Author Topic: UPS - Ulysses Prop Share  (Read 361031 times)

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Offline Sc00by22

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #60 on: May 23, 2008, 11:24:57 AM »
Another suggestion/bug, When you physgun the world it comes up with Owner : Up for grabs

Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #61 on: May 23, 2008, 12:04:48 PM »
Tell us how to replicate that bug and we'd love to fix it.
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Offline compuwiz

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #62 on: May 23, 2008, 08:49:55 PM »
Another suggestion would be the ability to delete the rockets on gm_wireconstruct_rc.

Offline Sc00by22

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #63 on: May 24, 2008, 10:50:07 AM »
Quote
Tell us how to replicate that bug and we'd love to fix it.

Physgun a prop, and then physgun the world and the "owner : bla bla" comes up

If you don't physgun a prop the owner on world won't show

Also, The owner doesn't update, The owner thing works, People can't control my props, but it just says Owner : Up for grabs!

Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #64 on: May 24, 2008, 12:34:05 PM »
Physgun a prop, and then physgun the world and the "owner : bla bla" comes up

If you don't physgun a prop the owner on world won't show

Also, The owner doesn't update, The owner thing works, People can't control my props, but it just says Owner : Up for grabs!

Unable to replicate the first bit there, perhaps it's just something with your server?

Second would be with nwvars which is part of gmod and beyond our control.
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Offline Sc00by22

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #65 on: May 24, 2008, 02:36:01 PM »
Quote
Second would be with nwvars which is part of gmod and beyond our control.

How come simple prop protection updates its owners then?

Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #66 on: May 24, 2008, 04:07:26 PM »
How come simple prop protection updates its owners then?

Perhaps nw strings went through more bug testing than nw ints because it's used more? (ints is more bw/space efficient though)
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Offline Sc00by22

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #67 on: May 25, 2008, 11:14:41 PM »
Well, If we you can't get owners working, won't the whole thing just seem unfinished? I need to know who's props is who's on my server, so if any body spams I can get there name, and if people are messing about i can just get there prop, see the name and take the responsible action

Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #68 on: May 26, 2008, 06:12:29 AM »
Well, If we you can't get owners working, won't the whole thing just seem unfinished? I need to know who's props is who's on my server, so if any body spams I can get there name, and if people are messing about i can just get there prop, see the name and take the responsible action

It's working for everyone else, even if it does take a while to update. I could move away from garry's functions and code it myself to make it work 100% of the time, but it would take me a while to reimplement it.
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Offline spbogie

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #69 on: May 27, 2008, 02:51:45 PM »
Well, If we you can't get owners working, won't the whole thing just seem unfinished? I need to know who's props is who's on my server, so if any body spams I can get there name, and if people are messing about i can just get there prop, see the name and take the responsible action

There is a reason it is still BETA and not a full release yet.
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Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #70 on: May 31, 2008, 10:30:02 AM »
Anyone have any bug reports? If there's problems, we'd love to fix them! We want to get it out of beta eventually. :)

I tested the NW vars update speed... it appears that if you connect it can take up to two minutes for it to resolve the NW var. This was on a flatgrass server with only one prop. I can't believe garry didn't implement a notify on join function!
« Last Edit: May 31, 2008, 12:45:34 PM by Megiddo »
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Offline Sc00by22

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #71 on: May 31, 2008, 12:56:09 PM »
Ahh ok, Well, I will upload this to my spacebuild server tonight, and i will tell people to let me know of any problems.

Offline Megiddo

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #72 on: May 31, 2008, 04:46:22 PM »
Added the up for grabs functionality in revision 31.
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Offline DragonPossessed

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #73 on: June 07, 2008, 05:06:38 PM »
When I updated to revision 33, the menu in-game would not show up. Also, it would not automatically detect the prop's owner when it is spawned.


[ULIB] Loading module: ups_init.lua
ERROR: Hook 'sendMapAutoComplete' Failed: ulx\modules/util.lua:69: bad argument #1 to 'ipairs' (table expected, got nil)
Removing Hook 'sendMapAutoComplete'
Warning: Unhandled usermessage 'ups_client_init'
ULX version 3.31 (BETA) SVN revision 157 loaded.
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
Warning: Unhandled usermessage 'ups_repWriteCvar'
« Last Edit: June 07, 2008, 05:15:34 PM by DragonPossessed »

Offline JamminR

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Re: [BETA] UPS - Ulysses Prop Share
« Reply #74 on: June 07, 2008, 06:22:19 PM »
When I updated to revision 33, the menu in-game would not show up. Also, it would not automatically detect the prop's owner when it is spawned.
<clip>
[ULIB] Loading module: ups_init.lua
ERROR: Hook 'sendMapAutoComplete' Failed: ulx\modules/util.lua:69: bad argument #1 to 'ipairs' (table expected, got nil)
Removing Hook 'sendMapAutoComplete'
Warning: Unhandled usermessage 'ups_client_init'
ULX version 3.31 (BETA) SVN revision 157 loaded.
Warning: Unhandled usermessage 'ups_repWriteCvar'
<clip>

It seems you're trying this in singleplayer mode.
Does this happen in multi?
Was the server lua cache rebuilt if updated on the server?
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