General > Off-Topic

Blacklisting props from downloading to server

<< < (2/3) > >>

edk141:
A screenshot of the textures just before you crash would be helpful, then I can figure out which one (or at least which three) does it

JamminR:
Krooks, have you tried asking/posting at the release forum or facepunch forum thread for Phx?
Hopefully, phx mod's readme would have some 'where to make bug report' information.
And of course, it would take a miracle to hope that the model packs author(s) are as vigilant as our team.

krooks:
As far as I know PHX was unsupported, but so widely used that Garry recently added it to the official gmod release.

I will look up that thread and see if anyone there will listen, I already know for a fact that Garry wont.
I've emailed him, commented on his blog, started a thread and even posted in a thread Garry created specifically for the reason of reporting "small" bugs!

As for a screenshot, you need the spawn icon? or you need the actual object spawned in front of me? The nature of the crash is instant and straight to desktop, we never see anything spawned

edk141:
First of all, the usual way to block updaters from writing files you don't want them to is to take ownership of the files as an administrator and deny access to write/delete. That might make the update tool error, but I expect it'll either skip the file or retry it indefinitely. Might be worth doing in case it skips.

Screenshot - I meant the texture tool list just before you get to the bit where you crash.

So far I haven't found any common denominator between those models, but I did have an idea that might prevent the crashing:

--- Code: ---local entMT = FindMetaTable( "Entity" )

local evilProps =
{
"props_phx/trains/double_wheels_base.mdl",
"props_phx/misc/t_light_single_a.mdl",
"props_phx/misc/t_light_single_b.mdl",
"props_phx/misc/t_light_x.mdl"
}

local setModel = entMT.SetModel

function entMT:SetModel( mdl )
for k, v in next, evilProps do
if mdl:lower():find( v, 1, true ) then return false end
end
return setModel( self, mdl )
end

--- End code ---
That should stop the spawn menu (or anything else for that matter) from spawning the bad models (the change will never reach GMod's C++, let alone the engine, let alone your client). I haven't tested it.

If you clear your spawnicons and let the spawn menu regenerate them, do you crash? (you might want to take a backup first)

You could also try making an addon folder with "override" set to 1 in its info.txt, and putting an empty file everywhere there's meant to be a PHX model - e.g. new text file, rename it to t_light_x.mdl and put it in ADDON/models/props_phx/misc/. If that doesn't work on the client, you could put it on the server as well, but I think it should.

krooks:
Wow, thanks for all the information/code, I will give it a try as soon as possible and reply back with the results!

As a note, they were not always a problem (well, at least I know for fact double_wheels_base was not), so to test the spawn icons is actually a good idea.

EDIT=========
is the code you provided supposed to be placed in garrysmod/lua/autorun/server on the server? I tried both that and /client, didn't work

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version