• Darkrp for Gmod 13.
    492 replies, posted
[QUOTE=Radau;38006358]You have too much time on your hands if you keep coming back here and bashing the game mode. If you don't like it please get out, I promise we wont miss you. On a more related note, DarkRP is working fine under RedHat Linux so far! Can't wait for Garry's Mod to come out of the beta stage so we can all host without having to use a different hack to the code with each update.[/QUOTE] How did you get it working? I still can't get the gamemode to load. Freshly downloaded from the github.
[QUOTE=potato_eating;38006372]How did you get it working? I still can't get the gamemode to load. Freshly downloaded from the github.[/QUOTE] It ran fine after I edited fpp/sh_settings.lua and deleted the last 3 or 4 lines.
[QUOTE=Radau;38006445]It ran fine after I edited fpp/sh_settings.lua and deleted the last 3 or 4 lines.[/QUOTE] Tried that, it still won't load the HUD etc though even though gmod claims the gamemod is loaded.
[QUOTE=potato_eating;38006637]Tried that, it still won't load the HUD etc though even though gmod claims the gamemod is loaded.[/QUOTE] Just making sure, you did verify that DarkRP was the gamemode by typing gamemode, correct? Some people have been having issues with it defaulting to Sandbox. Make sure you're getting the beta version too if you didn't check that, I accidentally downloaded the Gmod12 version at first :/
[QUOTE=Radau;38006710]Just making sure, you did verify that DarkRP was the gamemode by typing gamemode, correct? Some people have been having issues with it defaulting to Sandbox. Make sure you're getting the beta version too if you didn't check that, I accidentally downloaded the Gmod12 version at first :/[/QUOTE] Yep. It's the correct version and I have tried renaming it to DarkRP and darkrp. I will try reinstalling gmod from the ground up to see if that is the issue.
[QUOTE=potato_eating;38007098]Yep. It's the correct version and I have tried renaming it to DarkRP and darkrp. I will try reinstalling gmod from the ground up to see if that is the issue.[/QUOTE] are you talking about linux?
[QUOTE=Radau;38006445]It ran fine after I edited fpp/sh_settings.lua and deleted the last 3 or 4 lines.[/QUOTE] That doesn't fix it, if your darkrp server is up then post the ip I would like to see it.
[QUOTE=Radau;38006445]It ran fine after I edited fpp/sh_settings.lua and deleted the last 3 or 4 lines.[/QUOTE] Have you had others join you using this fix? I tried it, limit of one player. The minute a second player joins they get stuck on retrieving server info.
will use if you make every single letter you type not be global. edit: nevermind now i remember the 'players can hear you' thing. ill host a server for dis
[QUOTE=munch;38020138]Have you had others join you using this fix? I tried it, limit of one player. The minute a second player joins they get stuck on retrieving server info.[/QUOTE] It was working before they rolled out another few patches for garry's Mod, that just ended up breaking it into a loop. Guess we'll have to wait now ;___;
The issue is the amount of ConVars DarkRP using. A recent thread was made after I helped Drakehawke figure the problem out. I don't think Garry will be lifting the ConVar limit so we have to wait for FPtje to create his own system I believe.
Someone said earlier that it was confirmed by Garry that it would be fixed in the next few patches. I never looked into that though.
[url]http://www.facepunch.com/showthread.php?t=1218261[/url] You decide for yourself :P
how do you make a vip faction its really annoying you cant
Before I used ConVars, I used Datastream. The problem of datastream was that it was highly unreliable. The concept of it worked, but the implementation was horrible. A second idea was to send them manually through usermessages. This was also a bad idea because too many umsgs would disconnect the client, and with a forced delay between messages it would take long for them to arrive. I tried some other ideas, like text files and whatnot. But at the time, ConVars were the best idea as we didn't have the net library. After I implemented ConVars, it turned out that on a dedicated server shit didn't work because the ConVars got sent before the clientside Lua files got to make them. This meant the clients didn't get the values of the ConVars. The workaround for this was to send the ConVar data by running all the ConVar commands right after someone joined. I know this is terrible, but at the time I had no choice. The main problem of the convars is that there are tons. The client has to know about many of them for playing, and has to know about all of them when they open up the settings screen. When I have time (I sincerely hope that I'll have time before october 24th) I will look into it. Until then I would like to see some opinions on what to use for the convar system. I'm thinking of the net library. It can send 64KB of bullshit to the client, it should do it. Other ideas are settings in the new gamemodes file: [url]http://wiki.garrysmod.com/page/Gamemode_Creation#Gamemode_Text_File[/url] Other ideas are welcome. I'd like to thank Drakehawke and munch for the thread. I'd be very grateful if you gave your opinion on what system I should use for the convars. Maybe I can even remove a bunch, like I removed all the convars for the license weapons. EDIT: I did some quick checks: FAdmin has about 7 ConVars FPP about 70 DarkRP License weapons: O(n) (linearly dependent on amount of installed sweps), I thought I removed them, but apparently I didn't. DarkRP toggle commands: 71 DarkRP numeric commands: 44 I'll find something. Hopefully on time. If in the meanwhile someone can get this shit done before the weekend, throw me a pull request on git.
