Garry's Mod

Garry's Mod

16th Note | Gameplay Music
108 Comments
Zeta 19 Jul @ 11:36am 
Yeah, it happens if you use F1 (persistent) spawn menu
vwqhuorvjhwrhuwer 14 Jul @ 7:52pm 
if you open the music picker after searching for the 16th note settings without closing the spawn menu it bricks the game and you cant close the spawn menu or the 16th note music picker
Zeta 6 Jul @ 2:22am 
Fair enough xd
Sorell  [author] 6 Jul @ 1:22am 
I get notified when things are created so it's guaranteed to get my attention. It's just a matter of when I address it. (which is literally just whenever I feel like it lol)
Zeta 6 Jul @ 1:20am 
Have opened the issues anyway.
Zeta 6 Jul @ 1:00am 
Ok. Just it looked a little deserted so that's why i wrote here.
Sorell  [author] 5 Jul @ 2:33pm 
Hooo kay lots of stuff. For future reference, please use the GitHub to create issues. It would make responding to the issues much easier in a sense that each issue will be in its own thread.
Zeta 4 Jul @ 1:04am 
Also if entering singleplayer after gmod startup then it plays the previous forced type of music till conditions for it's change are met. And it seems that combat music always the same after startup?
Zeta 4 Jul @ 1:01am 
Oh, also sometimes when skipping music, the current one continues playing with the new one starting to play too, but the previous cannot be disabled anymore.
Zeta 3 Jul @ 11:17pm 
So, uh, i got an idea, what if you allow custom lyrics render addons?
Zeta 3 Jul @ 11:16pm 
Everything works now. Not really a neat solution, but at least it works and nothing really breaks.
Zeta 3 Jul @ 9:22pm 
Okay, it seems that i have fixed unabillty to show utf-8 characters. Gonna debug a little more and then ask to add fix to the addon.
Zeta 3 Jul @ 2:06pm 
Hmm, when var containg entire phrase (lyric) shows characters correctly but when they get splited (ch), then they break.
Zeta 3 Jul @ 1:30pm 
Okay, played around the text in addon, the non-latin displaying issue have so far only pickers and lyrics display, other things show them quite well.
Zeta 3 Jul @ 12:06pm 
"Currently Playing" doesn't render text if track display X > 0.3
Zeta 3 Jul @ 11:31am 
Ability to add custom names to music (to at least popup showing names with capitalized letters) would be nice.
And also ability to disable certain music from a pack.
Zeta 3 Jul @ 9:50am 
@Sorell If anything, just checked Gmod's github and Trebuchet16 (and Trebuchet24) isn't there either. Maybe you put it yourself or it have been cached?
Zeta 3 Jul @ 8:41am 
Also for some reason lyrics don't display non-latin characters (gives ?) despite the font clearly supporting them. Same goes for music picker.
Zeta 3 Jul @ 8:31am 
Also gives a error when opening mod's menu:
[16th Note | Gameplay Music] SetFontInternal: font doesn't exist (Trebuchet16)
1. SetFont - lua/vgui/dlabel.lua:46
2. OpenMusicPicker - lua/16thnote/client/cl_16thnote_gui.lua:143
3. DoClick - lua/16thnote/client/cl_16thnote_spawnmenu.lua:198
4. unknown - lua/vgui/dlabel.lua:253
Zeta 3 Jul @ 8:27am 
Okay, the path to lyric in example file in this mod is wrong, the actual path is:
{addon_name}\lua\16thnote_lyric\cl_{your_name}.lua
Zeta 3 Jul @ 8:12am 
Uhh, how does lyrics work? I set up everything right but they seem to not display?
null_local 26 Jun @ 1:07pm 
is it possible to make it so combat doesn't play if an enemy (or enemies) aren't within a certain range, so it doesn't play if enemies are well-outside of fighting range, maybe still playing if said enemy is shooting at you, regardless of range (maybe possible reusing the PVP combat code, idk)
Fire 28 May @ 7:38pm 
yea sadly it didn't work. thanks though!
Sorell  [author] 25 May @ 9:23am 
You're missing a base font try validating your game. Beyond that, I might have to just consider adding my own font if this is a case of computers simply not having a font.
Fire 25 May @ 7:56am 
this seems to be a only me problem but here's the error that i think is causing it so that i don't see any lyrics. even the songs doesn't display LS? (it's the limbus company addon i'm listening to btw)

[16th Note | Gameplay Music] SetFontInternal: font doesn't exist (Trebuchet16)
1. SetFont - lua/vgui/dlabel.lua:46
2. OpenMusicPicker - lua/16thnote/client/cl_16thnote_gui.lua:143
3. DoClick - lua/16thnote/client/cl_16thnote_spawnmenu.lua:198
4. unknown - lua/vgui/dlabel.lua:253
Azrael 19 May @ 3:04am 
Oooookay, Nevermind, it works correctly now?
Dont know how but it just started working
Azrael 19 May @ 2:46am 
Sorell  [author] 18 May @ 2:07pm 
It's alright no worries. Curious, what video was it?
Azrael 18 May @ 12:29pm 
Ah, i see- My bad then.
I wasnt sure because i saw another video showcasing it and it did as i described it.
Sorell  [author] 17 May @ 2:56pm 
It's supposed to render on one side and it's not supposed to continuously follow the camera.
Azrael 17 May @ 1:25pm 
For a unknown reason, The lyrics seem to mainly appear in one side, Not following the camera [And i am unsure if its a addon specific issue since i disabled everything but 16th note limbus company OST], Any possible issue causing that?
Combined 13 May @ 1:44pm 
just came back to this mod, tysm for adding that feature :steamthumbsup:
Sorell  [author] 10 May @ 8:50pm 
Found the issue. Evidently it was an minor issue with Nombat support and the lyric system. A simple 1 line of code fix.
Brave Yet Dumb 10 May @ 7:22pm 
Yes, this happened when I opened the options, first click doesn't open the options and the error occurs, second click opens the options but I was unable to configure the music at the very bottom of the settings menu.
Sorell  [author] 10 May @ 2:25pm 
Noted.

