[QUOTE=Dosenbrot;38234355]Yes.[/QUOTE]
Fire doesn't appear with DX8, never has
But before the Gmod 13 update i saw fire in the game.
[QUOTE=Dosenbrot;38234465]But before the Gmod 13 update i saw fire in the game.[/QUOTE]
then you weren't on DirectX 8
Oh sorryy my bad, im using ATI Radeon HD 5450
That thing supports DX11 why on earth are you using DX8?
Nevermind, I solved the problem. It was a skin.
[QUOTE=Lexic;38234632]That thing supports DX11 why on earth are you using DX8?[/QUOTE]
My graphics card supports DX11 easy, on GMod 12 I used to crash whenever I spawned in a server unless I loaded a singleplayer game first, I told garry about it and he told me to use DirectX 8, most of my community had the same problem so we were all using DX8 when we had cards capable of 10/11.
what is this garry? is this what's causing regular lag spikes every ten seconds?
[img]http://i.imgur.com/JXa6i.png[/img]
[QUOTE=ShaunOfTheLive;38234970]what is this garry? is this what's causing regular lag spikes every ten seconds?
[img]http://i.imgur.com/JXa6i.png[/img][/QUOTE]
What addons do you have? I don't get this.
[QUOTE=ludsoe;38234988]What addons do you have? I don't get this.[/QUOTE]
No addons. I'm just running TTT.
[QUOTE=twoski;38186047][url]http://facepunch.com/showthread.php?t=1220911[/url]
crossposting this here because it seems like a fairly important bug
also
[img]http://i.imgur.com/Qqycs.png[/img]
this is ugly as sin, there needs to be some sort of system to keep people from abusing gamemode names. at the very least, trim server names that go over the character limit or something.[/QUOTE]
I apologize for that, changed it to how it should supposed to be.
Every time I shut off Gmod my graphics settings reset to default, and it's getting unbelievably annoying to have to mess with the settings every time I turn on the game. I've hit apply and ok, but it still resets.
-snip found out the problem...-
Stunsticks in the C menu for NPCs on Multiplayer= Annabelle rifles.
Bugging me when metrocops are picking me off when they are supposed to give chase.
EDIT:
There are 2 stunstick options.
This is a Number 1 priority bug.
I recently started playing GMOD again after a break (before gm13) and I played some spacebuild with a friend.
However when I switched back to sandbox and started a singleplayer game I couldn't open the Q menu.
I tried rebinding the key, verifying game cache and re-installing the game but it just won't work.
Does anyone know why this is happening?
Is the fact that convars never seem to grab the correct value via the server.cfg / other config files without the FCVAR_ARCHIVE flag active intended? It worked fine in GM12 without that specific flag, but come the release of 13 this is no longer the case.
We're missing "Useful and Explosive" spawnlist. And what about the insane e2 lag?
Insane E2 lag can be fixed by disabling LuaJIT (at least until performance under JIT is improved by Garry),
lua_run jit.off() jit.flush()
And here have my [URL="http://nebtown.info/showcase/090-useful%20and%20explosive.txt"]Useful and Explosive[/URL].
I've already posted this in the release chat, but I can't seem to get models/ragdolls working. I changed the addon info.txt to addon.txt, but it still doesn't work.
Any suggestions?
thanks on both accounts. first one kinda works, best we can expect. Really sloppy to change lua and not even consider how it'd affect E2.
Gotta figure out how gmod 13 can run commands at startup. and get those snap_degrees back.
Garry has frequently said he does not care about breaking specific addons, though I can't imagine Gmod without Wiremod :P
I find lua performance with luajit off about 20% better than Gmod12 performance was, and significantly smoother than with LuaJIT on, particularly clientside. Might wanna throw it in an autorun file.
You want to run concommands on startup... clientside I take it? Unsure without modifying the server to allow autoruning of clientside lua. (serverside use server.cfg)
I don't know whether it's a bug or if it had always been that way.
When you freeze something with the physgun, save your game and load it, you can't unfreeze it with the R key anymore.
Posted this in the "Help & Support" forum, but the topic got overlooked pretty quickly.
[QUOTE=Drewsko;38167651]Maybe I'm an idiot for not noticing any word on this, but I'm confused as heck what happened to the Vortigaunt model's faceposing in the GMod Beta, or GMod itself, as things currently stand.
[img]http://cloud-2.steampowered.com/ugc/900977991462763470/D48BCF5F226123D517733A59D34267C1C198BCBB/[/img]
[img]http://cloud.steampowered.com/ugc/900977991462784832/D979BBC754F9BE39668E9370A2F20EF6887C19C6/[/img]
What happened? Is it the new faceposing system? Is there a fix for this somewhere?[/QUOTE]
[QUOTE=Fourm Shark;38242204]Gmod without wire would probably cause me to stop playing sandbox. It honestly feels like it should be in vanilla.[/QUOTE]
Agreed, though if it were vanilla how are us maintainers supposed to update it? We'd have to wait for Garry.
[QUOTE=Nebual;38241937](at least until performance under JIT is improved by Garry),[/QUOTE]
That's not possible unless Garry switches to using FFI for everything. Any call to a 'Classic' C function (those defined via the C/Lua API, ie, almost every GMod built in function) aborts the compiling of the code segment. Guess what type of function pretty much every addon is calling 90% of the time.
[QUOTE=Nebual;38242419]Agreed, though if it were vanilla how are us maintainers supposed to update it? We'd have to wait for Garry.[/QUOTE]
There's [URL=https://github.com/wiremod/wire/issues/65]a small bit of talk[/url] about moving to a real release cycle, but Garry's not legally allowed to add it to vanilla.
Are missing player animations considered a bug or just an oversight?
Is srcds not working for linux, or is it my fault I can't get this linux server to start? (No logs/dumps being created)
A bug I pointed out in another thread. Civilians and most NPCs don't have any voice lines or sounds in single player. No "I got ones!" or "Shit!" at grenades, just death noises and an occasional hit noise, in single player. Playermodels make sounds just fine.
[QUOTE=killermon;38234214]I've noticed that since the last Gmod13 beta update and also in the release version, performance seems to have taken a nosedive.
I don't mean performance in regards to boot or load times (Hell, they're better then ever!), however general map performance seems to have dropped. The very same map a few Gmod 13 beta updates ago would perform 60+FPS in its very worst regions, has dropped by over 50% performance wise down to almost 20-30FPS. This is with identical settings (Everything to max with multicore enabled).
My gm_flatgrass and gm_ construct, considering the simplicity of the maps, should be performing much better then they are, however my gm_construct is performing at about 150fps; I know I won't see an FPS difference, but it should be higher. I have quite a high end rig as well so I doubt that's the problem because it was working fine a few updates ago([URL]https://dl.dropbox.com/u/11013411/specs.JPG[/URL]).
Tried a fresh install of Gmod, checked for background processes, defragg'd and validated cache to no avail. I also ran Process Monitor to see if the hl2.exe process was trying anything untoward, however nothing.
The only difference in the show budget output is that the 'unaccounted' field is now significantly higher then before. I asked a few other people on my friends list if they were seeing the issue and it's the same for them.[/QUOTE]
Same here, maps that used to run perfectly on my server now bring almost all my players down to 5fps.
I posted an example, [url]http://www.garrysmod.org/downloads/?a=view&id=123423[/url], but was ignored.
Sorry, you need to Log In to post a reply to this thread.