I have no idea how you're using your convars up so I'm assuming a lot here. First of all you need to be sure that these values need to be used by the client, and can't be coded in a lua file somewhere (like a shared config.lua file that the server owner can go down and edit). If not then it seems to be you have a few options. Convars are good for server settings that are commonly toggled. Gravity, god mode etc. I'm guessing your convars are controlling the price of things maybe? If that's the case I'd consider making a point entity that held information about entities. Then spawning them when the server is created. You can network the prices and names etc inside it, and set the entity to always network. You can store a lot of vars on an entity like this.. and point entities are nothing. Another option is, I can make string tables accessible to Lua somehow. I don't know exactly how this would work, but string tables are basically values indexed by a string. Up to 4069 of them. It's how we network the Lua files from server to client. This would be the easiest thing for you to do - but it obviously hinges on me implementing it - which probably isn't going to happen before the GMod13 launch.
[QUOTE=FPtje;38062143]Before I used ConVars, I used Datastream. The problem of datastream was that it was highly unreliable. The concept of it worked, but the implementation was horrible. A second idea was to send them manually through usermessages. This was also a bad idea because too many umsgs would disconnect the client, and with a forced delay between messages it would take long for them to arrive. I tried some other ideas, like text files and whatnot. But at the time, ConVars were the best idea as we didn't have the net library. After I implemented ConVars, it turned out that on a dedicated server shit didn't work because the ConVars got sent before the clientside Lua files got to make them. This meant the clients didn't get the values of the ConVars. The workaround for this was to send the ConVar data by running all the ConVar commands right after someone joined. I know this is terrible, but at the time I had no choice. The main problem of the convars is that there are tons. The client has to know about many of them for playing, and has to know about all of them when they open up the settings screen. When I have time (I sincerely hope that I'll have time before october 24th) I will look into it. Until then I would like to see some opinions on what to use for the convar system. I'm thinking of the net library. It can send 64KB of bullshit to the client, it should do it. Other ideas are settings in the new gamemodes file: [url]http://wiki.garrysmod.com/page/Gamemode_Creation#Gamemode_Text_File[/url] Other ideas are welcome. I'd like to thank Drakehawke and munch for the thread. I'd be very grateful if you gave your opinion on what system I should use for the convars. Maybe I can even remove a bunch, like I removed all the convars for the license weapons. EDIT: I did some quick checks: FAdmin has about 7 ConVars FPP about 70 DarkRP License weapons: O(n) (linearly dependent on amount of installed sweps), I thought I removed them, but apparently I didn't. DarkRP toggle commands: 71 DarkRP numeric commands: 44 I'll find something. Hopefully on time. If in the meanwhile someone can get this shit done before the weekend, throw me a pull request on git.[/QUOTE] imo, item prices don't need to use convars, as they can just be set in the code. And things like is item enabled is set through a convar, which is totally un-necessary, as you could just comment the line where you add the item. Same thing with job disabling. There are probably a lot more of these things which can simply just be hard-coded, just can't remember them right now. Autoreloading lua makes this even better, since you don't even need to do a map refresh if you really need to change them suddenly. I really don't see why things like this should be able to change on the fly, as they won't be changed rapidly.
Most of the settings toggle features, e.g. rp_license enables the whole weapon licenses feature, rp_tax enables the whole door taxing system. The "value" settings control to settings of these features, rp_maxdoors is the maximum amount of doors one player can own, rp_healthcost defines how much you have to pay to buy your own health. These don't change much either. I think the best thing would be to use Garry's idea of a config.lua file that server owners can edit. I'll get some moans about the settings tab in F4 being gone, but fuck'em. If they know how to make jobs and shipments, they'll also know how to edit settings. Thanks for your input, Garry. I really appreciate it. I don't think I'll need the string tables or the point entities.
[QUOTE=FPtje;38072735]Most of the settings toggle features, e.g. rp_license enables the whole weapon licenses feature, rp_tax enables the whole door taxing system. The "value" settings control to settings of these features, rp_maxdoors is the maximum amount of doors one player can own, rp_healthcost defines how much you have to pay to buy your own health. These don't change much either. I think the best thing would be to use Garry's idea of a config.lua file that server owners can edit. I'll get some moans about the settings tab in F4 being gone, but fuck'em. If they know how to make jobs and shipments, they'll also know how to edit settings. [/QUOTE] To keep them in the F4 menu, can't you just read and write them from a text file instead? It probably would have a ton more overhead involved than the config.lua file, but it might be nice for the convenience the menu adds.
[QUOTE=Neo Kabuto;38074730]To keep them in the F4 menu, can't you just read and write them from a text file instead? It probably would have a ton more overhead involved than the config.lua file, but it might be nice for the convenience the menu adds.[/QUOTE] I really don't think many will mind going into a config file to configure it tbh.
