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-   -   [EXTENSION] RunTeamLogic (WIN signature updated 8/7/11) (https://forums.alliedmods.net/showthread.php?t=76466)

bl4nk 08-25-2008 00:21

[EXTENSION] RunTeamLogic (WIN signature updated 8/7/11)
 
14 Attachment(s)
This extension is now obsolete and no longer required:
Use the "tf_arena_override_team_size" ConVar instead.

----

Update:
Quote:

Originally Posted by psychonic (Post 1691689)
Here is the recompiled Windows binary that has been needed for a while (did it for Atreus a week or two ago and never got around to posting it). Same source that's currently on the first post.

New gamedata also attached, necessary for Windows after last night's game update.

http://forums.alliedmods.net/showpos...&postcount=372

RunTeamLogic
v1.0.5

Description:
This plugin allows you to modify the amount of players on a team during Arena maps in TF2 via a cvar. The maximum amount of players allowed on a team without this plugin is 11. With this plugin you can change it so you can have up to 16 players on a team at once.

Installation:
Download the RunTeamLogic.zip located at the bottom of this post, and extract it to your mod folder. If you prefer to compile the extension yourself, feel free to download the source of the plugin (also located at the bottom of the post), and do that. Once the files have been extracted, start up your server, configure the CVar, and you're done!

CVars:
rtl_version - RunTeamLogic version
rtl_arenateamsize "12" - The maximum amount of players that can be on a team at once.

Notes:
This extension is far superior to others that try to accomplish the same effect. This being because the way that the game calculates the teams. The game takes the maxplayers available, and divides that number by three (Red vs Blue with the other third in spectator). That's why when you run a 32 player server, you get 11 players on a team (32/3 = 10.6, which when converted to an int becomes 11). What this plugin does is spoof the number of max players so that the team counts are then calculated to what you want them to be. This makes it way less resource intensive than forcing the players onto a team, because the game automatically switches them over due to it thinking they're suppose to be there.

Also, this extension won't make it so the teams can be uneven. If there are an uneven amount of players on the server, the teams will be even, with the one remaining man left in spectator. This plugin just makes it so if your server is full, you can have it to where every person is playing instead of a third of the players having to wait for the next round.

Thanks to:
Nephyrin for giving me the method to use.
pRED* for the detour class, and helping tons with putting this together.
psychonic for recompiling the binaries when a TF2 update broke them.

Changelog:
  • 1.0.1
    • Fixed gamedata file.
  • 1.0.2
    • Added version cvar "rtl_version".
    • The extension now properly deletes all detours.
  • 1.0.3
    • Using pRED's new detour class.
    • Changed around a few things to hopefully fix the bugs.
  • 1.0.4
    • The cvar is used once again (forgot to reimplement it with the new detour code).
    • Corrected the extension information.
  • 1.0.5
    • Fixed cvar glitch.

strontiumdog 08-25-2008 00:41

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
Is the Windows DLL meant to be called "runteamlogic.ext.dll" instead of "runarenalogic.ext.dll"?

bl4nk 08-25-2008 00:42

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
[edit - I'm dumb]

Yeah, sorry about that. I completely missed that. I updated the first post with the new stuff. Thanks for pointing it out.

[edit2]

Hmm, and after I tested that out it seems that one of the Windows signatures is wrong. I'll get that fixed ASAP.. sorry Windows users!

Arg! 08-25-2008 02:00

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
Is there a sourcemod minimum version requirement for this? When i restarted the server it gave me:

[01] <FAILED> file "runteamlogic.ext.so": Could not find interface: IForwardManager

on 'sm exts list'

Sourcemod 1.0.3 on Linux

DontWannaName 08-25-2008 02:06

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
I didnt restart the server yet, is this why I got this error? Windows just dled.

L 08/24/2008 - 22:53:42: [SERVER] Sigscan for PlayerByIndex failed - Disabling detour to prevent crashes
L 08/24/2008 - 22:53:42: [SM] Unable to load extension "runteamlogic.ext.dll":

Cuz 08-25-2008 02:45

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
Sourcemod 1.0.3 on Linux

L 08/25/2008 - 00:08:11: SourceMod error session started
L 08/25/2008 - 00:08:11: [SM] Unable to load extension "runteamlogic.ext.so": Could not find interface: IForwardManager
L 08/25/2008 - 00:10:58: Error log file session closed.

pRED* 08-25-2008 03:00

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
It's been compiled against 1.1 and will probably only load with that.

Either recompile it against 1.0.x branch or upgrade to 1.1

Arg! 08-25-2008 03:03

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
Please excuse my ignorance but i thought 1.0.3 was latest 'stable' sourcemod? If 1.1 is the latest development version then, when are we expecting a release of that so we can use this extension?

pRED* 08-25-2008 03:08

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
We're in the progress of moving 1.1 into proper beta stages as we start to prepare for a release.

Somewhat irrelevant though. This ext has been compiled against 1.1 and thus runs against 1.1.

DontWannaName 08-25-2008 03:11

Re: [EXTENSION] RunTeamLogic (TF2 Arena Team Size)
 
Pretty much 1/3 of people use 1.1 because of its features and plugin support. I beleive it has more functions and features which cater to plugin authors who like to take advantage of them. I always use snapshot builds because 1.0.3 was stable at the time of its release and its been a while. 1.1 is suggested by me but its possible it isnt stable at all times. Its the risk most people take, its 99 percent stable :D


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