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[L4D1 & L4D2] Random Beam Item [v1.0.3 | 29-May-2022]


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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 03-15-2022 , 08:48   Re: [L4D1 & L4D2] Random Beam Item [v1.0.2 | 04-October-2021]
Reply With Quote #11

I saw this in some servers, but I'm not able to reproduce it, I believe is an uncompatibility with another plugin.
If you find a pattern tell me then I can try to do something.
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Last edited by Marttt; 03-15-2022 at 08:49.
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-06-2022 , 03:43   Re: [L4D1 & L4D2] Random Beam Item [v1.0.2 | 04-October-2021]
Reply With Quote #12

I'd think this is a wonderful accessibility feature for the game. I also turned off all randomness so that each item can be associated to a color.

Does the plugin rely on any Dhooks or left4downlown extensions or can it be influenced by it ?

I have the latest "left 4 dhooks direct", on latest stable 1.10 sourcemod, but I do have several other plugins running.

Code:
  01 "[ANY] Cvar Configs Updater" (1.7) by SilverShot
           02 <Failed> "SM Translator" (1.0) by Franc1sco franug
           03 "Basic Chat" (1.10.0.6478) by AlliedModders LLC
           04 "L4D Vote Manager 2" (1.5.6) by Madcap, Edited by Ernecio
           05 "[L4D1 AND L4D2] Infected HP" (1.0.3) by NiCo-op, Edited By Ernecio (Satanael)
           06 "Client Preferences" (1.10.0.6478) by AlliedModders LLC
           07 "Connect Announce" (1.8.2) by Arg! [Edited by Dosergen]
           08 "[L4D] Votekick (no black screen)" (2.2) by Dragokas
           09 "Fun Votes" (1.10.0.6478) by AlliedModders LLC
           10 "Admin Menu" (1.10.0.6478) by AlliedModders LLC
           11 "L4D Black and White Notifier" (1.31) by DarkNoghri, madcap
           12 "Admin File Reader" (1.10.0.6478) by AlliedModders LLC
           13 "Basic Commands" (1.10.0.6478) by AlliedModders LLC
           14 "Basic Ban Commands" (1.10.0.6478) by AlliedModders LLC
           15 "Stuck Zombie Melee Fix" (1.0.4) by AtomicStryker
           16 "L4D Survivor AI Trigger Fix" (1.1.0) by  AtomicStryker
           17 <Error> "[L4D & L4D2] ZSpawn: Zombie Spawn manager." (1.2.4) by Eärendil
           18 "Admin Help" (1.10.0.6478) by AlliedModders LLC
           19 "Fun Commands" (1.10.0.6478) by AlliedModders LLC
           20 "Player Commands" (1.10.0.6478) by AlliedModders LLC
           21 "Basic Info Triggers" (1.10.0.6478) by AlliedModders LLC
           22 "[L4D1 & L4D2] SM Respawn Improved" (3.6) by AtomicStryker & Ivailosp (Modified by Crasher, SilverShot), fork by Dragokas
           23 "Reserved Slots" (1.10.0.6478) by AlliedModders LLC
           24 "Basic Votes" (1.10.0.6478) by AlliedModders LLC
           25 "Sound Commands" (1.10.0.6478) by AlliedModders LLC
           26 "L4D Kills manager" (1.2.0) by Axel Juan Nieves
           27 "[L4D & L4D2] Item Giver" (1.4) by Psyk0tik (Crasher_3637)
           28 "Fun Commands X" (2.5) by Spazman0 and Arg!
           29 "[L4D] Custom admin commands" (1.0.6b) by honorcode23
           30 "[L4D] Votemute / Votegag (no black screen)" (2.1) by Dragokas
           31 "L4D1 Competitive-Bots+ Alpha version 0.5.0a" (0.5.0a) by Omixsat
           32 "Basic Comm Control" (1.10.0.6478) by AlliedModders LLC
           33 "[L4D & L4D2] Gear Transfer" (2.19) by SilverShot
           34 "L4D Kick Load Stuckers" (1.0.8) by AtomicStryker
           35 "Anti-Flood" (1.10.0.6478) by AlliedModders LLC
           36 "[L4D] Kill for Survivors" (1.0) by Danny & FlamFlam
           37 "[L4D & L4D2] Left 4 DHooks Direct" (1.94) by SilverShot
           38 "[L4D1 & L4D2] Random Beam Item" (1.0.2) by Mart
Sometimes, medkits that are picked up on round end still have a beams in the second map.

I also notice what another user reports: namely that whenever you pick up a single item, the beam doesn't despawn but when you restart the round it does.
Also - and this is a big showstopper for me - is that all spawnpositions in map 2 of no mercy show beams even if there's no item there.

Update:

I also tested this on a freshly installed server with sourcemod 1.11 with the same kinds of results. (beams spawning on spawn locations that have no item).. No extra plugin is installed except for "tank on spawn". SM 1.11 also uses an internal version of Dhooks. I wonder what makes it run well on sanctuary coop servers...
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Last edited by CosmicD; 04-06-2022 at 07:43.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 04-06-2022 , 07:51   Re: [L4D1 & L4D2] Random Beam Item [v1.0.2 | 04-October-2021]
Reply With Quote #13

Quote:
Does the plugin rely on any Dhooks or left4downlown extensions or can it be influenced by it ?
The plugin at the moment doesn't use dhooks / left4dhooks

Quote:
whenever you pick up a single item, the beam doesn't despawn
Thank you,

I believe is some other plugin conflict, I wasn't able to reproduce it,
besides seeing that happening in some servers.

