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https://www.youtube.com/watch?v=Dj_CZj9xlFM
But please do the test again with developer console.
Put this in your console before testing:
developer 2
And check the console log after the track disapeared.
Post the console log as a link from pastebin.com.
Just copy and paste it out of the console.
Gmod can remove props, entities and vehicles on it's own with the reason "Crazy Physics".
But that should only happen with items that have a broken animation cycle or bones with wrong herachys.
Beside this, the problem must be existed before the tilted curve update.
Also, please don't forget that the x64 Chromium Beta still have the physics engine issue.
https://gtm.steamproxy.vip/groups/SligWolfAddons/discussions/1/4513255384647889127/
It could be a side effect of this issue and there is maybe nothing I can do about it.
In your video, you had the version 2025.05.03.
I have the version 2025.05.05, no train track piece disappeared. Only derailing.
I made no video because I only derailed many times and there never disappeared a track piece.
Also, the physics issue of gmod x64 makes it impossible to go fast in prop curves.
We noticed this problem after the release of the SW Wuppertal Suspension Train because of massive bug reports on x64. It is still present.
Your version just seems to delete the props instead of derailing the train.
About the derail issue. This is what SligWolf was talking about:
https://gtm.steamproxy.vip/groups/SligWolfAddons/discussions/1/4513255384647889127/
It has been reported to the game developer and it is currently under investigation.
https://github.com/Facepunch/garrysmod-issues/issues/5968
@FruitBerryCrunch: Please check if the prop disappearing issue also exist on the non-beta branch for you. Make sure you test it in single player or in your local multiplayer. If using an online server make sure it has the same version/branch as you do.
Thanks for the feedback. I just wrapped up a couple of tests and here are my results. Hopefully they're of help.
I typed developer 2 in console as told.
Here's the pastebin: https://pastebin.com/g2kQYmZy
Non Updated x64 Branch (2025.05.03):
In console:
[SW-ADDONS] Removed prop_physics, because of stuck or laggy physics!
Entity: Entity [92][prop_physics]
[SW-ADDONS] Removed prop_physics, because of stuck or laggy physics!
Entity: Entity [90][prop_physics]
Two Tracks were removed.
Normal Branch Singeplayer (First Attempt):
Nothing in console. No tracks were removed. Everything was working smoothly.
Updated x64 Branch (2025.05.05):
In console:
[SW-ADDONS] Removed prop_physics, because of stuck or laggy physics!
Entity: Entity [90][prop_physics]
One track got removed this time. Overall the same issue.
Normal Branch Singleplayer (Second Attempt):
Nothing in console again. Full oval track with a couple run by's. Train was working smoothly and no tracks were removed.
Conclusion:
This is most likely an issue that is only occurring on the x64 Chromium Beta branch. Normal branch was working perfectly fine. On the other hand, this seems to be a new issue that I may have discovered that is exclusive to x64 Chromium Beta.
What I don't understand is how you did similar tests but the tracks were not disappearing for you. Is this perhaps an issue that I'm only dealing with? I'm a bit confused. Either way, hopefully this help.
I did one last test on Multiplayer Local Server on x64. The results were exactly the same as the Multiplayer Peer to Peer test with SligWolf. There was no track disappearing. Only train derailing.
Here's the console log in a pastebin. https://pastebin.com/1BS0nGjQ
I also did an extra test on Singleplayer again and the issue came back. Tracks getting removed and for once the train got removed, too. It seems to be an issue that only occurs for me on Singleplayer in x64.
Only spawned SW vehicles and SW entities are able to interact with our spam protection.
So everything that is not spawned through our system is not able to be removed by our spam protection because it doesn't meet our criteria.
We spawn the rails with the Track Assembly Tool wich spawn our track switches as an SW entity through our system. But now the strange part, the normal curves, straights and so on are normal props that should be completely untouched from our spam protections.
They need a specific value from our spawn-hooks to be even considered to go through our spam protections. Props are never be able to get this specific value. They are just normal props.
Furthermore, are the SW vehicle parts and SW SENT's after a few seconds (depending on ticks) considered as stable and will be deselected for the deletion process of our script.
And on top of all that, I'm not able to reproduce the issue on my side.
FruitBerryCrunch and me tested it on x64 in multiplayer and got not a single deletion.
I tested it in singleplayer on x64 and got no deletion.
FruitBerryCrunch also tested it in singleplayer on x64 but got a deletion.
So this problem can only be considered as a very strange bug on x64 and seems to be unfixable from our side because of too less information on how it happens and what exactly triggers that issue.
Maybe the hardware / software interaction is again a part of this kind of issue. In the past we got other issues with gmod that was depending on the hardware / software. But I really don't know, it's just a guess in the blue.
For now I can only recommend to play on a local multiplayer server on x64, which works the same as normal singleplayer.
Mostly caused by an addon conflict or old cached workshop gma files.
Nothing else would make sense here.
This problem actually occurred through our code. I'm sorry for the inconvenience.
I was finally able to reproduce this issue and a fix will be released this weekend at the latest!
Reason:
It was caused of the function PhysicsCollide that we use to determine objects that stuck in each other. Only SW entities should be added to a seperate table that will delete stuff at the end but because of a missing check for extern non SW objects they got deleted also.
Hearing that the issue has been spy glassed is very relieving since this issue kind of overwhelmed me because of how confusing it was to be truthfully honest.
Thank you two so much for your time!
Original reason:
It was caused of the function PhysicsCollide that we use to determine objects that stuck in each other for our antispam logic. Only SW entities should be added to a seperate table that will delete stuff at the end but because of a missing check for extern non SW objects they got deleted also. So this problem actually occurred through our code. I'm sorry for the inconvenience.
Log:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2866238940