Garry's Mod

Garry's Mod

Cinema (Fixed Edition)
 This topic has been pinned, so it's probably important
Crizz P. Sep 21, 2021 @ 7:41am
FAQs, Known Bugs, and Fixes
This discussion is to provide solutions to problems and to known bugs, as well as to address people who are experiencing issues not found on the googles...

Things that have never existed inside the gamemode:
• Pausing
• Playing movies off your hard drive or streaming movies from your hd to other players
• Using netflix or other corporate streaming companies in theaters

To increase the volume in theaters, press the "+" and "-" signs, or from the player menu, increase the slider to automatically load videos at the volume you've set.



The theaters work, but there's missing textures on the menus and thumbnails
THIS WILL CONFLICT WITH THE OLD CINEMA VERSION

If models are loading and the scripts for entities are working, and there are missing textures, then you are likely subscribed to the old cinema addon

You must unsubscribe from the link above and restart Garry's Mod to confirm this is not another error.


The doors don't work, the thumbnails aren't created, and if I noclip into a theater, the screens don't load anything.

Most likely you've loaded the game in Sandbox mode. You can either open the console and type the following:

gamemode cinema_modded followed by
restart

...or start a new game from the menu making sure to change your game mode in the lower right to "Cinema..."


When I try to play YouTube videos I get an error and the video doesn't play.

Currently, the following videos are not compatible for use in the fixed (or original) Cinema Gamemode:

  • Age restricted
  • For kids
  • Paid videos

This problem exists because of how Gmod's browser is, and how videos are shown to multiple people at once.


VPN uses and errors
Google uses geolocation to create its advertisements, as well as other information collected from the browser client. Some countries block websites from outside of their nation. Dailymotion for example is blocked in some countries (Russia, China, Kazakhstan, North Korea, etc) Depending on the country, their government can prevent the playback of videos and thus also prevent websites from loading in your game. Depending on your internet setup, and your ISP, you may be able to use a VPN to change your geolocation to outside of a county who's blocking outside websites. However, this may create the issue below.

VPN and YouTube
If you're using a VPN and get an inadvisability message from YouTube, or YouTube does not load or gives you an unknown error, it is safe to assume that you will not be able to use a VPN to use the Cinema game mode. DNS-based filters (PI-Hole, eBlocker, AdGuard, etc) can render the displayed pages unusable if configured incorrectly.


YouTube works fine, but nothing else

You need the CEF codec fix[github.com] in order to use other services besides Youtube.


It WILL NOT WORK if Garry's Mod Settings aren't changed

Open gmod's properties from steam by right clicking it, clicking properties and changing to the x86 x64 build from the beta menu.


I don't give or receive damage correctly

The gamemode by default is set up in a way that keeps players from damaging one another, or receiving damage from NPCs and weapon fire. To fix this you must be able to access the server console/host and to change the following serverside .LUA files I used sublime text editor

• in gamemodes/cinema_modded/gamemode/player.lua
search for GetFallDamage and change 0 to 10 (or whatever you want)
Search for PlayerShouldTakeDamage. If you find nothing, add the following in between functions or if you found it, change to:

function GM:PlayerShouldTakeDamage( ply, attacker )
return true
end


• in gamemodes/cinema_modded/gamemode/shared.lua
search for "PlayerShouldTakeDamage" Change to/add the following if it isn't found:

function GM:PlayerShouldTakeDamage( ply, attacker )
return true
end

function GM:EntityTakeDamage( ent, inflictor, attacker, amount )
if ( ent:IsPlayer() ) then
hook.Call("PlayerTakeDamage", self, ent, inflictor, attacker, amount)
end
end


• In gamemodes/cinema_modded/gamemode/player_class/player_lobby.lua
find PLAYER.TeammateNoCollide and change to false
find self.Player:SetCollisionGroup and change the collision group to COLLISION_GROUP_PLAYER

You can now give and take damage. You can also use the corresponding hooks in your init.lua file to scale or detect the damage done to players/npcs, and manipulate that information accordingly.


My custom screens work but youtube and soundcloud don't seem to work

If you've changed the default cinema_url or cinema_url_search convars by entering them in your server.cfg file...

You'll need to change the urls in your modules/theater/services/sh_youtube.lua and sh_soundcloud.lua and replace the console variables with the url for both services.

By default, the cinema_url points to a folder location on the web, so using a page location requires this workaround for custom screens to work.

