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garrysmod-issues's Introduction

READ THIS BEFORE DOING ANYTHING!

This is the Garry's Mod issue tracker. You can report bugs with the game here. This is not a place to ask for help.

Help and Support

This is not the place for help and support. You can ask for help from the community well as discuss game updates on the official Discord server (Please use appropriate channels - #lua for modding help and #gameplay-help for everything else).

You can also contact Facepunch Support for technical support with the game (not modding help).

Security Exploits & Vulnerabilities

To report a vulnerability, please visit https://facepunch.com/security

Reporting Bugs

Please follow these guidelines when reporting a bug:

  • Please avoid adding [tags] to your titles
  • Please don't report bugs with addons - report them to the author.
  • If you're the author of an addon and think a change we made is causing your addon to fail - then please report it.
  • Please be thorough in your bug report. Tell us everything.
  • If you can recreate the bug give us step by step
  • Make sure the bug hasn't already been reported
  • Tell us which version of GMod you experience the bug on (the top right corner in the menu)
  • Do not post TTT bugs here. You can either fix the problem and pull request a fix to Garry's Mod GitHub Repo or report the bug to the author of the gamemode.

Reporting Crashes

Translations

You can contribute to the game's translations on the following website: http://translate.garrysmod.com/project/garrysmod

Feature Requests

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garrysmod-issues's Issues

Staticy gun sounds

Hi, I've updated both GMod and CS:S by verifying the files. However, whenever I use any CS:S gun or knife in GMod, it makes a shrill, horrific static sound for a few seconds.There are no console errors or anything of the sort; it happens on every kind of server. I also really don't want to reinstall.

Weapon worldmodel hitbox doesn't rotate with the weapon

This is kind of tricky to explain. Happens in non-steampipe version. Basically if you spawn a long weapon ( anabelle for example ), rotate it by 90 degrees and test each tip of the weapon you will notice that in some cases the weapon is not pickup able by physgun. And vcollide_wireframe 1 doesn't seem to affect weapons, so I can't see what's happening exactly. Here's a picture: http://i.imgur.com/BVPXYWR.jpg

Small Font

The current font in the linux beta is very small and hard to read.

Won't fully launch

I'll launch the game in Linux Mint 15 Mate-desktop after installing ia32-libs and the loading bar fully loads and it just exits the game. I'm not a Linux expert so if you guys in the comments could tell me how to possibly provide more information on this problem it would be appreciated.

Here's a video link:https://www.youtube.com/watch?v=XSYh6nd0ZlQ

bad module: 'serverbrowser.dll'

The latest Garry's Mod update bricks my copy, failing with with the error: "Platform error: bad module 'serverbrowser.dll', not loading."

To fix it, lowercase 'bin/ServerBrowser.so'

file.Exists bug

file.Exists does not return true for directories

file.Exists( "addons/", "GAME" ) --> false 
file.IsDir( "addons/", "GAME" ) --> true 

.nav files won't allow map loading

This one has been a frustrating one; if there is a .nav file in the map folder, and that map is loaded, then it will stop responding and not load. Happens in single player and multiplayer in GM13, but according to Robotboy also happened in multiplyplayer in GM12.

Missing Content

When using the Garry's Mod Beta on Linux, there's a large array of missing content: textures, VGUI and models (balloons, chairs).

MP3 files don't play

"Unable to find Miles ASI codec input=.MP3, output=.RAW"

Just a missing mssmp3.asi file from the bin folder.

Linux beta dedicated server missing dependencies

The dedicated server fails to run giving the error:
Couldn't locate library [lua_shared_srv] or couldn't find module [LUASHARED003]

The library garrysmod/bin/lua_shared_srv.so is linked against libsteam_srv.so which is not included.

Can't render demos into videos

Okay, so this may just be an issue on my end, but I can't use the demo editor thing in gmod to make a video. I have to use the old method, which is "startmovie [filename]" then "playdemo [filename]" which is really tedious, especially on Linux because it means I have to wine virtual dub to put all of the frames together. But what happens is, I go to the demo thing, select a demo I recorded, go through all of rendering options (I use webm) and render the video. But after it is done rendering, there is no video file anywhere. It isn't that bad, because like I said I can use the old method, but it's still pretty annoying.

DispatchTraceAttack behaving wrong

It's kinda hard to explain. The damage works fine, but the effects aren't working correctly.

