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-   -   SourceMod 1.5.1 Released (https://forums.alliedmods.net/showthread.php?t=225904)

psychonic 09-10-2013 17:48

SourceMod 1.5.1 Released
 
I'm pleased to announce that SourceMod 1.5.1 has been released.

This is mostly a small bugfix release that fixes some regressions in 1.5.0 as well as some other issues.

Additionally, it includes more localization fixes as well as support for the Norwegian language, fixes for some long-time issues in SDKHooks that have been recently causing problems, and a new native for CS:S/CS:GO to automatically set a player's model (after a forced team change, for example). See the release notes for the full changelog.

You can get SourceMod 1.5.1 from the downloads page. Some support links:
Thanks to the rest of the SM team as well as Drifter, Peace-Maker, and KyleS for the bug fixes, as well as Checkster and Oktober for the language fixups.

Maxximou5 09-10-2013 17:55

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2032255)
...and a new native for CS:S/CS:GO to automatically set a player's model (after a forced team change, for example). See the release notes for the full changelog.

YAY! :fox:
Quote:

Originally Posted by psychonic (Post 2032255)
Thanks to the rest of the SM team as well as Drifter, Peace-Maker, and KyleS for the bug fixes, as well as Checkster and Oktober for the language fixups.

Good work you guys!

Powerlord 09-10-2013 18:51

Re: SourceMod 1.5.1 Released
 
Well, I hope there's not a new MetaMod: Source version too, because I can't get a DNS response for sourcemm.net from either my game server or home Internet.


** server can't find sourcemm.net: SERVFAIL

Horsedick 09-10-2013 19:08

Re: SourceMod 1.5.1 Released
 
updated to latest stable snap shot....and same with MM - worked fine for me

psychonic 09-10-2013 20:05

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by Powerlord (Post 2032280)
Well, I hope there's not a new MetaMod: Source version too, because I can't get a DNS response for sourcemm.net from either my game server or home Internet.


** server can't find sourcemm.net: SERVFAIL

There isn't, but it's still odd that that's down.

In the meantime, you can use http://metamodsource.net/

Edit: I tried a few different nameservers, and the only one that it's failing on so far is Google's DNS (8.8.4.4). Do you happen to be using that?

Powerlord 09-10-2013 21:59

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2032316)
There isn't, but it's still odd that that's down.

In the meantime, you can use http://metamodsource.net/

Edit: I tried a few different nameservers, and the only one that it's failing on so far is Google's DNS (8.8.4.4). Do you happen to be using that?

My remote server box is, but my home DNS should be through my ISP... I know because they started throwing those stupid DNS redirect pages until I opted out of it

jeezz 09-11-2013 10:13

Re: SourceMod 1.5.1 Released
 
Thx to all sm team!

I have a question abouth some error in logs...

[SM] Unable to load extension "sdkhooks.ext": Cannot find gEntList pointer

Logical Entities not supported by this mod (LevelShutdown) - Reverting to networkable entities only
[SDKTOOLS] Could not locate FireOutput - Disabling detour
[SDKTOOLS] Failed to find PlayerRunCmd offset - OnPlayerRunCmd forward disabled.


When i open the server, it showes me many errors, after i rotate server the error are gone...

The game is a half life 2 DM...

After i put in the plugins, and reopen my server it crashed inmediatly

sm verion: 1.5.1
meta version: 1.10.0

I had never problems with sm or meta version before

I need certainly help, allready thx!:up:

psychonic 09-11-2013 10:34

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by jeezz (Post 2032659)
Thx to all sm team!

I have a question abouth some error in logs...

[SM] Unable to load extension "sdkhooks.ext": Cannot find gEntList pointer

Logical Entities not supported by this mod (LevelShutdown) - Reverting to networkable entities only
[SDKTOOLS] Could not locate FireOutput - Disabling detour
[SDKTOOLS] Failed to find PlayerRunCmd offset - OnPlayerRunCmd forward disabled.


When i open the server, it showes me many errors, after i rotate server the error are gone...

The game is a half life 2 DM...

After i put in the plugins, and reopen my server it crashed inmediatly

sm verion: 1.5.1
meta version: 1.10.0

I had never problems with sm or meta version before

I need certainly help, allready thx!:up:

You appear to be missing files in SourceMod's gamedata dir.

Root_ 09-11-2013 12:34

Re: SourceMod 1.5.1 Released
 
Thanks for the quick update! :up:

jeezz 09-11-2013 17:20

Re: SourceMod 1.5.1 Released
 
ok thx for the quick respons...

would you pls help me to fix this?

i would realy appreciate it....

many thx psychonic!

Sillium 09-12-2013 01:26

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2032679)
You appear to be missing files in SourceMod's gamedata dir.

Quote:

Originally Posted by jeezz (Post 2032937)
ok thx for the quick respons...

would you pls help me to fix this?

i would realy appreciate it....

many thx psychonic!


