• GMOD 13 Release Bugs
    361 replies, posted
[QUOTE=twoski;38186961][code][ERROR] lua/matproxy/player_weapon_color.lua:14: Tried to use a NULL entity! 1. GetOwner - [C]:-1 2. bind - lua/matproxy/player_weapon_color.lua:14 3. unknown - lua/includes/modules/matproxy.lua:56 [/code][/QUOTE] The line where the error occurred? Can't tell you anything from just the error.
Uhh you can tell plenty from the error. A validity check is missing in the weapon color code.
no error log or anything for me to post but, i cannot use bone manipulator whatsoever....i am using a macbook pro.... i was able to use it in beta but not with full release
I'm getting crazy physics crashes, is there a way to make gmod more strict with crazy props?
How come OverrideMaterials won't work? My script to add materials to the default tool doesn't work anymore.
[QUOTE=twoski;38186047][IMG]http://i.imgur.com/Qqycs.png[/IMG][/QUOTE] Here's an easy fix for Garry [URL]https://developer.mozilla.org/en-US/docs/CSS/text-overflow[/URL]
Not sure if this is a bug, but a single timer creating an error will remove the entire CheckTimers hook, which can mess up a server completely. It'd be a [B]lot[/B] better if the timer was just removed.
[QUOTE=spykr;38188585]Not sure if this is a bug, but a single timer creating an error will remove the entire CheckTimers hook, which can mess up a server completely. It'd be a [B]lot[/B] better if the timer was just removed.[/QUOTE] It was a part of the update. Not really sure why this should be a good thing.
[QUOTE=spykr;38188585]Not sure if this is a bug, but a single timer creating an error will remove the entire CheckTimers hook, which can mess up a server completely. It'd be a [B]lot[/B] better if the timer was just removed.[/QUOTE] Yea, it's stupid but right now there's still a method to fix it. pcall the function, if it returns an error remove it's timer. It would be better if you use ProtectedCall though since that uses garry's built in stack trace.
I'm still getting the bug I [url=http://www.facepunch.com/showthread.php?t=1220464&p=38176548&viewfull=1#post38176548]mentioned here[/url] When the server changes to the map with the custom weapons it does download them fine. However when you load into the map [url=http://mogzkat.gtxhosting.co.uk/gmod13/cs_desperados0000.jpg]you see everything as error models and have no weapon sounds[/url] If you open the console and type retry, you do not download anything as you re-connect. If you disconnect from the server and re-join you do not download anything. However if you quit gmod, then relaunch it and rejoin the server you still do not download anything. [url=http://mogzkat.gtxhosting.co.uk/gmod13/cs_desperados0001.jpg]Yet You see all weapon models\materials and hear them just fine[/url] It only seems to do this when there are several players on the server. At the time of taking those screen shots there was 6 players on the server. (3 other players could also not see the weapons, until they quit and re-loaded gmod) However if you are the only player on the server it downloads the weapons fine, and when a 2nd player joins you spawn and see the weapon models just fine.
[QUOTE=t.t;38188180]I'm getting crazy physics crashes, is there a way to make gmod more strict with crazy props?[/QUOTE] I am as well, running a server or instance of gmod for too long (est 4hours?), and physics start failing. Not sure why. (Things start no-colliding with the world, not triggering collisions, etc) It doesn't affect players, it seems VPhysics just stop colliding with the world. They then report Crazy Physics after falling through.
[IMG]http://puu.sh/1iPWM[/IMG] Other tabs seem to work fine except for this one. No error outputted whatsoever. Anyone else getting strange derma errors where it seems like the stuff that's supposed to be drawn gets drawn behind whatever background frame it has?
[QUOTE=Tehelee;38189366]I am as well, running a server or instance of gmod for too long (est 4hours?), and physics start failing. Not sure why. (Things start no-colliding with the world, not triggering collisions, etc) It doesn't affect players, it seems VPhysics just stop colliding with the world. They then report Crazy Physics after falling through.[/QUOTE] And it locks the CPU at 100% and won't auto-restart the server... Here's what happened (the long peaks are where it was stuck) [IMG]http://i.imgur.com/2htLb.png[/IMG] [IMG]http://i.imgur.com/pxTrF.png[/IMG]
The new method of model scaling is not working well for me, scales seem to be aligned incorrectly; What it looked like in GM12: [img]https://dl.dropbox.com/u/902553/Pictures/Screens/Holopad/holopad_2012-08-30%20-%20Copy.png[/img] What it looks like in GM13: [img]https://dl.dropbox.com/u/902553/Pictures/Screens/Holopad/holoprobs.png[/img] GM12 code: [lua]function PANEL:SetScaleOf(model, scale) if !model then Error("Attempted to set scale of nil") return end if !scale or scale.x + scale.y + scale.z == 0 then scale = Vector(1, 1, 1) end model:SetModelScale(scale) model.curModelScale = scale end[/lua] GM13 code: [lua]function PANEL:SetScaleOf(model, scale) if !model then Error("Attempted to set scale of nil") return end if !scale or scale.x + scale.y + scale.z == 0 then scale = Vector(1, 1, 1) end local mat = Matrix() mat:Scale(scale) model:EnableMatrix("RenderMultiply", mat) model.curModelScale = scale end[/lua] I'm doing it wrong, or it's a bug. I don't know which! Edit: oh dear god this didn't happen before either! [img]https://dl.dropbox.com/u/902553/Pictures/Screens/Holopad/ohgodnowhy.png[/img]
Scales are off for me too on certain models, even those that don't have multiple bones. Like some models have their axis' interchanged between v12 and v13.
