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[L4D1 & L4D2] Customize Transition Entities


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iaNanaNana
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Join Date: Sep 2020
Location: Two-dimensional
Old 04-11-2022 , 12:01   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #11

Quote:
Originally Posted by CosmicD View Post
linux, (hosted on gameservers.com) and i've got further info, I installed accelerator and I get the following report:

Code:
This crash was caused by a plugin trying to spawn an incorrectly configured entity.
422/ - weapon_ammo_spawn: UTIL_SetModel: not precached: models/props_unique/spawn_apartment/coffeeammo.mdl
Is this something you can fix ? Or did I forget to configure something properly ?

Somebody on discord told that you need to call the function Precachemodel() on OnMapstart() but in your source, I only see onmapend.

I also don't understand why it causes problems with that particular model...

Edit: so wherever that coffeeammo.mdl is used, the server will crash. When you load a map with cofeeammo.mdl in the starting saferoom, all medkits plus the ammo model aren't spawned either.

ps: I have no custom maps on the server I'm testing on.
I thought DispatchKeyValue() can late precache model, It's a mistake, here to trying this version:
Attached Files
File Type: zip l4d_customize_transition_entities.zip (25.5 KB, 55 views)
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CosmicD
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Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-12-2022 , 04:57   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #12

thx, I will try this on my experimental gameplay server without running the "late precache model" plugin that was just released, to see if it can fix the problem without the need for other corrective plugins

EDIT: it effectively fixed the problem for me, thanks. Which means I don't have to install another plugin that fixes the "non precached model" crash induced with this plugin before.
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Last edited by CosmicD; 04-12-2022 at 05:09.
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 04-13-2022 , 14:46   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #13

Quote:
Originally Posted by iaNanaNana View Post
I thought DispatchKeyValue() can late precache model, It's a mistake, here to trying this version:

About Repair
422/ - weapon_ammo_spawn: UTIL_SetModel: not precached: models/props_unique/spawn_apartment/coffeeammo.mdl

Can the author provide a fix, because many plugins also have the same problem, and many authors don't update, I want to know how to fix it and try to fix it myself
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Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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iaNanaNana
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Join Date: Sep 2020
Location: Two-dimensional
Old 04-13-2022 , 14:55   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #14

Quote:
Originally Posted by ZBzibing View Post
About Repair
422/ - weapon_ammo_spawn: UTIL_SetModel: not precached: models/props_unique/spawn_apartment/coffeeammo.mdl

Can the author provide a fix, because many plugins also have the same problem, and many authors don't update, I want to know how to fix it and try to fix it myself
Add PrecacheModel() before SetEntityModel() or DispatchKeyValue(a, "model")
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 04-13-2022 , 17:07   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #15

Quote:
Originally Posted by ZBzibing View Post
About Repair
422/ - weapon_ammo_spawn: UTIL_SetModel: not precached: models/props_unique/spawn_apartment/coffeeammo.mdl

Can the author provide a fix, because many plugins also have the same problem, and many authors don't update, I want to know how to fix it and try to fix it myself
Try my new plugin: [L4D & L4D2] Late Model Precacher

It catches unprecached models and precaches them to prevent the "UTIL_SetModel" crash.
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CosmicD
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Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-18-2022 , 08:00   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #16

I also noticed that after map 1/2 transition in no mercy, all these pillar models under the saferoom are gone. They load when you start map 2 from lobby but not when transitioning to it.
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iaNanaNana
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Join Date: Sep 2020
Location: Two-dimensional
Old 04-18-2022 , 08:04   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #17

Quote:
Originally Posted by CosmicD View Post
I also noticed that after map 1/2 transition in no mercy, all these pillar models under the saferoom are gone. They load when you start map 2 from lobby but not when transitioning to it.
Look for remove entity info on console to me
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-18-2022 , 09:21   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #18

This is displayed in the server console

Code:
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing prop_physics
Removing weapon_ammo_spawn
Removing weapon_first_aid_kit_spawn
Removing weapon_first_aid_kit_spawn
Removing weapon_first_aid_kit_spawn
Removing weapon_first_aid_kit_spawn
Removing weapon_pumpshotgun_spawn
Removing weapon_smg_spawn
Restoring weapon_first_aid_kit_spawn at (2874.000000 2982.000000 54.406341)
Restoring weapon_first_aid_kit_spawn at (2891.875000 2975.937500 54.406341)
Restoring weapon_first_aid_kit_spawn at (2877.000000 2965.000000 51.875076)
Restoring weapon_first_aid_kit_spawn at (2892.000000 2961.000000 51.875076)
Restoring weapon_ammo_spawn at (2912.312500 2969.718750 51.906341)
Restoring weapon_pumpshotgun_spawn at (2844.000000 2937.000000 48.781356)
Restoring weapon_smg_spawn at (2843.000000 2989.000000 48.500091)
[Customize Transition] End restoring entities.
The prop_physics in question is

Code:
Entity prop_physics (prop_physics)  Collision Group 0
-----------------
Object: models/props_interiors/concretepillar01.mdl
Mass: 500.0 (inv 0.000)
Inertia: 500.74, 500.73, 38.37 (inv 0.000, 0.000, 0.000)
Velocity: 0.00, 0.00, -0.00 
Ang Velocity: 0.00, 0.00, -0.00 
Damping 0.00 linear, 0.00 angular
Linear Drag: 0.01, 0.00, 0.01 (factor 1.00)
Angular Drag: 0.00, 0.02, 0.00 (factor 1.00)
attached to 2 controllers
1) vphysics:drag
0) sys:gravity
State: Asleep, Collision Enabled, Motion Disabled, Flags 1127 (game 0000, index 0)
Material: default : density(2000.0), thickness(0.00), friction(0.80), elasticity(0.25)
CollisionModel: Compact Surface: 1 convex pieces no outer hull
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iaNanaNana
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Join Date: Sep 2020
Location: Two-dimensional
Old 04-19-2022 , 02:16   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #19

CosmicD, try this version
Attached Files
File Type: zip l4d_customize_transition_entities.zip (25.7 KB, 49 views)
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-20-2022 , 06:18   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #20

yes, I see them now after transitioning.
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