• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=vrej;51921663]When I saw this thread had over 100 new posts, I thought the update was finally released or something big happened, instead I just see bunch of kids arguing about stupid shit. So can we just go back to what this thread is suppose to be about?[/QUOTE] Usually when an update is released they make a new thread, just FYI Edit: I may have had it mixed up with WAYWO, whoops
Isn't a new thread usually made when the old thread reaches the post limit?
Why have NW2Vars been forgotten about? They've been functioning perfectly fine for at least a year now.
[QUOTE=Kevlon;51921696]So while you guys are mad at someone who was already giant before redirect servers, are we all choosing to ignore how Fragrp got to 80 players by using backdoors from cheater.team and has incidents of the owner skidding and ddosing players?[/QUOTE] Personally i've never heard of Fragrp, but I assume its safe to say that the backdoors probably in workshop addons (but as said no idea about this scenario) are taken down right? - So that 'exploit' has been removed to the best of the ability possible. (If that's the case) it would be an extremely similar comparison to the redirect servers where last update there was an improvement made to the server listing, and even StonedPenguin said himself the problem was fixed and he has no need for them anymore, but a few months later,[B] him and others decided the normal system everyone else uses isn't good enough for them[/B], so there using there own system which continues to exploit this 'fixed' browser. Regarding the skidding and ddosing players, that isn't something which an update can solve where as blocking the ability to spoof server data or blocking redirect servers is, but its a matter, if you have evidence, which should be taken to the police by the people involved (not as if there going to do much but you might as well try), its not as if Robotboy is gonna turn up to this owners house in his Ferrari and give him a slap. [QUOTE=vrej;51921663]When I saw this thread had over 100 new posts, I thought the update was finally released or something big happened, instead I just see bunch of kids arguing about stupid shit. So can we just go back to what this thread is suppose to be about?[/QUOTE] I mean if you think exploiting [B]the games[/B] server browser is no biggie and not relevant to the [B]game[/B], and from a players perspective I totally understand that it doesn't matter to you as much because you are more interested in content of the game rather than the server you play on, but that doesn't make it "stupid shit" nor does it mean the people arguing about it are kids.
[img]http://i.imgur.com/ixhGciN.png[/img] So aside from no morals StonedPenguin and his SUP servers, who runs Divinity and UrbanGamers?
[QUOTE=Bings;51921873]I mean if you think exploiting [B]the games[/B] server browser is no biggie and not relevant to the [B]game[/B], and from a players perspective I totally understand that it doesn't matter to you as much because you are more interested in content of the game rather than the server you play on, but that doesn't make it "stupid shit" nor does it mean the people arguing about it are kids.[/QUOTE] I probably can't say much when it comes to multiplayer related things in Garry's Mod, because I rarely play multiplayer. I am usually just in singleplayer, so I can't agree on any of the sides here. I just hope someday they will replace the shit browser, so more people would be interested in playing multiplayer.
[QUOTE=YourStalker;51921867]Why have NW2Vars been forgotten about? They've been functioning perfectly fine for at least a year now.[/QUOTE] iirc they obey pvs, which means things such as usergroup which is currently networked using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetNWString]Entity:SetNWString[/url] could be outdated for players outside your pvs. So by outright changing them it could introduce a few bugs in older code. Edit: Other than that I can't think of any difference except for their behavior when being nullified, I may be remembering incorrectly about that though. None the less I'd love to at least see them documented if they're never going to replace the normal NWVars.
[QUOTE=The Commander;51921898][img]http://i.imgur.com/ixhGciN.png[/img] So aside from no morals StonedPenguin and his SUP servers, who runs Divinity and UrbanGamers?[/QUOTE] [url]https://facepunch.com/member.php?u=439348[/url] tbh just release the module and someone will be forced to do something about it after it gets too out of hand.
[QUOTE=YourStalker;51921867]Why have NW2Vars been forgotten about? They've been functioning perfectly fine for at least a year now.[/QUOTE] [url]https://github.com/Facepunch/garrysmod-issues/issues/2992[/url]
Morality argument aside I do think it's amusing that people think a single server listing with a ~100 player max somehow "dries up" all the available players and creates a monopoly. The top communities, as they stand, rarely account for even 1% of the total active players in Garry's Mod.
[QUOTE=Zeh Matt;51922006][url]https://github.com/Facepunch/garrysmod-issues/issues/2992[/url][/QUOTE] Ahh damn, never came across this. Thanks though.
[QUOTE=StonedPenguin;51920732]if only you people cared about awesomium this much[/QUOTE] That was a Trump-level red-herring. Damn you're good.
Could we have more exported functions from lua_shared (LuaJIT functions)
[QUOTE=pierre0158;51925235]Could we have more exported functions from lua_shared (LuaJIT functions)[/QUOTE] what more do you need?
Nah, nvm, i was looking for a easy way to use LuaFFI in gmod, but metaman got a module for this
Just wondering; Does GMod read every GMA file when starting up the game and it starts checking for subscriptions? Or am I interpreting this wrong? At the moment fetching subscriptions for 413 addons (~25GB cuz yay ppl want cars) freezes the menu for 2 minutes and 33 seconds and my crappy SATA harddisk gets maxed out. Is it checksumming the files or something? If so, can't we cache this somewhere? [thumb]https://maurits.tv/data/img/March%202017/2017-03-07_15-53-24_xlBb3yMHZ4.png[/thumb]
Shouldn't this just check a kind of checksum or something? It's pretty annoying having to wait 2 minutes to boot the game, like this is 2006?
