Garry's Mod

Garry's Mod

You Touched it Last
 This topic has been pinned, so it's probably important
Zet0r  [developer] 29 Jul, 2015 @ 12:23pm
Bugs and Errors
Got errors with the gamemode? Or perhaps stuff that doesn't cause script errors, but really shouldn't happen? Put it here! It's important for me to be able to track and/or recreate the bugs you are experiencing, so post full console script errors (if there) and explain in which connection it happened.

Thanks for making this gamemode as clean and bug-free as possible! :D
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Showing 1-15 of 119 comments
{TWB}_L0N35TAR 10 Aug, 2015 @ 12:13am 
I'm hosting with 4 friends, via port forwarding, I have a great connection, no problems on other game types but everyone connected loses connection for exactly 3.5 seconds. I do not know what to do... any suggestions?
Zet0r  [developer] 10 Aug, 2015 @ 5:26am 
Originally posted by {TWB}_L0N35TAR:
I'm hosting with 4 friends, via port forwarding, I have a great connection, no problems on other game types but everyone connected loses connection for exactly 3.5 seconds. I do not know what to do... any suggestions?
Doesn't seem to be related to the gamemode. When do they lose connection?


Originally posted by Punkinator7:
The timer on the bomb variant gametype, when it reached zero, nothing happened, and my color was changed to white. I was playing w\3 bots to "test it's might." they were red, blue, and green. I was orange intill the countdown. However, the bots stayed the same.
You were moved to spectators by the AFK timer. You've got 30 seconds to move every time you respawn.
BiggyBalls42069 10 Aug, 2015 @ 7:34am 
Ok. I thought it was a bug.
{TWB}_L0N35TAR 10 Aug, 2015 @ 1:16pm 
Originally posted by Zet0r:
Doesn't seem to be related to the gamemode. When do they lose connection?
I did some fiddling around with it and resolved it, via uninstall reinstall of mod disable/enabling it. it started working properly but the lag spike was for 3.5 seconds and every now and then randomly it would happen.

Zet0r  [developer] 10 Aug, 2015 @ 6:04pm 
Originally posted by {TWB}_L0N35TAR:
Originally posted by Zet0r:
Doesn't seem to be related to the gamemode. When do they lose connection?
I did some fiddling around with it and resolved it, via uninstall reinstall of mod disable/enabling it. it started working properly but the lag spike was for 3.5 seconds and every now and then randomly it would happen.
It must be when something specific would happen. A tiny lag spike usually occurs when a sound or a model/texture is being displayed without getting precached, but it's less than .1 seconds. Have you got many addons that may slow down load times?
HELP9 14 Sep, 2015 @ 6:38am 
every time the ball blow up it's kicking me for : too many lua errors
Zet0r  [developer] 14 Sep, 2015 @ 10:10am 
Originally posted by iBaderKiLLz ஜ۩۞۩ஜ:
every time the ball blow up it's kicking me for : too many lua errors
You will need to tell me the error for me to fix it.
You can temporarily disable the kicking with the console command 'sv_kickerrornum 0'
Skittles 15 Sep, 2015 @ 12:01am 
The gamemode name is stuck as "Base Gamemode" how do i change this?

EDIT: talked with the dev and fixed it myself. dev will update with fix soon
Last edited by Skittles; 15 Sep, 2015 @ 1:09am
Darkus 23 Sep, 2015 @ 9:53pm 
Hello,

Here's the error I am getting.

[ERROR] gamemodes/youtoucheditlast/entities/entities/ytil_ball.lua:111: attempt to index global 'ytil_BallList' (a nil value)
1. Draw - gamemodes/youtoucheditlast/entities/entities/ytil_ball.lua:111
2. unknown - gamemodes/base/entities/entities/base_anim.lua:50

I hear the noise when the ball is thrown and bounces but the ball itself is invisible. However, there is a shadow cast on the ground and I can pick it back up without issue. Also, the F1 menu seems to not be working for me either. By default, I believe the gamemode starts with the "Bomb" mode selected, because I have a grenade in my hand upon launching the gamemode. I cannot swap to another mode because I cannot access the F1 menu. I'm not sure if only being on the server with one person would change anything, but that was the terms I was testing this gamemode out on in perparation for a stream I am planning tomorrow. When the ball leaves my hand, it is then that the errors occur and I am notified with a orange flashing message in the corner. I pick up the ball and the errors stop. I can successfully push the ball around when on the ground, even if I am only pushing a shadow. Everything mechanically seems to work except the ball isn't visible and I cannot access the F1 menu. The meter in the lower left hand corner does not appear either. I am a superadmin on my server as well.

