• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=slayer3032;51602654]I fought this for about 2 hours the other day, drove me damn insane since just deleting the cache/srcds wasn't good enough.[/QUOTE] It's because it seems to be cached in multiple locations... Just in case one of them wanders off?
I can't believe [url=https://github.com/Facepunch/garrysmod-requests/issues/520]#520[/url] and [url=https://github.com/Facepunch/garrysmod-requests/issues/198]#198[/url] still haven't been addressed. We desperately need more control over sounds, please <3 [vid]http://xavie.ru/i/3sDiLB.webm[/vid] Also as reference: [url=https://github.com/Facepunch/garrysmod-issues/issues/2793#issuecomment-243013611]this[/url]
Increasing PAS based on fade out distance would be great too...
[QUOTE=xaviergmail;51618443]I can't believe [url=https://github.com/Facepunch/garrysmod-requests/issues/520]#520[/url] and [url=https://github.com/Facepunch/garrysmod-requests/issues/198]#198[/url] still haven't been addressed. We desperately need more control over sounds, please <3 Also as reference: [url=https://github.com/Facepunch/garrysmod-issues/issues/2793#issuecomment-243013611]this[/url][/QUOTE] [url]http://wiki.garrysmod.com/page/Global/CreateSound[/url] See the third argument.
[QUOTE=bobbleheadbob;51618767][url]http://wiki.garrysmod.com/page/Global/CreateSound[/url] See the third argument.[/QUOTE] We still need control over PAS, at least like we have with the PVS controls. The filter is useless outside of a PAS.
[QUOTE=LegoGuy;51618685]Increasing PAS based on fade out distance would be great too...[/QUOTE] Yes, a better solution would be to make use of SNDLVL_TO_ATTN (see [url]https://github.com/Facepunch/garrysmod-issues/issues/2793#issuecomment-243013611[/url]) [QUOTE=bobbleheadbob;51618767][url]http://wiki.garrysmod.com/page/Global/CreateSound[/url] See the third argument.[/QUOTE] That only allows one sound per sound file per entity. Very restrictive.
[QUOTE=xaviergmail;51618443]I can't believe [url=https://github.com/Facepunch/garrysmod-requests/issues/520]#520[/url] and [url=https://github.com/Facepunch/garrysmod-requests/issues/198]#198[/url] still haven't been addressed. We desperately need more control over sounds, please <3 [vid]http://xavie.ru/i/3sDiLB.webm[/vid] Also as reference: [url=https://github.com/Facepunch/garrysmod-issues/issues/2793#issuecomment-243013611]this[/url][/QUOTE] If sound.Play and other related functions could get this, too, that would help a lot.
Shouldn't [url]https://wiki.garrysmod.com/page/Vector/GetNormal[/url] get marked as deprecated, because it's a duplicate?
When is Garry's Mod 17 coming out? It's already been 4 days!
When Gmod 2 comes out. So likely never :v:
-never mind its not gonna happen-
[QUOTE=MadParakeet;51591171]Let me preface this by saying I don't read this thread much, and I have not checked the dev branch, but a quick[B](!)[/B] search of the last month worth of posts and github issues didn't seem to turn up anything. The dedicated server seems to cache workshop addons way too aggressively, to the point that it sometimes (always?!?) won't update them. To get anything to update at all, I have to delete everything in steam_cache as well as cache/srcds. For example, it seems that the third addon here was pulled from the cache rather than updated. [code] WS: Processing 3 addons... Processing addon 3: Spacebuild Materials (822569462)... Addon up to date, mounted! Processing addon 2: Spacebuild Models (822566180)... Addon up to date, mounted! Processing addon 1: micro_downtown (823105041)... Addon needs updating... LEGACY Addon downloaded, up to date, needs extracting... Extracting... Mounted! WS: Finished! [/code][/QUOTE] This should be fixed soon on Dev. Again, thanks for testing. In my tests it did update, but I can see how it could be not updating.
I don't know if it is known or already fixed, but the circle rendering is still buggy with multicore rendering enabled on the stable branch.
[QUOTE=Noi;51655160]Could server browser not downrank servers that use map which client doesn't have?[/QUOTE] Already done [URL="https://github.com/garrynewman/garrysmod/commit/b3171137890829e2322e9c564b0d0baae9827255#diff-1519a0e5695abcf9f5eacaab20ad5872"]commit b317113[/URL]
Am pretty sure thats related from bsp format than a simple "tweak" to do iirc
Brush limits, as well as a 90% of the other map limits are things that would require a new BSP format, and that is doable. However, it is just a big hassle to implement. Not to mention, 90% of mappers will have no idea how to properly optimize a map with proper resources. However, I would like to see it done. More importantly, I want to see Linux compile tools. [URL="https://github.com/sortie/source-sdk-2013/tree/for-valve-posix-port-vbsp-vvis-vrad"]This guy[/URL] already did it apparently, but I haven't had a chance to setup for compile. *cough* if anyone already is, could you compile
Is there a release date for the next update yet?
If I change what returns from GetGameDescription shortly after the gamemode has loaded it won't load. And why can't two gamemodes that have the same name in the gamemodes/gamemode/gamemode.txt have different values returned in GetGameDescription. i.e: they'll always show the same in the new server browser (although they will be different in the legacy browser.)