[QUOTE=gonzalolog;51926457]Shouldn't this just check a kind of checksum or something? It's pretty annoying having to wait 2 minutes to boot the game, like this is 2006?[/QUOTE] The checksum has to come from somewhere and that is taking every byte into the routine. One could create a checksum manifest by the file time of last modification.
Then just doing it once when you download it and when you update it via workshop, it's not like you are going to hack something by modifying it
[QUOTE=maurits150;51926350]Just wondering; Does GMod read every GMA file when starting up the game and it starts checking for subscriptions? Or am I interpreting this wrong? At the moment fetching subscriptions for 413 addons (~25GB cuz yay ppl want cars) freezes the menu for 2 minutes and 33 seconds and my crappy SATA harddisk gets maxed out. Is it checksumming the files or something? If so, can't we cache this somewhere? [thumb]https://maurits.tv/data/img/March%202017/2017-03-07_15-53-24_xlBb3yMHZ4.png[/thumb][/QUOTE] I'm not sure I understand correctly. If you have 25gb of addons do you expect it to load them quickly?
[QUOTE=Handsome Matt;51926752]considering nothing is actually being loaded, yeah. why would mounting a virtual file system take over 2 minutes?[/QUOTE] Just an assumption, but the gmad source tells us that the whole file is read from disk and placed into a buffer: [url]https://github.com/garrynewman/gmad/blob/master/include/AddonReader.h#L29[/url] [url]https://github.com/garrynewman/bootil/blob/master/src/Bootil/File/File.cpp#L47[/url] I guess it's like this in GMod too?
I guess it kind of makes sense now, considering the way gma files are structured, that you need to read each GMA file to figure out which maps and what not are in there. I'm just hoping that it's only reading the necessary headers (containing file names, sizes, crc, etc) and actively skipping the payload bytes. Maybe this is all just slow for me because I'm using an ordinary harddisk which sucks at random IO.
[QUOTE=maurits150;51927108]I guess it kind of makes sense now, considering the way gma files are structured, that you need to read each GMA file to figure out which maps and what not are in there. I'm just hoping that it's only reading the necessary headers (containing file names, sizes, crc, etc) and actively skipping the payload bytes. Maybe this is all just slow for me because I'm using an ordinary harddisk which sucks at random IO.[/QUOTE] It is slow in general :). I don't know if there is actually a solution for this however.
File meta info is above the actual file contents in the gma. Metadata consists of name, size and crc. Edit: also some arbitrary number, ranging from 0 to #files. That's just for sequencing the files though, not really important.
Looking at [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/OverrideBlendFunc]render.OverrideBlendFunc[/url], this would probably be better as a Push/Pop functions. If you assume that you need to return it to false when you're done, you might be stepping on toes - especially if you do it as part of an entity render (which isn't unthinkable) which may be rendered from inside render.RenderView and fuck everything up. I don't even know what this feature does (probably best to give us a hint before release), but I think all global-state-changing functions should use a stack model. Every time someone uses [url=https://github.com/garrynewman/garrysmod/blob/784cd57576d85712fa13a7cea3a9523b4df966b0/garrysmod/lua/postprocess/motion_blur.lua#L29-L33]OldRT[/url] I die a little because they should have used [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/PushRenderTarget]render.PushRenderTarget[/url].
Upon compiling a map and launching the game with the -dev startup option, my maps always crash upon them attempting to load. However, start the game up again like normal then it works all fine and dandy. Can anyone else replicate this? I'm on the dev branch too.
[QUOTE=Robotboy655;51763904]Well if your network actively interferes with Steam to game server networking then I can see how it may be "slow, hang or unresponsive". You should try the new system in the Dev branch though, see if it makes any difference. As for "priority", the extracted addons should always have the precedence over .gma addons, that is by design. As for your security concerns of addons being updated with malicious intent, there are very, VERY few cases of this. In most cases, addons with malicious intent had said malicious code from day one of the upload, in which case not having automatic updates make no difference. Most backdoored addons are just reuploads of popular addons. [B]And even then, I see no reason why addons are forced to be extracted. You can download the .gma files however you want, and you can still load them properly by placing them either inside an addon or in the root folder. garrysmod/*.gma garrysmod/addons/<someaddonfolder>/.gma[/B] They should load in this case just fine. I don't see your point on "analyzing" workshop addons, anyone can download and "analyze" any workshop item to their hearts content. It's exactly the same as any non-workshop system. Workshop doesn't make it easier or harder to detect or upload addons with malicious intent. People should just be more vigilant in what files they are downloading. I have looked into this briefly, and in my testing, the same thing is happening in all srcds games ( I tested CS:S ). I couldn't devise a solution as I am not very familiar with Linux.[/QUOTE] Unfortunately this doesn't seem to work for me. I've tried both a compressed and uncompressed GMA file in those folders and normal and -beta dev branch and it doesn't seem to find the addon or the map it contains on startup on my windows dedicated server.
[QUOTE=maurits150;51950700]Unfortunately this doesn't seem to work for me. I've tried both a compressed and uncompressed GMA file in those folders and normal and -beta dev branch and it doesn't seem to find the addon or the map it contains on startup on my windows dedicated server.[/QUOTE] Yeah sorry about that, I forgot that dedicated server's Workshop system completely overrides the clientside system. I'll see what I can do to remedy this. [editline]13th March 2017[/editline] Next time Dev updates it should work, but only in the root folder, not inside legacy addons, because those are mounted after workshop addons on Dev.
Does anybody have requests for [url]https://github.com/Facepunch/gmod-module-base[/url]? I already plan on allowing modules to create their own types/metatables/userdata without using the current hacky methods and also stopping calls coroutines from causing modules to crash. Should there be methods for simple types like angles/vectors/colors?
While we're here, could we possibly get a function to determine the length of a timer before it was ran?
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