Ulysses

Ulysses Stuff => General Chat & Help and Support => Topic started by: pa1n on November 01, 2012, 03:40:46 PM

Title: New gmod update
Post by: pa1n on November 01, 2012, 03:40:46 PM
Moved timer module into engine. This breaks xgui but everything works command wise. I will start testing and see if timers still break TTT rounds
Title: Re: New gmod update
Post by: bender180 on November 01, 2012, 06:40:52 PM
i really hope this does fix the round hang issue i had a weapon that i couldn't fix breaking the timers.
Also on the downside xgui wont open at all with the update like you said
Title: Re: New gmod update
Post by: Stickly Man! on November 01, 2012, 09:13:53 PM
For Megiddo:
It looks like the UCLAuthed and ULibLocalPlayerReady hooks either aren't working at all, or something changed such that my functions hooked to those no longer get called. I got similar results with a listen server. Oddly enough, it seems to get called fine in single player (ignoring the Player Not Authed errors shortly after). I was able to get XGUI to start up by manually calling the correct functions in order.

For everyone else:
I just barely pushed a build that changes a few things in how XGUI starts up, but it still doesn't fully fix the problem. However, you are now able to run this command in your client console after joining a server to get XGUI working:
Code: [Select]
lua_run_cl xgui.init()
Do note that this requires your server to have sv_allowcslua set to 1. Hopefully this holds while we try and figure out what the real problem is.
Title: Re: New gmod update
Post by: spykr on November 02, 2012, 12:10:22 AM
For Megiddo:
It looks like the UCLAuthed and ULibLocalPlayerReady hooks either aren't working at all, or something changed such that my functions hooked to those no longer get called. I got similar results with a listen server. Oddly enough, it seems to get called fine in single player (ignoring the Player Not Authed errors shortly after). I was able to get XGUI to start up by manually calling the correct functions in order.

For everyone else:
I just barely pushed a build that changes a few things in how XGUI starts up, but it still doesn't fully fix the problem. However, you are now able to run this command in your client console after joining a server to get XGUI working:
Code: [Select]
lua_run_cl xgui.init()
Do note that this requires your server to have sv_allowcslua set to 1. Hopefully this holds while we try and figure out what the real problem is.

A little bit hacky, but I just have
Code: [Select]
timer.Simple(5, function() if IsValid(ply) then ply:SendLua("xgui.init()") end end)
in my spawn function now.

By the way, with your new update if the server changes map with no players on it throws a hissy fit with a bunch of errors, but it doesn't seem to break anything.
Title: Re: New gmod update
Post by: Stickly Man! on November 02, 2012, 11:07:48 AM
Thanks spykr! I was planning on adding a timer to call it in xgui itself, but I didn't have adequate enough time to check for any issues. (XGUI does weird things when init'd twice. That and it might work fine on some machines and explode on slower machines.)

As for the mapchange errors-- we'll look into it.
Title: Re: New gmod update
Post by: kaos2100 on November 02, 2012, 01:34:34 PM
Code: [Select]
hook.Add("PlayerInitialSpawn", "xguitemp", function(ply)
timer.Simple(5, function() if IsValid(ply) then ply:SendLua("xgui.init()") end end)
end)

Would that work?
Title: Re: New gmod update
Post by: Stickly Man! on November 02, 2012, 02:47:44 PM
According to reports, Garry has pushed a new update to Garry's Mod that fixes gamemode hooks not being called. So, it should be working now! Can anyone confirm for me?
Title: Re: New gmod update
Post by: kaos2100 on November 02, 2012, 03:09:05 PM
Garry's update made it worse for me as a linux user.
Title: Re: New gmod update
Post by: JackYack13 on November 03, 2012, 06:13:35 AM
XGUI works for me now.