I thought I was the only one. Yay. Maybe they discovered that bug beacouse they were doing the same thing as us.
You can't just jump without crouch
[QUOTE=>>oubliette<<;50299091]i suppose i'm not the only one that flies and jumps around like a retard whilst developing [I]hopefully[/I][/QUOTE] I have become so professional at it, I can climb down all the buildings in construct without taking any fall damage
[QUOTE=>>oubliette<<;50299091]i suppose i'm not the only one that flies and jumps around like a retard whilst developing [I]hopefully[/I][/QUOTE] My favorite is to hold down jump, and double-tap the noclip key to make my player bounce in mid air, and see how close I can get to the ground before I take fall damage. Repeat to pseudo-bunnyhop around the map without ever actually touching the ground.
[QUOTE=Revenge282;50303931]My favorite is to hold down jump, and double-tap the noclip key to make my player bounce in mid air, and see how close I can get to the ground before I take fall damage. Repeat to pseudo-bunnyhop around the map without ever actually touching the ground.[/QUOTE] Oh my god...I've just found my new hobby
[QUOTE=Revenge282;50303931]My favorite is to hold down jump, and double-tap the noclip key to make my player bounce in mid air, and see how close I can get to the ground before I take fall damage. Repeat to pseudo-bunnyhop around the map without ever actually touching the ground.[/QUOTE] Mine is to run and jump from balcony to balcony on the high-rise in the grass closest to the water. It is actually possible to make it from one side of the balconys to the opposite without going down a level. When I found that out I had to do it again because I didn't believe it just happened.
I prop surf.
And I now find out I'm not the only one that does this type of things. :v:
I noclip-sprint towards balconies, then turn off noclip while still far away and try to land within one of the balconies instead of bumping against the wall. I usually bump against the wall. :frown:
Next Update v. "You're not the only one doing it."
[QUOTE=NeatNit;50305198]I noclip-sprint towards balconies, then turn off noclip while still far away and try to land within one of the balconies instead of bumping against the wall. I usually bump against the wall. :frown:[/QUOTE] You don't have no noclip, you can make it across with a run, jump, crouch if you time it perfectly. That's what I was trying to explain before.
We should do a race and see who can go across the construct map the quickest and climb down all the buildings
[QUOTE=YourStalker;50305629]You don't have no noclip, you can make it across with a run, jump, crouch if you time it perfectly. That's what I was trying to explain before.[/QUOTE] But I throw myself at the balcony from a rather big distance, not from another balcony. Also I usually do it with the building above the white room, not the one next to the lake :P
[QUOTE=Noi;50309384]This went pretty off-topic.[/QUOTE] Obviously, jumping, flying and shooting grenades is what fuels GMod development. It is what inspires all of us to do what we do. So it is highly relevant.
I see how long i can continously propsurf without touching the ground (at the moment i have functionally unlimited airtime) then i realize i just spent half an hour doing nothing but propsurfing and go have a coffee to get focused
-woooooooppppss wrong thread-
May I request something? Is there any way you can make available to get lua errors with this function [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/OnLuaError]GM:OnLuaError[/url] ? I want to send the lua errors that are generated on the server to be send to my developers or to myself. But in the current state (or as far my knowledge goes) there is no method to do it. I tried the functions [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/Error]Error[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/error]error[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ErrorNoHalt]ErrorNoHalt[/url] but so far no luck.
[QUOTE=Darrell;50311500]May I request something? Is there any way you can make available to get lua errors with this function [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/OnLuaError]GM:OnLuaError[/url] ? I want to send the lua errors that are generated on the server to be send to my developers or to myself. But in the current state (or as far my knowledge goes) there is no method to do it. I tried the functions [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/Error]Error[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/error]error[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ErrorNoHalt]ErrorNoHalt[/url] but so far no luck.[/QUOTE] modules and hacky regexing, with the nice side effect of getting spammed by lua errors on every map change :suicide:
Undocumented, because it can break your game really badly but: _R[1] is the stacktrace filler function. It is called on top of the erroring frame. Just replace it with your own implementation, but dont forget to call the original handler with its original parameters, or your stacktraces wont update!
[QUOTE=MDave;50311880]Undocumented, because it can break your game really badly but: _R[1] is the stacktrace filler function. It is called on top of the erroring frame. Just replace it with your own implementation, but dont forget to call the original handler with its original parameters, or your stacktraces wont update![/QUOTE] That's actually kinda neat: [lua] local reg = debug.getregistry() old = old or reg[1] function fullTraceCapture(...) local i = 2 local indent = 0 while true do local indent = string.rep(" ", i - 2) local dInfo = debug.getinfo(i) if not dInfo then break end print(string.format("%sFRAME: %s %s %s %s", indent, dInfo.short_src, dInfo.currentline, dInfo.name, dInfo.namewhat)) print(indent .. "LOCALS:") local localIdx = 1 while true do local k, v = debug.getlocal(i, localIdx) if not k then break end localIdx = localIdx + 1 print(indent .. " " .. k .. "=" .. v) end print(indent .. "UPVALUES:") local upvalueIdx = 1 while true do local k, v = debug.getupvalue(dInfo.func, upvalueIdx) if not k then break end upvalueIdx = upvalueIdx + 1 print(indent .. " " .. k .. "=" .. v) end i = i + 1 indent = i - 2 end return old(...) end reg[1] = fullTraceCapture local upvalue = 3 function test() local a = 1 local b = 2 local c = upvalue * a error("test", c) end test() [/lua]
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