The best way to test this would be to bind a key to the command in the script below, spawn a bot, then spam your bind. The blood decals can end up on the other side of the map, depending on the angle in which you are dispatching the trace attack. Also the blood spatter particle effects ends up behind the start position, as if the normal isn't being calculated correctly.

This is also apparent on maps like cs_office with func_breakable_surf's. DispatchTraceAttack is supposed to handle the glass shattering effects, but it doesn't seem to work right in this case too.

concommand.Add( "test_traceattack", function( ply, cmd, args, str )

    local tr = ply:GetEyeTrace()

    local damage = DamageInfo() -- Create the bullet damage
    damage:SetAttacker(me )
    damage:SetDamage( 32 )
    damage:SetDamageType( DMG_BULLET )
    damage:SetDamagePosition( tr.HitPos )
    damage:SetDamageForce( 32 * 500 * tr.Normal )

    tr.Entity:DispatchTraceAttack( damage, tr.StartPos, tr.HitPos )

end )

I checked out the SDK and the arguments are completely different to the CPP counterpart where it takes a direction normal, and a trace result.

void CBaseEntity::DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
#ifdef GAME_DLL
    // Make sure our damage filter allows the damage.
    if ( !PassesDamageFilter( info ))
    {
        return;
    }
#endif

    TraceAttack( info, vecDir, ptr );
}

void CBaseEntity::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
    Vector vecOrigin = ptr->endpos - vecDir * 4;

    if ( m_takedamage )
    {
        AddMultiDamage( info, this );

        int blood = BloodColor();

        if ( blood != DONT_BLEED )
        {
            SpawnBlood( vecOrigin, vecDir, blood, info.GetDamage() );// a little surface blood.
            TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
        }
    }
}

It would be nice if the arguments would reflect the CPP version rather than whatever it is you are doing.

Bone editor hard to use

The bone editor in Gmod is nearly impossible to use. When you hover your cursor over an arrow after you click on the bone, it may work for the first few clicks, but then it just bugs out and you can't use it anymore.

Pistol seems to shoot one round when switched to.

When you switch weapons the pistol seems to shoot one round but doesn't take any ammo.
If you spam switch weapons you can see shells bouncing across the screen.

On the other hand it doesn't seem to actually shoot.
Just releases an empty shell.

error on launch on Linux (symbols not found)

On attempting to launch Garry's Mod on a 64-bit Arch Linux machine, the game aborts after drawing a light blue background, displaying the error message Could not load library client (Unknown Error).

Other Source games available on Linux, e.g. the Half-Life 2 beta, do not exhibit this behaviour.

Running with LD_DEBUG=files shows errors like these:

 25887: opening file=/opt/steam/ubuntu12_32/libsteam.so [0]; direct_opencount=2
 25887: 
 25887: /opt/steam/ubuntu12_32/libsteam.so: error: symbol lookup error: undefined symbol: SteamWriteMiniDumpUsingExceptionInfoWithBuildId (fatal)
 25887: /opt/steam/ubuntu12_32/libsteam.so: error: symbol lookup error: undefined symbol: SteamWriteMiniDumpSetComment (fatal)

Notably, /opt/steam/linux32/steamclient.so does not contain a function named SteamWriteMiniDumpUsingExceptionInfoWithBuildId, but it does contain one named Breakpad_SteamWriteMiniDumpUsingExceptionInfoWithBuildId.

Server is using a newer game versoin

After my Garry's mod was not loading properly i was redirected to the steam help page on that page it told me to delete me appcache folder or something like that and restart my computer and garry's mod after i did so i tryed to join a server and it said the server was using a newer versoin of GMod???????? help plz

Sounds not playing on map

As of a Gmod update around March, sounds have stopped playing on our map and this is due to some change with the MAX_CHANNELS. This stops ambient and door sounds from playing and ruins the atmosphere of the map.

I posted a thread here:
http://facepunch.com/showthread.php?t=1255376

It contains near enough everything you need to know including a video. I would appreciate it if this could be looked into because we spent some time on the map and it would be great to have it working as it should again.

viewmodel sways on demo playback

A bug in garry's mod which causes the viewmodel to sway on demo playback, has been present since the introduction of context menu world clicking on gmod 13 beta, last year.

