Pretty much done, actually! Up and running a test server and Discord right now, you can find out more information on the gamemode here: https://gmod.facepunch.com/f/gmodgames/otml/Race-A-racing-gamemode/1/#unseen
The game gets updated 3-4 times every year, what do you mean they're not updating very often? The last large updated was in May, and there was a security hotfix update yesterday. Checking the project page both Willox and Robotboy have been contributing to the next update at least once a day or every other day.
Honestly, considering the game is 10+ years old at this point it's amazing we're even getting updates at all. Hell, there's a even 64bit version in the works.
>GMod needs to be overhauled optimisation-wise especially, as I frequently get 50 FPS on my GTX 1070 for a Source1 game, stupid right?
Honestly, if I had a dollar for everytime I heard this complaint. That actually has little to do with Gmod. Your FPS will be affected by a number of things.
Just to name a few of the heavy hitters. If you play on any RP server expect shit framerates because of server owners/managers who barely know what they're doing. When I play I'm almost always getting 200+ on my 1070.
>It doesn't help Garry and Willox + others are working on S&box which looks like garbage
Except for the fact that Willox hasn't contributed to S&box since March, and Garry hasn't contributed to S&box since last October. Other than that it's literally just two employees from Facepunch who are working on it, neither of which work on Garry's Mod anyways.
I guess if you completely ignore all that, sure, the game hit a dead end and the devs don't support or update the game anymore. Time to abandon ship!
Here's a document a member (Marcolade) of another forum I frequent (facepunch) created and maintains.
Highly fact-based timeline, showing it's ruling criteria at the bottom (page 77). This would make a great pinned post for others to refer to for this entire roller coaster.
Quick note - Current events are around page 74.
Here's the strictly Mueller timeline as well:
https://docs.google.com/document/d/1C16Ok8-VyM1WJAIq-IzI7RX859_gxMvR0nS3igP-MUg
the almost bi-monthly gmod update just dropped, server browser was changed, a new problems menu was added, and some smaller stuff
link to full post: https://gmod.facepunch.com/blog/march-2021-update
They do occasionally update hammer.
This on seems to be an side effect of:
> Hammer: Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used
It was also added to Garry's Mod on the April 30th update. Apparently, the consent is launching the game:
> We’re introducing some new terms to our privacy policy to cover off use of a tool, GameAnalytics. Please take a moment to read the full privacy policy, and keep in mind that by continuing to play Garry’s Mod on or after April 30th 2019, you agree to these changes.
I whole-heartedly agree that most server rules tend to be overtly strict; I've even seen ridiculous rules such as any amount of damage is KOS'able, and even random shooting (not random death match, just popping rounds into walls) is KOS'able.
This is something that even BKU expresses gripe over in an interview.
But, as had already been said, this is the current best way of handling random assholes. (Or is it?) Staff just aren't paid to shift through loads of (digital) paperwork to judge the validity of one claim against the other, and figuring out the social nuances that may shift whether something was kosher or not.
The best way—and the way I do it—is keeping the community small and private. Everybody knows each other, and RDM incidents drop like flies; or at least, the unfun RDM disappears. (I'm aware that even this is a feet to behold on its own, and server owners may have an interest to be public)
64 Bit Support and Increased entity limit (default is 2048, Gmod's is 8192) are the two major ones. There's also just been a lot of smaller changes as well over the years that really add up. Recently they've been putting out changes to hammer like ray trace preview in the 3d view after compile.
Hey! I've been researching myself. It seems like Garry Newmann has fixed that exploit, you can read their changelog (04/19/2014). According to Mr. Newmann:
>An exploit was released last night that took advantage of the Source Engine's file sending mechanism which made it possible to send files with any extension to the client or server. [...] this was exploited in Garry's Mod on Windows to send dlls to clients and servers.
So yeah, there's a chance of being the "gman virus" true. However, I haven't watched any video proof yet.
All workshop addons created or updated after the January update of this year are using the new delivery system and are stored in Steam\steamapps\workshop\content\4000
Trouble in Terrorist Town, a game mode for Garry's Mod, a HL2-based sandbox with a whole bunch of different games.
Aight try posting your issue here: https://gmod.facepunch.com/f/gmodhelp I ain't that good with bugs unless they are obvious, these guys should help more than me. Give them the same info you've already given me and that'll make it quicker.
https://gmod.facepunch.com/f/gmodgd/izjb/Set-tick-rate/1/
Per default it is 66Hz. But some server hosters (like mine) set the default to 33 so save on computation power.
It is a dedicated server, to upload the files I'm using a program called Filezilla, I believe the method is called FTP. (File Protocol Transfer). I tried to attach screenshots but reddit doesn't let me add pictures to my post. I asked this question on the Facepunch forums yet I've recieved no response but that post let me add pictures of file paths. I've linked it as it's possible I've placed the files in the wrong place. https://gmod.facepunch.com/f/gmodhelp/bsptf/Help-with-TTT-end-round-music/1/
This is a known issue on Linux, I have the same problem.
There's a few slight remedies: Lowering your video settings
Following this (only applies if your using PulseAudio which is pretty common)
(pretty much, change shm-size-bytes to 8 in /etc/pulse/daemon.conf and /etc/pulse/client.conf)