Garry's Mod

Garry's Mod

[DrGBase] Sephiroth
263 Comments
Hana Katarina 7 Oct @ 11:03pm 
THE BIGGEST MOD!
roachisserie chicken  [author] 5 Oct @ 11:39am 
Fixed flamewave dealing friendly fire damage
Fixed afterimages (again)
Still don't know what causes the sword trails to crash, if that happens please disable them in the FF7 DrG settings
roachisserie chicken  [author] 5 Oct @ 3:13am 
i don't own dying light, sorry
Spooky Doot 4 Oct @ 9:31pm 
hey roachisserie chicken pls make a dying light the beast mod with the special infected in it because i see resident evil and other zombie game npcs is what you like making and make the chimeras and bosses too!
roachisserie chicken  [author] 4 Oct @ 7:32am 
have fun with it!
re 3 Oct @ 6:13pm 
Crash issue has been solved now after I disabled his sword trails. tysm.
roachisserie chicken  [author] 2 Oct @ 11:36am 
yeah the attack does nothing if sephiroth is already dead, just disappears in a white flash
raindog_78 2 Oct @ 9:16am 
well it didn't kill the fun gang so i guess kris defeated sephiroth before it could kill them.
roachisserie chicken  [author] 2 Oct @ 5:50am 
yessir that is divine proclamation, its supposed to kill everything but optionally it can end your game
raindog_78 1 Oct @ 6:30pm 
so i had a bit of fun with your sephiroth mod and pitted him against kris, susie, noelle, berdly, and ralsei and they got to the final phase and sephy did... somthing, and as kris dealt the final blow everything went white and a vortex appeared in the sky. is that supposed to happen? is it supposed to be the timed meteor segment in remake? either way i liked the mod, keep up the good work.
roachisserie chicken  [author] 20 Sep @ 1:35pm 
oh huh, that's very strange, the afterimages have nothing to do with it then, its... to do with his sword swing trails?
re 19 Sep @ 1:18pm 
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2194)
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)


and all of this bascially loops over and over
roachisserie chicken  [author] 19 Sep @ 9:31am 
that would be nice yeah
re 18 Sep @ 11:53am 
btw I've asked rubat about that sprite error and this was his response:

The warning is very self explanatory - you are (or something on your game) is using a sprite as a model on an entity.

I can try adding the entity's classname to the warning to maybe help pin it down.
roachisserie chicken  [author] 17 Sep @ 11:57am 
i don't own far cry 4
tactical banana 16 Sep @ 8:07pm 
can you make the yeti from far cry 4?
re 16 Sep @ 6:35pm 
Also one thing i forgot to mention, that sprite error which i have talked about is actually lagging my game and i greatly believe it's associated with the crash
re 16 Sep @ 10:23am 
yea man i'm no programmer to know what the bot saying upfront but i hope any of the information I gave you help you
roachisserie chicken  [author] 16 Sep @ 10:14am 
ah yeah chatgpt as usual gave you the wrong information with the utmost confidence, i'm not drawing any sprites with the afterimages, they're full 3d models

your second response proves it, with the quote
"[C]:-1 means the crash happened inside C++ engine code (not Lua itself), likely because Lua gave it an invalid model — in your case, a deprecated sprite."

i'm looking into it though, please stay tuned
re 16 Sep @ 8:33am 
I've asked chatgpt whether if that error that i was getting in the console was related to the lua crash log and they said yes, it appears to be directly connected to that carsh. here is what they said:
re 16 Sep @ 8:33am 
Yes — this is directly related to the sprite model error you mentioned, and it explains why your game is lagging and crashing sometimes. Let me break it down.

🔹 What this crash log is telling us
-Lua Stack Traces- ==================
Client 0.
DrawModel - [C]:-1
1. v - lua/entities/drg_roach_ff7_eb0021.lua:2744
2. (null) - lua/includes/modules/hook.lua:102
Server *Not in Lua call OR Lua has panicked*
MenuSystem *Not in Lua call OR Lua has panicked*


DrawModel / [C]:-1

This is the engine trying to draw a model.

[C]:-1 means the crash happened inside C++ engine code (not Lua itself), likely because Lua gave it an invalid model — in your case, a deprecated sprite.

lua/entities/drg_roach_ff7_eb0021.lua:2744

This is the line in your Lua script where it tried to draw or set the model.

This is almost certainly where the old sprite model is being used.

(null) - lua/includes/modules/hook.lua:102
re 16 Sep @ 8:33am 
The script was running inside a hook (like Think, Draw, or Render) when it failed.

Hooks are called every frame — if the invalid sprite is used here, it can spam the engine tens of thousands of times, causing lag.

Server *Not in Lua call OR Lua has panicked*

This means the Lua VM itself got overwhelmed or the engine panicked.

When Lua “panics,” it can no longer safely execute scripts until the error is handled or the engine restarts the Lua state.
re 16 Sep @ 8:32am 
🔹 Connection to your sprite model error

Your previous error:

Sprite model's not supported any more except in legacy temp ents (x32752)


Shows that the script is repeatedly trying to use a deprecated sprite model.

The Lua crash log shows that the repeated attempts are overwhelming the Lua VM and/or engine, resulting in stack traces and panics.

✅ In short: yes, these are the same underlying problem — your Lua script is using old sprite models in a way the engine no longer allows, and doing so every frame is eventually crashing or lagging the game.

🔹 What to do

Locate the offending code (line 2744 in drg_roach_ff7_eb0021.lua).

Replace the old sprite model call with either:

render.DrawSprite() for visual effects, or

ParticleEffect() if it’s a temporary visual effect.

