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Elvin1396
09-27-2012, 20:29
Well, I was working on an Ass Pancakes re-model/re-skin, that I will slowly rework into its own boss, but for some reason the materials keep re-downloading on map change or reconnect. The thing is, I already have the files in my TF folder, as it's also a player skin through model manager when FF2 isn't running. Now Model Manager is unloaded when any arena/vsh map is loaded using the map configs plugin. It's probably not an issue with file names and paths, as I copy-pasted these myself, but I could be wrong. Also, on a Saxton Hale re-model/re-skin, I did the exact same thing but the models don't keep redownloading. The files are already on the FastDL server and are the exact same ones used by model manager, except when ff2 is not running, it doesn't keep redownloading. Here's the config.

Red= Definitely Re-downloading
Blue= Not sure which exactly


"character"
{
"name" "Rainbow Crash"
"class" "1"
"model" "models\TFpony\rcout.mdl"
"ragedist" "500.0"
"sound_block_vo" "2"
"maxspeed" "740.0"

"description_en" "Rainbow Crash:\nPrepare to be bonked to oblivion!\nSuper Jump: alt-fire, look up, let go. \nWeigh-down: in midair, look down and crouch.\nPassive Ability: +85% speed boost. \nRage: Stunning Speed (stun + teleport). \nRage Info: 3 teleports MAX, press reload to use. \nModel by Kassgrein, Ported by Shatteredwings \nTurned into a boss by Chosen One"
"description_ru" ".íîëîï èòñîðß êè÷òå÷Ñ àäãîê ,óêøåìñàí éàëåäñ :(ðåáó+åèíåøóëãî) üòñîðß\n.üäÿñèðï è çèíâ èðòîìñ åõóäçîâ â :åèíåäàï-ðåïóÑ\n.üíàòñâ è õðåâàí èðòîìñîï ,üíîãî.òüëà :êîæûðÏ åðïóÑ\n!ÿñìåàãèâäûÂ\n:ðåíèãàÂ"

"weapon1"
{
"name" "tf_weapon_bat"
"index" "450"
"attributes" "107; 1.1 ; 1; 0 ; 5 ; 1.0 ; 137 ; 4 ; 250; 1 ;"
"show" "1"
}

"ability1"
{
"name" "charge_bravejump"
"arg0" "1"
"arg1" "1.5"
"arg2" "5"
"plugin_name" "default_abilities"
}
"ability2"
{
"name" "teleport_config"
"arg1" "3" // ActivationKey (1 = LeftClick. 2 = RightClick. 3 = ReloadButton.)
"arg2" "3" // No. of Skills (No. of skill to be given per rage. Will reset to this amount on every rage.)
"arg3" "9999.0" // Teleport Distance (No. of max distance that the hale can teleport to.)
"plugin_name" "ff2_otokiru_wc3"
}
"ability3"
{
"name" "teleport_activator"
"arg0" "3" // Do not Change! (Activate when button is pressed.)
"buttonmode" "2" // Do not Change! (Custom button is being used.)
"plugin_name" "ff2_otokiru_wc3"
}
"ability4"
{
"name" "rage_stun"
"arg1" "3.0"
"plugin_name" "default_abilities"
}
"ability5"
{
"name" "rage_preventtaunt"
"plugin_name" "default_abilities"
}
"ability6"
{
"name" "rage_stunsg"
"arg1" "1.0"
"plugin_name" "default_abilities"
}
"ability7" //Make sure you remove the previous weightdown ability.
{
"name" "charge_weightdown_fix"
"arg0" "3" // Do not Change! (Activate when button is pressed.)
"plugin_name" "ff2_otokiru_wc3"
}

"sound_begin"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_in tro.mp3"
}
"sound_kspree"
{
"1" "vo\scout_cheers03.wav"
}
"sound_win"
{
"1" "vo\scout_award12.wav"
}
"sound_death"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_fa il1.mp3"
"2" "freak_fortress_2\ass_pancakes\ass_pancakes_fa il2.mp3"
}
"sound_hit"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_bo nk.mp3"
}
"sound_ability"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"2" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"3" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"4" "vo\scout_cheers03.wav"
"slot4" "1"
"5" "vo\scout_cheers03.wav"
"slot5" "1"
}
"sound_lastman"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_la stman.mp3"
}