Did you try to re extract the gamedata directory from the download?

jeezz 09-12-2013 06:05

Re: SourceMod 1.5.1 Released
 
thx for ur answer sillium...

i have no idea, well i mean, im very noob if it comes to things like this...

i always installed sm and meta and thats it, was working good...

i need suport by skype, would u like to help me by skype?

my skype name is risng.talent

thats a nooby name too, lol, very old account...

i cant fix this by myself, i have allready understand that...

Thx!

Sillium 09-12-2013 07:01

Re: SourceMod 1.5.1 Released
 
I'm still at work so... no I can't atm

checkster 09-13-2013 08:33

Re: SourceMod 1.5.1 Released
 
This release was quicker than expected, glad the bug I reported in 1.5 got sorted so fast. Nice work dev team.

PStar 09-13-2013 12:11

Re: SourceMod 1.5.1 Released
 
Is it just me or does anyone else seeing the Google warning when trying to dl SM?

psychonic 09-13-2013 12:12

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by PStar (Post 2033836)
Is it just me or does anyone else seeing the Google warning when trying to dl SM?

Is this when using a specific mirror?

PStar 09-13-2013 13:39

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2033837)
Is this when using a specific mirror?

No, just after clicking on the linux version. (this is the url : http://www.sourcemod.net/dl.php?file...1-linux.tar.gz)

The warning says someting about that it had content uploaded by oster.ru which is a know site for malicius software.

YamiKaitou 09-13-2013 18:06

Re: SourceMod 1.5.1 Released
 
I can confirm PStar's report. Accessing the any of the Download Pages with Google Chrome blocks access because it detects a site known for hosting malware. SafeBrowsing Diagnostic page: http://safebrowsing.clients.google.c...hrome&hl=en-US

asherkin 09-13-2013 18:22

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by YamiKaitou (Post 2034027)
I can confirm PStar's report. Accessing the any of the Download Pages with Google Chrome blocks access because it detects a site known for hosting malware. SafeBrowsing Diagnostic page: http://safebrowsing.clients.google.c...hrome&hl=en-US

This should now be fixed.

EDIT: Note, this had nothing to do with the SM packages or anything on AlliedModders, and there is no reason to be concerned.

Jwu 09-14-2013 13:30

Re: SourceMod 1.5.1 Released
 
Thanks for the updates! :)

Unfortunaly "sm_hide_slots 1" still don't work for me with "Replay" enabled. :(

psychonic 09-14-2013 13:57

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by Jwu (Post 2034588)
Thanks for the updates! :)

Unfortunaly "sm_hide_slots 1" still don't work for me with "Replay" enabled. :(

Are you sure that you updated the reservedslot plugin?

Can you give the command line that you're using to start the server and all of your reserved slot cvar values?

Jwu 09-14-2013 14:16

Re: SourceMod 1.5.1 Released
 
yes, i use the very recent plugin for that. I even compiled it with a seperate log to see if it kicks people.

start /ABOVENORMAL /MIN /wait V:\Valve\SteamCMD\_servers\Valve1\srcds.exe -console -nocrashdialog -game tf -port 27015 +map "cp_dustbowl" -replay +exec server.cfg

maxplayers 26 (maxplayers in console shows 27 (replay i guess))
sm_reserve_type 2 (currently, usually i used 0)
sm_reserved_slots 1
sm_hide_slots 1

update:
sv_visiblemaxplayers shows 26.

sm_reserve_maxadmin 1
sm_reserve_kicktype 0

On all reserve_type modes, there is always 26 slots visible. Months ago it would had shown 25.

Nextra 09-16-2013 05:21

Re: SourceMod 1.5.1 Released
 
Same here. TF2 server on Linux, 26 maxslots + replay. With sm_reserved_slots 2 this would always display 24 as expected, now it displays 25.

wendigo 09-16-2013 11:30

Re: SourceMod 1.5.1 Released
 
What does the very latest 1.5 snapshot HG3829 contain of fixes, compared to the final 1.5.1 release?

Powerlord 09-16-2013 12:28

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by wendigo (Post 2035743)
What does the very latest 1.5 snapshot HG3829 contain of fixes, compared to the final 1.5.1 release?

Everything above 40f661349719 in the releases/sourcemod-1.5 changelog. Mainly fixes for the SourceMod core code for GetNextMap, SetNextMap, ForceChangeLevel, and during the level change hook... although ForceChangeLevel and the level change hook's changes are really just cosmetic and shouldn't have an actual effect on anything.

Prior to this, the mapname stored internally was limited to 32 characters, which could cause issues in CS:GO and other games using the workshop for maps.

wendigo 09-16-2013 13:26

Re: SourceMod 1.5.1 Released
 
Thanks. Heres another one....
Is it really optimal to compile plugins, towards the sourcemod verion you are currently using?