The viewmodel would sway, when the demo records the player performing movement, weapon firing, opening scoreboard.

A video to demonstrate what I mean.
http://www.youtube.com/watch?v=OUK7BCHWUPs

GMod Model Directory Incorrectly Cased - Other Mod Issues

Some of the addons I have installed, such as Scars and WAC Aircraft aren't working on the Linux development beta. I submitted a ticket because the development version on Windows with these addons work just fine. I have the same addons on Linux, as well as Windows development version (through wine). Below are some examples of the errors:

File exists in two addons - possible conflicts! lua/entities/sent_sakarias_scar_base/init.lua (SCars Slim and Battlefield 2142 SCars)

[ERROR] lua/entities/sent_sakarias_car_paccar/shared.lua:253: attempt to index a nil value

  1. SpecialThink - lua/entities/sent_sakarias_car_paccar/shared.lua:253
    1. unknown - lua/entities/sent_sakarias_scar_base/init.lua:730

[WAC Aircraft] lua/entities/wac_pl_base/init.lua:162: attempt to index a nil value

  1. unknown - lua/entities/wac_pl_base/init.lua:162

Stays in blue loading screen

When i start up Gary's Mod it stays in the blue loading screen and when i close it up its says "Steam user not found" or something like that.

Gets stuck on blue screen

I bought Gmod yesterday, expecting to have some fun. But instead, I was greeted by a blue screen and an error message saying:

Steam Error: No SteamUser

-Make sure that steam is up to date.
-Try Restartting your PC.
-Try Garry's Mod -> Delete Local Content.

Please let me know if you solve this bug!

I tried all of them several times, it still won't work. Has someone found a fix to this bug? I'm on mac if that helps. If there is no fix yet, will there be a patch soon? I know i'm not the only one with this issue, so it would be great to know i didn't throw $10 away. Thanks

pp/blurscreen stopped working

I think it was mentioned in a previous bug report that SetFloat-ing on a material stopped working because of something to do with the material refreshing, but in the beta there are no methods to recompute the material. This is the testing code I used, all it does is create a slightly blurry screen:

local mat = Material( "pp/blurscreen" )
hook.Add( "HUDPaint", "blurscreen", function()

    surface.SetMaterial( mat )
    surface.SetDrawColor( 255, 255, 255 )
    mat:SetInt( "$blur", 1 )
    mat:SetFloat( "$blur", 5.0 )
    mat:Recompute( "$blur" )
    if render then render.UpdateScreenEffectTexture() end
    surface.DrawTexturedRect( 0, 0, ScrW(), ScrH() )

end )

NPC Issues.

If you spawn a Metro Police NPC you will find that he will attack you perfectly fine but as soon as you do any damage to him, he will stand in t pose without doing anything else.
Isn't the Metro Police a form of combine? meaning he should be in the combine tab instead of humans and resistance.

Another thing, if you spawn a Fast Zombie Torso, it seems to create an error model, checked my mounts, had all the hl2 games mounted, made no difference.

Last but not least Odessa seems to register as a citizen on death and also sometimes makes female death sounds.

Include and lua_openscript_cl doesn't work properly.

I've been reporting this before but now dived somewhat deeper into it, it appears that when you try to run lua_openscript_cl OR include(file) on a clientside file, only a "cached" copy is loaded. It loads fine the first time after join, but if you edit the file and try to load it again, you get the same file as before. You have to changelevel in order to get the updated file again.
I tried the same stuff serverside, and it works fine there.

I have tried this in singleplayer and local multiplayer (listen server), and its the same error on both.
The only workaround I've found sofar is to use file.Read along with RunString, file.Read loads the updated file fine.

It works fine in the lua/ base folder, but not any subfolder (autorun/, autorun/client/, entities/)

Posted from the thread: http://facepunch.com/showthread.php?t=1247316 where I got several agree ratings, as if I'm not the only one with this problem.

I'm pretty sure this has something todo with symlinks. I keep a constant backup of my lua and gamemodes folder in dropbox, and then symlink it to garrysmod. This symlink method worked fine in gmod12, did you change the way folders are found in bootil?

Games aren't mounted

In Garry's Mod Beta on Linux, games like CS:S don't correctly mount their content (it goes under CSGO in game), and games like Portal or Half-Life 2 (which are in beta at the moment in Linux) and Team Fortress 2 aren't detected at all.

