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[L4D & L4D2] Left 4 DHooks Direct (1.150) [06-May-2024]


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Author
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
6954
Plugin Version:
1.150
Plugin Category:
General Purpose
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    2057 
    Plugin Description:
    Left 4 Downtown and L4D Direct conversion and merger.
    Old 04-05-2020 , 03:23   Re: [L4D & L4D2] Left 4 DHooks Direct (1.11) [18-Mar-2020]
    Reply With Quote #1

    Quote:
    Originally Posted by AK978 View Post
    use l4dinfectedbots.smx.
    leve 1 spawn infected normal.
    leve 2 spawn infected fail.
    wait 2 min spawn infected fail the same.
    unload left4dhooks.smx.
    2 sec afer. spawn infected auto normal.

    please help me.

    This was caused was l4d2_doorlock.smx preventing SI from spawning on the 2nd chapter of The Parish (at least from testing this was consistent to test). Removing the plugin mid-round allowed SI to return to spawning. The plugin was recompiled from using left4downtown to use left4dhooks, this is why it appeared that left4dhooks was at fault. I can only guess that removing left4dhooks made l4d2_doorlock.smx fail silently (still showed as active in plugins list with no error) even though it was using a forward dependent on left4dhooks. Not sure why it would fail silently, would need to test more.

    I have a small update to left4dhooks fixing the last command that was added (index error showing wrong forward) but I am unable to upload to the forum, so that will have to wait.

    Edit: fixed

    Code:
    1.12 (09-Apr-2020)
        - Added commands "sm_l4dd_detours" and "sm_l4dd_reload" as wrappers to "sm_l4dhooks_detours" and "sm_l4dhooks_reload".
        - Fixed command "sm_l4dhooks_detours" displaying the wrong forward, now also displays the plugin name using that forward.
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    Last edited by Silvers; 04-09-2020 at 10:16.
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    Tonblader
    Senior Member
    Join Date: Jul 2011
    Location: Peru
    Old 04-11-2020 , 18:56   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #2

    Im enter to my l4d2, create a Solo Game, then, my error logs files register:

    L 04/11/2020 - 17:48:52: [SM] Exception reported: Invalid entity index passed for return value
    L 04/11/2020 - 17:48:52: [SM] Blaming: left4dhooks.smx
    L 04/11/2020 - 17:48:52: [SM] Call stack trace:
    L 04/11/2020 - 17:48:52: [SM] [0] DHookSetReturn
    L 04/11/2020 - 17:48:52: [SM] [1] Line 5963, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\left4dhooks.sp::OnFindScavengeItem

    Im use Windows Listen:

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    meta list

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    sm exts list

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    sm plugins list


    Last edited by Tonblader; 04-11-2020 at 19:06.
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 04-11-2020 , 19:10   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #3

    You have some plugin that uses "OnFindScavengeItem" and is setting the wrong value. Use sm_l4dd_detours command to find out which and contact that plugin author, I'm not responsible for their bad coding. Unlikely a problem with Left4DHooks as I tested returning 0 and valid entities. If you find out which plugin I'll take a look.

    Quote:
    Originally Posted by Silvers View Post
    • Developers are tasked with ensuring they provide valid client and entity indexes when using Natives.
    • This is to prevent duplicating checks and additional overhead inside left4dhooks.
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    Last edited by Silvers; 04-12-2020 at 07:51.
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    Tonblader
    Senior Member
    Join Date: Jul 2011
    Location: Peru
    Old 04-12-2020 , 11:26   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #4

    It is correct, I just removed the plugins that use "OnFindScavengeItem" and it is working correctly.

    [L4D2] Bots Weapon Preference Manipulation.smx
    [L4D2] Defib using bots.smx
    heavy_gunner_bots-l4d2.smx

    OFFTOPIC: I don't specifically understand how "OnFindScavengeItem" can cause these problems, the plugin that bots revive was very useful.

    Last edited by Tonblader; 04-12-2020 at 11:43.
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 04-12-2020 , 11:58   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #5

    Quote:
    Originally Posted by Tonblader View Post
    It is correct, I just removed the plugins that use "OnFindScavengeItem" and it is working correctly.

    [L4D2] Bots Weapon Preference Manipulation.smx
    [L4D2] Defib using bots.smx
    heavy_gunner_bots-l4d2.smx

    OFFTOPIC: I don't specifically understand how "OnFindScavengeItem" can cause these problems, the plugin that bots revive was very useful.
    Left4Downtown probably had extra checks to prevent errors, but I'm not adding extra checks, the plugins using any functions from L4DD should be validating the entities themselves.
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    Voevoda
    Senior Member
    Join Date: Aug 2016
    Old 04-13-2020 , 15:18   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #6

    Hi Silvers

    functions here from this plugin L4DToolZ add support here left4dhooks.
    to get rid of it L4DToolZ. if possible
    Voevoda is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 04-13-2020 , 16:01   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #7

    Quote:
    Originally Posted by Voevoda View Post
    Hi Silvers

    functions here from this plugin L4DToolZ add support here left4dhooks.
    to get rid of it L4DToolZ. if possible
    Not possible.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 04-22-2020 , 03:58   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #8

    CosmicD, and of course, people are always lazy.

    Quote:
    Originally Posted by Silvers View Post
    Requires SourceMod 1.10 due to various methodmaps. Done this to force servers to update. Can work on SM 1.9 but requires reverting methodmaps code and variable types. Instead you should just upgrade SM to benfit from fixes, improvements, and new features.
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    CosmicD
    Senior Member
    Join Date: Dec 2009
    Location: Hasselt, Belgium
    Old 04-22-2020 , 03:17   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #9

    and ofcourse it won't load in sourcemod 1.9 because "string table"
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    Psyk0tik
    Veteran Member
    Join Date: May 2012
    Location: Homeless
    Old 05-01-2020 , 12:45   Re: [L4D & L4D2] Left 4 DHooks Direct (1.12) [09-Apr-2020]
    Reply With Quote #10

    Request: Mark all the natives as optional so that other plugins can make the plugin optional without having to mark natives optional themselves. Basically, rather than having to make other plugins mark the natives as optional themselves, have the include file mark them as optional so that it is universal rather than individualized.

    I tried making Left 4 DHooks optional for Mutant Tanks but it still resulted in the plugin(s) not being loaded due to L4DH natives not being found.

    L 05/01/2020 - 10:00:22: [SM] Unable to load plugin "mutant_tanks\mt_restart.smx": Native "L4D_IsInFirstCheckpoint" was not found
    L 05/01/2020 - 10:00:22: [SM] Unable to load plugin "mutant_tanks\mutant_tanks.smx": Native "L4D_MaterializeFromGhost" was not found

    When marking them optional in my local copy of the L4DH include and recompiling, the errors no longer show up.

    https://sm.alliedmods.net/new-api/co...tiveAsOptional

    PHP Code:
    public SharedPlugin __pl_l4dh 
    {
        
    name "left4dhooks",
        
    file "left4dhooks.smx",
    #if defined REQUIRE_PLUGIN
        
    required 1,
    #else
        
    required 0,
    #endif
    };

    #if !defined REQUIRE_PLUGIN
    public void __pl_l4dh_SetNTVOptional()
    {
        
    MarkNativeAsOptional("L4D_IsInFirstCheckpoint");
        
    MarkNativeAsOptional("L4D_MaterializeFromGhost");
    }
    #endif 
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    Last edited by Psyk0tik; 05-02-2020 at 00:07.
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