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-   -   Counter-Strike GoldSrc server crashing due 512 limit solded unprecaching sounds (https://forums.alliedmods.net/showthread.php?t=273143)

addons_zz 10-13-2015 11:17

Counter-Strike GoldSrc server crashing due 512 limit solded unprecaching sounds
 
1 Attachment(s)
I am unprecaching everything that the clients must have to avoid server crash due its 512 entities precache limit.

Then I can use plugins that precache a lot of things at maps that precache a lots of things too.

This is not the only approach, I can by-map plugins file, to disable almost all amxmodx plugins at problematic maps. This is better then unprecache trivial stuff? I think this is harder as I have to get to figure out all monster maps, as I have lots of them.

I find this plugin some time ago, to unprecache sounds that I know, everybody has as default counter-strike install. And anyone that do not have, should repair their install, and it is not the server problem to supply their missing default sounds, that should not be missing.

Alright that, I have those boring messages at my server console, would this hurt? Seen working fine. Or is there something I don't know about such approach and did wrong?
Quote:

L 10/13/2015 - 11:06:53: World triggered "Round_End"
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt4.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt4.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt4.wav not precached (0)
L 10/13/2015 - 11:07:04: World triggered "Round_Start"
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt4.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt4.wav not precached (0)
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt3.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)
SV_StartSound: player/pl_dirt1.wav not precached (0)
SV_StartSound: player/pl_dirt2.wav not precached (0)

NiHiLaNTh 10-14-2015 04:55

Re: Counter-Strike GoldSrc 512 limit solved. Or is there something wrong?
 
why do you unprecache footstep sounds? In order to get rid of this crap you need to hook EmitSound and block sound from being played.

Krtola 10-14-2015 06:56

Re: Counter-Strike GoldSrc 512 limit solved. Or is there something wrong?
 
These alerts that get in the console are normal because you gave the command to the server using the plugin "UnPrecacher" to block certain sounds to be precached(r).
would this hurt? = No

addons_zz 10-14-2015 07:29

Re: Counter-Strike GoldSrc 512 limit solved. Or is there something wrong?
 
Quote:

Originally Posted by NiHiLaNTh (Post 2352917)
why do you unprecache footstep sounds? In order to get rid of this crap you need to hook EmitSound and block sound from being played.

I am unprecaching everything that the clients must have to avoid server crash due its 512 entities precache limit.

Then I can use plugins that precache a lot of things at maps that precache a lot of things too.

Quote:

Originally Posted by Krtola (Post 2352931)
These alerts that get in the console are normal because you gave the command to the server using the plugin "UnPrecacher" to block certain sounds to be precached(r).
would this hurt? = No

Are this is messages boring? = Yes

Krtola 10-14-2015 08:03

Re: Counter-Strike GoldSrc 512 limit solved. Or is there something wrong?
 
No, if you do not pay attention to them

addons_zz 10-14-2015 10:16

Re: Counter-Strike GoldSrc 512 limit solved. Or is there something wrong?
 
Quote:

Originally Posted by Krtola (Post 2352942)
No, if you do not pay attention to them

Well, sometimes is like they they never existed, others is like they are everywhere every time, there is no how not pay attention. But just easy just ignore them and be happy that, never more will crash my server due this 512 entities limit (disgrace).

Depresie 10-16-2015 03:15

Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
 
why do you even need to unprecache? just remove extra sounds/sprites/models that are not needed from your plugins...

addons_zz 10-16-2015 05:57

Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
 
Quote:

Originally Posted by Depresie (Post 2353538)
why do you even need to unprecache? just remove extra sounds/sprites/models that are not needed from your plugins...

Hhahahahhhahahah, extra and unneeded? There is not, and condition zero is extremely full by its default. For example, to run a very limited superheros, I have to disable almost all AMXX plugins. And unnecessary stuff is all that 300 ~ 400 entities the game precache itself alone, when its limit is just 512.

Arkshine 10-16-2015 08:32

Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
 
Your title is misleading. Just because you unprecached some sounds doesn't mean you won't hit the limit anymore. You have the limit on models and less used generic resources as well. It also largely depends of the map and your config (amxx, plugins, modules).

If you want to avoid to hit the limit, it's all about configuring intelligently depending a given map.

Unprecaching is fine as long you know what you're doing. It's likely fine for example for any sounds which are played client-side, like most of weapons, but it would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file. If for some reasons you want to block some sounds played server-side, then as it has been said, you should hook EmitSound. Letting spamming the console is silly, especially you will run internal code for nothing.

Anyway I just wanted to nuance you did not really solved something, you just used one of possible way to configure "your" server. Your case is not a generality.

addons_zz 10-16-2015 14:59

Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
 
Quote:

Originally Posted by Arkshine (Post 2353598)
Your title is misleading. Just because you unprecached some sounds doesn't mean you won't hit the limit anymore. You have the limit on models and less used generic resources as well. It also largely depends of the map and your config (amxx, plugins, modules).

Sorry, I fixed the title. And if i hit the models limit, I will unprechace the secure models files. And if even that does not fix, I will use the clever maps plugins managing as I said at the post:
Quote:

Originally Posted by addons_zz (Post 2352678)
This is not the only approach, I can by-map plugins file, to disable almost all amxmodx plugins at problematic maps. This is better then unprecache trivial stuff? I think this is harder as I have to get to figure out all monster maps, as I have lots of them.

Quote:

Originally Posted by Arkshine (Post 2353598)
Anyway I just wanted to nuance you did not really solved something, you just used one of possible way to configure "your" server. Your case is not a generality.

Sure, my server crashing is solved unprecaching sounds.

Quote:

Originally Posted by Arkshine (Post 2353598)
If for some reasons you want to block some sounds played server-side, then as it has been said, you should hook EmitSound. Letting spamming the console is silly, especially you will run internal code for nothing.

Sure, thank you.

Quote:

Originally Posted by Arkshine (Post 2353598)
but it would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file.

I do not take the big picture. I am unprecaching to avoid crash, as you said "Unprecaching is fine as long you know what you're doing. It's likely fine for example for any sounds which are played client-side, like most of weapons." But here you said that "would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file".

I do not know what does mean redirect to PrecacheGeneric when I am unprecaching "secure" files?


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