So from quite some time ago (26th September 2014) I posted this bug hoping it would get looked at since there were issues with the engine.LightStyle and some lighting things. [QUOTE=Revenge282;46085097]While we are all on the topic of cool visual things, there has been an issue with engine.LightStyle for a while iirc. Below are two videos where I mess with firing TurnOff/TurnOn on the light_environment entitiy, the other is using the engine.LightStyle function. Both result in some weird prop_static lighting. ent:Fire("TurnOff")/ent:Fire("TurnOn") [vid]http://puu.sh/bPbY5/0c86991e1d.webm[/vid] engine.LightStyle(0,"b")/engine.LightStyle(0,"y") [vid]http://puu.sh/bPc77/dac9b4c453.webm[/vid] The first test results in permanently dark prop_statics, the second results in prop_statics that are unchanged/unaffected. render.RedownloadAllLightmaps() has no effect. Is it possible to have this looked into?[/QUOTE] As well as: [QUOTE=El_Jameo;46085162]Adding on to this, can maps with StaticPropLighting enabled be affected with global lighting changes? Unlike those examples, they just don't change lighting whatsoever ATM.[/QUOTE] Two and some years later, is this something that can be fixed? Currently the only way I know how to solve it is to change from prop_static to prop_dynamic, but that get extremely expensive very quickly. Or even yet, is it possible to create an entity that is essentially a prop_static but only updates it's lighting every time the world light changes rather than per frame?
[QUOTE=Revenge282;51706245]So from quite some time ago (26th September 2014) I posted this bug hoping it would get looked at since there were issues with the engine.LightStyle and some lighting things. As well as: Two and some years later, is this something that can be fixed? Currently the only way I know how to solve it is to change from prop_static to prop_dynamic, but that get extremely expensive very quickly. Or even yet, is it possible to create an entity that is essentially a prop_static but only updates it's lighting every time the world light changes rather than per frame?[/QUOTE] Did you make a GitHub issue?
[QUOTE=code_gs;51706903]Did you make a GitHub issue?[/QUOTE] [url]https://github.com/Facepunch/garrysmod-issues/issues/3023[/url] I have now. EDIT: That went well... [img]https://puu.sh/tvnfk/e89ec43ab5.png[/img]
[QUOTE=Revenge282;51707463][url]https://github.com/Facepunch/garrysmod-issues/issues/3023[/url] I have now. EDIT: That went well... [img]https://puu.sh/tvnfk/e89ec43ab5.png[/img][/QUOTE] This is issue exists for a long time, the only "fix" so far is the retry command, that lightens up static_props to the last lightstyle for some reason.
Anyone anyone else experiencing that mounting stuff from /addons/ folder (legacy addon.txt ones) is much slower on linux than on windows? Like on windows I can mount 100+ addons in a second from a HDD, while on linux running an SSD it only goes at like 5 addons/second. This is kind of killing me because I've been spending a lot of time setting up a system to extract GMA's to /addons/ to speed up loading times, and it works great on windows, but now on a production linux environment it's really slow.
[QUOTE=maurits150;51724625]Anyone anyone else experiencing that mounting stuff from /addons/ folder (legacy addon.txt ones) is much slower on linux than on windows? Like on windows I can mount 100+ addons in a second from a HDD, while on linux running an SSD it only goes at like 5 addons/second. This is kind of killing me because I've been spending a lot of time setting up a system to extract GMA's to /addons/ to speed up loading times, and it works great on windows, but now on a production linux environment it's really slow.[/QUOTE] I definitely do notice this too
What's the point in having Panel:Show() / Panel:Hide()? Are they not just aliases of the Panel:SetVisible( bool ) function with no way of checking if the panel is visible?
[QUOTE=Derek_SM;51728107]What's the point in having Panel:Show() / Panel:Hide()? Are they not just aliases of the Panel:SetVisible( bool ) function with no way of checking if the panel is visible?[/QUOTE] They are simply convenient aliases. I find them most useful for developing/debugging.
[QUOTE=vexx21322;51728118]They are simply convenient aliases. I find them most useful for developing/debugging.[/QUOTE] Good to know. Though I have an issue. If I set my main panel to be invisible, all its child panels are returning true for being visible. Is this intentional or what
[QUOTE=Derek_SM;51728126]Good to know. Though I have an issue. If I set my main panel to be invisible, all its child panels are returning true for being visible. Is this intentional or what[/QUOTE] It's intentional.
[QUOTE=Revenge282;51665178]Brush limits, as well as a 90% of the other map limits are things that would require a new BSP format, and that is doable. However, it is just a big hassle to implement. Not to mention, 90% of mappers will have no idea how to properly optimize a map with proper resources. However, I would like to see it done. More importantly, I want to see Linux compile tools. [URL="https://github.com/sortie/source-sdk-2013/tree/for-valve-posix-port-vbsp-vvis-vrad"]This guy[/URL] already did it apparently, but I haven't had a chance to setup for compile. *cough* if anyone already is, could you compile[/QUOTE] Speaking of BSP, what is the feasibility of allowing the engine to load multiple BSP versions at once?
It headers most possibly
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