• Next Update v8 - February 2018 Update is out!
    449 replies, posted
BEGONE GHOST!
Half the posts in this thread would have to be filler. Let's do this.
tbh new thread would be easier
Or fixing the ghost page problem or at least that it does to the last real page instead the first page. You can't even choose it with the pagination. The problem also happens if you click on the notification, if the post would be on a ghost page. You can just enter the page number in the URL and it works, but it is still annoying.
I have nothing more to add, I agree with both of you - new thread would be the best bandaid, fixing it is obviously better but it's not available because @garry isn't actively maintaining the forum. But I do have to say something in order to further our efforts towards a resurrection of page 14's ghost, so I'll say this: hi
I'll help try to save the day!
Might as well discuss something: SetModelScale increases the size of player/player (not player/wo.. What's the status on this? Just haven't gotten around to it?
This is existant for ages, don't count on seeing it fixed. :I It's like the ignite sound loop, the decal crash etc.
Are we there yet?
We're not there yet.
@Rubat are you still against the idea of adding shaders? I still think it's a good idea as far as compatibility goes, and also adding custom shaders that are just floating around just so current developers can be more creative.
Will the voice quality be fixed? For opus it's not sounding as clear as it should be. :/
We'll reach the new page eventually! Don't give up!
Willox said he would tweak it.
You know what would be cool with the new codec? Stereo voice chat.
I don't know if Opus handles that well. We use Opus in TeamSpeak and when stereo mic guys come on, they get their audio on only one channel.
I think you have to use the Opus Music mode in TeamSpeak. Works great for impromptu ASMR.
Music is actually the one that causes the stereo mics to one side/channel issue. Switching to Voice fixes it, by I guess going mono? Which is a shame, because the music codec sounds significantly better than the voice one.
Yep, that's exactly it. I think it's because standard Opus does some weird stereo->mono conversion that forces native stereo into one channel. Here's the macro for changing signal modes from voice to music.
Before I hunker down on a possibly wrong answer, let me try to find someone with a stereo mic to actually test. The one guy I know off my head is asleep.
I don't know for sure but it could possibly be joint stereo (mid-side) encoding. The sum of the two channels gets stored in the left channel, and the difference of the two channels gets stored in the right channel. If you're speaking into your microphone dead-on, pretty much all of the data will be in the left (mid) channel.
It is massively annoying to hear stereo microphones in normal conversation. I would rather be able to choose how people are positioned in 3D space so I can easily tell who is talking, but even then I think that's distracting.
Would there be any chance someone could look at interacting with envmaps in the future? It's currently not possible to mess with them using render targets at all. I have a(n unfounded hunch) that it has to do with the fact that it is currently impossible to render textures specifically in the Environment Map type, which is required for Environment maps: https://developer.valvesoftware.com/w/images/f/fe/Cubemap_tut1_cra0.jpg You'll get errors about the game "bailing" whenever you try to do this, and trying to hijack an existing envmap texture by using it as a render target simply crashes the game.
Any update on Garry's mod supporting newer shaders?
I know this is a really old issue, but it seems like a pretty easy one to fix. game.GetIPAddress() on startup · Issue #3001 · Facepunch/garrysm.. Extremely annoying issue to workaround.
I would guess that this doesn't work simply because the engine itself doesn't know yet. It has to contact a Valve server so that it can learn what the external IP is, just in case it is running behind NAT. If you try to get the IP address before it has learned it from this Valve server, you won't get a sensible result.
I suppose NAT is a good reason for this. I've never ran game.GetIPAddress() on a NAT server, but I had always thought it would return the address the server is bound to, rather than the WAN address outside NAT.
http://wiki.garrysmod.com/changelist/ Updated with latest changes in Dev branch.
Damn ghost page, get to work everyone... @Rubat , can you just make a new thread? Pretty please?
Does anybody recall a Garry's Mod GitHub issue (pretty sure that's where it was) regarding the still-present issue of clients freezing when trying to load missing or invalid materials/textures? I believe the issue revealed it was due to heavy I/O trying to find the missing material or something similar. It is most prevalent in Sandbox where someone is using materials from games that other clients don't have. Any time they change visleafs or whatever (e.g., leaving secret room in flatgrass or going entering the map from the void), their game entirely freezes up and they continue noclipping forward until they exit the visleaf. I'm trying to find the place where it was posted before I raise another issue.
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