• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=Looter;51205683][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 to specify before util.Effect when Init is called, but by the time Think is running the value is 0.[/QUOTE] That change has been reverted on the prerelease branch. See if things work again there.
The update added a new warning for collision rules changing. [t]https://dl.dropboxusercontent.com/u/14214411/errorz.png[/t] Is it bad removing an entity on collision? [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then self:Remove() end end[/lua]
[QUOTE=Nak;51206471]The update added a new warning for collision rules changing. [t]https://dl.dropboxusercontent.com/u/14214411/errorz.png[/t] Is it bad removing an entity on collision? [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then self:Remove() end end[/lua][/QUOTE] I don't get the error message either. It never crashed due to this.
i have an URGENT ISSUE that requires IMMEDIATE ATTENTION and i CAN'T SLEEP UNTIL IT'S FIXED [IMG]http://vhs7.tv/share/firefox_2016-10-15_23-50-33.png[/IMG] what happened to my unicode characters? They're used in my gamemodes (killfeed/scoreboard) and also to indicate VIP players in chat. I don't know if I missed this in the patch notes.
[QUOTE=Shenesis;51206714]No idea if it's bad but you should still remove it using another way, you never know [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then self.RemoveNextFrame = true end end function ENT:Think() if self.RemoveNextFrame then self:Remove() end end[/lua][/QUOTE] What's the difference between the 2 ways?
[QUOTE=Nak;51206471]Is it bad removing an entity on collision? [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then self:Remove() end end[/lua][/QUOTE] Yes, it can be pretty bad. You could do it like the post 2 above or the simpler: [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then timer.Simple(0, function() self:Remove() end) end end[/lua]
[QUOTE=Shenesis;51206714]No idea if it's bad but you should still remove it using another way, you never know [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then self.RemoveNextFrame = true end end function ENT:Think() if self.RemoveNextFrame then self:Remove() end end[/lua][/QUOTE] this is kinda stupid because entity:Remove() already removes the entity on the next frame anyways.
[QUOTE=Bo98;51206307]That change has been reverted on the prerelease branch. See if things work again there.[/QUOTE] It's working fine on the pre-release branch.
What the fuck happened to the weapons this update? If you hold down left click on any weapon then scroll it immediately switches to the next weapon.. This is cancer. Anyone that propsurfs can agree that this has fucked with it immensely, and on another note is there now some sort of delay when registering the physgun clicks? Something else seems off about the physgun now.. tl;dr you fucked with the weapon system, plz change it back
[QUOTE=Derek_SM;51209479]What the fuck happened to the weapons this update? If you hold down left click on any weapon then scroll it immediately switches to the next weapon.. This is cancer. Anyone that propsurfs can agree that this has fucked with it immensely [/QUOTE] That is weird, but it's the same in older verisons of GMOD and Half-Life 2. I'll still look in to it. [QUOTE=Derek_SM;51209479]and on another note is there now some sort of delay when registering the physgun clicks? Something else seems off about the physgun now..[/QUOTE] I can't see anything different here either. If you can actually specify when/how it feels delayed, feel free.
The delay might just be me then. This whole weapon thing is messing with me i have asked a few friends and theyre not noticing a delay either.. for now if anyone doesnt want this the only way to fix is to unbind mwheeldown
[QUOTE=LegoGuy;51192418]So! [url=https://github.com/Facepunch/garrysmod-requests/issues/791]proper HTML5, anyone?[/url][/QUOTE] My time to shine again! So! As I've [URL="https://facepunch.com/showthread.php?t=1516664&p=50893496#post50893496"]pointed[/URL] [URL="https://facepunch.com/showthread.php?t=1516664&p=50564400#post50564400"]out[/URL] [URL="https://facepunch.com/showthread.php?t=1497739&p=50022428#post50022428"]several[/URL] [URL="https://facepunch.com/showthread.php?t=1497739&p=49553475#post49553475"]times[/URL] [URL="https://facepunch.com/showthread.php?t=1485127&p=48950004&viewfull=1#post48950004"]now[/URL], Awesomium is garbage and the situation is getting worse all the time for it, and Cinema and Media Player specifically continue to suffer greatly because of its close to complete lack of HTML5 Video Support. As myself and others stated [URL="https://facepunch.com/showthread.php?t=1516664&p=50893496#post50893496"]last time[/URL], we stand in support of [URL="https://github.com/Facepunch/garrysmod-requests/issues/791"]Adding an Alternative VGUI Browser Panel that uses the ISteamHTMLSurface API[/URL]. To reiterate, what we are suggesting is [B]not[/B] that this VGUI Panel replace Awesomium, especially since Garry seems very against that idea, but [B]an alternative, implemented separately to Awesomium[/B], that GMod developers could work with. It would be completely optional. Now, as you may know from last time, [URL="https://github.com/Facepunch/garrysmod-requests/issues/791#issuecomment-240601079"]Willox responded to the suggestion[/URL], saying [I]"We're not against the idea, but don't expect it for the next update. Asking people to post non-useful responses to any [Garry's Mod GitHub Issues] isn't going to do much. Use the forums for that."[/I] In response to Willox's statement and as the update has now been released, we would like to once again bring this up for consideration and, as we dearly hope, an implementation of some form that will finally solve this issue once and for all. It remains an issue which, if continued to be overlooked, has the ability to impact [B]at least 1.18 Million Players[/B], which is [B]approximately 10.67% of all the players that own GMod[/B] (based solely on Cinema's Workshop Subscriber Count and [URL="https://steamspy.com/app/4000"]SteamSpy's Stats[/URL] on Owner Count). So, once again, GMod Devs! Please consider this. I thank you.