For Everything Else
Please use this discussion to solve your errors, and to help make us aware of others that are not known to us.
Last edited by Crizz P.; Sep 29, 2023 @ 7:31am
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Showing 1-15 of 68 comments
Sappykun Dec 29, 2021 @ 7:01am 
I've noticed that when setting Ang on ThumbInfo for a thumbnail entity, the frame's pitch is used for the HTML panel's roll and vice versa.

For example, when I rotate the pitch of this thumbnail by 10 degrees, the frame rotates as expected:
https://files.catbox.moe/33mhhp.jpg

But the HTML frame shifts the roll by 10 degrees instead, creating a misaligned thumbnail:
https://files.catbox.moe/aiwmgy.jpg

Code:
ThumbInfo = { Pos = Vector( 2390.0, 1994.8, 320.0 ), Ang = Angle( 10.0, 180.0, 0.0 ) }

It would be nice if this were fixed, and/or a toggle to disable the frame and leave just the HTML panel.
Last edited by Sappykun; Dec 29, 2021 @ 7:02am
Crizz P. Dec 30, 2021 @ 7:39am 
Originally posted by Sappykun:
I've noticed that when setting Ang on ThumbInfo for a thumbnail entity, the frame's pitch is used for the HTML panel's roll and vice versa.

For example, when I rotate the pitch of this thumbnail by 10 degrees, the frame rotates as expected:
https://files.catbox.moe/33mhhp.jpg

But the HTML frame shifts the roll by 10 degrees instead, creating a misaligned thumbnail:
https://files.catbox.moe/aiwmgy.jpg

Code:
ThumbInfo = { Pos = Vector( 2390.0, 1994.8, 320.0 ), Ang = Angle( 10.0, 180.0, 0.0 ) }

It would be nice if this were fixed, and/or a toggle to disable the frame and leave just the HTML panel.

I will look into this as well. This may have to do with how the FGD is set up for hammer mapping, but I'm not 100% sure. Thank you for letting us know!!!!!!!!

EDIT:
There are two possible issues with this problem:
1) It could be the axis origins from how the model was created and exported. For example, if the model's thumbnail area was facing up, the thmubnail in game would be rotated 90 on the x axis and pass right through the model, if is was rotated on the y axis face up it would still have the above problem but also be 90 rotated to the right, and if rotated on the z axis, the theater thumb would be behind it.

2) If the thumbnails are rotating but the screen is on the wrong axis, then the screen itself is not directly tied to the correct axis, which would need logic (if it is lua or fgd side) or a re-export from a 3d model editing program. if there is rotational information for the entity in the LUA through keyvalues, there will need to be some logic entered to accurately rotate it on all axis'.
Last edited by Crizz P.; Dec 30, 2021 @ 9:20pm
Shadowsun™  [developer] Dec 30, 2021 @ 11:12pm 
Originally posted by Sappykun:
I've noticed that when setting Ang on ThumbInfo for a thumbnail entity, the frame's pitch is used for the HTML panel's roll and vice versa.

For example, when I rotate the pitch of this thumbnail by 10 degrees, the frame rotates as expected:
https://files.catbox.moe/33mhhp.jpg

But the HTML frame shifts the roll by 10 degrees instead, creating a misaligned thumbnail:
https://files.catbox.moe/aiwmgy.jpg

Code:
ThumbInfo = { Pos = Vector( 2390.0, 1994.8, 320.0 ), Ang = Angle( 10.0, 180.0, 0.0 ) }

It would be nice if this were fixed, and/or a toggle to disable the frame and leave just the HTML panel.


Should be fixed with the latest versions which has been pushed now.
SirGinshi Jan 28, 2022 @ 12:56pm 
ERROR:
addons/cinema/gamemodes/cinema_modded/gamemode/modules/theater/sh_init.lua:128: calling 'Match' on bad self (string expected, got nil)

is a fix possible?
Comes if i type something with a / in a theater area
Last edited by SirGinshi; Jan 28, 2022 @ 12:57pm
Shadowsun™  [developer] Jan 28, 2022 @ 6:51pm 
Originally posted by Holly:
ERROR:
addons/cinema/gamemodes/cinema_modded/gamemode/modules/theater/sh_init.lua:128: calling 'Match' on bad self (string expected, got nil)

is a fix possible?
Comes if i type something with a / in a theater area

I cannot reproduce this problem, custom chatbox addons can cause problems.
Crizz P. Jan 30, 2022 @ 2:23pm 
Originally posted by Nova™:
Originally posted by Holly:
ERROR:
addons/cinema/gamemodes/cinema_modded/gamemode/modules/theater/sh_init.lua:128: calling 'Match' on bad self (string expected, got nil)

is a fix possible?
Comes if i type something with a / in a theater area

I cannot reproduce this problem, custom chatbox addons can cause problems.