However, if you find the plugin causing it, tell me that I can try fixing it.
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Last edited by Marttt; 04-06-2022 at 07:52.
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-06-2022 , 14:58   Re: [L4D1 & L4D2] Random Beam Item [v1.0.2 | 04-October-2021]
Reply With Quote #14

It's quite strange. I've did some small tests

On my sm 1.11 server, i can run plugins like gear transfer, tank at spawn (multitanks), infected manager + left 4 Dtools direct and not have these issues as long as I restart the server each session or not transition to the next map.

When I leave the server (without server restart), and rejoin, the issue is also present when a lobby connects to a campaign map (no matter which one)

So At server restart: the item beams behave normal, and only show on items which are actually spawn and, beams disappear when picked up. When the second map loads, the issue with beams on all itemspawns and persistent beams after pickup return.

Unless you restart the map (after a failure), or vote to restart campaign, then it will function correctly.

On my sm 1.10 server (with the same set of plugins) the beams plugin will have issues nevertheless.

I will have to test further.

I think to partially solve this for now is to use a restart server on empty plugin, like they do on sanctuary server.

As a last test for today, I ran this as only additional plugin to a clean sourcemod 1.11, and it still starts behaving weird when transitioning to a new map:

It seems like some things aren't cleared when you don't restart the server or vote to restart the map. I wonder what the server does in terms of clearing entity states when you restart a map what it doesn't do when transitioning ?

Further update: I'm using sourcemod 1.11 build 6862 (it's the latest you have for linux and apple)
I tried compiling the plugin in the latest stable 1.10 and latest 1.11 branches but the issues remain the same, so that's not it.

It runs well on sanctuary server with over 100 plugins installed. Tried to go trough the list of plugs they have and there are a bunch of interesting server housekeeping plugins that I would like to try but can't find here, like "server fixes 1 and 2". I don't know if I can post an ip here but if you want to look for yourself it's called "sanctuary coop". I don't see the issues with this particular plugin and they have tons of plugins running. I just think there's something not cleaning up well during map transition.

Edit:

I've got something weird: when the server transitions to a next level and you see all the beam issues, and I manually set "l4d_random_beam_item_remove_spawner" to 0, it removes all the empty beams and when items are picked up, it behave as though it was set to 1. I tried to make a workaround for now, by doing that in the server config, but then the server hangs,

Edit 2:
For now I've solved the situation by adding unload and reload commands for this specific plugin in server.cfg. Now it works correctly on each map!
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Last edited by CosmicD; 04-08-2022 at 04:35.
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a2121858
Member
Join Date: Sep 2020
Old 06-01-2022 , 09:49   Re: [L4D1 & L4D2] Random Beam Item [v1.0.3 | 29-May-2022]
Reply With Quote #15

Hi, Mr. Marttt.

A minor compilation problem.

PHP Code:
l4d_random_beam_item.sp(899) : warning 215expression has no effect

ge_iChildEntRef
[entity] = INVALID_ENT_REFERENCE
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LividBunny
Member
Join Date: Mar 2021
Old 11-05-2022 , 15:05   Re: [L4D1 & L4D2] Random Beam Item [v1.0.3 | 29-May-2022]
Reply With Quote #16

Your Random Glow Item seems to work but not the Random Beam Item.

Code:
L 11/05/2022 - 17:39:33: [SM] Exception reported: Missing required data file on "data/l4d_random_beam_item.cfg", please re-download.
L 11/05/2022 - 17:39:33: [SM] Blaming: l4d_random_beam_item.smx
L 11/05/2022 - 17:39:33: [SM] Call stack trace:
L 11/05/2022 - 17:39:33: [SM]   [0] SetFailState
L 11/05/2022 - 17:39:33: [SM]   [1] Line 397, D:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d_random_beam_item.sp::LoadConfigs
L 11/05/2022 - 17:39:33: [SM]   [2] Line 240, D:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d_random_beam_item.sp::OnPluginStart
L 11/05/2022 - 17:39:33: [SM] Unable to load plugin "l4d_random_beam_item.smx": Error detected in plugin startup (see error logs)
I do have the "l4d_random_beam_item.cfg" file in data
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 11-05-2022 , 19:49   Re: [L4D1 & L4D2] Random Beam Item [v1.0.3 | 29-May-2022]
Reply With Quote #17

Maybe is something related to file access at your end.
The plugin works fine. The data file must be located in \left4dead2\addons\sourcemod\data\l4d_random_ beam_item.cfg.
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KadabraZz
Senior Member
Join Date: May 2020
Old 12-12-2022 , 00:16   Re: [L4D1 & L4D2] Random Beam Item [v1.0.3 | 29-May-2022]
Reply With Quote #18

Hello mart, I noticed that sometimes the beam appears even when there is no item actually spawned. Take a look


Edit.Also not working on fuel barrels

Last edited by KadabraZz; 12-12-2022 at 00:28.
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