If no, why is there the online compile tool while you also have the ability to compile, using the inbuilt compile tool with each sourcemod version?

Powerlord 09-16-2013 13:40

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by wendigo (Post 2035800)
Thanks. Heres another one....
Is it really optimal to compile plugins, towards the sourcemod verion you are currently using?

If no, why is there the online compile tool while you also have the ability to compile, using the inbuilt compile tool with each sourcemod version?

The standard online compiler generally uses the most recently released SourceMod compiler. At this point, that's SourceMod 1.5.1.
Edit: And just to make a liar out of me, it's using SourcePawn Compiler 1.5.0-dev+3889. Maybe that should be updated, since SourceMod 1.5 changed after that?

SPIDER uses one of the SourceMod 1.6 compilers.

Generally, newer is better, but that's not always true... I personally try to use whatever the latest stable version is unless I'm targetting new functionality, such as CS:GO support back before 1.5 hadn't been released yet.

wendigo 09-16-2013 17:00

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by Powerlord (Post 2035810)
The standard online compiler generally uses the most recently released SourceMod compiler. At this point, that's SourceMod 1.5.1.
Edit: And just to make a liar out of me, it's using SourcePawn Compiler 1.5.0-dev+3889. Maybe that should be updated, since SourceMod 1.5 changed after that?

SPIDER uses one of the SourceMod 1.6 compilers.

Generally, newer is better, but that's not always true... I personally try to use whatever the latest stable version is unless I'm targetting new functionality, such as CS:GO support back before 1.5 hadn't been released yet.

So the verdict is, its optimal to compile plugins against the SM version you're running?

psychonic 09-16-2013 17:00

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by wendigo (Post 2035954)
So the verdict is, its optimal to compile plugins against the SM version you're running?

No. There is no reason to do this.

wendigo 09-16-2013 17:04

Re: SourceMod 1.5.1 Released
 
then the next question is, why is the ability there?

We have the online compile tool at this site here. And SM also provides an inbuilt compile tool. Is it just off-topic tools?

psychonic 09-16-2013 17:05

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by wendigo (Post 2035959)
then the next question is, why is the ability there?

We have the online compile tool at this site here. And SM also provides an inbuilt compile tool. Is it just off-topic tools?

Some people prefer to use the web compiler instead of the local version when scripting.

I'm not sure how you made the jump from that to assuming that recompiling when new versions came out was necessary or optimal.

wendigo 09-16-2013 17:09

Re: SourceMod 1.5.1 Released
 
I'm not sure if I follow.

But if you download an plugin that lets say were last updated back in 2009. Would that be optimal to compile?

psychonic 09-16-2013 17:10

Re: SourceMod 1.5.1 Released
 
I can only say "no" so many times...

Corvette911 09-16-2013 21:17

Re: SourceMod 1.5.1 Released
 
Crashing after update on CSS tonight. running mms 1.10.1 and loaded last file from link on page 1...for unix server.

crashes on player join...removed all other older scripts and extentions and no change still crashes.

Server will load and run with only the mms running.

Tried with 1.5.1 available on the download link as well as with 1.5.2 hg3929 from the build list. and with 1.6.0 hg4126 to no avail...instant crash on player join


Use latest build 1.5.2 hg 3930....solved problem..:)

Sarona 09-16-2013 22:44

Re: SourceMod 1.5.1 Released
 
Download the new snapshot gamedata here: http://hg.alliedmods.net/sourcemod-c...v/295e50c3719b, that's compatible for sourcemod stable version 1.5.1 :)

psychonic 09-16-2013 22:49

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by Sarona (Post 2036097)
Download the new snapshot gamedata here: http://hg.alliedmods.net/sourcemod-c...v/295e50c3719b, that's compatible for sourcemod stable version 1.5.1 :)

There's no need to do that. Restarting your server will download the updated gamedata.

Corvette911 09-17-2013 00:18

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2036100)
There's no need to do that. Restarting your server will download the updated gamedata.

So my problem was simply that the new data was not yet available ?...

I restarted everytime between installs

Powerlord 09-17-2013 00:43

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2036100)
There's no need to do that. Restarting your server will download the updated gamedata.

Of course, you need to restart your server a second time for the server to actually use it.

psychonic 09-17-2013 10:00

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by Powerlord (Post 2036124)
Of course, you need to restart your server a second time for the server to actually use it.

That depends on your updater settings in core.cfg.

You can set "ForceRestartAfterUpdate" to "yes" to have it unload SM after the update. Changing map will then reload it.

Powerlord 09-17-2013 10:25

Re: SourceMod 1.5.1 Released
 
Quote:

Originally Posted by psychonic (Post 2036335)
That depends on your updater settings in core.cfg.

You can set "ForceRestartAfterUpdate" to "yes" to have it unload SM after the update. Changing map will then reload it.

People have reported issues with that setting, which is why I don't use it.


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