[QUOTE=Neo Kabuto;38074730]To keep them in the F4 menu, can't you just read and write them from a text file instead? It probably would have a ton more overhead involved than the config.lua file, but it might be nice for the convenience the menu adds.[/QUOTE] The lua file can be auto-reloaded. When people see the F4 menu, they expect the changes to be immediate. I don't want to make a whole system around that when lua autoreloading works fine for config files.
when I use this um... the scoreboard is sandbox, i only have keys no fists, i have barely and weapons, i cant switch class(f1-f4 does not work), no custom hud, very empty, and EVERYTHING that is supposed to be there is missing its like skeleton gamemode i mean really guys? wwwwhhhhhhyyyy did you do this?
[QUOTE=FPtje;38072735]Most of the settings toggle features, e.g. rp_license enables the whole weapon licenses feature, rp_tax enables the whole door taxing system. The "value" settings control to settings of these features, rp_maxdoors is the maximum amount of doors one player can own, rp_healthcost defines how much you have to pay to buy your own health. These don't change much either. I think the best thing would be to use Garry's idea of a config.lua file that server owners can edit. I'll get some moans about the settings tab in F4 being gone, but fuck'em. If they know how to make jobs and shipments, they'll also know how to edit settings. Thanks for your input, Garry. I really appreciate it. I don't think I'll need the string tables or the point entities.[/QUOTE] I still don't understand why clients need to know the value of taxes and licenses if the server is doing all of the checking and sending the error messages if they don't meet some requirements
[QUOTE=FPtje;38072735]Most of the settings toggle features, e.g. rp_license enables the whole weapon licenses feature, rp_tax enables the whole door taxing system. The "value" settings control to settings of these features, rp_maxdoors is the maximum amount of doors one player can own, rp_healthcost defines how much you have to pay to buy your own health. These don't change much either. I think the best thing would be to use Garry's idea of a config.lua file that server owners can edit. I'll get some moans about the settings tab in F4 being gone, but fuck'em. If they know how to make jobs and shipments, they'll also know how to edit settings. Thanks for your input, Garry. I really appreciate it. I don't think I'll need the string tables or the point entities.[/QUOTE] Perhaps having the toggable convars be in the .cfg file and those with a more indefinite number remaining accessible through the F4 menu would be more beneficial? E.g. Whether tax is enabled or not would be in the .cfg and the amount to tax would be accessible via the F4 menu.
[QUOTE=_RJ_;38077755]Perhaps having the toggable convars be in the .cfg file and those with a more indefinite number remaining accessible through the F4 menu would be more beneficial? E.g. Whether tax is enabled or not would be in the .cfg and the amount to tax would be accessible via the F4 menu.[/QUOTE] In my opinion, it's not necessary at all to even have a thing like tax amount on an admin panel. It's not like you will change it many times a day. You'll probably just set it once. Same thing applies to all convars, none of them are things which should be able to rapidly change. Which is why the config.lua is a great idea. I've honestly never used the admin tab on F4, never.
[QUOTE=Assault_Trooper;38079003]In my opinion, it's not necessary at all to even have a thing like tax amount on an admin panel. It's not like you will change it many times a day. You'll probably just set it once. Same thing applies to all convars, none of them are things which should be able to rapidly change. Which is why the config.lua is a great idea. I've honestly never used the admin tab on F4, never.[/QUOTE] Okay if you really have never used the admin tab before then your server must have sucked. And falco please dont mess with fpp, It wouldn't work using a cfg file.
[QUOTE=_RJ_;38077755]Perhaps having the toggable convars be in the .cfg file and those with a more indefinite number remaining accessible through the F4 menu would be more beneficial? E.g. Whether tax is enabled or not would be in the .cfg and the amount to tax would be accessible via the F4 menu.[/QUOTE] .CFG files are convars and are not send to clients. It is no solution. If you mean Lua config files, it's a dichotomy for me: either all the convars are in a config file or none of them are. I'm not going to make an arbitrary separation between settings that are in a config file and settings that aren't [editline]17th October 2012[/editline] [QUOTE=mikesdav;38079223] And falco please dont mess with fpp, It wouldn't work using a cfg file.[/QUOTE] I assume you mean a lua config file and not a .cfg file in the config folder. Why would it not work? Do settings have to be changed often in FPP?
[QUOTE=FPtje;38079389]CFG files are convars and are not send to clients. It is no solution. [editline]17th October 2012[/editline] I assume you mean a lua config file and not a .cfg file in the config folder. Why would it not work? Do settings have to be changed often in FPP?[/QUOTE] In darkrp i always need to change the settings around, you could remove the least used settings I guess but I change the admin physgun touch settings a lot but I wouldn't have to if I could restrict it to a certain team.
You don't need convars to allow the clients to change settings on the fly, you do have networking systems remember? Client asks the server what the current settings are -> server sends them down in a big table -> the client sends back anything it wants changed -> the server updates the values in memory and writes the updated info to the config file.
theres alot of back and forth there, seems a TAD unnecessary. alternatively, when the client has received the settings and its requesting a change, change them on the client then send it to the server, thus making the server send the new changes redundant. its not a huge change and theres really nothing being saved performance wise, but eh.
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