"mod_download"
{
"1" "models\TFpony\rcout"
}
"mat_download"
{
"1" "materials\models\player\rcout\scout_head_blue"
"2" "materials\models\player\rcout\dash_pin"
"3" "materials\models\player\rcout\derpy_pin"
"4" "materials\models\player\rcout\firefly_pin"
"5" "materials\models\player\rcout\scout_red"
"6" "materials\models\player\rcout\scout_blue"
"7" "materials\models\player\rcout\scout_blue_gib"
"8" "materials\models\player\rcout\scout_red_gib"
"9" "materials\models\player\rcout\scout_hands_blu e"
"10" "materials\models\player\rcout\scout_hands_red"
"11" "materials\models\player\rcout\scout_hair_blue _invun"
"12" "materials\models\player\rcout\scout_hair_red_ invun"
"13" "materials\models\player\rcout\scout_head_blue _invun"
"14" "materials\models\player\rcout\scout_head_red_ invun"
"15" "materials\models\player\rcout\scout_blue_invu n"
"16" "materials\models\player\rcout\scout_red_invun"
"17" "materials\models\player\rcout\scout_hair_blue"
"18" "materials\models\player\rcout\scout_hair_red"
"19" "materials\models\player\rcout\scout_head_red"

}
"download"
{
"1" "models\TFpony\rcout.phy"
"2" "materials\models\player\rcout\eye_iris_blue_l .vmt"
"3" "materials\models\player\rcout\eye_iris_red_l. vmt"
"4" "materials\models\player\rcout\eye_iris_blue_l .vtf"
"5" "materials\models\player\rcout\eye_iris_red_l. vtf"
"6" "materials\models\player\rcout\scout_normal.vm t"
"7" "materials\models\player\rcout\scout_hair_norm al.vmt"
"8" "materials\models\player\rcout\scout_normal.vt f"
"9" "materials\models\player\rcout\scout_hair_norm al.vtf"
"10" "materials\models\player\rcout\eyeball_r.vmt"
"11" "materials\models\player\rcout\eyeball_l.vmt"
"12" "materials\models\player\rcout\eyeball_r.vtf"
"13" "materials\models\player\rcout\eyeball_l.vtf"
"14" "materials\models\player\rcout\scout_hands_nor mal.vmt"
"15" "materials\models\player\rcout\scout_hands_nor mal.vtf"
"16" "materials\models\player\rcout\scout_hands_blu e.vmt"
"17" "materials\models\player\rcout\scout_hands_red .vmt"
"18" "materials\models\player\rcout\scout_hands_blu e.vtf"
"19" "materials\models\player\rcout\scout_hands_red .vtf"
"20" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_bonk.mp3"
"21" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail1.mp3"
"22" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail2.mp3"
"23" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_intro.mp3"
"24" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_lastman.mp3"
"25" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_rage.mp3"
}
}
The model for this boss comes from here (http://salsav91.deviantart.com/art/Twilight-Sniper-Update-Kassgrein-Pony-Models-V3-324523467?q=gallery:salsav91/37794184&qo=0&) (direct download (http://www.mediafire.com/?kfwu0sbd1wzajmx)). While the model for the saxton hale came from here (http://www.mlptf2mods.com/mods/character) (scroll down to Manly Spike; direct download (http://www.mlptf2mods.com/file-cabinet/CharacterModels-Soldier-ManlySpike-2012.02.10.zip?attredirects=0)).
And while I'm at it, can anyone explain how do "slot#" "#" in sound_ability works? I'm a bit confused to their function (as example_of_boss.txt doesn't exactly clarify things) and how those lines are set up.

