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-   -   [TF2] Deathrun Redux 2019 (https://forums.alliedmods.net/showthread.php?t=316664)

Hoto Cocoa 08-10-2019 23:32

Re: [TF2] Deathrun Redux 2019
 
Quote:

Originally Posted by MAGNAT2645 (Post 2662591)
This is another error, i'll check that out.

EDIT: Weird, i don't have this error. I don't know why this error appears because there's client index check.
Code:

        int iClient = GetClientOfUserId( data );
        if ( iClient && !IsPlayerAlive( iClient ) )

I can do something like this:
Code:

        int iClient = GetClientOfUserId( data );
        if ( iClient && IsClientInGame( iClient ) && !IsPlayerAlive( iClient ) )

but i don't think that this is necessary. In fact, if ( iClient ) replaces IsClientInGame.

It appears when a player is still downloading maps but being chosen as a death. Although it should have a check but looks like something goes wrong.

Mr_panica 08-13-2019 15:29

Re: [TF2] Deathrun Redux 2019
 
Quote:

Originally Posted by MAGNAT2645 (Post 2662824)
Mr_panica, can you test plugin from post #7 (it has translation support (and russian phrases file), syntax update, and some code cleanup/improvement) and tell me if you have same error as at #8?

Hello,
Thanks for the translation, did not notice your version.

There is still this error.

Code:

L 08/13/2019 - 22:15:43: [SM] Exception reported: Client index 125 is invalid
L 08/13/2019 - 22:15:43: [SM] Blaming: deathrun_redux.smx
L 08/13/2019 - 22:15:43: [SM] Call stack trace:
L 08/13/2019 - 22:15:43: [SM]  [0] GetClientHealth
L 08/13/2019 - 22:15:43: [SM]  [1] Line 1499, DeathRun Redux 2019::OnPlayerDeath
L 08/13/2019 - 22:15:49: [SM] Exception reported: Client index 125 is invalid
L 08/13/2019 - 22:15:49: [SM] Blaming: deathrun_redux.smx
L 08/13/2019 - 22:15:49: [SM] Call stack trace:
L 08/13/2019 - 22:15:49: [SM]  [0] GetClientHealth
L 08/13/2019 - 22:15:49: [SM]  [1] Line 1499, DeathRun Redux 2019::OnPlayerDeath
L 08/13/2019 - 22:15:49: [SM]  [3] ForcePlayerSuicide
L 08/13/2019 - 22:15:49: [SM]  [4] Line 37, /home/builds/sourcemod/linux-1.9/build/plugins/playercommands/slay.sp::PerformSlay
L 08/13/2019 - 22:15:49: [SM]  [5] Line 147, /home/builds/sourcemod/linux-1.9/build/plugins/playercommands/slay.sp::Command_Slay


Mitchell 08-13-2019 17:14

Re: [TF2] Deathrun Redux 2019
 
"Redux 2019" but is the unsupported syntax..
Not to mention all the pointless StringMaps (Tries) it creates and never uses..
Some of the StringMaps are literally used to map numbers to sound paths via converting the number to string and using it as the key! Using a map in the place of an ArrayList seems a bit questionable.
Also noticed you store a bunch of things globally only to use it those variables once when the map starts.
Should I even say anything about the "OnGameFrame()" foward?

Things that have to iterate over all the players every game frame should be made with optimization for speed as much as possible. (Most of what is done in the frame forward could be done else where or with TF2 Attributes.)

FreakinScout 01-17-2020 18:11

Re: [TF2] Deathrun Redux 2019
 
Haven't had the chance to really explore the plugin with a big group of people, most things seem good so far and I love the new queue, but custom sounds are broken. They worked fine with ClassicGuzzi's plugin, then stopped after swapping to this. No obvious errors, or at least nothing being printed in the logs.

JuegosPablo 02-06-2020 00:25

Re: [TF2] Deathrun Redux 2019
 
Quote:

Originally Posted by FreakinScout (Post 2680698)
Haven't had the chance to really explore the plugin with a big group of people, most things seem good so far and I love the new queue, but custom sounds are broken. They worked fine with ClassicGuzzi's plugin, then stopped after swapping to this. No obvious errors, or at least nothing being printed in the logs.

which custom sounds exactly you mean? (from maps or soemthing?)

JuegosPablo 02-06-2020 00:42

Re: [TF2] Deathrun Redux 2019
 
Quote:

L 02/06/2020 - 02:02:56: [SM] Exception reported: Invalid key value handle 54f50592 (error 3)
L 02/06/2020 - 02:02:56: [SM] Blaming: deathrun_redux.smx
L 02/06/2020 - 02:02:56: [SM] Call stack trace:
L 02/06/2020 - 02:02:56: [SM] [0] KvJumpToKey
L 02/06/2020 - 02:02:56: [SM] [1] Line 513, C:\Users\Sasha\Desktop\compilerSP\compilerSP\ deathrun_redux.sp::LoadConfigs
L 02/06/2020 - 02:02:56: [SM] [2] Line 210, C:\Users\Sasha\Desktop\compilerSP\compilerSP\ deathrun_redux.sp::OnMapStart
This show me my console when i start the gamemode

i did something wrong?

bl4nk 02-13-2020 14:27

Re: [TF2] Deathrun Redux 2019
 
2 Attachment(s)
Quote:

Originally Posted by JuegosPablo (Post 2682888)
This show me my console when i start the gamemode

i did something wrong?

Try this out. I just removed that line that was giving the error, it doesn't seem like it's needed.

FreakinScout 03-07-2020 22:21

Re: [TF2] Deathrun Redux 2019
 
Quote:

Originally Posted by JuegosPablo (Post 2682886)
which custom sounds exactly you mean? (from maps or soemthing?)

Whoops, just saw the notification for this--

The gamemode comes with four sections for custom sounds: 'RoundStart', 'OnDeath', 'OnKill', and 'LastAlive'. They're in the config, and they worked in last Deathrun revamp, but they're broken in this one.

JuegosPablo 03-17-2020 01:35

Re: [TF2] Deathrun Redux 2019
 
Quote:

Originally Posted by FreakinScout (Post 2686189)
Whoops, just saw the notification for this--

The gamemode comes with four sections for custom sounds: 'RoundStart', 'OnDeath', 'OnKill', and 'LastAlive'. They're in the config, and they worked in last Deathrun revamp, but they're broken in this one.

possibly a bad precaching or something you checked your console/server console?

due sometmies sounds dont works on a user never check the console while the server check if plugin dont have problems with audios

hats all the help i can give for now i need check if works or not

Spoiper 05-16-2020 07:41

Re: [TF2] Deathrun Redux 2019
 
Great version of the plugin, really fun being able to use all your weapons.
1 problem though, in some maps you can kill death and the reverse by using explosions.
Maybe give us an option the completely removes explosions?


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