• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=Robotboy655;51301282]Ok, so, some news for server hosts, I have pushed an update to Workshop for srcds that uses the new ISteamUGC API alongside Steamworks API update to v1.38a. Benefits are: 1) Addons from linked collections are now also downloaded 2) You should no longer have any problems with downloading large addons 3) You no longer need an API key to use Workshop on srcds Cons, due to how the new API works: 1) You will have to deal with extra files in your server setup. By default, it stores the Steam cache into a folder called steam_cache/ next to srcds.exe. This is where Steam downloads the addons from their servers to. In future you will have the ability to customize where the cache is stored via command line parameter, to potentially share it between multiple server instances or something. 2) [b]Unfortunately for all "old API" addons, that means that it will store an extra compressed copy of each newly downloaded addon.[/b] I could possibly manually delete the compressed files, but I am not sure how good of an idea it is for now. Maybe in the future. This will not be a problem for addons uploaded with the new API when we update the client to support them, since we would not have to manually extract and move them around, they will always be in your Steam cache folder. For those that care, I urge you to test this new system on your server and provide feedback, especially if something doesn't work as it should.[/QUOTE] Will there be a difference in the file name or location from the old addons to the new ones? I'm assuming it doesn't keep the old .gma files in the `steam_cache` folder, and it moves them to the addons folder after they've been downloaded. Thanks for the update though! :)
[QUOTE=Robotboy655;51302716]All changes since October 2016 update 2 are obviously on Dev branch only.[/QUOTE] Hate to be a pain, but any possibility you could check this mDump out for me? Has been happening when I go to specific places on a map. [I][B][URL="https://a.pomf.cat/bifdba.mdmp"]Download[/URL][/B][/I] [url]http://dumps.metastruct.uk.to/dumper.py?dump=hl2_161029_crash_2016_11_4T0_41_51C0.mdmp[/url]
[QUOTE=kpjVideo;51304501]Hate to be a pain, but any possibility you could check this mDump out for me? Has been happening when I go to specific places on a map. [I][B][URL="https://a.pomf.cat/bifdba.mdmp"]Download[/URL][/B][/I] [url]http://dumps.metastruct.uk.to/dumper.py?dump=hl2_161029_crash_2016_11_4T0_41_51C0.mdmp[/url][/QUOTE] Does it happen without multicore enabled?
[QUOTE=Robotboy655;51305478]Does it happen without multicore enabled?[/QUOTE] Just tested without threaded particles, without mcore_test and single threaded mat_queue_mode. Still seems to do it :/ I wish I knew how to read the dumps better, is there any indication as to what might trigger it?
[QUOTE=WinterPhoenix;51209827]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] Are there any updates on this subject?
[QUOTE=maldark;51318265]Are there any updates on this subject?[/QUOTE] One step at a time. I want to focus on finishing SteamUGC and willox is currently working ( or wanted to anyway ) on something more useful as well.
That are fairly slow steps then.
[QUOTE=mcNuggets1;51318552]That are fairly slow steps then.[/QUOTE] tell garry to hire on more than 3 people for his most popular game then. progress is slow because resources are pretty limited.
[QUOTE=Joeyl10;51318649]tell garry to hire on more than 3 people for his most popular game then. progress is slow because resources are pretty limited.[/QUOTE] If Garry wasnt a literal ball and chain to the development of Garry's Mod, maybe we'd get somewhere.
[QUOTE=WizardLizard;51319614]If Garry wasnt a literal ball and chain to the development of Garry's Mod, maybe we'd get somewhere.[/QUOTE] I don't think you know how "literal" works.
[QUOTE=Ott;51319698]I don't think you know how "literal" works.[/QUOTE] I don't think you're aware of the situation at hand. [t]https://vgy.me/bdrpJn.png[/t]
[QUOTE=WitheredPyre;51320643]I don't think you're aware of the situation at hand.[/QUOTE] Carrying on the Zerf legacy
Tbh I feel we're even lucky to have developers working on the game, alot of the time game developers just ditch the game altogether.
I've noticed a few Clients have been receiving this Lua Error upon joining a Server since the October Update: [CODE]ERR: lua/includes/util/workshop_files.lua:88: attempt to call method 'Call' (a nil value) 1. FillFileInfo - lua/includes/util/workshop_files.lua:88 2. unknown - lua/includes/util/workshop_files.lua:43[/CODE] I've not had it myself though. Anyone else seen/experienced it?