EDIT 9/27 9:22 PM EST: I forgot to mention that the models are see-able when in-game. Although that could be because I already have the files. Tomorrow I will delete them from my tf folder and see if they download and are viewable in-game.

Powerlord
09-27-2012, 20:57
And while I'm at it, can anyone explain how do "slot#" "#" in sound_ability works? I'm a bit confused to their function (as example_of_boss.txt doesn't exactly clarify things) and how those lines are set up.

Not sure about the model problems, but to answer your sound question, the "slot#" "#" in sound_ability is referring to the sound number and the ability type respectively.

The different ability types are:
-1 is lost life (for multi-life bosses), 0 (the default) is standard rage, 1 is super jump/teleport, 2 is Demopan charge (or other abilities that repeatedly fire other than super jump/teleport), 3 is weighdown, 4-7 are custom slots.

So, "slot4" "1" means that sound number 4 will play when a jump/teleport ability is triggered. In this case, slot5 is also set to slot 1, to it will choose one of the two at random for jump/teleport.

FemSpy uses slot 4 to play a sound when she unfades.

Elvin1396
09-27-2012, 21:16
So, for in this config, "4" "vo/scout_cheers03.wav" or "5" "vo/scout_cheers03.wav" would be the super jump sound, correct? Well, imma try to do some changes to the config, see if moving some material downloads will work. It's odd that they keep downloading though.

Also, I forgot to mention that the models are see-able when in-game. Although that could be because I already have the files. Tomorrow I will delete them from my tf folder and see if they download and are viewable in-game.

On top of that I'm guessing that "arg0" "#" sets ability type?

RavensBro
09-27-2012, 22:23
all i can say is i see you don't have it right. some go in the mat download and the rest should be in the download other wise you dont have it config right.

"mat_download"
{
"1" "materials\models\player\rcout\scout_head_blue"
"2" "materials\models\player\rcout\dash_pin"
"3" "materials\models\player\rcout\derpy_pin"
"4" "materials\models\player\rcout\firefly_pin"
"5" "materials\models\player\rcout\eye_iris_blue_l"
"6" "materials\models\player\rcout\eye_iris_red_l"
"7" "materials\models\player\rcout\scout_red"
"8" "materials\models\player\rcout\scout_blue"
"9" "materials\models\player\rcout\scout_normal"
"10" "materials\models\player\rcout\scout_hair_norm al"
"11" "materials\models\player\rcout\scout_blue_gib"
"12" "materials\models\player\rcout\scout_red_gib"
"13" "materials\models\player\rcout\scout_hands_nor mal"
"14" "materials\models\player\rcout\scout_hands_blu e"
"15" "materials\models\player\rcout\scout_hands_red"
"16" "materials\models\player\rcout\scout_hair_blue _invun"
"17" "materials\models\player\rcout\scout_hair_red_ invun"
"18" "materials\models\player\rcout\scout_head_blue _invun"
"19" "materials\models\player\rcout\scout_head_red_ invun"
"20" "materials\models\player\rcout\scout_blue_invu n"
"21" "materials\models\player\rcout\scout_red_invun"
"22" "materials\models\player\rcout\scout_hair_blue"
"23" "materials\models\player\rcout\scout_hair_red"
"24" "materials\models\player\rcout\eye_iris_blue_r"
"25" "materials\models\player\rcout\eye_iris_red_r"
"26" "materials\models\player\rcout\scout_head_red"
"27" "materials\models\player\rcout\eyeball_r"
"28" "materials\models\player\rcout\eyeball_l"
}
"download"
{
"1" "models\TFpony\rcout.phy"
"2" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_bonk.mp3"
"3" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail1.mp3"
"4" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail2.mp3"
"5" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_intro.mp3"
"6" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_lastman.mp3"
"7" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_rage.mp3"
}
}

DanK.
09-27-2012, 23:07
That usually has to do with your file paths being wrong, in some way...

Powerlord
09-27-2012, 23:37
So, for in this config, "4" "vo/scout_cheers03.wav" or "5" "vo/scout_cheers03.wav" would be the super jump sound, correct? Well, imma try to do some changes to the config, see if moving some material downloads will work. It's odd that they keep downloading though.

