@persist I
if(first()) {
runOnTick(1)
} elseif(holoCanCreate()) {
holoCreate(I, entity():pos())
holoModel(I, "models/dog.mdl")
I++
}
Can't find any "collaborators only" feature.
Also works for starfall and expadv.
Is it the model or the creating of them every tick?
It's the model
It's not an april fool btw, test it out yourself :P
It does not crash for me, just kills my FPS slowly.
Crashes for me with engine error "too many indexes in buffer"
Probably because here, polycount * model count > engine count, assuming that model count < e2 max holo prop count
This isn't really something that Wiremod can fix, except for maybe lower the holo limit or blacklist the model. I mean this can happen with any model that has a high poly count.
Only way to fix this would be to use a blacklist, and how do we know what to blacklist? There's probably thousands of models like this.
Citadels too.
util.GetModelInfo might have useful info, but the wiki page doesn't say what info it actually gets.
util.GetModelInfo might have useful info
Even so it doesn't work server side(or at least that's what the wiki says), and I don't think we want deal with networking more(possibly inaccurate) info.
As always we shouldn't implement the whitelist/blacklist logic ourselves, we just add the hooks for other addons to decide what can/can't be done. See #1097 - this should just be extended to E2 holograms and anywhere else we call ENT.SetModel.
bump
bump rejected
So, is this fixed? I had a minge come on and try it today but no one crashed. I even tried it with 3 on SP then on MP, massive FPS drop but no crash to desktop.
It's clearly Garry's fault, so I'm closing this
It's more like wire's fault since garry didn't intend to sandbox/limit addons. And wire's job is to limit/sandbox expression2 so you can't access everything (otherwise everyone would just use glua).
So a gmod dev won't probably fix this issue, since it's the addon which crashes the players. You could still hide the code i have written in the issue.
No though, like I said somehow my game won't crash anymore with that error in fact I had it run out of memory before it crashed.
Most helpful comment
It's clearly Garry's fault, so I'm closing this