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Your case is a little special. As mentioned in the messages, the errors come from the conflict finder, not the lag finder. Please retry the lag finder after uninstalling the conflict finder. I'm sorry for the inconvenience.
It seems that there is a special case where the conflict finder tries to send information, but for an odd reason, it seems that the information is too large, and that is surprising to me!
Well, good point here: the conflict finder needs to be fixed to handle this special case where there is too much information about the location of Lua files. I did not expect this!
The message about the not found hooks for event "1" does not give me any ideas BTW.
[Addon hooks Conflict Finder] net.WriteData: Invalid length 67602!
1. unknown - lua/autorun/find_conflicts_hook.lua:72
2. pcall - [C]:-1
3. func - lua/autorun/find_laggy_hooks.lua:312
4. unknown - lua/includes/extensions/net.lua:37
[Addon hooks Conflict Finder] lua/autorun/find_conflicts_hook.lua:81: bad argument #1 to 'JSONToTable' (string expected, got no value)
1. JSONToTable - [C]:-1
2. net_ReceiveLuaFiles - lua/autorun/find_conflicts_hook.lua:81
3. func - lua/autorun/find_conflicts_hook.lua:147
4. unknown - lua/includes/extensions/net.lua:37" As i try to do a clientside test..
1. unknown - lua/entities/ent_proxsensor/init.lua:1
where do I find the hook here?
and what do I type in the command?
I'm very glad to be helpful sometimes. Incompetent but somehow useful. 🤪
It's great that this add-on still works because I have not updated it in ages.
You actually are the good one: you make good use of Garry's Mod. 😁
And i found this. God bless you, bro. Using your addon, i found these piece of sh*t, that create stutters. Addon called "Catmull-rom Cinematic Cameras". Yeah, thats cool addon that create cinematic cams trails, but this addon is also so unoptimized and calls like 200%+ problems, like you addon says, instead of other 0.1-0.2%.. Now i can play like its minded, create some machinima and avoid to re-recording every moment, that game stuttered. God bless you and your family.. You such a cool and smart man, that helps to people find trash and delete this
Thanks for the love! ❤
SuperDean, sadly, the LuaJIT implementation included in Garry's Mod does not seem to have a memory allocation tracing feature, in the same fashion as tracemalloc on Python. Such a feature would have to be enabled through a function or a command line argument, because it involves a performance penalty. I did not see anything like that in Garry's Mod.
Things that do not belong in the Lua world should be monitored too. If you are looking for memory usage issues on the game version of Garry's Mod, then the biggest memory eaters are models and textures, from what I guessed. Maybe fonts could be problematic, particles, sounds? Sadly, Garry's Mod does not make it easy to know what has been loaded.
The server version also seems to load certain things they should not, like material animations for just one random example.
Also a friendly reminder, the game version of Garry's Mod eats way less memory in its 32-bit edition.
If I'm correct, the test ends when the player who initiated it leaves the server, which makes sense except in this case. It would be cool to reconnect with the test still running. Honestly this is something I should consider doing.
Wait, you must have used find_laggy_hooks_sv from the client's console. Have you tried it on the server's console instead? (I don't think it can help when players are present.)
Here is a trick that should work: start the test from the server's console right after a map change, but make sure to do so before any player has finished loading. Of course you can do the same when nobody is connected.
Sadly, I think the only way to fix this from my add-on would be to slow down the startup by adding more and more things to the test instead of immediatly adding everything.
TTT2 might have less complexity in limiting the number of sent messages, but I guess it does not make sense to the creators, even though it's literally the responsible add-on for this issue.
Hehe, I proved again to be incompetent! 🤡
"[TTT2] Trying to hotreload weapon_ttt_detective_cube .
[TTT2] Hotreloading weapon_ttt_detective_cube was successful.
[TTT2] Trying to hotreload m9k_striker12 .
[TTT2] Hotreloading m9k_striker12 was successful.
Lag test started, next output in 30 seconds!
Dropped fskin from server (Client 0 overflowed reliable channel.)"
It's due to TTT2's way of announcing the hotreload of every active addon that overflows the console. I'm not sure if it's possible to fix it...
Thank you all for your heartwarming comments!
Wow, this comment is so expressive and super sweet! Thank you very much, I'm so glad I could help you! You too are a gentleman for dropping such a great comment! 🤍
If you specify a single argument "0", you stop the test.
I run 600+ addons on a server with friends, so to easily find the culprits of the worse addons for performance makes everyone happy.
Good job man