50,000 More Beta Keys

18th May 2012
(1 day ago)

I just threw up 50,000 more beta keys to the account website.

I’m hoping they last longer than the 20,000 I put up a couple of weeks ago.

  • Don’t forget to read the wiki page
  • Click on the What’s New icon on the menu screen to find out where the bone manipulator is!
  • Visit the forum!

.. and be kind in your criticisms please :)

Beta Update 19

18th May 2012
(2 days ago)

I just sent update 19 to Valve. I’ve tried to quash the main annoyances in this update. So finger posing now works (on NPCs too!), face posing now works, eye posing now works (on NPCs too!) and the colour picker panel now works.

There was a pretty big bug in the addon installing system that meant that sometimes addons weren’t getting extracted properly - and so failed to install. This should now be fixed!

Mac and Linux should be working again. I’ve got to be honest - I’ve tested neither of them - but they both work in theory.

A big addition in this update is the Demo Renderer. You can read more about the technicalities here. It allows you to render a demo to a movie file. You access it from the demos and saves option in the main menu. Open up a demo and click on the render option. You’ll get a box with a lot of options. This isn’t polished, but bear with it. Once you click the render button it should start playing through the demo - if it doesn’t there’s something wrong with your settings (look in the console). Videos are saved in your garrysmodbeta/videos/ folder. You can see an example of a movie I made here. And here.

There’s also a new frame blending option for you to try out in the post processing menu. You can read more about that here.

Finally MaxOfS2D is giving our animations a polish. Something went wrong though and he broke the player’s left arm. Which I thought was funny so I shipped with it anyway.

Full Changelog:

  • Added Demo Rendering
  • Added engine.TickInterval()
  • Can now pose NPC eyes
  • Added render.RenderHUD( x, y, w, h )
  • Added SWEP:Tick()
  • Added UserCmd:CommandNumber()
  • Player:DrawViewModel( b ) is now shared
  • Fixed Player:GetCurrentCommand() returning wrong command on client
  • Camera is now predicted properly and recorded properly in demos
  • Fixed gm_video sound getting out of sync
  • Don’t show hints when playing demo
  • Fixed error in voice notice when player leaves
  • Fixed [Not Main Thread] error
  • Added new player animations by MaxOfS2D
  • Fixed face poser not working on ragdolls
  • Color picker now works as it should
  • Fixed eye poser
  • Fixed gamemode selector closing
  • Cleaned up What’s New
  • Fixed finger poser
  • Added frame blending post process effect
  • NPCs have default weapons (can’t change them yet)
  • Fixed addons sometimes not installing properly
  • Fixed bone cache crash

Garry’s Mod Beta - Update 18

11th May 2012
(1 week ago)

I sent an update to Valve.. here’s the changes..

  • Added Player:ShowProfile()
  • Added player:VoiceVolume()
  • If sv_alltalk is 2 then voice chat will be heard spatially
  • Added util.TableToJSON( tbl )
  • Fixed menu buttons colliding at 1024x768
  • Fixed options option being hidden unless ingame
  • Fixed file.Exists in DImage
  • Default resolution is now same as desktop, windowed, noborder
  • If windowed and desktop resolution - will automatically noborder
  • Fixed voice notification
  • gm_load works properly
  • Fixed blank loading URL
  • Added ttf to addon whitelist 
  • Published demo/saves now have an icon on the bottom left of the preview image
  • Can now play demos and saves from the workshop
  • Shows [OREC] when recording a demo

I spent most of my time getting the workshop saves and demos showing up in the menu. I haven’t paid a lot of attention to the look and feel of it yet, I’m just getting it working. And it does, kinda. There’s issues with the file listings. Receiving a list can be slow, and it isn’t filtering by tag properly. I’ve had to reach out to Valve about this - but I don’t think it’s fully implemented on their side yet (workshop is kinda new).

But anyway - when you record a demo (bind a key to gm_demo) or save a game (gm_save) - it’ll store them away in the demos and saves area on the main menu. From there you can play them, or publish to workshop.

