Was it really necessary to remove all those fonts?
Was this whole transition necessary at all? gmod 12 worked just fine.
[QUOTE=Europa!;38194658]Was it really necessary to remove all those fonts?
Was this whole transition necessary at all? gmod 12 worked just fine.[/QUOTE]
Garry has his own engine to tinker with now.
Shame it isn't optimized well as it used to be. I could run GMod very well on my MSI laptop, but since the beta popped out it can't handle it well on the high settings.
[QUOTE=digigamer17;38194675]Garry has his own engine to tinker with now.
Shame it isn't optimized well as it used to be. I could run GMod very well on my MSI laptop, but since the beta popped out it can't handle it well on the high settings.[/QUOTE]
Things never go well when a programmer as incompetent as garry "tinkers" with things. And if that weren't enough, he's usually too much of a pompous dickhead to fix what he broke.
[highlight](User was permabanned for this post ("ass" - garry))[/highlight]
[QUOTE=FPtje;38194645]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.[/QUOTE]
I was only suggesting, You don't need to get snappy.
[QUOTE=Europa!;38194708]Things never go well when a programmer as incompetent as garry "tinkers" with things. And if that weren't enough, he's usually too much of a pompous dickhead to fix what he broke.[/QUOTE]
But there's hope for better optimization in the near future.
[img]http://img.troopersgaming.com/1351285737.png[/img]
How exactly am I supposed to find the wrongly used IsValid?
Not to mention the greatness of having every single timer destroyed.
The game still isn't recognising my addons folder.
Tried to play singleplayer in Gmod13 for the first time and it crashed Steam with it. Missing lots of addons like everyone said, Gmod13 crashes when trying to load some L4D2 models, and I really dislike the UI. I think I'll just wait until they fix everything.
Or make a new version. Whichever comes first.
After loading a save you can't update any of your spawned things like buttons, lights, thrusters, etc.
The game always creates a new entity instead of updating it.
Also, if you spawn a light or balloon with a color of your choice and then change it with their respective tool, it doesn't get saved. i.e. after loading it's back at the color you've spawned it with.
[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]
I'll fix that!
[QUOTE=HumanHighway;38197815]The game still isn't recognising my addons folder.[/QUOTE]
Rename the all the info.txt's to addon.txt
[QUOTE=xaviergmail;38199714]Rename the all the info.txt's to addon.txt[/QUOTE]
I did this and I'm still not seeing them pop up. I have to manually search for them in the files.
[QUOTE=Ryu-Gi;38199774]I did this and I'm still not seeing them pop up. I have to manually search for them in the files.[/QUOTE]
Garry stopped legacy addons getting there own folders in the prop spawn menu.
[QUOTE=Magenta;38199870]Garry stopped legacy addons getting there own folders in the prop spawn menu.[/QUOTE]
Why oh why would he do such dumb thing? After renaming all my Info.txt files to addon.txt as advised I can now access the models, however my entire folder structure is ignored. All my perfectly organised and named addon folders are now all over the place and I can't find anything I want. For example I had all of my Mass effect ragdolls/props and vehicles all organised by name in my addons folder. All I had to do is scroll down to 'M' and there they all were, all lined up in a row and easy to find. Now they appear all over the place under different names and I am finding it impossible to find all the pieces I need to build a scene.
I swear this Gmod13 update is the worst update I have ever experienced on any software I own. Never have I seen so much of one game broken so quickly. Popping a warning sign on the game menu does not justify the scale of fail I am witnessing here.
Why do simple vgui.Create("DFrame")'s become click through when holding down C? Is it something on my end? Do i have to change something?
Here's the script if it helps: [url]http://pastebin.com/ZvW6w8sX[/url]
[editline]27th October 2012[/editline]
Oh, also, how do i change the context menu contents? gmod12 had a command for each toolgun mode was - those are now gone and the only things i can find are gmod_tool and gmod_toolmode, but they don't change the contents of the context menu anymore (they only change the tool you are holding)?
After updating the Garry's Mod servers to the latest version a few minutes ago, when I try to restart my servers I encounter this error:
[CODE]\orangebox\garrysmod\bin\game_shader_generic_garrysmod.dylib is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support.[/CODE]
After closing that error window, I get another one:
[CODE]The procedure entry point ?CallWorker@CWorkerThread@@QAEHII_N@Z could not be located in the dynamic link library tier0.dll.[/CODE]
I think this issue is the Source Engine's fault.
Thanks.
Keeps crashing on servers... get some sort of "overflow" window after being on a server for about 30 minutes [URL="http://db.tt/ghCEAsKO"]Crash Log[/URL]
Crazy Physics crashes x 5000000000
[IMG]http://puu.sh/1j95g[/IMG]
:'(
The SWEP names are bugged, instead of showing Physgun or Crowbar they show things like #GMOD_Physgun and #HL2_Crowbar
If the internet cuts out while GMod is downloading from the workshop, hl2.exe crashes.
L4D Models aren't the only ones with problems:
[IMG]http://img248.imageshack.us/img248/9316/gmconstruct0012t.jpg[/IMG]
Only happens with the Zombie skins.
Hey guys, I just wanted to report that, since the update, particles do not work, due to the changes in gmod 13, so most weapons and other things don't work, and I hope you will fix this Garry. Also, the size scaling is broken. A very important swep was broken because of this. Which is the SWEP Construction Kit. So please, fix this. Thank you.
[url]http://www.garrysmod.org/downloads/?a=view&id=123423[/url]
Worked perfectly with 20+ players on Garry's Mod 12, now in singleplayer it spams sooooooo many errors in console and gives about 5-10 fps (but only when looking at certain areas)...
Not sure if this Gmod update was necessary or worthless. To be honest I was happy with Gmod12.
[QUOTE=azndude;38205049]Not sure if this Gmod update was necessary or worthless. To be honest I was happy with Gmod12.[/QUOTE]
maybe you should stop saying that because it's not coming back.
I spend the past 20 minutes running in to a problem with MakeProp() till I poked a bit deeper.
\gamemodes\sandbox\gamemode\commands.lua@90, "Data.Angle" should be "Data.Angles".
Pretty low priority, I don't think there's much using MakeProp that also passes a non-zero rotation.
[QUOTE=tad2020;38205176]I spend the past 20 minutes running in to a problem with MakeProp() till I poked a bit deeper.
\gamemodes\sandbox\gamemode\commands.lua@90, "Data.Angle" should be "Data.Angles".
Pretty low priority, I don't think there's much using MakeProp that also passes a non-zero rotation.[/QUOTE]
Fixed, thanks for the headsup
I wonder if that's why the wire Adv Duplicator was spawning props at default angles.
To people experiencing "crazy physics" crashes, I have tried the following in my server.cfg and noticed an improvement...
"physgun_maxAngular" "8000"
"physgun_maxspeed" "8000"
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