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-   -   [ANY] Neon Beams (1.14) [04-Dec-2021] (https://forums.alliedmods.net/showthread.php?t=318209)

Silvers 10-26-2019 19:29

Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
 
Good idea, I'll try to add sometime.

Marttt 01-08-2020 20:25

Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
 
I think it's missing the rollback to the g_iBlocked var on MapEnd/MapStart.

If we spawn the neons beams entities to the limit, even when the map changes it still prints e.g. "Spawning blocked, too many Particles."

I think is because after the variable is set, it doesn't rollback to 0.

I did a test putting "g_iBlocked = 0;" on MapEnd, seems to "fix", if you can look at it I would be glad.

Silvers 01-08-2020 20:31

Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
 
I noticed this too, just never bothered to fix. Thanks for figuring out exactly what's wrong.

Edit: updated.

Quote:

1.3 (10-Jan-2020)
- Fixed "Spawning Blocked" error not resetting on map change, except on config error. Thanks to "Marttt" for reporting.
- Added "Silvers.cfg" and "Checkpoint_Arrows.cfg" preset configs to "neon_beams.zip".

Bluetool 01-13-2020 12:15

Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
 
Code:

L 01/14/2020 - 01:48:15: [SM] Failed to load plugin "neon_beams.smx": Use a dedicated server. I don't support listen servers..
oh no :(

Silvers 01-13-2020 12:37

Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
 
Many plugins require dedicated servers because of loops like this:

PHP Code:

for( int client 1client <= MaxClientsclient++ ) 

Where the plugin expects the server index to be 0 and clients starting from 1. A listen server makes your client index 0, therefore breaking functionality. This could be accounted for but overall it's advised to use a dedicated server instead and so I will never support listen servers.

Marttt 01-13-2020 15:56

Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
 
If you want to run the plugin in a local server, download the ".sp" from the plugin and remove/comments these lines:

Spoiler


Then, of course, compile it, and the plugin should run fine. (If you don't know how to do it, PM me)

One of the things that usually doesn't work in a local server is using "sm_*" commands through console/binds, since it's detected as if the server (client 0) was calling the command.

AK978 01-15-2020 08:14

Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
 
L 01/15/2020 - 14:14:42: SourceMod error session started
L 01/15/2020 - 14:14:42: Info (map "c8m5_rooftop") (file "D:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2 Dedicated Server1\left4dead2\addons\sourcemod\logs\erro rs_20200115.log")
L 01/15/2020 - 14:14:42: [SM] Plugin "neon_beams.smx" encountered error 23: Native detected error
L 01/15/2020 - 14:14:42: [SM] Invalid timer handle ddfc1463 (error 3) during timer end, displayed function is timer callback, not the stack trace
L 01/15/2020 - 14:14:42: [SM] Unable to call function "TimerPaint" due to above error(s).
L 01/15/2020 - 14:15:34: Error log file session closed.

Silvers 01-16-2020 20:35

Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
 
Thanks fixed. Was stupidly calling "delete timer" from inside the timer.

Code:

1.4 (17-Jan-2020)
    - Fixed Invalid timer handle errors. Thanks to "AK978" for reporting.


Apeboy21 01-19-2020 00:53

Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
 
Very neat plugin that would be of great use to me, however for some reason when trying to use your arrow presets they dont seem to save. the safehouse symbol will save and load no problem but the arrows for some reason will not save to the level. overall very cool plugin! this is in left 4 dead 2 btw.

Silvers 01-19-2020 08:55

Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
 
Quote:

Originally Posted by Marttt (Post 2680117)
If you want to run the plugin in a local server, download the ".sp" from the plugin and remove/comments these lines:

Sorry but this is bad advice especially for other plugins which expect client indexes from 1. Although it might not break critical functions in this plugin it will bug painting if the plugins disabled while the host (0) is painting. It would be better to use a dedicated server and with symlinks you can avoid having GB's of duplicated files. I do this running client + dedicated on the same computer. Also afaik you cannot run plugins (SM/MM) on a client with VAC enabled.




Quote:

Originally Posted by Apeboy21 (Post 2680833)
Very neat plugin that would be of great use to me, however for some reason when trying to use your arrow presets they dont seem to save. the safehouse symbol will save and load no problem but the arrows for some reason will not save to the level. overall very cool plugin! this is in left 4 dead 2 btw.

Thanks, this is because the preset uses spaces in the names, they should be replaced with underscores. Config checkpoint_arrows.cfg in post #2 updated with underscores in the preset names.

I'll edit the plugin to replace spaces with underscores when saving and underscores with spaces when reading for the menus, internally underscores would still be required. Sounds like an easy change but it's not, this will take some time as I need to find and modify every location where the data is read/saved and validate it's working correctly.

This seems like it's going to be a nightmare and introduce new problems when mixing spaces and underscores in filenames and preset names. I think requiring underscores in the filename and preset names is the only solution.

Edit: updated:

Code:

1.5 (20-Jan-2020)
    - Fixed "sm_neon_delpre" not deleting a preset filename from the menu when it has no presets and the file was deleted.
    - Various changes to warn and prevent using spaces in preset filenames and preset names.
    - Menus will display spaces for ease of readability.
    - Thanks to "Apeboy21" for reporting the issue.



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