I also can confirm this from my server log. It should also be noted that if you enter a youtube link into chat while in a theater area it will add the link to the queue list. This is intended functionality

It is possible that the code's logic to detect links in chat while in theater areas returns this error. I advise using "!chatcommand" vs. "/chatcommand" and see if that fixes the issue

If you'd like to edit the LUA functions, check out the included LUA files.
Last edited by Crizz P.; Jan 30, 2022 @ 2:36pm
Crizz P. Jan 30, 2022 @ 7:53pm 
Originally posted by Sappykun:
I've noticed that when setting Ang on ThumbInfo for a thumbnail entity, the frame's pitch is used for the HTML panel's roll and vice versa.

For example, when I rotate the pitch of this thumbnail by 10 degrees, the frame rotates as expected:
https://files.catbox.moe/33mhhp.jpg

But the HTML frame shifts the roll by 10 degrees instead, creating a misaligned thumbnail:
https://files.catbox.moe/aiwmgy.jpg

Code:
ThumbInfo = { Pos = Vector( 2390.0, 1994.8, 320.0 ), Ang = Angle( 10.0, 180.0, 0.0 ) }

It would be nice if this were fixed, and/or a toggle to disable the frame and leave just the HTML panel.

The github has been updated with a change to remedy this.

Open /garrysmod/gamemodes/cinema_modded/gamemode/extensions/sh_commands.lua and change the playersay hook (near the very bottom) to the following:

hook.Add( "PlayerSay", "TheaterAutoAdd", function( ply, chat )

local Theater = ply:GetTheater()
if Theater then
if string.find(chat, "http://", 1, true) or string.find(chat, "https://", 1, true) then
if theater.ExtractURLData( chat ) then
Theater:RequestVideo( ply, chat )
return ""
end
end
end
end)
Shadowsun™  [developer] Jan 30, 2022 @ 10:16pm 
That should be solved.
Penguin Jul 12, 2022 @ 10:15am 
Hey, Currently trying to add cinema screens to a map. The screens are set in a position that can't be rotated and they clip in to the wall and are at weird angles. Is there any way to force the rotation of a cinema screen instead of only having it face one way?
Crizz P. Jul 12, 2022 @ 10:24am 
Originally posted by DaddyPippin:
Hey, Currently trying to add cinema screens to a map. The screens are set in a position that can't be rotated and they clip in to the wall and are at weird angles. Is there any way to force the rotation of a cinema screen instead of only having it face one way?

Screens are rotatable, but you need to know a little (tiniest bit) of Hammer to know what you're doing. The actual entity in Hammer should be on the top-left of your theater screen brush. The angle of the screens can be adjusted from the entity or using LUA commands. Read more...
Last edited by Crizz P.; Jul 12, 2022 @ 10:28am
Penguin Jul 12, 2022 @ 10:27am 
Thanks alot
Hello,
In Animix, Some videos can't be played and there is an error shows that "There was a problem processing the requested video".
Is there anyway to fix it? or the garry's mod's problems?
Last edited by ジャッキー10X-S ÙwÚ; Aug 3, 2022 @ 7:35pm
Shadowsun™  [developer] Aug 4, 2022 @ 9:49pm 
Originally posted by ジャッキー10X-S UwU:
Hello,
In Animix, Some videos can't be played and there is an error shows that "There was a problem processing the requested video".
Is there anyway to fix it? or the garry's mod's problems?

That should be fixed now, with the recent update. Please try it out.
Originally posted by Shadowsun™:
Originally posted by ジャッキー10X-S UwU:
Hello,
In Animix, Some videos can't be played and there is an error shows that "There was a problem processing the requested video".
Is there anyway to fix it? or the garry's mod's problems?

That should be fixed now, with the recent update. Please try it out.

Thanks for try to fixing it but some videos still can't be played.
A new error shows up when requesting some of the videos: https://pastebin.com/RFb1WyBT
Last edited by ジャッキー10X-S ÙwÚ; Aug 5, 2022 @ 1:36pm
Shadowsun™  [developer] Aug 8, 2022 @ 7:26am 
Originally posted by ジャッキー10X-S UwU:
Originally posted by Shadowsun™:

That should be fixed now, with the recent update. Please try it out.

Thanks for try to fixing it but some videos still can't be played.
A new error shows up when requesting some of the videos: https://pastebin.com/RFb1WyBT


I looked at it and found that the video length is acquired too early, which causes this error to occur The problem should be solved now.
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