Add checks to prevent the function from running too often:

if not IsValid(self) then return end


Optional: Throttle the effect — don’t spawn/draw every frame if not needed.
roachisserie chicken  [author] 16 Sep @ 7:18am 
which was?
re 15 Sep @ 2:08pm 
ask chatgpt, i've asked them and they kinda gave a useful response
roachisserie chicken  [author] 15 Sep @ 2:06pm 
(valve really need to add an edit button to comments omg)

unfortunately i have no idea what that error means, even googling it brought up like 3 results, all of which were mapping related
re 15 Sep @ 1:50pm 
no
roachisserie chicken  [author] 15 Sep @ 1:48pm 
interesting... did you tell rubat this?
re 15 Sep @ 12:47pm 
@roachisserie chicken wait there is another important thing

There was this error that has been flooding my console constantly whenever sephiroth wraps or something like that.. it sometimes massively barrages this error on certain wraps that sephiroth does

here is it

ERROR: Sprite model's not supported any more except in legacy temp ents (x32752)
roachisserie chicken  [author] 15 Sep @ 12:17pm 
that 2744 line is actually super helpful, thanks! i'll check it out
re 15 Sep @ 11:07am 
@roachisserie chicken i've gotten response from rubat and they said

The crash is associated with a popup message that tells you what is wrong.

***** OUT OF MEMORY! attempted allocation size: 81920 ****

Your game client was trying to render too many things at the same time with multicore rendering active.
Tony 15 Sep @ 9:52am 
please make an tlou mod
re 15 Sep @ 9:07am 
alright emailed them.. also noticed there was a txt crash file aswell created alongside the dmp and here what it says

Executable: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\gmod.exe

-Lua Stack Traces-
==================
Client
0. DrawModel - [C]:-1
1. v - lua/entities/drg_roach_ff7_eb0021.lua:2744
2. (null) - lua/includes/modules/hook.lua:102

Server
*Not in Lua call OR Lua has panicked*

MenuSystem
*Not in Lua call OR Lua has panicked*
roachisserie chicken  [author] 15 Sep @ 8:55am 
well i'd just take it to rubat myself in that case, you don't get moderated for sending rubat a crash dump file

and the reason i can't examine it myself is because rubat alone has the debug symbols for gmod, i could *look* at a dmp file but i'd have NO idea where in the code the game crashed
re 15 Sep @ 8:46am 
and also yea it did pop up a window that tells me which version to prefer ans I went with the proper 64 bit version and this confirmed by that small popup that appears in the top right corner in gmod where it tells you you're on the 64 bit version.

if you want i can send you the dmp files or anything else you'll need if you know a way
re 15 Sep @ 8:43am 
also i'm not dming some admin about that as it's neither their addon or allow DMs and i fear a moderation action
re 15 Sep @ 8:41am 
i'm on exactly x86-64 - chromium - 64 bit binaries
roachisserie chicken  [author] 15 Sep @ 6:24am 
if you've 100% confirmed you actually are playing on the 64 bit version then all i can suggest is joining the gmod discord and sending your crash dump file (.dmp files kept in your garrysmod install folder) to rubat so he can find out exactly where in the game it crashed and what exactly it was doing
roachisserie chicken  [author] 15 Sep @ 6:22am 
you might be on the 64 bit branch but are you actually playing the 64 bit version? when you first switched to it, and tried to launch the game, steam popped up with a window asking you which version you want to launch

annoyingly, "play garry's mod" and "play garry's mod - 32 bit" are the same, and you need to specifically choose the 64 bit version

the reason i'm zoning in on this so much is because the 32 bit version of gmod is only allowed to allocate 4096mb of ram or 4 gigs, whereas yours is allocating roughly double that

beyond that i'm really genuinely unsure, because i've not found that this happens to anybody else, and i even halved the after image count for when he warps, since i remember you mentioning that had something to do with it
re 14 Sep @ 8:49am 
64 bit version

Here is what I have noticed so far

- The game crashes because it attempts to allocate exactly 8190MB of ram

- This happens more often in bigger and heavier map but still happens in all kinds of maps

- Regardless of using safe mode (disabling all addons besides this addon and it's dependeicies) it would still crash the game

- I have 32gb DDR5 5600 Ram and I was carefully monitoring my ram usage when using this addon, there was exactly 16200 MB of ram free, enough to allocate to the 8190MB of ram but still crashes

- vram has nothing to do with this as I had enough free space to accommodate the 8190MB aswell


I don't know tbh but I feel like that I need to put the blame on the dynamic hair and cloth physics which you gave to seiphiroth
roachisserie chicken  [author] 14 Sep @ 5:48am 
wait are you on the 64 bit version of gmod?
re 13 Sep @ 11:07am 
yea just tried disabling everything it keeps crashing gmod as it tried to allocate 8100MB of ram.. not sure whether is that vram just my ram but regardless i already had more than enough.. sad to see cool addon like this being almost unusable
re 12 Sep @ 6:54pm 
ain't no way 32gb ddr5 can't handle a gmod addon
roachisserie chicken  [author] 11 Sep @ 5:26am 
Reduced after image entity count to hopefully address issues with users who have a small amount of ram
Rob0killa 10 Sep @ 4:52pm 
FINALLYYYYYYYYYYYYYYYYYYY
CRSA95 2 Sep @ 2:28pm 
prolly is the best one ngl
The German Shepard 30 Aug @ 3:47pm 
Amazing job, this is one of the best nextbots in this game, had a lot of fun with him fighting other nextbots
CRSA95 29 Aug @ 1:45am 
thank you
roachisserie chicken  [author] 29 Aug @ 1:37am 
enabled
CRSA95 28 Aug @ 5:26pm 
hi stupid question but when you say "too many addons" do you mean subscribed or enabled?