You have any ideas as to why the errors occuring?
Zet0r  [developer] 23 Sep, 2015 @ 10:34pm 
Originally posted by Phoenix Renegade:
Hello, I am getting errors
When everything breaks like that, especially when there's a nil value of a table I know for sure exists, it is an error on the server side code which happens when you are on the loading screen. Start a game again and look for the error message when you are still loading. As soon as you see it, immediately cancel/disconnect so you don't get spammed in the console. I need to know the server side error before I can fix it. It will be with blue text.

And it is not Bomb mode, the grenade view model is used for this mode replacing the grenade with a ball.
Darkus 24 Sep, 2015 @ 4:58am 
Originally posted by Zet0r:
Originally posted by Phoenix Renegade:
Hello, I am getting errors
When everything breaks like that...

I just tried it again. I do see some blue text appear, however that only appears once I actually click in game. No blue text appeared as I was loading in. Here is what appeared once I actually clicked inside the game.

[Error] gamemodes/youtoucheditlast/gamemode/init.lua:515: attempt to index a nil value
1. Unknown - gamemodes/youtoucheditlast/gamemode/init.lua:515

Also, compliments on the very quick reply time. I wasn't expecting a reply so quickly.
Soulvice 24 Sep, 2015 @ 10:33am 
Hey mate,

I've found a few bugs in your latest update.
  • There is notable difference between the actual self.Owner.charge value and the positional value of the charge bar.

  • Voting doesn't clear once a new game mode is selected...votes are still there so if someone leaves and a person cancels their vote, the votes are re-calculated to there being enough to start that game mode

  • In RoundRestart you are checking the existence of a timer that doesn't exist.....incorrectly named timer to the one created in ytil_RoundEnd hook

A few extras:

  • You may want to implement GM:PlayerUse to prevent spectators interacting with the world when dead....opening doors and picking up objects

  • Set a timer in GM:PlayerDeathThink so instead of waiting for the player to click then see there dead body and 3 seconds later they are spawn according to the gamemode
Zet0r  [developer] 24 Sep, 2015 @ 11:01am 
Originally posted by Soulvice:
Hey mate,

I've found a few bugs in your latest update.
  • There is notable difference between the actual self.Owner.charge value and the positional value of the charge bar.

  • Voting doesn't clear once a new game mode is selected...votes are still there so if someone leaves and a person cancels their vote, the votes are re-calculated to there being enough to start that game mode

  • In RoundRestart you are checking the existence of a timer that doesn't exist.....incorrectly named timer to the one created in ytil_RoundEnd hook

A few extras:

  • You may want to implement GM:PlayerUse to prevent spectators interacting with the world when dead....opening doors and picking up objects

  • Set a timer in GM:PlayerDeathThink so instead of waiting for the player to click then see there dead body and 3 seconds later they are spawn according to the gamemode
Thank you for this :D
As to address some of them, they are not directly intentional, but I do know they happen.

Charge:
If we start with the major difference in charge on server and client. This is because I changed the system to calculate power at the same time for both rather than just client with a net message to send it. It is meant to lower network traffic and reduce the delay in the throw, and was sort of an experimental change. From my testing with fakelag, there is a big difference in the numbers, but that is because the serversided one is delayed by the ping. It will also actually throw the ball after the same delay, so it results in the same final strength of the throw. If this is not the case, then let me know :)

Voting:
Voting is not supposed to clear - it works where votes are persistent and any vote on the current mode will make it require more votes to change it again. This way people vote on what they wanna play at any time, not just during some RTV thing. You can change this with your own RTV code. However it is not supposed to recalculate when someone leaves, thanks for that, I'll see to removing a player's vote when he leaves.

Timers:
Damnit, I thought something was different somewhere xD I'll get that fixed next change, but it shouldn't be critical for now.

Dead Players using things:
I did not even think about that but I can see that would happen! xD Thanks for it, will do that as well.

Death think:
I want it to be as close to sandbox as possible, no specific respawn time and just click to respawn whenever. You can change this yourself in you server if you want :)
I will probably have to put a timer anyway so people can't just stay dead and avoid everything.

Last edited by Zet0r; 24 Sep, 2015 @ 11:14am
Darkus 24 Sep, 2015 @ 4:00pm 
Any thoughts on my issue? I posted the blue text you asked for above. Really anxious to play this gamemode because it seems like so much fun.
Zet0r  [developer] 24 Sep, 2015 @ 4:23pm 
Originally posted by Phoenix Renegade:
Any thoughts on my issue? I posted the blue text you asked for above. Really anxious to play this gamemode because it seems like so much fun.
I was gonna take a run through the code tomorrow when I have time, but I did not get any errors when testing. Are you running it in single player? SP works differently and I haven't tried out what it can cause. Always play your multiplayer gamemodes in 2+ player game in local mode if you need to try it for yourself.
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