39 Results
Fuck knows. It always prefers datatable first. With some of the big addons like wiremod I think it'd be better if they could get on Workshop and include a nosend file. That way they could update the client any time they want and everyone would be up to date. And servers wou...
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[QUOTE=Wizard of Ass;37024312]Sounds more like source protection.[/QUOTE] Buh?
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[QUOTE=Wizard of Ass;37024075]Why do you want to change it in the first place?[/QUOTE] for the sake of change
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So I made some big changes over the last couple of days that may or may not be popular. I got rid of datapack. You no longer download the file when joining a server. That's great right? The bad news is that the files are all packed into datatables now. This is pretty much i...
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It's a cvar to toggle it on/off anyway
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The whole point is to do it when gmod isn't in focus :S
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Yeah - no reason why it shouldn't work on DS's too right now [editline]29th July 2012[/editline] Well, as long as they're windows.. unless someone wants to fill this class in so it works on linux.. [url]http://code.google.com/p/bootil/source/browse/trunk/include/Bootil/Fi...
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Added auto refreshing to GMod.. so you can edit a vmt and vtf - and the engine will automatically reload it. I'm in the process of adding it to Lua now. Entities and Weapons work already. Obviously this is going to work to a certain limit. If you spawn an entity and then ed...
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I should let you load materials in Material() in the same way that I let you load png/jpgs from disk. Would be easy enough - I'll work on that next week.
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[QUOTE=Spencer Sharkey;36869616]Garry, these lighting functions are great and all and I love them, but is there a way we can get different shaders working with meshes? (Specifically VertexLitGeneric and WorldVertexTransition.. :D) The lighting functions are a tad slow to h...
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[QUOTE=FoohyAB;36823026]Garry, any leads to that problem with ComputeLighting/GetLightColor?[/QUOTE] Looking at the code.. try setting lightcache_maxmiss to 9999999999 - let me know if it makes a difference
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No - I can add another function to query dyanmic lighting
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I think it's like you say - it's building a cache when you move an entity by it. I'll try to find the function in the next few days after SVN is updated.
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[QUOTE=FoohyAB;36793881]Nono, I'm talking about how in this video the lighting seems to get 'moved' along the track when it's being stretched out: [url]https://dl.dropbox.com/u/1179448/Misc%20Video/gm_construct%202012-7-15%2005-00-07.webm[/url] (Using the old lighting functi...
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So isn't that kind of expected? Or am I crazy? [img]http://puu.sh/IZyX[/img]
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is that because it's lighting per tiangle, or is that bit of mesh chopped up?
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I just committed a change - it should hopefully fix it, let me know if it doesn't.
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Awesome - so did those new functions solve all the problems with lighting?
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[QUOTE=FoohyAB;36779601]...[/QUOTE] Fucked up, don't know what's going on there. I had a look around the code and added 2 new funtions Added render.GetAmbientLightColor() Added render.ComputeLighting( pos, normal ) ComputeLighting is used by the detail object system...
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In GMod 13?
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[QUOTE=FoohyAB;36776590]Testing out the new color property for meshes: [img]http://img191.imageshack.us/img191/828/screenshot2012071421443.png[/img] Don't know if I'd include this in rollercoaster, it lacks shading/proper lighting (because I have to use UnlitGeneric to colo...
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AGGHHH [img]http://puu.sh/HFCN[/img] 2 posts every hour - I'm drowning in a sea of questions!!!
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[QUOTE=Kogitsune;36638940]Setting up multiple view models is an example: [url]http://www.facepunch.com/showthread.php?t=1176082[/url] The client needs to run that code for it to work because of the lack of proper prediction on swep methods. Is there some special way to b...
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Where do you get the list of tracks from? What changes the list?
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[QUOTE=FoohyAB;36632084]I'm confused then. If I, say, wanted to change a derma panel or something else clientside when the user left clicks, I should instead send a usermessage or whatever from the server to the client? I realize there isn't anything to predict in singleplayer...
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[QUOTE=FoohyAB;36631571]Would it be a bad idea to call it clientside in singleplayer anyway for the sake of simplicity? (So code that relies off of certain things being clientside works the same both singleplayer and multiplayer without any workarounds)[/QUOTE] You don't u...
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[QUOTE=Bletotum;36630967]this makes it very awkward wanting to run code on the client using the tool i don't see why its a big deal to give singleplayer the same tool setup as multiplayer[/QUOTE] That's how the engine works Singleplayer: SERVER: Shoot gun Multi...
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I remember that now. It wasn't predicted - it was clientside authoritative. The controlling client was sending the positions to the server and the server was sending that down to the other clients.
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This one? [media]http://www.youtube.com/watch?v=GRrLvnGB1Gk[/media]
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Kind of yeah, I doubt the bathtub was actually predicted properly though - since I had to add a lot of stuff to get this to work properly. Plus back then not even the guns were predicted properly :x
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No, the prediction wouldn't work with the physics of the old vehicles.
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Made it so you can rotate in 3rd person [vid]http://puu.sh/FRhp[/vid] [editline]4th July 2012[/editline] Lolz [vid]http://puu.sh/FRkU[/vid]
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[vid]http://puu.sh/FLwH[/vid] Entity driving.. all fully predicted - and no prediction errors! Controls the same at a 300 ping as it does in single player! I only really added it for the lamp/cameras - but I might leave it enabled for props too - since it's pretty fun.
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All signs point to yes at the moment
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So, good news and bad news. Looking further into the new HTML panel stuff shows that even though they're now reading the alpha channel from cef it's still an older version of cef - so alpha isn't included. Which means no alpha. So I looked into Awesomium this morning - a...
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using a HTML panel for stuff? that's dumb.
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.. Fixed it! [editline]1st July 2012[/editline] Due to the change in the HTML system - Panel:GetHTMLMaterial no longer exists - so in the next update I'll be making it error. I have however added panel:BindHTMLTexture(). When you call it if it's successful it will return ...
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Looking into the vgui creation lag error. Shooting blanks. Joined a DarkRP server and pressed f4 so it lags. Attached VSleepy and did it multiple times. This is the offending callstack.. [img]http://puu.sh/EZNA[/img] So I'm now looking at the possibility that it's caused...
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