Andi'm able to join fine on the normal version of gmod, But the game shows up a message on the top of the screen saying: WARNING: connection problem Auto-Disconnect in 3600s ( This just happens on the normal version) but i'm not able to play because of this message, Thank you.
I found this thread and it seems like they are having similar issues so try some of the things they said fixed it and see what happens. If none of it works either search more online or something may reply here with a better answer.
Timing out as soon as you join, or while joining, usually means you took too long clientside to load in, causing you to not respond to the server so it assumed that you disconnected (therefore you will not get a response from the server because you were already dropped). As far as I know, the "connection problem" message only means that the server isn't responding to you.
Are you sure that the gluapack message actually freezes your game, and doesn't just cause it to stop for a long while? Having the game frozen on one frame for a long time is normal during loading, and you don't specify how long it freezes for. (You will usually be frozen for most of the join time when joining)
I was searching for the Crash file, but it don't show up, Probaly because after 1 hour of waiting i just end the process of the game, It crashes for infinite amount of time until it crashes by itself, my record waiting was 6 hours, i was literally waiting for 6 hours for the game load but Steam just crashed, and closed the game, I tried to join again today on the normal version, again the WARNING Connection problem error showed up, i can't figure out what is happening.
I've had quite a few issues with gmod since switching to linux, though the most recent one is by far the most frustrating one. I have it under the [x86-64] branch due to the sheer instability I experience when not in any beta branch (usally including a crash claiming I ran out of memory even though I have 32GB of ram onboard AND am using the heapsize command to give it half of this). As of about a week ago I found myself unable to get past the initial loading screen upon starting up gmod, I have disabled all my addons and deleted any files I could find related to gmod for a fresh reinstall but neither have worked. I have booted it up without being in a beta to change my settings to the bare minimium only to find I still crash when booting it back up in the [x86-64] branch. I have obtained both a crash text file and it's associated dump file but found neither useful. This is because theres practically nothing in the .txt file and I cannot for the life of me get the .dmp file open in a readable state, I will attach both below.
A few less important questions I'd love to get answers for:
- Is there any OTHER fix for the "[ERROR] not enough memory Lua Panic! Something went horribly wrong!" issue besides using the heapsize command? This issue crops up much less frequently on the [x86-64] branch, but is still incredibly annoying.
- Does the [x86-64] branch just outright not support the steam overlay? I simply can't access it in the [x86-64] branch.
-Prior to the latest issue when playing singleplayer if I loaded up a new map while already on one, I'd sometimes load in with 10-15 fps and then get either a errorless crash or one with "Lua Panic!".
i don't think i've ever properly introduced myself, or really said anything of substance yet; sierra's been doing most of the posting. so, hi! i'm Commenter25, and i am the letter c. that previous ask about the loading screen made me have an idea of something to actually post here, instead of just tacking my absurdity onto things sierra already answered
i half-devved the new loading screen. sierra came up with the visuals and laid the foundation, my work was optimization and polish. but that was enough to drive anyone insane. because making a loading screen for gmod is an absolute nightmare.
the first problem is simply setting a loading screen at all. gmod makes this an unnecessary pain. hypothetically, it should be easy to just set a "default loading screen" for a gamemode, which servers just override with sv_loadingurl, right?
we have to set sv_loadingurl ourselves every single time the gamemode starts. but only if it's not already set, so people can still set their own. and we have to unset it every time the gamemode changes. but only if it's our url. and this system seems to work inconsistently to some degree, because sometimes our loading screen has historically popped up in other gamemodes, just kinda forming a Bug of Permanence for anyone who plays jazztronauts.