[QUOTE=NeatNit;51206787]Yes, it can be pretty bad. You could do it like the post 2 above or the simpler: [lua]function ENT:PhysicsCollide( data, phys ) if phys:GetVelocity():Length() > 50 then timer.Simple(0, function() self:Remove() end) end end[/lua][/QUOTE] [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/SafeRemoveEntityDelayed]SafeRemoveEntityDelayed[/url]
bring back abh, i dont give a flying fuck if its ~a bug not a feature~ because [b]its fun[/b]
bring it back yourself
Why does [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/PhysObj/ApplyForceCenter]PhysObj:ApplyForceCenter[/url] no longer work? [URL="https://wiki.garrysmod.com/page/Chair_Throwing_Gun"]Even the wiki example is broken[/URL]
Just tested that example, it works?
[QUOTE=Ott;51212207]bring it back yourself[/QUOTE] I'm not trying to have it overridden every update. Add a convar.
[QUOTE=Derek_SM;51212633]I'm not trying to have it overridden every update. Add a convar.[/QUOTE] I have tried arguing this for a very long time, it's pointless. I just rewrote the entire move system in Lua to make correct HL2 and CS:S movement since there are no movement hooks that go down into specific methods like DecayPunchAngle and CheckParameters.
[QUOTE=Noi;51212918]What's abh[/QUOTE] [url]https://wiki.sourceruns.org/wiki/Accelerated_Back_Hopping[/url]
[QUOTE=Robotboy655;51212443]Just tested that example, it works?[/QUOTE] For some reason it started working after restarting the server, i was on vanilla darkrp. Not sure if a bug or something I edited and forgot
[QUOTE=Derek_SM;51212633]I'm not trying to have it overridden every update. Add a convar.[/QUOTE] copy paste the old abh code from player_sandbox.lua into a move hook it's not that hard
[QUOTE=Derek_SM;51212142]bring back abh, i dont give a flying fuck if its ~a bug not a feature~ because [b]its fun[/b][/QUOTE] [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=778577682"]https://steamcommunity.com/sharedfiles/filedetails/?id=778577682[/URL]
Going to have ask this again - why is ACT_GMOD_GESTURE_RANGE_FRENZY not looping anymore when it should do when used in AnimRestartGesture (provided params for stopping looping are false)? What was changed in regard to this? I don't see anything involving anims/gestures in the changelogs.
Any option for adding [CODE]GetGlobalTable [/CODE]and [CODE]SetGlobalTable[/CODE] ?
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/getfenv]getfenv[/url] [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/setfenv]setfenv[/url] [url]https://www.lua.org/pil/14.3.html[/url]
[QUOTE=ZeBull;51219517][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/getfenv]getfenv[/url] [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/setfenv]setfenv[/url] [url]https://www.lua.org/pil/14.3.html[/url][/QUOTE] I think he means something along the lines of [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/GetGlobalEntity]GetGlobalEntity[/url] but for tables.
When I call ply:DrawModel() in hook PrePlayerDraw it crash game. Even with return true. 3D cam and 3D2D can not helps.
That's not a bug, you're causing a loop by drawing the player before the player gets drawn before the player gets drawn before the player get drawn
[QUOTE=UnkN;51220057]When I call ply:DrawModel() in hook PrePlayerDraw it crash game. Even with return true. SNIP. It must work only in 3D rendering context.[/QUOTE] You're calling a function to draw a players model in a hook that's called before a players model is drawn. Do you not see the issue there?
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