Pistol/Smg shell ejecting.

With the current gmod beta, if you shoot the pistol or smg, you seem to get a lot more shells ejecting than you'd normally expect, specially if you only shoot 1 bullet.

Gmod crashes during 'Initialize All Game Systems' (Attempt to free invalid pointer)

EDIT: I FIXED IT! It turns out that Garry's mod has a hidden dependency: a custom malloc implementation called tcmalloc. I found this by looking in the hl2.sh in the GarrysMod directory, and found something interesting:

Do the following for tcmalloc
LD_PRELOAD=../src/thirdparty/gperftools-2.0/.libs/libtcmalloc_debug.so:$LD_PRELOAD

The name tcmalloc rang a bell (from the strace output,) so I hunted down this 'gperftools-2.0' and found this:

https://code.google.com/p/gperftools/downloads/detail?name=libgperftools0_2.0-1_i386.deb&can=2&q=

Which I extracted and placed in the directory of my choice, and then added an appropriate LD_PRELOAD to the script:

LD_PRELOAD=/home//gperftools-2.0/libs/libtcmalloc.so.4

And voila, it loaded!

NOTE (to garry): Please put libtcmalloc somewhere it can be used!

System info:

Operating System Version:
Linux (64 bit)
Kernel Name: Linux
Kernel Version: 3.9.4-1-ARCH
X Server Vendor: The X.Org Foundation
X Server Release: 11401000
X Window Manager: Xfwm4
Steam Runtime Version: steam-runtime-release-i386_2013-05-08

Video Card:
Driver: NVIDIA Corporation GeForce GTX 460/PCIe/SSE2

Driver Version: 4.3.0 NVIDIA 319.23

Strace output:

write(2, "third_party/tcmalloc/chromium/sr"..., 94third_party/tcmalloc/chromium/src/tcmalloc.cc:449] Attempt to free invalid pointer: 0x8eee388
) = 94
rt_sigprocmask(SIG_UNBLOCK, [ABRT], NULL, 8) = 0
tgkill(3766, 3766, SIGABRT) = 0
--- SIGABRT {si_signo=SIGABRT, si_code=SI_TKILL, si_pid=3766, si_uid=504} ---
+++ killed by SIGABRT (core dumped) +++

I've only been able to replicate this in 64 bit Arch linux, however, it appears that i'm not alone: https://gist.github.com/flibitijibibo/5562395

Localization for Kill Names Issue

In Gmod, when the kill messages come up, they're saying things like #npc_manhack or #npc_combine_s instead of Manhack and Combine Soldier.

It looks like this is the file that contains those: GarrysMod/garrysmod/resource/language/npc-ents_english.txt

Game crashes on startup on Linux

Posted this on Valve's bug tracker as well, since it's probably more of an issue on Valve's side of things.

System info

Host:   home.meklu.org
Kernel: Linux 3.9.3-pf x86_64
Distro: Gentoo Base System release 2.2
CPU:    AMD Phenom(tm) II X4 B25 Processor
        4 cores/threads
        2712.14 MHz
RAM:    11.73 GiB
GPU:    Gallium 0.4 on AMD JUNIPER
        OpenGL 3.0 Mesa 9.2.0 (git-4405ff4)
        GLSL 1.30

Backtrace via gdb

Program received signal SIGSEGV, Segmentation fault.
0xf37a8652 in _mesa_BindFramebuffer () from /usr/lib32/dri/r600_dri.so
(gdb) bt
#0  0xf37a8652 in _mesa_BindFramebuffer () from /usr/lib32/dri/r600_dri.so
#1  0xf7a6320d in shared_dispatch_stub_659 () from /usr/lib32/libglapi.so.0
#2  0xf73b0871 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#3  0xf738b497 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#4  0xf738b6db in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#5  0xf73b1768 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#6  0xf73a31d1 in IDirect3DDevice9::ScrubFBOMap(CGLMTex*) () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#7  0xf73a32fe in IDirect3DDevice9::ReleasedCGLMTex(CGLMTex*) () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#8  0xf73a3493 in IDirect3DBaseTexture9::~IDirect3DBaseTexture9() () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#9  0xf73a36b2 in IDirect3DTexture9::~IDirect3DTexture9() () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/libtogl.so
#10 0xefef1bb9 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/shaderapidx9.so
#11 0xefeddcef in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/shaderapidx9.so
#12 0xefeddea9 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/shaderapidx9.so
#13 0xf19ccd63 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/materialsystem.so
#14 0xf19cfc32 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/materialsystem.so
#15 0xf19e44a6 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/materialsystem.so
#16 0xf1997dcf in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/materialsystem.so
#17 0xefeeed75 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/shaderapidx9.so
#18 0xf1992b7d in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/materialsystem.so
#19 0xf237f713 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#20 0xf237fce1 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#21 0xf233fb8a in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#22 0xf242b038 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#23 0xf242fb85 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#24 0xf242d066 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#25 0xf247e7a0 in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#26 0xf242e08f in ?? () from /home/meklu/.local/share/Steam/SteamApps/common/GarrysMod/bin/engine.so
#27 0xf79a2de0 in ?? () from bin/launcher.so
#28 0xf79a2de0 in ?? () from bin/launcher.so
#29 0xf798ab25 in LauncherMain () from bin/launcher.so
#30 0x080484d4 in main ()

