Ulysses

General => Off-Topic => Topic started by: Bryantdl7 on October 19, 2014, 08:54:23 PM

Title: Help with knowing what addons conflict in Garry's mod?
Post by: Bryantdl7 on October 19, 2014, 08:54:23 PM
I am 'eh' with lua, and I can sure tell by the bugs my server has that developers can't reproduce that I have addon conflicts. My only problem is I have around 190 addons installed on my server and would need a large amount of free time to decompile all those .gma's and miraculously figure out which one calls on a function that something else uses. Anyways back to the point, any tips/tools that could make my headaches less and finding buggy addons easy?
Title: Re: Help with knowing what addons conflict in Garry's mod?
Post by: Neku on October 19, 2014, 09:12:55 PM
Try looking for lua errors?
It should give you the mounted filepath. All you'd need to do is figure out which .gma it's from.
Title: Help with knowing what addons conflict in Garry's mod?
Post by: Bryantdl7 on October 20, 2014, 08:13:05 AM
Here is my most common error. Which points to wire
Code: [Select]
[ERROR] addons/wire/lua/weapons/laserpointer/cl_init.lua:48: attempt to call method 'GetEyeTrace' (a nil value)
  1. unknown - addons/wire/lua/weapons/laserpointer/cl_init.lua:48

But on opening a ticket with wire team on github they said an addon is calling on self:GetOwner()
Now they said it was my prop protection so I opened a ticket on GitHub for that as well, where the developer of that addon could not reproduce the bug. Leading me to believe it is a conflicting addon. Here's the GitHub link https://github.com/wiremod/wire/issues/704

And like I said; I have too many addons to one at a time pick through to find the one using self:GetOwner()
Title: Re: Help with knowing what addons conflict in Garry's mod?
Post by: JamminR on October 20, 2014, 08:39:23 PM
And like I said; I have too many addons

That's my opinion, as you directly said.
My context of course.

How much, seriously, are those addons used?
10%? 25? I dare say 30%?

As much as I love the features of ULX, I personally don't see them <all> being used, and could imagine some being pruned.
Part of the reason we've tried to make ULX modular is due to that.

I could imagine having 20-30 addons. (My base Sandbox server back in my day had ~10).
But 190? It seems to me to be asking for the trouble you're having.

Other than a 'remove all - add 5 back at a time - restart - try duplicating' method, or removing all but essential, trying to keep to less than 20 or 30 addons, I really don't imagine a way to determine, other than what you've already stated.
Title: Re: Help with knowing what addons conflict in Garry's mod?
Post by: Bryantdl7 on October 27, 2014, 07:15:03 PM
Well thanks jamminR I was hoping you wouldn't say that. Thanks for the input anyway though, if anyone would know it'd be you.
Title: Re: Help with knowing what addons conflict in Garry's mod?
Post by: JamminR on October 27, 2014, 08:29:05 PM
I'm not sure how to search the server for workshop addon code, but, could search /addons/ folder, using some text scanner, perhaps Windows itself if you could get lua files included, to search for GetOwner.