• Next Update v6.0 - October 2016
    1,799 replies, posted
awww jizz fishy sticks
[QUOTE=meharryp;51785349]time to screw over the osx users[/QUOTE] the 200 osx users
Just don't expose document.cookie to Lua...right...? Please...? :cry:
Doesn't make sense that there's no internal function to create a new session (CefCookieManager) seeing as CEF supports that. ISteamHTMLSurface is a Valve-maintained version of CEF.
[QUOTE=Jelman;51785547]the 200 osx users[/QUOTE] I doubt there's even that many since everyone was perfectly fine with the linux build of gmod being broken for the first 3 years of it's existence thanks to an [i]awesome[/i] awesomium update two weeks after it's inclusion into the retail branch. I know I've attempted for the past 5 years or however long it's been to use the Linux client and never had any luck being stuck with AMD drivers. If the game isn't broken it generally runs like dogshit anyways. Even valve's CS:GO is unplayable for me with constant lockups and studders unless I want to run around in casual like a bot. There is no legitimate reason to hold back 99.5% of a game to the point of breaking short of serious legal obligations. Even then 99.5% of the Mac/Linux "gaming" crowd is going to already dual boot anyways and if the Mac/Linux client runs like crap most of the time they're just going to boot to Windows. How about we actually get some statistics of who is playing this game, I'm pretty sure steam's statistics are massively skewed from clients who have simply attempted to play it on another platform. Maybe with some statistics on what's going on we can figure out what kind of impact a change would even have.
[QUOTE=slayer3032;51785912]I doubt there's even that many since everyone was perfectly fine with the linux build of gmod being broken for the first 3 years of it's existence thanks to an [i]awesome[/i] awesomium update two weeks after it's inclusion into the retail branch.[/QUOTE] In 2014, there was over 10x as many sales on Mac than Linux, sitting at over 300,000. This total number will have increased since. [url]https://twitter.com/garrynewman/status/510070397857824768/photo/1[/url]
[QUOTE=Bo98;51785957]In 2014, there was over 10x as many sales on Mac than Linux, sitting at over 300,000. This total number will have increased since. [url]https://twitter.com/garrynewman/status/510070397857824768/photo/1[/url][/QUOTE] Are you sure anyone(including garry) even understands what valve's statistics are? Are these actual purchases through the steam client on this platform? Are these clients who's last hardware survey was on this platform? Are these clients who actually bought, installed and launched this game successfully? Could these just be clients who have launched steam on this platform and are being used to inflate a statistic to justify Steam Machines, SteamOS and pushing other operating systems to better alternative platforms? Garry's Mod was a top 10 game on steam and was at the time one of the best titles even available for those platforms. That doesn't mean that a single one of those 30,000 linux users still play the game after awesomium broke their client for 2-3 years and no one cared.
we should put this to a public poll on the gmod homepage. sounds foolproof
[QUOTE=Rocket;51786044]Aren't we talking about Mac and not Linux?[/QUOTE] They're both alternative platforms with massively skewed statistics and there's already a vastly long history of having broken Mac and Linux clients. I've never used or owned a Mac so I'm drawing from my own experiences for examples. It took years before fonts even worked on these clients, any sort of custom gamemode's HUD either looked terrible or was even broken for years. It's only a recent thing of the past year or so that either the Mac or Linux client were even in acceptable enough shape to use for anything other than singleplayer sandbox.
It really doesn't matter the statistics or the history of having bad support for those platforms. The game supports those platforms and any half assed measure to support them such as using an older CEF or just not supporting them would be dumb.
[QUOTE=StonedPenguin;51786100]It really doesn't matter the statistics or the history of having bad support for those platforms. The game supports those platforms and any half assed measure to support them such as using an older CEF or just not supporting them would be dumb.[/QUOTE] So your suggestion for the impending obsoletion of the framework we have now is...? Steam's alternative got shot down, we can't use two versions of Awesomium (which at this point makes the most sense, despite its inconvenience), and there is no unified solution to move to.
[QUOTE=Rocket;51786174]Essentially: there is no option for upgrading to the current version of Chrome. Garry won't drop support for Mac. He's cited it as a reason that he can't upgrade from Awesomium and it would be a customer support nightmare to even begin to phase out Mac. The Steam-based solution is dead in the water unless it can be secured. Pretty much the only solution would be to upgrade to the last version of CEF on OSX 32-bit, which is Chrome 41 - far improved from the version 18 we have right now, but already almost two years old and getting older by the day. It seems like a lot of work without any upgrade path once Chrome 41 is as old as Chrome 18. Whatever the solution is, it's going to require a ton of work. [editline]6th February 2017[/editline] It's almost like the Garry's Mod team has thought through all the possible solutions before, have come to the same conclusions, and we're just not aware of it.[/QUOTE] They've got a whiteboard in the office with all the ideas they've tried and a projector showing a live feed of the thread. As we come up with them they cross the idea off the board.
