• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=_Commander_;51192216]Would it be possible for a future update to have a introduction of a new bsp? The current bsp only allows small maps and is very limited on resources. Granted that this would require a existensive rework of the engine but it would be quite nice if we can have large detailed maps. You could make it where old bsp formats are still read and run as they were but create a upgraded bsp called gbsp or something. This is probable a stretch but just something I have thought about recently.[/QUOTE] I dont think they "can" edit the Source engine by themself, and source limits the map to a size of something with [B]3K x 3K x 3K (Dont know the exact 2-er size, you know what I mean, like 256 and 512)[/B] [editline]12th October 2016[/editline] Also, I got servers listed from other regions in my list, sure UK is close to GER so it showed, but I also got US servers (tons) and AUS servers listed. Is this normal, atleast for german users?
There was another, albeit very small (Around 600KB) Garry's Mod Update the day after the October 2016 update, which I believe just contains a few fixes for the Game Client. What did this do exactly though? Would be nice if such updates weren't silently rolled out with no information on them. This isn't the first time it's been done either.
[QUOTE=Hazbelll;51192715]There was another, albeit very small (Around 600KB) Garry's Mod Update the day after the October 2016 update, which I believe just contains a few fixes for the Game Client. What did this do exactly though? Would be nice if such updates weren't silently rolled out with no information on them. This isn't the first time it's been done either.[/QUOTE] AFAIK it was a hotfix for some memory leak bullshit or something similar.
[QUOTE=whitestar;51192632]I dont think they "can" edit the Source engine by themself, and source limits the map to a size of something with [B]3K x 3K x 3K (Dont know the exact 2-er size, you know what I mean, like 256 and 512)[/B] [/QUOTE] Why wouldn't Facepunch be able to edit the engine? Don't they pretty much hold all the rights to edit it from Valve?
Increasing the map limits is going to do nothing when most maps don't use visleaves properly and just make your gmod render everything. Especially when the main reasons people want bigger map limits is to have bigger open RP maps ( which may not apply to everyone but the "open world" map is still what people are after ).
[QUOTE=Jvs;51192868][B]Increasing the map limits is going to do nothing when most maps don't use visleaves properly and just make your gmod render everything.[/B] Especially when the main reasons people want bigger map limits is to have bigger open RP maps ( which may not apply to everyone but the "open world" map is still what people are after ).[/QUOTE] Yes, please remember that a majority of GMod mappers are fucking garbage tier, with most of the popular maps that aren't clearly hand-crafted by someone who knows at least some optimisation techniques being decompiled edits of those hand crafted maps. There is literally no reason to bump up the size of the world without also doing some work to alleviate the issues that the Source BSP implementation has to do with visibility in open worlds. Big open spaces just aren't something the engine is particularly fond of. And letting RP map making kids have even more space to plop down janky brushwork and fucked up geometry isn't going to be a good time for anybody. And rewriting how the engine handles the world isn't an easy feat. Especially to reach the scales that a lot of us would like for things like build maps at least.
[QUOTE=hexpunK;51192912]Yes, please remember that a majority of GMod mappers are fucking garbage tier, with most of the popular maps that aren't clearly hand-crafted by someone who knows at least some optimisation techniques being decompiled edits of those hand crafted maps. There is literally no reason to bump up the size of the world without also doing some work to alleviate the issues that the Source BSP implementation has to do with visibility in open worlds. Big open spaces just aren't something the engine is particularly fond of. And letting RP map making kids have even more space to plop down janky brushwork and fucked up geometry isn't going to be a good time for anybody. And rewriting how the engine handles the world isn't an easy feat. Especially to reach the scales that a lot of us would like for things like build maps at least.[/QUOTE] Well I think it's the fact that there is barely any tutorials or documents on the internet about optimizing a map in hammer. Most just show areaportals which you can't use everywhere, especially on big open maps.
[QUOTE=vrej;51193297]Well I think it's the fact that there is barely any tutorials or documents on the internet about optimizing a map in hammer. Most just show areaportals which you can't use everywhere, especially on big open maps.[/QUOTE] I think map optimisation is one of those things that you can't really learn just by following tutorials. It just kind of clicks after a few years of mapping.
[QUOTE=Zelpa;51193331]I think map optimisation is one of those things that you can't really learn just by following tutorials. It just kind of clicks after a few years of mapping.[/QUOTE] Explaining things can at times be difficult, but should never be truly impossible. Imagine the kind of field days religious people would have if there were demonstrable things that are knowable, yet not explainable.