The physgun / grenade and probably other colored weapons cause notable fps drops when equipped
I changed "gmod_physiterations" upto 8 from 4 to try and fix my physics crashes but now the game crashes with this: "L 10/26/2012 - 01:52:58: Engine error: IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../ivp_utility/ivu_vhash.cxx 157"
Gmod 13.face posing is mess up,now when you post the face of the ragdoll,they look different.
[QUOTE=t.t;38189484]And it locks the CPU at 100% and won't auto-restart the server... Here's what happened (the long peaks are where it was stuck)[/QUOTE] Ya something up with server bin's they really need to be fix. So unstable and laggy compared to gmod 13 beta.
Noticed a slight bug earlier, it appears string.format() is rounding. Not sure if this is intentional, but it didn't occur on Garry's Mod 12, and does not happen with the standard Lua interpreter. Standard Lua interpreter output. [code] C:\Users\Minic\Desktop>type t.lua print( string.format("%i", 2.6) ) C:\Users\Minic\Desktop>t.lua 2 [/code] Garry's Mod 13 output. [code] lua_run print( string.format("%i", 2.6) ) > print( string.format("%i", 2.6) )... 3 [/code] This in return, breaks string.FormattedTime(TimeInSeconds, Format), causing it to return a formatted string with the incorrect time. [code] lua_run print( string.FormattedTime(32, "%2i:%02i") ) > print( string.FormattedTime(32, "%2i:%02i") )... 1:32 [/code] It should be 0:32, but the minutes in string.FormattedTime (0.533 in this example) is being rounded up to 1, causing it to display the incorrect time.
Hey gerry newman, this looks like a similar issue to the crazy physics one some of us are getting right now: [url]http://forum.i3d.net/hlds-valve-linux-newsletter/182424-hlds_linux-servers-locking-up-ignoring-bogus-angles-nan-nan-nan-vphysics.html[/url] FWIW, I'm running linux
Has anyone found a fix for the sudden Steam and GMod crash?
GMod 13 tends to get stuck at 'Initializing Game Systems' under WINE, no idea why. Worked perfectly before
[QUOTE=Blooper Reel;38180362]Has this been pointed out yet? [img]https://dl.dropbox.com/u/18318949/dm_underpass0000.jpg[/img] It only seems to be affecting the survivors.[/QUOTE] Ok this worked for me. Get a pack of a standalone survivors, either lfd or lfd2. Check to see if they work or not. They did not for me. Missing textures close up and far away etc. This is what I did. I opened the survivor and infected .mdl files in notepad++ and edited all the .mdl files and set the value to 0. Ran the game, and they all worked for me. No missing textures or anything. I even tried that with a custom coach model, it was doing the same thing. Hexed the value to 0, and it ran, right as rain. Since I have no idea where the default survivor models are I couldn't try this on them. And they still don't show up, properly, but the ones I did, did show up. Try it, did it work for you?
I'll test it in the beta (I'm on offline mode and still have Gmod 12 and Gmod 13 Beta).
SoundDuration() doesn't seem to work on dedi servers, it just returns 0. I tested the same script on a local server and a dedi, it worked on the local server but not the dedi.
[QUOTE=twoski;38193928]SoundDuration() doesn't seem to work on dedi servers, it just returns 0. I tested the same script on a local server and a dedi, it worked on the local server but not the dedi.[/QUOTE] I think its a clientside thing.
This hasn't been mentioned in [i]this[/i] thread yet. I don't know if it has been mentioned before. [i]models/player/corpse1.mdl[/i] is missing all player animations. Will it get these or should I change the default hobo model in DarkRP?
[QUOTE=FPtje;38194549]This hasn't been mentioned in [i]this[/i] thread yet. I don't know if it has been mentioned before. [i]models/player/corpse1.mdl[/i] is missing all player animations. Will it get these or should I change the default hobo model in DarkRP?[/QUOTE] Wouldn't it be better to benefit from a small texture change of a player models skin than a playermodel without a face?
[QUOTE=Magenta;38194579]Wouldn't it be better to benefit from a small texture change of a player models skin than a playermodel without a face?[/QUOTE] The hobo [b]does[/b] have a face. You just don't see it because he got his poop smeared all over it. Regardless of textures, though, I'm asking about the animations. Corpse1 doesn't have them. I'm not here to discuss my choice for corpse1 as the default model for hobo. Especially not with you.
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