apitrace output:

0 5805 glXSwapIntervalMESA(interval = 0) = 0
5805: warning: unsupported glXSwapIntervalMESA call
6962: glDebugOutputCallback: High severity API error 1, GL_INVALID_VALUE in glTexImage2D(internalFormat=GL_FALSE)
0 6962 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_ZERO, width = 1920, height = 1080, border = 0, format = GL_RGBA, type = GL_HALF_FLOAT, pixels = NULL)
6962: warning: glGetError(glTexImage2D) = GL_INVALID_VALUE
6988: glDebugOutputCallback: High severity API error 1, GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer)
0 6988 glClear(mask = GL_COLOR_BUFFER_BIT)
6988: warning: glGetError(glClear) = GL_INVALID_FRAMEBUFFER_OPERATION
7011: glDebugOutputCallback: High severity API error 1, GL_INVALID_VALUE in glTexImage2D(internalFormat=GL_FALSE)
0 7011 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_ZERO, width = 1920, height = 1080, border = 0, format = GL_RGBA, type = GL_HALF_FLOAT, pixels = NULL)
7011: warning: glGetError(glTexImage2D) = GL_INVALID_VALUE
7037: glDebugOutputCallback: High severity API error 1, GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer)
0 7037 glClear(mask = GL_COLOR_BUFFER_BIT)
7037: warning: glGetError(glClear) = GL_INVALID_FRAMEBUFFER_OPERATION
apitrace: warning: caught signal 11
7047: error: caught an unhandled exception
zsh: segmentation fault  ~/src/apitrace/build32/glretrace hl2_linux.1.trace

A patch that 'fixes' mesa making it not conform to spec anymore;
it spits out 'unsupported format' a few times in stderr/stdout but doesn't
segfault either. Maybe GL_RGBA would've been a better fit for this 'fix'.

From c877db70ff3922381a48ba75cff7b2024da3ba35 Mon Sep 17 00:00:00 2001
From: Melker Narikka <[email protected]>
Date: Sat, 1 Jun 2013 17:43:17 +0300
Subject: [PATCH] Hacky test of dooom~~

---
 src/mesa/main/teximage.c | 1 +
 1 file changed, 1 insertion(+)

diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
index 9aaa63f..715ef31 100644
--- a/src/mesa/main/teximage.c
+++ b/src/mesa/main/teximage.c
@@ -174,6 +174,7 @@ _mesa_base_tex_format( struct gl_context *ctx, GLint internalFormat )
    case GL_COMPRESSED_INTENSITY:
       return GL_INTENSITY;
    case GL_COMPRESSED_RGB:
+   case GL_ZERO:
       return GL_RGB;
    case GL_COMPRESSED_RGBA:
       return GL_RGBA;
-- 
1.8.2.1

In conclusion, you're probably hitting some border case in togl that causes
it to pass GL_ZERO as internalFormat (which the spec doesn't like) and it
somehow manages to work on the blobs (well, at least nVidia).

render.CopyRenderTargetToTexture() behaving strangely

First, a little background. Some addons require the use of render targets that have transparent pixels in them. render.Clear() can't seem to change the alpha value at all on render targets. So, to start with a blank, transparent render target, we have to use render.Clear() on the main framebuffer, and then copy it to the render target using render.CopyRenderTargetToTexture().