Also, I forgot to mention that the models are see-able when in-game. Although that could be because I already have the files. Tomorrow I will delete them from my tf folder and see if they download and are viewable in-game.

On top of that I'm guessing that "arg0" "#" sets ability type?

Argh, I keep hitting Edit instead of Quote.

Anyway, yeah, arg0 is ability type.

Elvin1396
09-28-2012, 17:45
Ok, I deleted the files from my tf folder and disabled model manager. I'm gonna see if the models and materials download properly via ff2. If not, I'll move some materials ad stuff to the download section of the config see if that works.

EDIT: By the looks of it, normals, eyes, and hands/hair are what are being re-downloaded. I'll move those over to the downloads section. Also, RavensBro, I see that a piece of your applejack boss is also redownloading. I'll let you when I'm able to get a good look at the file. By the way, for some reason, when I'm not on an FF2-compatible map, ff2 doesnt load, but boss selection comes up. It could be because I forced a mapchange through admin-->server, but who knows.

Elvin1396
09-28-2012, 19:44
Ok, so I moved the downloads around, and it reduced which files get redownloaded, but some files still keep redownloading. Here's the updated config, with the lines in red which are definitely redownloading, blue which I'm not sure because the names are cut-off in download/connecting box.


"character"
{
"name" "Rainbow Crash"
"class" "1"
"model" "models\TFpony\rcout.mdl"
"ragedist" "500.0"
"sound_block_vo" "2"
"maxspeed" "740.0"

"description_en" "Rainbow Crash:\nPrepare to be bonked to oblivion!\nSuper Jump: alt-fire, look up, let go. \nWeigh-down: in midair, look down and crouch.\nPassive Ability: +85% speed boost. \nRage: Stunning Speed (stun + teleport). \nRage Info: 3 teleports MAX, press reload to use. \nModel by Kassgrein, Ported by Shatteredwings \nTurned into a boss by Chosen One"
"description_ru" ".íîëîï èòñîðß êè÷òå÷Ñ àäãîê ,óêøåìñàí éàëåäñ :(ðåáó+åèíåøóëãî) üòñîðß\n.üäÿñèðï è çèíâ èðòîìñ åõóäçîâ â :åèíåäàï-ðåïóÑ\n.üíàòñâ è õðåâàí èðòîìñîï ,üíîãî.òüëà :êîæûðÏ åðïóÑ\n!ÿñìåàãèâäûÂ\n:ðåíèãàÂ"

"weapon1"
{
"name" "tf_weapon_bat"
"index" "450"
"attributes" "107; 1.1 ; 1; 0 ; 5 ; 1.0 ; 137 ; 4 ; 250; 1 ;"
"show" "1"
}

"ability1"
{
"name" "charge_bravejump"
"arg0" "1"
"arg1" "1.5"
"arg2" "5"
"plugin_name" "default_abilities"
}
"ability2"
{
"name" "teleport_config"
"arg1" "3" // ActivationKey (1 = LeftClick. 2 = RightClick. 3 = ReloadButton.)
"arg2" "3" // No. of Skills (No. of skill to be given per rage. Will reset to this amount on every rage.)
"arg3" "9999.0" // Teleport Distance (No. of max distance that the hale can teleport to.)
"plugin_name" "ff2_otokiru_wc3"
}
"ability3"
{
"name" "teleport_activator"
"arg0" "3" // Do not Change! (Activate when button is pressed.)
"buttonmode" "2" // Do not Change! (Custom button is being used.)
"plugin_name" "ff2_otokiru_wc3"
}
"ability4"
{
"name" "rage_stun"
"arg1" "3.0"
"plugin_name" "default_abilities"
}
"ability5"
{
"name" "rage_preventtaunt"
"plugin_name" "default_abilities"
}
"ability6"
{
"name" "rage_stunsg"
"arg1" "1.0"
"plugin_name" "default_abilities"
}
"ability7" //Make sure you remove the previous weightdown ability.
{
"name" "charge_weightdown_fix"
"arg0" "3" // Do not Change! (Activate when button is pressed.)
"plugin_name" "ff2_otokiru_wc3"
}