[QUOTE=Rocket;51786174]Whatever the solution is, it's going to require a ton of work.[/QUOTE] Would be interesting to see how Steam does it (though we'll probably never know). It is a 32-bit application with 64-bit helper processes, but they must've either ported or somehow avoided using the main browser code on the 32-bit side. [editline]6th February 2017[/editline] Looks like they they start a master 64-bit process for CEF via IPC and then go from there. Though there's a lot of wrapping required to send IPC messages for every possible action. It seems like they've been doing it even before 32-bit OS X support was dropped.
[QUOTE=DarthTealc;51786842]Does ISteamHTMLSurface have documentation?[/QUOTE] Yes, [url]https://partner.steamgames.com/documentation/html_surface[/url] Spoiler: [sp]It's incomplete.[/sp] You can download the Steamworks SDK yourself and look at the header if you want, or look at this outdated but almost identical copy here: [url]https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/public/steam/isteamhtmlsurface.h[/url] ISteamHTMLSurface is indeed quite limited.
I'm just surprised how hard it is to find a replacement to Awesomium. Why couldn't we use Rust's thing again?
[QUOTE=Tenrys;51787275]I'm just surprised how hard it is to find a replacement to Awesomium. Why couldn't we use Rust's thing again?[/QUOTE] Cuz they got the license for unity, not the C++ implementation.
If GMod 2 would come out, we would have to wait like 6 years, till it actually does begin to make fun, like Rust, so I guess if a second game would come out, I wouldn't buy it. EDIT: Wait, Rust was fun in the first year, but then got ugly, however GMod in early state was not that much as it is now.
[QUOTE=mcNuggets1;51788217]Wait, Rust was fun in the first year, but then got ugly, however GMod in early state was not that much as it is now.[/QUOTE] Maybe it's because I am just an old timer (8 years of gmod, I'm only 18 lol) but Gmod hasn't gotten much better, if anything its gotten worse. Now before I continue I want to say this is not Willox's or Rubat's fault, they are working to the best of their abilities with what they have. The issue now is that Facepunch has let Garry's Mod fall into a state of decay since they have moved onto other titles. Back in its prime Facepunch gave us Toybox, a feature that let us add content in game without needing a map change. They gave us a new server browser because we thought the old one was bad. They had competitions which promoted commmunity collaboration and creativity. They worked with the community to bring us Derma, they even got us a media player, Awesomium. Since these "glory days" Garry's Mod has switched to maintenance mode. There are no more official coding competitions, community involvement with game development related to actual features is scarce and inbetween, updates generally only focus on bug fixing, the overall creative aspect of gmod has died. Toybox has downgraded to the Steam workshop and where work is desperately needed (Awesomium and Server Browser), the devs are helpless because Garry won't let anything happen. The spirit of the game is dying and Facepunch is 100% to blame for that, they restricted the community's ability to grow. Tl;dr: The above paragraph is a single stream of me ranting about gmod that probably doesn't make much sense.
[QUOTE=YourStalker;51788287]text[/QUOTE] It hasn't gotten worse. You've just played a game for 8 fucking years. The game is as old as a sizable percentage of its players yet still yet still continues to rival its all time player peak which was less than 2 years ago. There's no doubt the game has gotten better and will continue to for years.
[QUOTE=YourStalker;51788287]Maybe it's because I am just an old timer (8 years of gmod, I'm only 18 lol) but Gmod hasn't gotten beenbetter, if anything its gotten worse. Now before I continue I want to say this is not Willox's or Rubat's fault, they are working to the best of their abilities with what they have. The issue now is that Facepunch has let Garry's Mod fall into a state of decay since they've moved into other titles. Back in its prime Facepunch gave us Toybox, a feature that let us add content in game without needing a map change. They gave us a new server browser because we thought the old one was bad. They had competitions which promoted commmunity collaboration and creativity. They worked with the community to bring us Derma, they even got us a media player, Awesomium. Since these "glory days" Garry's Mod has switched to maintenance mode. There are no more official coding competitions, community involvement with game development related to actual features is scarce and inbetween, updates generally only focus on bug fixing, the overall creative aspect of gmod has died. Toybox has downgraded to the Steam workshop and where work is desperately needed (Awesomium and Server Browser), the devs are helpless because Garry won't let anything happen. The spirit of the game is dying and Facepunch is 100% to blame for that, they restricted the community's ability to grow. Tl;dr: The above paragraph is a single stream of me ranting about gmod that probably doesn't make much sense.[/QUOTE] It's more like the old developers, communities, and the child-like sense of joy and pride from creating new content from many has left the game, but I would attribute that to nothing but age. It's inevitable in any sort of communal structure that lasts for an amount of time to see people essentially grow up, live through, and leave the ageing facet of one's pass-time behind. Garry's Mod hasn't gone anymore, but the people and memories from years past have.