There seems to be a lot of race conditions with the shitty HTML menus for dupes and saves.
Or just remove dupes & saves, It's not like anyone except horny 9 year olds use them these days, Damn workshop is spammed with sex poses etc.
That's a decision only Garry can take. edit: i was just stating a fact, i agree that dupes and saves are worthless, dunno why i got dumb ratings
[QUOTE=Tenrys;51340136]That's a decision only Garry can take.[/QUOTE] If Garry wants to make decisions he should stop neglecting his cash cow
I mean, it feels like if you try to change any core feature garry will deny it automatically.
Any news about this : [url]https://github.com/Facepunch/garrysmod-issues/issues/2817[/url] ?
[QUOTE=AJ10017;51345762]If Garry wants to make decisions he should stop neglecting his cash cow[/QUOTE] I thought Rust surpassed Garry's Mod in revenue quite a while back. Can't find the source for that right now though.
[QUOTE=Dgc2002;51347585]I thought Rust surpassed Garry's Mod in revenue quite a while back. Can't find the source for that right now though.[/QUOTE] [media]https://twitter.com/garrynewman/status/436914610340646912[/media] [media]https://twitter.com/garrynewman/status/436914904948547584[/media]
Is there some engine technicality preventing clientside-only SENTs from being made? Or is it just not implemented? [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ents/Create]ents.Create[/url] only exists serverside, despite a while ago someone claiming that it used to be shared. [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ents/CreateClientProp]ents.CreateClientProp[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideRagdoll]ClientsideRagdoll[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideModel]ClientsideModel[/url] create a physical, ragdoll, or physicsless entity respectively.. But there's no way to make a Lua SENT. Why can't ents.Create just work clientside, running only cl_init for that ent?
[QUOTE=NeatNit;51347731]Is there some engine technicality preventing clientside-only SENTs from being made? Or is it just not implemented? [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/ents/Create"]ents.Create[/URL] only exists serverside, despite a while ago someone claiming that it used to be shared. [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/ents/CreateClientProp"]ents.CreateClientProp[/URL], [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/Global/ClientsideRagdoll"]ClientsideRagdoll[/URL] and [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/Global/ClientsideModel"]ClientsideModel[/URL] create a physical, ragdoll, or physicsless entity respectively.. But there's no way to make a Lua SENT. Why can't ents.Create just work clientside, running only cl_init for that ent?[/QUOTE] I imagine this is due to how the entities are coded. For example, a lot of things like the model being set, collision boundaries, and other stuff are done in the entity's serverside Initialize function, so creating a clientside entity would mean the entity would have to have support for it somehow. Running the cl_init only might not include the necessary functions.
[QUOTE=NeatNit;51347731]Is there some engine technicality preventing clientside-only SENTs from being made? Or is it just not implemented? [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ents/Create]ents.Create[/url] only exists serverside, despite a while ago someone claiming that it used to be shared. [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ents/CreateClientProp]ents.CreateClientProp[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideRagdoll]ClientsideRagdoll[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideModel]ClientsideModel[/url] create a physical, ragdoll, or physicsless entity respectively.. But there's no way to make a Lua SENT. Why can't ents.Create just work clientside, running only cl_init for that ent?[/QUOTE] A library could be written to create clientside SENTs. Just hook clientside hooks into them on creation.
[URL="http://wiki.garrysmod.com/page/Entity/GetMaterials"]Entity.GetMaterials[/URL] returns only 1 - 127 material of entity. For example, maps have better than 126 materials.
[url=http://wiki.garrysmod.com/page/render/BrushMaterialOverride]does this actually have an use?[/url] i mean, we'll never get a brush face texture override, right?
[QUOTE=Giraffen93;51354654][url=http://wiki.garrysmod.com/page/render/BrushMaterialOverride]does this actually have an use?[/url] i mean, we'll never get a brush face texture override, right?[/QUOTE] I never got it to work [url]https://facepunch.com/showthread.php?t=1472350[/url]
Used to work, garry removed it cuz it caused crashes
What about if the function gets removed at all then
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