In the latest steampipe beta (version 165), render.CopyRenderTargetToTexture() started behaving strangely on render targets that had alpha channels, the end result being that nothing would get drawn to the render targets after using the function to clear them. I modified a little bit of code in two addons to produce the following screenshot.

http://img16.imageshack.us/img16/4200/rendertargetfun.png

In the picture, all of the walls should have the same image, copied from the main framebuffer. Only the walls with render targets that don't have alpha channels show up correctly. The wall on the right, which does have an alpha channel, has transparent pixels in certain areas (they show up as black because it's being rendered to another render target that doesn't use render.CopyRenderTargetToTexture() at all). This was all working fine in version 164, and one of the earlier steampipe betas

The render targets were created with the following code

local iTexFlags = bit.bor(
TEXTUREFLAGS_POINTSAMPLE,
TEXTUREFLAGS_SINGLECOPY,
TEXTUREFLAGS_RENDERTARGET,
TEXTUREFLAGS_NODEPTHBUFFER,
TEXTUREFLAGS_PROCEDURAL,
TEXTUREFLAGS_CLAMPS,
TEXTUREFLAGS_CLAMPT
)

GetRenderTargetEx( sTextureName, pow2width, pow2height, RT_SIZE_NO_CHANGE, MATERIAL_RT_DEPTH_NONE, iTexFlags, 0, IMAGE_FORMAT_RGBA8888 )

Can't Load Any Map on Garry's Mod

Hello ! When im starting Garry's Mod everything almost work fine but when i select a ''Sandbox'' Map it is loading like always... After when its done my Garry's Mod is closing down and need to restart Steam. I think this is becuse of the steam update wich came out 2013-05-6. Or so is it a bug on the game. Please fix it i've been trying for 1 day now!

Timer library causing memory leak

Hey

As you probably know by now, since you rewrote the timer library there's been some weird behavior. Well we've found another one over at Wiremod. Apparently, timer.Create causes memory leaks if used on a timer that already exists. Previously, before the rewrite, timer.Create would work just like timer.Adjust if the timer already existed. This change could cause some problems for existing addons who don't notice this problem, as it was with Wiremod until we patched it a few days ago. To fix it, we did this

if (timer.Exists("blah")) then
    timer.Adjust("blah", 1, 1, func)
else 
    timer.Create("blah", 1, 1, func)
end

A user named "Incompatible" found the solution and posted it to the Wiremod github issues thread, and he explained the cause of the problem pretty well:

I have located and corrected this issue.

Explanation:

timer.Create continues to exist while it is executing upon expiration, When the code was executed, it was recreating the timer before it stopped existing, which prevented Lua from de-referencing the temporary function. The functions would pile up and eventually flood the registry table, causing garbage collection to take an unusual amount of time to process the registry.

Solution:

timer.Adjust resolves the issue, it correctly causes the previous function to be referenced and thus prevent them from flooding the registry.

Presets are not saving

Reposting this from gmod's github.
SavePresets() says "TODO: Save presets" and presets are not saving. This has been issue for a long time and many people are affected.

Garrysmod.gcf missing and gameinfo.txt missing?

My exact error says, "Setup file 'gameinfo.txt' doesn't exist in subdirectory 'garrysmod'. Check your -game paramater or VCONFIG setting". Please help me get a garrysmod.gcf so I can fix my game.

Addon sounds won't load

I've downloaded some M9K weapon packs from SteamWorks and while the models, textures and animations load fine, the weapons don't have any sound.
Same problem with the GDCW Barrett M82a1 and the Glowsticks.
I get these errors in the console, with various sounds:
Cannot figure out which search path sound/weapons/masadamagpul/cloth2.wav came from. Absolute path is /home/z33ky/steam/steamapps/common/garrysmod/garrysmod/sound/weapons/masadamagpul/cloth2.wav

I am on Linux, so also the SteamPipe beta.
Is this an issue with Garry's Mod or are the Addons at fault?

Weapons acting weird when shooting.

Most of the weapons seem to have this weird issue where animations don't play after the first frame.

You can easily see this by shooting any of the following weapons constantly.
toolgun, pistol, smg1, revolver, crossbow

These 3 weapons seem to do the same but not as frequent.
gravgun, physgun, crowbar

If you switch weapons you will see only the first frame plays again.

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