and even once you get the url set properly, you have to work out what that url will be. you can make it an external website, but like. that sucks, for about one million reasons. but that's also what we did for the longest time. hypothetically, you can also put your html document as a massive string, like data:text/html,cool html document, but that's stupid and nobody should do that
the best solution would be to use an asset:// url, which links to a local file in the addon, which everyone should already have downloaded. the gmod wiki page for loading urls has stated for at least 4 years that you can do this. so you should be able to do it, right? right??? well, you can, now that i told rubat to fix it. but presumably, this has been an issue since at least 2018. where you just. can't do what the wiki says you can do. can't help but wonder how many people have run into this same issue before me.
the worst part is that i thought this DID work for a while, because it turns out it's very easy to override the default gmod loading screen in the wrong way. intuitively, if you wanted to access addons/jazztronauts/html/loading.html, that'd be something like asset://jazztronauts/html/loading.html, right? no, it's actually mounting as garrysmod/html/loading.html, which is exactly where the default loading screen is. so it overwrites the original screen in all contexts. so by storing the file there, we go back to the Bug of Permanence. so i had to move it into a subfolder to ensure it doesn't overwrite anything, and then i realized "oh, it's actually never been working this whole time, and asset urls are a lie :D"
thankfully, now that i've reported the bug to rubat and gotten it fixed, and discovered how gmod mounting actually works, everything seems to work consistently now. sv_loadingurl gets set and unset properly, and the loading screen appears properly.
well, it actually is that easy if you're playing on the x86-64 beta branch of gmod, which you should be because it's a superior version of the game in just about every way and it's genuinely shameful it hasn't been merged into stable 4 years after they said it would be. the 64-bit branch uses the much more modern Chromium Embedded Framework for showing any websites/html, which like, is actually usable in the modern day.
(on that note though, the hard work put into updating it by solstice game studios should also be merged. the version of cef in the game hasn't been updated for 4 years and i hope i don't have to explain the security issues with that. they also made the game work way better on macos and linux)
but unfortunately, because we don't have any other excuses to force people to, we can't expect people to be on the 64-bit branch. so we have to deal with the main branch of the game, which people are playing by default. we were already dealing with a 4 year old version of chromium, so can you guess what the main branch uses? it's called "Awesomium". all support from its developers was completely abandoned in 2016. so are we dealing with an 8 year old version of chromium? no. i've been told (by people smarter than me, to be fair) that it's chrome 18 from 2012, but i don't think even that's true. i can't get it to use basic features that existed in like, 2008. keep in mind, at this point, any webdev publishing an actual website would scoff at the idea of supporting an 8 year old browser. i'm possibly dealing with a 16 year old browser. nightmare.
but by the time i realized this, because i daily drive the 64-bit branch, i had just already put the whole loading screen together using simple things like... animations... and drop shadows... and the let keyword... and i realized none of it works! and the only solution would be to rewrite all of that logic into absurd javascript rendering stuff that would be horribly slow. using a 16 year old version of javascript. so in a rare moment of sanity for me, i did the only sane thing in this situation, said "fuck that", and just ditched all of it for the stable version. it's a still frame now. just about anything else would require absurd amounts of work. because after 6 years, we're still here.
so, if you wanna see the cool fancy loading screen, with its scrolling background, and objects flying past, and drop shadows, and adaptivity to different resolutions; play on the 64-bit branch of gmod! if you don't, you'll still see a new loading screen, it will just be exceptionally boring :D
In macOS: Run chmod +x GModCEFCodecFix-MacOS in Terminal in the same folder as the file Another note for macOS Users In Linux: chmod +x GModCEFCodecFix-Linux in Terminal in the same folder as the file or check something like 'Allow executing file as program' in the file's Permissions under its Properties #Gmod chromium full app format nor is it code-signed, so you may run into issues running it in certain scenarios, particularly with macOS Catalina (10.15) or newer! ANTIGEN ANTIBODY REACTIONS, ANTIGENS CHROMIUM ISOTOPES, FEMALE ( 4 ). GMOD 12.8 148 BURKITT'S LYMPHOMA / ETIOLOGY BURKITTIS LYMPHOMA VIRUS ( 3 ). It should, however, work fine on macOS Mojave (10.14).
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