"sound_begin"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_in tro.mp3"
}
"sound_kspree"
{
"1" "vo\scout_cheers03.wav"
}
"sound_win"
{
"1" "vo\scout_award12.wav"
}
"sound_death"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_fa il1.mp3"
"2" "freak_fortress_2\ass_pancakes\ass_pancakes_fa il2.mp3"
}
"sound_hit"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_bo nk.mp3"
}
"sound_ability"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"2" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"3" "freak_fortress_2\ass_pancakes\ass_pancakes_ra ge.mp3"
"4" "vo\scout_cheers03.wav"
"slot4" "1"
"5" "vo\scout_cheers03.wav"
"slot5" "1"
}
"sound_lastman"
{
"1" "freak_fortress_2\ass_pancakes\ass_pancakes_la stman.mp3"
}

"mod_download"
{
"1" "models\TFpony\rcout"
}
"mat_download"
{
"1" "materials\models\player\rcout\scout_head_blue"
"2" "materials\models\player\rcout\dash_pin"
"3" "materials\models\player\rcout\derpy_pin"
"4" "materials\models\player\rcout\firefly_pin"
"5" "materials\models\player\rcout\scout_red"
"6" "materials\models\player\rcout\scout_blue"
"7" "materials\models\player\rcout\scout_blue_gib"
"8" "materials\models\player\rcout\scout_red_gib"
"9" "materials\models\player\rcout\scout_hands_blu e"
"10" "materials\models\player\rcout\scout_hands_red"
"11" "materials\models\player\rcout\scout_hair_blue _invun"
"12" "materials\models\player\rcout\scout_hair_red_ invun"
"13" "materials\models\player\rcout\scout_head_blue _invun"
"14" "materials\models\player\rcout\scout_head_red_ invun"
"15" "materials\models\player\rcout\scout_blue_invu n"
"16" "materials\models\player\rcout\scout_red_invun"
"17" "materials\models\player\rcout\scout_hair_blue"
"18" "materials\models\player\rcout\scout_hair_red"
"19" "materials\models\player\rcout\scout_head_red"

}
"download"
{
"1" "models\TFpony\rcout.phy"
"2" "materials\models\player\rcout\eye_iris_blue_l .vmt"
"3" "materials\models\player\rcout\eye_iris_red_l. vmt"
"4" "materials\models\player\rcout\eye_iris_blue_l .vtf"
"5" "materials\models\player\rcout\eye_iris_red_l. vtf"
"6" "materials\models\player\rcout\scout_normal.vm t"
"7" "materials\models\player\rcout\scout_hair_norm al.vmt"
"8" "materials\models\player\rcout\scout_normal.vt f"
"9" "materials\models\player\rcout\scout_hair_norm al.vtf"
"10" "materials\models\player\rcout\eyeball_r.vmt"
"11" "materials\models\player\rcout\eyeball_l.vmt"
"12" "materials\models\player\rcout\eyeball_r.vtf"
"13" "materials\models\player\rcout\eyeball_l.vtf"
"14" "materials\models\player\rcout\scout_hands_nor mal.vmt"
"15" "materials\models\player\rcout\scout_hands_nor mal.vtf"
"16" "materials\models\player\rcout\scout_hands_blu e.vmt"
"17" "materials\models\player\rcout\scout_hands_red .vmt"
"18" "materials\models\player\rcout\scout_hands_blu e.vtf"
"19" "materials\models\player\rcout\scout_hands_red .vtf"
"20" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_bonk.mp3"
"21" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail1.mp3"
"22" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_fail2.mp3"
"23" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_intro.mp3"
"24" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_lastman.mp3"
"25" "sound\freak_fortress_2\ass_pancakes\ass_panca kes_rage.mp3"
}
}


I'm also updating thw first post with this updated config.

