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but why allowing it to workshop, reupload protected maps?
No, the primary use, as I linked on the wiki page, is to patch map lumps without having to create an entirely new version.
Ooooh I see, that would be way useful to avoid multiple evocity copies in workshop (Although all those already exists)
I don't see how this is useful in workshop addons. The workshop itself already has a way to update maps, there won't be a version mismatch as long as the server(s) also update, and noone extracts the addons. As for what servers already do, that's exactly it, they already do it, and the point there is to remove lumps, not add them separately from bsp in a workshop addon. And if you are going to argue for providing patches for existing maps by 3rd party developers, you might as well just upload the full map anyway, since any changes except for entities (which can be done by Lua) will require almost all lumps shipped. No it won't, because you'd have to ship all the lumps for any geometry edits which will have almost the same filesize as the original map.
There are a number of existing CS:S maps on gamebanana that have used lump edits for 3rd party developers. I suppose you could repack all the lumps and rename the map, but I haven't seen anyone make a lump repacker tool yet, only unpackers.
Can we get an answer on $treeSway please?
I mean, in all honesty and without trying to be a dick, I don't think that you really need someone to justify why it should be added. It's a core feature of Source and the BSP system, and it has valid applications that obviously some people could use. To deny adding it to a whitelist for the sake of "you don't need it" seems rather petty.
Make a request for it on the GitHub.
Just imagine if gmod were open source
I'm surprised everyone hasn't just gotten together to make an opensource equivalent of GMod. Sometimes it seems like it would be less effort than waiting on Facepunch to actually do anything (Or dare I say; cut Garry out the equation since he seems to be the tight bastard refusing to invest more into the game). Also fuck me I accidentally clicked the rating above instead of its count and it added my own to it and now I can't get rid of it.
I've just accepted that this is how things are done at Facepunch Studios. I remember when I had to explain to Garry how allowing binary file reading would be beneficial to gmod. And now, we have cool addons like gmDoom that can read the original unmodified Doom WADs. Just explain it as best you can, and hope for the best.
There is always a place for criticism of new additions - otherwise, feature creep and further bloat to an already bloated API would run rampant. Of course, it can always go too far where nothing ever gets added, but I think a good balance has been struck in the recent past since the development torch was passed by Garry. Just explain your intentions and why the feature would be beneficial in a descriptive manner, and on the other end, hope you get an adequate response on why it will or will not be added. It's a shame so many issue/feature reports have gone unanswered, but it's never too late to correct that going forward.
Everyones quick to shit on the devs and plea for an open source Gmod but nobody puts the 5 seconds in to realize why that’s such a dumb idea. Make it yourself if it’s that simple! Then you can really pick and choose the features to implement! Think of what Willox, Kilburn (rip), and Rubat have added even with Garry doing his best to choke out the game. We (kinda) got NW2Vars, subtextures, crazy physics crash fix, hot London workshop files, multicore, and (wip) chromium. That’s not awful for part-time and only 2 devs at a time. Different topic: If all a lump file is is entity placements why not just do what’s TTT does and load them in from a text file, you’d have even more control than what the engine would force on you.
This is what I meant with when I said it looks like it's just Garry himself being a tight-ass. I actually feel sorry for the devs, considering the workload they have for such a small team and I do applaud them. Something I didn't think of before though is maybe it is just business sense; that it's not very viable to bump up numbers, considering you buy the game and that's it. No more money from that user (API Library Loot Crates Maybe? :v). Perhaps we should just be fortunate for what we have, although I think most of us really wish they'd at least be a little more transparent about things still. I just feel sorry for the likes of @WinterPhoenix96 and others when I see them try to get some sort of answer on things that they depend upon for the wellbeing of their communities which they have no control over.
It doesn't affect existing map entities and requires you to write a Lua parser for something the engine already does.
Could we please allow .html, .js and .css files to be uploaded on the workshop? We can already resource.AddFile those (some servers and addons use this so the clients download the JS ace editor files (see Starfall) or HUD GUIs). I don't think there's a security flaw in allowing these files extensions because anyway you can open any URLs in a HTML panel. In fact we would benefit of these files with the upcoming chromium update.
Shame on you, already exists
Funnily enough, I stumbled upon that again last night, although I had seen it a while back when it was in active development. Shame it died down, but sadly it's easier said than done.
What about this: https://github.com/Facepunch/garrysmod-issues/issues/3488 It was introduced in the last update.
https://twitter.com/garrynewman/status/1003876612683849728?s=19 so uh, can we get rid of awesonium now since osx wont be holding it back
32-bit mac is already being ditched from what I know.
how about freezing vehicles then
I hate to be "that guy" .. but been 6 days without a response on GitHub. And the staff isn't known to be quick to respond (691 days since I posted HSL support). But I really wish we could get a respond on $treeSway, it would give life to the life-less maps.
Update: my post aged like fine wine and Rubat pulls thru with $treesway support!
Oh good lord I'm pumped, hooOOOLY shit. Gonna apply this to so many things, water, trees, foliage, flags, and maybe clouds. Quick question though, I've switched to the dev branch and I whipped up a quick model to test it out and it won't work, I've got an env_wind in the level. Does it take a bit for the commit to go live?
It won't apply to env_wind until next update is released on live to maintain network compatibility between the live and dev branches. Would be nice to have a dev-networking branch to test all changes for next update but I'm sure maintaining two dev branches would be difficult.
That's a shame. Is there a date set for the update yet?
Changes aint live, osx build server died
should be live
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