• GMOD 13 Release Bugs
    361 replies, posted
I'm kinda new to this forum, my only reason for joining is because while trying to download the Floating Islands III map from the workshop, as soon as it hits 100% my game will crash along with Steam, and at one point my computer. I'm just wondering if there is some way to stop the downloads completely, I've already tried deleting my Garry's Mod folder completely from my Steam folder, and when I re-downloaded Garry's Mod, it re-downloaded all the other things I had installed, but as soon as it got back to Floating Islands III, it would crash. So long story short: How do I stop the downloading from the workshop?
Delete only the map?
[QUOTE=ShadowHunter1;38220255]Delete only the map?[/QUOTE] I've tried and it didn't work, it just began to re-download again.
I can't get my decals to work, I have everything, script txt file, lua code, textures, i tried with lightmappedgenetic and unlit genetic and my custom decals still not work here lua code: function ENT:PhysicsCollide(Data , Phys) local trace = {} trace.filter = {self.Entity} Data.HitNormal = Data.HitNormal * -1 local start = Data.HitPos + Data.HitNormal local endpos = Data.HitPos - Data.HitNormal util.Decal("MyCustomDecal",start,endpos) end if i replace MyCustomDecal to BeerSplash it work i tried with paintball sweps, theyre too not generating decals at all
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)?
[QUOTE=FPtje;38178295]In the last GMod beta update thread (now removed) I predicted that the timer system bug would cause server owners to report bugs to the [b]wrong [/b]addon maintainers. [b][url=https://github.com/FPtje/DarkRP/issues/26]This prediction has come true within a day[/url][/b] It surprises me how amazingly accurate I was with the prediction. I already sent a tweet to Garry, so he should know soon enough. My second prediction was that as you write more code, the chance of an error approaches 1. Timer errors are common. Hook errors are also common. If I assume Lexic is right in saying the hook system has the same fail mechanism, these two combined are even more common. The chance that a server will break will approach 1 as the amount of addons he installs increases OR if he has at least ONE addon and enough time to get it to break. Look up bernoulli experiments. Even if the chance of breaking is just 0.01, it is a GIVEN fact that servers will eventually break, given enough time. In other words, running a server will be a hell.[/QUOTE] TBH I bet you have a better chance implementing your own timer module into DarkRP and using that before garry decides to fix up this nonsense idea.
Well, crap. I didn't want to post here because if this isn't a bug, i'll look pretty stupid. SendWeaponAnimation doesn't work all the time, specifically when trying to make a shotgun reload. Maybe it's when calling the same animation multiple times in a row, but I do know that whether you wait 3 or .3 seconds, the second time a reload animation is sent, nothing happens. The problem is that this only happens in multiplayer. This bug isn't unique to 13, I had this problem back in gm12 and never did find a way to fix it. Here's a post I made about it yesterday. Nobody spoke up, so I don't know what to think, my swep code is there as well. [URL="http://facepunch.com/showthread.php?t=1221444"]http://facepunch.com/showthread.php?t=1221444[/URL] If this isn't a bug, my bad. I would like a hand in fixing this, though.
Cameras aren't saved, after loading they are just gone.
-snip I require murdering- I finally realized what was going on :v: I thought it was related I presumed garry moved the crosshair options to there, because if you try and edit them in the multiplayer options tab they're all fucked up Haha oh wow I feel like an idiot, I don't know why I have mad cows weapons, I got them to try them and they suck serious shit
Sorry if this is known/fixed/whatever but shoving a gma into server addons doesn't seem to work anymore, while it worked fine in the beta?
[QUOTE=MattJeanes;38223613]Sorry if this is known/fixed/whatever but shoving a gma into server addons doesn't seem to work anymore, while it worked fine in the beta?[/QUOTE] Did you edit the servers workshop.vdf file to subscribe it to that addon?
Bug: Garry's Mod crashes sometimes when using "changelevel" command on a server
[QUOTE=DatPolishGuy;38223704]Bug: Garry's Mod crashes sometimes when using "changelevel" command on a server[/QUOTE] It's not just GMod problems , this problem is on all source engine games and its not really a problem , depends on how many players you got and what is your CPU. [editline]28th October 2012[/editline] A bug that still haven't fixed yet for client , not sure if its a bug , but it is a bug for me : console command : r_cleardecals , problems : just clears bullet prints on walls and bloods , not clearing died players / npcs.