[QUOTE=mcNuggets1;51788217]If GMod 2 would come out, we would have to wait like 6 years, till it actually does begin to make fun, like Rust, so I guess if a second game would come out, I wouldn't buy it. EDIT: Wait, Rust was fun in the first year, but then got ugly, however GMod in early state was not that much as it is now.[/QUOTE] GMod 2, 20xx: Infinate maps Source 2 Vive support Awesonium
[QUOTE=StonedPenguin;51788322]It hasn't gotten worse. You've just played a game for 8 fucking years. The game is as old as a sizable percentage of its players yet still yet still continues to rival its all time player peak which was less than 2 years ago. There's no doubt the game has gotten better and will continue to for years.[/QUOTE] I agree that the game has only got better, but he's right that there's no real community involvement or new features like there were before. For the most part, it's maintenance and new functions. Communication is poor, too. We had to fight just to get a response about the HTML control.
I wonder how feasible it would be to ask Valve to expose cookie manager methods? :v:
[QUOTE=KingofBeast;51789156]I wonder how feasible it would be to ask Valve to expose cookie manager methods? :v:[/QUOTE] When was the last time Valve did something out of the kindness of their hearts?
[QUOTE=KingofBeast;51789156]I wonder how feasible it would be to ask Valve to expose cookie manager methods? :v:[/QUOTE] I've no clue about C++, I'm just pulling things out of my ass based on variable names but it [B]seems [/B]like ISteamHTTP has cookie containers that you can set to handle different http requests. However, I don't know if they're apart of the already-set cookies from steam, if you could use them in the current gmod steamworks version (that 2013 one doesn't have it, for example), if you can pass the result of that http request to htmlsurface (doubtful, considering it only takes URLs), and how much work would all of it be [I](if even possible)[/I].
[QUOTE=Robotboy655;51789172]When was the last time Valve did something out of the kindness of their hearts?[/QUOTE] How much did it take you to leave the darkness of silence and doubt
[QUOTE=Robotboy655;51789172]When was the last time Valve did something out of the kindness of their hearts?[/QUOTE] To be fair, it could be reported as a security vulnerability. That [I]is[/I] the reason it can't be used in GMod after all, right?
[QUOTE=WinterPhoenix;51790813]To be fair, it could be reported as a security vulnerability. That [I]is[/I] the reason it can't be used in GMod after all, right?[/QUOTE] Afaik the exploit Leystryku reported (multiple times) which allowed SteamID spoofing and file-writing anywhere hasn't been fixed after 11 months. If it doesn't affect account passwords or the market Valve literally couldn't give less of a shit.
[B]1: the method SteamID64() returns nil in singleplayer at Server side only[/B] [CODE]local ID = player.GetAll()[1]:SteamID64() // DEBUG print("SERVER ->",ID) print("SERVER -> ",player.GetAll()[1]:Nick(),": ",player.GetAll()[1]:SteamID64() == nil)[/CODE] Console Output: SERVER -> nil SERVER -> [MWG] Zombie Extinguisher (Be) : true [B]2: when sending NULL to client or to server with net.WriteEntity(NULL) [/B] -> it gets converted to Entity [0][worldspawn] on the receiving end If you could fix this, would be awesome :D
[QUOTE=timmybo5;51799140][B]1: the method SteamID64() returns nil in singleplayer at Server side only[/B] [CODE]local ID = player.GetAll()[1]:SteamID64() // DEBUG print("SERVER ->",ID) print("SERVER -> ",player.GetAll()[1]:Nick(),": ",player.GetAll()[1]:SteamID64() == nil)[/CODE] Console Output: SERVER -> nil SERVER -> [MWG] Zombie Extinguisher (Be) : true [/QUOTE] Pretty sure this is intentional, or at least known, since it's documented on the wiki [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/Player/SteamID64"]Player:SteamID64[/URL]
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