Just for debugging purposes, did this occur when you opened the options? Additionally, what music packs do you have so I can possibly see if I replicate the same issue?
Brave Yet Dumb 10 May @ 12:16pm 
[16th Note | Gameplay Music] lua/16thnote/client/cl_16thnote_functions.lua:246: bad argument #1 to 'ipairs' (table expected, got nil)
1. ipairs - [C]:-1
2. PackSupportsLyrics - lua/16thnote/client/cl_16thnote_functions.lua:246
3. ControlPanelBuildFunction - lua/16thnote/client/cl_16thnote_spawnmenu.lua:150
4. FillViaTable - gamemodes/sandbox/gamemode/spawnmenu/controlpanel.lua:188
5. ActivateTool - lua/includes/modules/spawnmenu.lua:116
6. DoClick - gamemodes/sandbox/gamemode/spawnmenu/toolpanel.lua:203
7. unknown - lua/vgui/dlabel.lua:253
Sorell  [author] 30 Apr @ 12:56pm 
Rough drafts are meant to be rough. I'll think more about it once the time comes and address it from there.
Lombaxtard 30 Apr @ 12:45pm 
It's a very crude draft, although I believe it used to work if not exactly, then very similar to what I described, all until not so long ago (again, I could be misremembering things)
Lombaxtard 30 Apr @ 12:45pm 
Thanks. Well, I don't know why songs keep getting unpaired music pack-wise (I'm also moderately sure this didn't use to happen like a month ago, I could be wrong though) so I can't get all technical with you on this matter. Barring that, I think it should work something like this:

If amount of tracks is not equal, either ambient or combat should take the "lead" (one with more tracks in the pack I think). Meaning that in case of unequal amount of music tracks only the opposite of "lead" (ambient or combat) with fewer tracks for it will be randomized, still from the same pack however
So if there are 6 ambient tracks and 8 combat tracks in the music pack, and current combat track playing is number 7 then ambient track should be chosen randomly from the same pack (else it just always pairs a1 with c1, a2 with c2, a3 with c3, etc.
Sorell  [author] 30 Apr @ 12:07pm 
Hm, okay. If I'm understanding correctly, the problem you present is the fact that "Play in pairs" does not pair music from the same pack. Is that generally your point?

Which is a fair point. It's good the feature is being criticized because I personally find the implementation a little iffy given the unique scenarios that can occur with music packs.

So how would you suggest the feature to be updated?
Lombaxtard 30 Apr @ 5:03am 
Thing is, if I have "play in pairs" enabled whenever a track ends, next composition for both ambient and combat is automatically selected, but randomly and not from the same pack. Even if I disable pairing, skip enough of ambient/combat tracks to get them to match manually, and I then enable "play in pairs" and a track ends/I skip it (after the fact of enabling that option!) both tracks switch, but packs are selected independtly as if "play in pairs" wasn't enabled
Lombaxtard 30 Apr @ 4:57am 
Precisely. That's why I'm here. According to the packs' creator as well as to mentioned music packs list with details all packs are enabled, all of them have both ambient and combat music in them (each pack has just the 1a and c1 for perfect pairing to be exact).
Sorell  [author] 30 Apr @ 1:52am 
It still functions. The only times where "Play in Pairs" doesn't work is if the music pack it picks does not have both ambient and combat tracks and or either is disabled. This is in the notes underneath the option itself.
Lombaxtard 29 Apr @ 7:12am 
I'm using exclusively "Seamless" music packs for 16th Note and a lot of the time "play in pairs" setting seems to have no effect, even though it used to function properly like last month (at least I think it did)
Dragonwing 190000 21 Apr @ 9:03am 
Only thing missing now is the option to loop the currently selected songs, instead of switching to another one when it ends, but it's already the best dynamic music addon i've seen in GMod.
Sorell  [author] 20 Apr @ 3:55pm 
I was about to comment how I wasn't getting this but I just found it.

This is an issue with health threshold where setting it to zero unintentionally forces combat music to play. Setting that to 0 is supposed to disable the threshold pretty much. Expect a fix within a couple minutes
Dragonwing 190000 20 Apr @ 3:28pm 
@poyo.mp4 Same is happening to me
poyo.mp4 20 Apr @ 3:18pm 
In the new update, despite the force type menu being set to none, combat seems to play all the time without anybody targeting me (Absolutely no NPCs on the map) and ambient only plays when ambient is forced. I tested this with all addons disabled.
null_local 20 Apr @ 1:10pm 
indeed

i was thinking the point should default to 200-ish (about the health of a hunter)
Sorell  [author] 20 Apr @ 12:30pm 
Ah okay so depending on the accumulated health of all enemies, combat music will play if the health pool is above a certain point. Is that what you are getting at?