Episode 2 doesn't seem to be mounting correctly.
Garry, can you do anything about dodgy light_environment FadeToPattern results? Normal: [thumb]http://i.imgur.com/180h6.jpg[/thumb] Script (lua/autorun/server/blah.lua) [lua]local light_environment; hook.Add("OnEntityCreated", "splaf", function(e) if (IsValid(e) and e:GetClass() == "light_environment") then e:SetKeyValue("targetname", "boink" .. e:EntIndex()); e:Fire("FadeToPattern", "b") light_environment = e end end) concommand.Add("lightpattern", function(_,_,args) light_environment:Fire("FadeToPattern", args[1]); end);[/lua] On first joining server that's running the above script (tested with local srcds) [thumb]http://i.imgur.com/VrsFc.jpg[/thumb] After using `retry` [thumb]http://i.imgur.com/3OhIi.jpg[/thumb] after using `fadepattern o` [thumb]http://i.imgur.com/Clqvv.jpg[/thumb] after using `retry` [thumb]http://i.imgur.com/GDm1W.jpg[/thumb] It must be possible to do it, since half the map brushes fade up and down to the various intensities as expected, but the other half don't and seem to require a reconnect to do anything about. [editline]28th October 2012[/editline] I was just playing about with this and I found that if you illuminate one of the incorrectly lit faces with a dynamic light, possibly using something like [code]lua_run_cl light = DynamicLight(1) light.Pos = LocalPlayer():GetPos() d = 1000000 light.Decay = d light.Size = d light.DieTime = CurTime() + 0.1[/code] then that face will go to the correct lighting level, thus meaning the actual reconnect is unnecessary. I'm guessing a stop-gap method would be to spam dlights everywhere but that's definitely not a solution.
Bug: Vanilla server won't boot unless you install both garrysmod and garrysmodbeta
Anything 'click-able' in the main menu seems to lag the crap out of my computer, as if my computer is having a heart attack. I wasn't able to check, but it seemed as though my CPU usage spiked to 100%. I have yet to confirm this, I just felt like writing this post up before my computer freezes up like how it did before.... [B][U]EDIT:[/U][/B] As weird as this is, I cannot seem to have it happen again. And just FYI, my computer is anything but horrible. On-top of the fact that this never happened to me on this computer before.
The legacy server browser shows in the favourite section my favourites of other source games.
When people type the command "test_workshop" in their console it will crash any server.
-snip wrong thread-
Any word on the [B]Crazy Physics[/B] engine bug? It's really annoying to have the physics engine spaz out on a server and have to reboot it to fix it. No there's no crash logs, but it distinctly says [B]Crazy Physics[/B] when things start falling through the floor at random. I know there are at least two others who posted on the release bugs here about this, so it's not my code.
i'm not sure if its been posted already, or i cant find it, but there seems to be no option to set screenshot quality to 100
Lolol, want to see retarded physics? Go on ttt and pick up a ragdoll by the head. See what happens.
Seem to keep crashing when joining a server recently, heres a dump. "Assert( Assertion Failed: iPing != 0 ):matchmaking\matchmaking.cpp:509" [url]http://dumps.metastruct.uk.to/dumper.py?download=XCoNwu_JcVQVx2ttdT63KiOYzgQSgvTQ8EA1-P_MGwMb-n2eZhdXprlRojK8RItg6o0Rc1zkCc0SlE5GNW8Ov_gyeUT_Nj2aW_J8ZmeemEt4Hz16Sh1Ic9nagz1iGFMJ9NuJq61ZsDHwt3j0nrcp2dJG8ZIxp8byiiyvGVHBXng=[/url]
[QUOTE=cheesecurls;38230019]i'm not sure if its been posted already, or i cant find it, but there seems to be no option to set screenshot quality to 100[/QUOTE] You need to open Steam, and then it's a case of right-clicking Garry's mod -> Properties -> Set Launch Options -> +jpeg_quality 100
devshots_screenshot makes a TGA :)
[img]http://puu.sh/1k5iP[/img] Max I think you forgot a player model when you were redoing the animations [sp]darkrp is ruined now :([/sp]
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.
I cant see Fire, its invisible.
[QUOTE=Dosenbrot;38234296]I cant see Fire, its invisible.[/QUOTE] Are you using DirectX 8?
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