Huntereb
09-29-2012, 08:47
Copy/paste the file names from the files on the download server to the cfg, maybe you accidentally typed an invisible character when filling in downloads?

Elvin1396
09-29-2012, 19:04
Well, I used the copy filenames extension for the windows right click menu to copy all of the material names, and I just copy-pasted the directory from the address bar. I'll try redoing the list again. I might end up having to just copy-paste the lines from its model manager .dep file, although I doubt that would make much of a difference.

BBG_Theory
09-29-2012, 20:02
Elvin, I think you are making things needlessly hard on yourself
Dont delete your whole tf folder

here is what I have found to help:
1st, make sure you can see it in the hammer model viewer (best if you have all 4 situations (red, red uber, blue, blue uber) (looks like you do have this situation for this boss)
2nd, if in the material list, you have both the .vmt and .vmf for a particular material, then let it list in the "mat_downloads" array ; other wise, call for it in the regular "downloads" array

if you have done this with no typos, be sure you dont have a bad .bz2

dont blow away your whole /tf folder ( you can always just rename your bosses' material folder and see what you download or not) also keep your boss files clean. like in this case, dont use ass_pancakes. It will work but it is not a clean way of organizing. I would rather waste a little HD space and have a copy of a particular sound file in the bosses sound folder (personally)

Elvin1396
09-29-2012, 20:25
Well, the .bz2's are fine. I can confirm they're not corrupted through FlaminSarge's model manager. The sound organization is just temporary, as I will eventually create custom sound files for each boss. But, when I get the chance I will try what you suggested out.

SmackDaddy
09-30-2012, 18:25
I modified the brutal_sniper_hale config to use "model" "models\player\saxton_hale\cbs_v3.mdl"

I have the files on the server, and on the fastdl server.

Everytime I join, only this one thing keeps redownloading......and then in-game, it's invisible (except for the healthy particle effects)......

Help?!?!

BBG_Theory
10-01-2012, 19:22
use v5. v3 is current vsh and v4 is reserved for flaminsarge for next vsh

Powerlord
10-01-2012, 19:27
I modified the brutal_sniper_hale config to use "model" "models\player\saxton_hale\cbs_v3.mdl"

I have the files on the server, and on the fastdl server.

Everytime I join, only this one thing keeps redownloading......and then in-game, it's invisible (except for the healthy particle effects)......

Help?!?!

I linked the CBSv3 files to you in the other thread. I dunno if you had a chance to try them or not.

use v5. v3 is current vsh and v4 is reserved for flaminsarge for next vsh

The download link for CBSv5 was broken last time I tried it. Hence why CBSv3 ended up in the build of FF2 1.06h in the sticky (as well as including CBSv3 files as a separate download).

BBG_Theory
10-01-2012, 20:44
hey powerlord, I still think that v5 is best to use to avoid conflicts with vsh folks. Anyway, while talking about 1.06h (which has the list voting working)
One design conflict that needs thinking about is all the messages/ votes that pop up.
If we use your (powerlords) boss selection subplugin (which is nice and works well) there is alot of stuff that pops up at begin of round that kind of fights with each other. You first will see the boss description message and other FF2 messages, then the vote for your boss pops up. At times, one is trying to vote for one thing, when something else pops up before you get a chance to finish voting or clearing the last thing that poped up.
Perhaps this is a topic for the rebuild. Wonder if we need a seperate thread for design issues for the rebuild.
Not sure if you have peeked at what was unique to ver. h or not. The code was rather minimal (about 10 lines or so from memory) Occasionally the vote doesnt pop up, but 90% of the time, it does and is the best current solution for >25 bosses. I have v5 hosted if someone needs it

SmackDaddy
10-01-2012, 21:38
One design conflict that needs thinking about is all the messages/ votes that pop up. If we use your (powerlords) boss selection subplugin (which is nice and works well) there is alot of stuff that pops up at begin of round that kind of fights with each other. You first will see the boss description message and other FF2 messages, then the vote for your boss pops up. At times, one is trying to vote for one thing, when something else pops up before you get a chance to finish voting or clearing the last thing that poped up.
Perhaps this is a topic for the rebuild. Wonder if we need a seperate thread for design issues for the rebuild.