[QUOTE=vrej;51193297]Well I think it's the fact that there is barely any tutorials or documents on the internet about optimizing a map in hammer. Most just show areaportals which you can't use everywhere, especially on big open maps.[/QUOTE] TopHattWaffle got a basic video wich goes about many optimization tools and tips, he cant show you the magic of the whole mapmaking, tutorials are made to show you the way, so you can do the rest, people wont do everything for you, so you can just 'Copy and paste' them. Learning is usefull.
Does anyone else experience problems with dragndrop after the latest update?
[QUOTE=vrej;51193297]Well I think it's the fact that there is barely any tutorials or documents on the internet about optimizing a map in hammer. Most just show areaportals which you can't use everywhere, especially on big open maps.[/QUOTE] Optimising big open spaces is quite hard in the first place. The BSP format in use was designed for corridors for lack of a better term. Valve themselves avoided making big areas with nothing that could be used to break line of sight at some point. Be it a building plopped down in the middle of fields or an army of trees you can't actually enter anyway. There's few tutorials on optimising open spaces because most Source mappers don't need open spaces, CS, CS:S, CS:GO, TF, TF2, etc. all have corridors with the occasional skirmish arena. Something you can easily optimise. Add in the whole "skybox to the max" thing GMod needs for proper build servers and optimising becomes even more of a royal cunt. Skyboxes are usually meant to wrap around the level fairly tightly, but that doesn't work for most uses in GMod. Optimising things like the city RP style maps is something that is totally possible using areaportals, visclustering, etc. but it just isn't really done outside of the handful of decent mappers. And lets not even start with lightmap optimisations, which are ignored despite the fact you can get some really fucking nice lighting on some surfaces at the expense of others where it doesn't matter as much. [editline]12th October 2016[/editline] [QUOTE=Zelpa;51193331]I think map optimisation is one of those things that you can't really learn just by following tutorials. It just kind of clicks after a few years of mapping.[/QUOTE] Pretty much. You eventually just start to see where optimisations are possible, and it's quite awkward to explain how you come to learn that. It's just something you pick up after playing with the optimisation tools and tool brushes a bit.
[IMG]http://image.prntscr.com/image/a20f7582d4f14bfdb31dc8b5d927abbd.png[/IMG] Anyone has a clue on how to fix this issue? Happened after the recent update Changing collision rules within a callback is likely to cause crashes! is being spammed contantly. I don't thing there is a performance decrease but I would not like my server crashing constantly. Windows 2003 (will update soon please don't laugh), cinema gamemode. It's probably happening on my linux servers too but I haven't checked.
It is just a warning. It seems to be wrong. Happening to me too. When I change the collision group of an entitiy in the physics collide function.
[QUOTE=deinemudda32;51193605]It is just a warning. It seems to be wrong. Happening to me too. When I change the collision group of an entitiy in the physics collide function.[/QUOTE] Hope it doesn't crash because I can monitor if the server is up or down but if it crashes I probably find out a week later.
[QUOTE=JasonMan34;51191786]-snip-[/QUOTE] use thoise [&] fullwidth || [﹠] small ampersand symbols EDIT: yea i know that its stupid but it works...
[QUOTE=polivlas;51193740]use thoise [&] fullwidth || [﹠] small ampersand symbols EDIT: yea i know that its stupid but it works...[/QUOTE] [URL="http://image.prntscr.com/image/61e4d7aca5cd436983bb625812344117.png"]Looks funny[/URL], but sure beats nothing, thanks!
[QUOTE=vrej;51193297]Well I think it's the fact that there is barely any tutorials or documents on the internet about optimizing a map in hammer. Most just show areaportals which you can't use everywhere, especially on big open maps.[/QUOTE] [url=https://m.youtube.com/watch?v=Ne59X-e-R9Y]siigh[/url]
[QUOTE=JasonMan34;51193773][URL="http://image.prntscr.com/image/61e4d7aca5cd436983bb625812344117.png"]Looks funny[/URL], but sure beats nothing, thanks![/QUOTE] [code]] lua_run_cl fr = vgui.Create("DFrame") ] lua_run_cl fr:SetSize(500, 100) ] lua_run_cl lb = vgui.Create("DLabel", fr) ] lua_run_cl lb:SetPos(10, 50) ] lua_run_cl lb:SetText("H&&S") ] lua_run_cl lb:SetText("H&&S uuuuuhhhhhhhh") [/code] [img]https://i.gyazo.com/5b524bc11115d82a3bd3a30ecc0f424e.jpg[/img] Couldn't get it to show without "...", that's probably a bug (Willox/Robotboy?), but it works. Edit: it's useless with that bug present though.
