• Next Update v6.0 - October 2016
    1,799 replies, posted
You shouldn't really be sending over a nil or NULL entity anyways.
[QUOTE=Rocket;51799305]Send nil, not NULL.[/QUOTE] I am not personally sending NULL, NULL is the rcon user, and rcon should be able to execute some command I made, the executor of the command gets sent to client and back, but I already fixed it by using the IsWorld() method. [url]http://wiki.garrysmod.com/page/Entity/IsWorld[/url]
[t]http://i.imgur.com/kqZumGM.png[/t] vinh is back?
vinh is fixing it
[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 [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] You don't have to use Read/Write Entity. [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/includes/extensions/net.lua#L50[/url]
[IMG]http://image.prntscr.com/image/c8beb70e2a4949478a69610f570d71e7.png[/IMG] gmod had a new logo? [url]http://wiki.garrysmod.com/page/File:gmod-logo-big.png[/url]
Wiki can be modified by anyone.
[t]https://i.tenrys.pw/2017/Feb/DrrX.png[/t] It seems what vinh added has been released on the dev branch, did anyone try the new functions out?
[QUOTE=Tenrys;51804143][t]https://i.tenrys.pw/2017/Feb/DrrX.png[/t] It seems what vinh added has been released on the dev branch, did anyone try the new functions out?[/QUOTE] They're mostly for HL2 campaign stuff to check/set values such as suit_no_sprint, gordon_invulnerable, gordon_precriminal, no_seagulls_on_jeep, ep2_alyx_injured and whatever else needed for the hl2 maps.
Is it possible to fix kids having retarded versions of maps with the same name on their server, then getting it downloaded onto other kids that have no idea how to delete them out of their download/maps folder for getting kicked when it differs? Like checking crc of map or something idk Probably too far-fetched
[QUOTE=Kevlon;51812957]Is it possible to fix kids having retarded versions of maps with the same name on their server, then getting it downloaded onto other kids that have no idea how to delete them out of their download/maps folder for getting kicked when it differs? Like checking crc of map or something idk Probably too far-fetched[/QUOTE] It would actually be possible to rename the maps or maybe if they aren't kept open, delete them when the crc differs, best would be, if the crc differs, maybe create a map folder like rp_shitmap/crc.bsp, and load that to match the crc. If the check would be disabled, people could edit maps to have shity wallhacks n shit ( or do cool stuff like updating visuals, but then the question would be, why not just update it globally )
[QUOTE=Leystryku;51813406]best would be, if the crc differs, maybe create a map folder like rp_shitmap/crc.bsp, and load that to match the crc[/QUOTE] this would be cool if you only had one version of the map, it would be maps/mapname.bsp, but if you joined a server that had a different map named mapname it would rename the old one to maps/crc_of_old_one.bsp and the new one would be at maps/crc_of_new_one.bsp
If you load a renamed map file the cubemaps and other packed resources will break.
Fixing cubemaps is easy so I do not imagine that to be an issue. What else breaks?
[QUOTE=Portugalotaku;51816449]Fixing cubemaps is easy so I do not imagine that to be an issue. What else breaks?[/QUOTE] Rebuilding cubemaps or changing file paths changes the map's CRC.
[QUOTE=Grocel;51817482]Rebuilding cubemaps or changing file paths changes the map's CRC.[/QUOTE] First CRC then edit that stuff in memory? :v:
How about a message box that can fix the problem for you? "Your map differs from the server, delete old map and reconnect? [Y/N]"
[QUOTE=Slay33D;51821134]How about a message box that can fix the problem for you? "Your map differs from the server, delete old map and reconnect? [Y/N]"[/QUOTE] That's actually not that bad of an idea.
[QUOTE=Slay33D;51821134]How about a message box that can fix the problem for you? "Your map differs from the server, delete old map and reconnect? [Y/N]"[/QUOTE] It's about as simple as it gets, but while my idea requires a tad more effort, it's seamless
[QUOTE=Noi;51825172]Wish lightcache update was pushed out already.[/QUOTE] Speaking of, when can we roughly expect the next update? Anyone know?
[QUOTE=WizardLizard;51825662]Speaking of, when can we roughly expect the next update? Anyone know?[/QUOTE] Yesterday
[QUOTE=Noi;51825172]Wish lightcache update was pushed out already.[/QUOTE] But it breaks the lighting, so I'm actually for a revert. GMod: [IMG]http://images.akamai.steamusercontent.com/ugc/158026487783244229/F3028C63EF754547A87959FA55AD8493DEECD8E9/[/IMG] Half-Life 2: [IMG]http://images.akamai.steamusercontent.com/ugc/158026487783240426/43FAFB3A462A72FD730D97DBC53D30FDAE300829/[/IMG]
What did break?
[QUOTE=Noi;51836427]Performance is crucial over anything.[/QUOTE] It'd be great if both were a thing.
[QUOTE=Noi;51836427]Performance is crucial over anything.[/QUOTE] If that was the case I don't see why graphics have ever advanced in the first place. The map was made with specific lighting in mind, the mapper made that decision to sacrifice performance a little for better aesthetics on the map. They should also have the choice to not do that and prefer performance instead. It's not the programmers jobs to fuck up their work to scrape up a few extra frames a second.
[QUOTE=Zeh Matt;51836403]But it breaks the lighting, so I'm actually for a revert.[/QUOTE] It's already broken though: [url=http://nxserv.eu/static/2016-09-10_19-10-31.mp4]mp4[/url] If light cache limit is increased, maybe it'll at least be "less broken" :v (and not ruin the framerate)
I know its broken but that recent change broke it for all the other maps and no its not just me. Willox did the tests and figured out it was that change by Robotboy increasing the lightcache that caused this to happen. You can see the difference yourself going from Main to Dev. And having increased lightcache doesn't quite make it up for the broken lighting afterwards.
[url=https://github.com/Facepunch/garrysmod-issues/issues/3052]PLAYER:GetWeapons() does not always return a sequential table[/url] [t]https://yasbit.ch/2b3.png[/t]
[QUOTE=KingofBeast;51839526][url=https://github.com/Facepunch/garrysmod-issues/issues/3052]PLAYER:GetWeapons() does not always return a sequential table[/url] [t]https://yasbit.ch/2b3.png[/t][/QUOTE] I didn't know about that until code_gs pointed it to me [t]http://i.imgur.com/ycYKR47.png[/t]
This isn't a very big deal but when you scale models non uniformly in gmod the model normals look wrong. I think if you normalize the vertex normal in the vertex shader it would solve this problem. [img]http://i.imgur.com/jda3znq.png[/img] The phong here looks very exaggerated because the of the bad model normals. But I'm not sure if any addons rely on this effect. There could maybe add a new material/shader flag that can be set per entity to fix this.
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