Demo playback is a bit ropey - but that seems to be a problem enginewide right now. The first playback can result in a lot of models being missing for some reason. I will look into it - but a quick search shows it happening in TF2 too - so we might need Valve to do their thing unless I can find a workaround.

Demos and Saves now have a little icon on the bottom left of their preview icon too - to help differenciate between them.

I added a function that allows you to get the volume coming from a player’s voice com. I’ve used this in two places. On the HUD a player’s voice notification box will bounce green with their volume. And the player’s mouth bounces up and down with their words too. It’s hacky but it works, and it looks kinda real too.

For the roleplay servers I’ve added “sv_alltalk 2” - which makes it so that the sound comes from the player in the world - rather than playing right into your speakers. This was possible to do in GMod12 - but I think I’ve made it a bit more accessible.

I’ve replaced the scoreboard. Sandbox no longer has its own custom scoreboard [and it no longer has player ratings]. The default scoreboard is a lot more simple but should do everything you want to use it for. Including MUTING - which a lot of people have been requesting! Clicking on avatars will show the steam profile page too! Don’t be too harsh on it though, there’s still a few things I’ve got to improve on there.

I had a rant the other day on twitter about games starting up in 1024x768 full screen when my monitor is 1920x1080. Someone pointed out that GMod does the same thing. It now defaults to desktop resolution, windowed noborder.

GMod 13 - Update 17

9th May 2012
(1 week ago)

The Beta has updated, here’s the changes:

  • Added net.WriteChar
  • Added net.ReadChar
  • Added sbox_bonemanip_npc (default: 1)
  • added sbox_bonemanip_player (default: 0)
  • Added sbox_bonemanip_misc (default: 0)
  • Added sbox_persist (default: 0)
  • Added gui.ActivateGameUI()
  • Added net.WriteData( str, size )
  • Added net.ReadData( size )
  • Added util.JSONToTable( str ) [returns table]
  • Added Panel:Find( str ) [finds by name]
  • Added Panel:LoadGWENFile( filename, path ) [loads .gwen designer files]
  • Added Panel:LoadGWENString( str )
  • Added engine.IsPlayingDemo()
  • Added engine.IsRecordingDemo()
  • concommand.Add can now take FCVAR flags
  • Fixed net.*Byte being signed
  • Can now copy NPC/Vehicle/Weapon spawn icons
  • NPC/Vehicle/Weapon now save properly
  • Fixed Overlay spawnicons not copying properly
  • Can now delete multiple selected icons via right click menu
  • Added Spawn Using Toolgun to entity/weapon/npc icons
  • Added GM:CanProperty( ply, strProp, ent )
  • Properties now obey mapper entity settings
  • Changed color mixer to be Photoshop HSV type
  • Fixed setting colour not setting transparency
  • Panel:SetFontInternal will report if font doesn’t exist
  • Panel:IsValid will return false if panel is marked for deletion
  • Added Search to spawnmenu
  • Properly extracts map icon from map addons

This update is mainly rounding off edges as we start to strap in for the big switchover. I have added demo and save sharing via workshop. This isn’t finished yet - you can upload them to workshop from ingame but you can’t download or view them. So yeah give it a try (bind a key to gm_demo to record a demo - press to start, press to stop [I’ll add a ‘recording’ icon to the HUD in the next update].

I added a what’s new thing to the main menu too. It just shows you these pictures. So hopefully people won’t be caught too off guard when they can’t find the bone manipulator tool.

Something of note is sbox_persist. Set it to 1 on your server and people will be able to make props persistant. Which means that when the server restarts, or the map changes, the persistent props will still be there (make props persistent via the properties menu). This is an experiment.

Have Fun!

20,000 Beta Keys

9th May 2012
(1 week ago)

I just added 20,000 Beta Keys to the account website. If you haven’t got a beta key yet you should be able to log into the website and grab one.

I’m expecting that this should be enough keys for everyone - turning this into practically an open beta.

I’d like to see people moving over to Garry’s Mod 13 now, as I’m rounding off the edges and heading towards the actual release, I’d like to find any big problems sooner rather than later. So if you run a server please consider upgrading.

For more details, including how to report bugs, take a look at this.

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