Same thing happens on our server....I think Powerlord said he was going to look into this when he had time.

BBG_Theory
10-02-2012, 07:40
i doubt you will have any trouble if you run v5
http://www.bigbanggamers.com/misc/TF2/ff2cbsv5.zip

Powerlord
10-02-2012, 09:16
hey powerlord, I still think that v5 is best to use to avoid conflicts with vsh folks. Anyway, while talking about 1.06h (which has the list voting working)
...what conflicts? The CBSv3 models and materials are in the same locations for both VSH and FF2. The only difference is that FF2 does its own loading of the Sniper stockmodels so that the stockmodels plugin isn't needed.

Unless you meant the one where there were multiple files named cbsv3.mdl floating around before.

One design conflict that needs thinking about is all the messages/ votes that pop up.
If we use your (powerlords) boss selection subplugin (which is nice and works well) there is alot of stuff that pops up at begin of round that kind of fights with each other. You first will see the boss description message and other FF2 messages, then the vote for your boss pops up. At times, one is trying to vote for one thing, when something else pops up before you get a chance to finish voting or clearing the last thing that poped up.

This is an unfortunate issue that I created when I adjusted when the next boss selection occured. It used to happen after 20 seconds, but I changed it because I thought it disrupted play. Unfortunately, now it fights with the other messages popping up.

One issue that's sorely needed in the future is to change how the Hale queue is stored internally. Sometimes, one person will get informed that they will be the boss soon and FF2 instead chooses someone else with the same number of points.

Perhaps this is a topic for the rebuild. Wonder if we need a seperate thread for design issues for the rebuild.
Not sure if you have peeked at what was unique to ver. h or not. The code was rather minimal (about 10 lines or so from memory) Occasionally the vote doesnt pop up, but 90% of the time, it does and is the best current solution for >25 bosses. I have v5 hosted if someone needs it
I've peeked at it. I'm convinced that we should rewrite the vote logic, though. The vote logic being the same vote logic that's been around since 1.03 or whenever the character set vote was introduced. It only works if used with a MapChooser of some sort and not at all if you use TF2's own voting system (not including the BuiltinVotes extension, as that just uses the vote UI).

I started experimenting with this last night, but I stopped when I realized I was essentially replicating mapchooser.sp in the plugin. It doesn't help that the character set vote code only recognizes character sets 1-9 because it only checks if the first byte is a number (charset 0 is Random). I'll likely address that to when updating the voting code.

BBG_Theory
10-02-2012, 14:57
I thinkk the conflicts are that FlaminSarge's v3 CBS uses files from the stockmodels. I think there was a difference between Raven's v3 and FlaminSarge's v3, thus why we went to Raven's v5. Forgive me if I am wrong, and I dont mean to sound arguementative.
I use CBSv5 for FF2 and V3 for saxton Hale and have no issues accross the 2 mods. Perhaps other solutions work as well, you (powerlord) def. know alot more about this than I do, so I always will yield to your opinion sir

ref. https://forums.alliedmods.net/showpost.php?p=1694166&postcount=2949 for VSH

Powerlord
10-02-2012, 15:30
I thinkk the conflicts are that FlaminSarge's v3 CBS uses files from the stockmodels. I think there was a difference between Raven's v3 and FlaminSarge's v3, thus why we went to Raven's v5. Forgive me if I am wrong, and I dont mean to sound arguementative.
I use CBSv5 for FF2 and V3 for saxton Hale and have no issues accross the 2 mods. Perhaps other solutions work as well, you (powerlord) def. know alot more about this than I do, so I always will yield to your opinion sir

ref. https://forums.alliedmods.net/showpost.php?p=1694166&postcount=2949 for VSH
I should point out that I'm using FlaminSarge's CBSv3 along with the stockmodels it requires (which the server sends directly using the CBS config file included with the download in the sticky; no stockmodels plugin required).