Besides all the drama in this thread :) Has anybody ever ask why Garry don't drop a few rust $ into a Garry's Mod development team? Just 3 large updates could easily make the game great again imo. I mean it never falls below 15 on the steam charts. Source: [url]http://steamcharts.com/[/url]
[QUOTE=NeatNit;51193976][code]] lua_run_cl fr = vgui.Create("DFrame") ] lua_run_cl fr:SetSize(500, 100) ] lua_run_cl lb = vgui.Create("DLabel", fr) ] lua_run_cl lb:SetPos(10, 50) ] lua_run_cl lb:SetText("H&&S") ] lua_run_cl lb:SetText("H&&S uuuuuhhhhhhhh") [/code] [img]https://i.gyazo.com/5b524bc11115d82a3bd3a30ecc0f424e.jpg[/img] Couldn't get it to show without "...", that's probably a bug (Willox/Robotboy?), but it works. Edit: it's useless with that bug present though.[/QUOTE] lb:SizeToContents()?
[QUOTE=Jordanlol;51194158]Besides all the drama in this thread :) Has anybody ever ask why Garry don't drop a few rust $ into a Garry's Mod development team? Just 3 large updates could easily make the game great again imo. I mean it never falls below 15 on the steam charts. Source: [url]http://steamcharts.com/[/url][/QUOTE] 1) Rust stills need to be developed 2) People hates big updates, example gmod 13, a fucking AWESOME update that most peps hated because nostalfags that can't take a change [sp](garry brok mah gaem)[/sp] 3) What would do you want to invest in this engine, it's old, rusty and there's no way to update it without breaking other stuff The only thing people been asking for, it's for a working and fair server browser for developers and awesomium replacement...But we are tired of bringing this fucking theme over and over So whatever, i won't say shits about gmod is going to die or that shit because it won't, it'll be still active until a new sandbox arrives with more gimmicks like graphics and effects
[QUOTE=AJ10017;51194221]lb:SizeToContents()?[/QUOTE] Tried it. Also tried setting the size manually. Also, I got just "H..." after the first SetText, even though there should be more than enough room for "H&S". That console snippet is literally all I did, so you can just copy and paste the commands to your console one at a time to recreate it on your end and play with it all you like. If you find a solution I'd love to know what I missed.
[QUOTE=NeatNit;51194327]Tried it. Also tried setting the size manually. Also, I got just "H..." after the first SetText, even though there should be more than enough room for "H&S". That console snippet is literally all I did, so you can just copy and paste the commands to your console one at a time to recreate it on your end and play with it all you like. If you find a solution I'd love to know what I missed.[/QUOTE] Don't worry too much about it, [url=https://github.com/Facepunch/garrysmod-issues/issues/2867]I think it's a bug[/url]. I'm not sure there are any viable workarounds in the meantime besides the full-width ampersand.
-snip- I love being stupid.
[QUOTE=Promptitude;51194543][lua]print("\38")[/lua][/QUOTE] I.. dude what, [URL="https://facepunch.com/showthread.php?t=1508566&p=51060307&viewfull=1#post51060307"]every time[/URL] [URL="https://facepunch.com/showthread.php?t=1508566&p=51061008&viewfull=1#post51061008"]I swear to God[/URL] [editline]page king[/editline] Oh shit pageking
[QUOTE=JasonMan34;51194629]I.. dude what, [URL="https://facepunch.com/showthread.php?t=1508566&p=51060307&viewfull=1#post51060307"]every time[/URL] [URL="https://facepunch.com/showthread.php?t=1508566&p=51061008&viewfull=1#post51061008"]I swear to God[/URL][/QUOTE] The answer is "Not unless you create your own DLabel".
[QUOTE=bobbleheadbob;51194652]The answer is "Not unless you create your own DLabel".[/QUOTE] No, the answer is "look in the previous page for both the correct way to do this, which is broken, and a fantastic workaround/alternative".
[QUOTE=Sachha;51186875]Did someone else have some freeze (like every 1 minutes) since the gmod update ?[/QUOTE] I'm getting this actually. Thought it was just me
[img]http://i.imgur.com/ESvqXth.png[/img] It looks like something with this change has broken the CEffectData magnitude member variable, the magnitude is set to whatever is specified when Init is called, but by the time Think is running the value is 0.
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