Huntereb
10-08-2012, 02:05
I had to bump this because I'm having the same issue. Everything downloads fine, but the files insist on redownloading every time the map changes or you reconnect. I've already viewed the model in model viewer, it's fine. I then deleted the files to it, and it redownloaded every file, but it still redownloaded about 7 of them. Why is it doing this when the files are already downloaded?

BBG_Theory
10-08-2012, 22:16
I had to bump this because I'm having the same issue. Everything downloads fine, but the files insist on redownloading every time the map changes or you reconnect. I've already viewed the model in model viewer, it's fine. I then deleted the files to it, and it redownloaded every file, but it still redownloaded about 7 of them. Why is it doing this when the files are already downloaded?


Here is what I have learned from files downloading.
1st = typos
2nd = file not at the redirects
3rd = config layout
Regarding config layout, here is the guideline I follow. With the mat_download array, list your materials here if and only if both .vtf and .vmt exist for the particular material, otherwise list it in the download array.
*note in the mod_download and mat_download, you do not specify an extension, but in the download array, you specify the full file name

Powerlord
10-09-2012, 00:21
Here is what I have learned from files downloading.
1st = typos
2nd = file not at the redirects
3rd = config layout
Regarding config layout, here is the guideline I follow. With the mat_download array, list your materials here if and only if both .vtf and .vmt exist for the particular material, otherwise list it in the download array.
*note in the mod_download and mat_download, you do not specify an extension, but in the download array, you specify the full file name

Also, we highly recommend running servers as sv_pure 0 for FF2... sv_pure 0 should be set in the autoexec.cfg and not server.cfg. Leaving it as sv_pure 1 can result in files either continuously downloading every map or being downloaded once and not used.

Huntereb
10-09-2012, 08:55
BBG_Theory helped out, I now understand what should be done to the download section of CFG's.

Thanks!

Elvin1396
10-12-2012, 18:42
Sorry for not replying to your guys' help, school has been keeping me extremely busy and I haven't had a change to fix my boss. I'm updating my game and server now, will let you guy's know the results in a bit. I redid the download sections of the config watching every detail and renamed the materials folder for the boss temporarily to see if everything downloads.

Elvin1396
10-13-2012, 00:21
Thanks for the help everyone! Rainbow Crash no longer redownload's her files. There were some materials place in the wrong spots, abd those were the "redownloading" ones. I'm new to this who boss creation thing so i may jave a few questions. Next, I will work on some of the other reskins and giving them their own abilities. After that I'll add some unique phrases. For boss audio (music, phrases, etc.) does it matter if the boss uses wav or mp3 files? Also, what is the exact format method/setup that would work with Source (KHz, sampling, that sorta stuff)

BBG_Theory
10-13-2012, 00:29
Thanks for the help everyone! Rainbow Crash no longer redownload's her files. There were some materials place in the wrong spots, abd those were the "redownloading" ones. I'm new to this who boss creation thing so i may jave a few questions. Next, I will work on some of the other reskins and giving them their own abilities. After that I'll add some unique phrases. For boss audio (music, phrases, etc.) does it matter if the boss uses wav or mp3 files? Also, what is the exact format method/setup that would work with Source (KHz, sampling, that sorta stuff)

I like MPEG Audio Layer-3 128 kbps, 20050hz, joint stereo (which some might say is a bit low of a sample rate, but the sound is still pretty good and the file size saving seems to me to be a good compromise)

wav can be 8 or 16 bit, 11kHz, 22kHz, or 44kHz.

if powerlord responds differently, go with what he says

oreia
12-28-2012, 19:55
Guys, i'm having same redownload issue with some RavensBro sounds.

I already check fdl, files and set sv_pure 0 at autoexec.cfg, without sucess.

Anyone can help me?!

BBG_Theory
12-31-2012, 08:50
redownload issues are either a missing file at the redirects or an improperly written config (typo)

sounds not playing are probably wrong format if they dont keep redownloading