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-   -   CSDM 2.1.3d KWo beta (https://forums.alliedmods.net/showthread.php?t=47306)

rory535 03-29-2007 13:20

Re: CSDM 2.1g beta
 
No problem.
Yeah I figured there is no way to prevent that, however I think that it is still okay having them only respawn once, as that is still a lot better than them getting ALL their tickets.
Thanks for the fixes.

P4rD0nM3 03-29-2007 20:14

Re: CSDM 2.1g beta
 
KWo, I dunno if it's just me but on fy_pool_day, there's still a c4 present.

KWo 03-30-2007 03:23

Re: CSDM 2.1g beta
 
You are enabling CSDM during the game (it's disabled in csdm.cfg) or it's enabled in csdm.cfg (the map starts with csdm enabled) and c4 is still there?

P4rD0nM3 03-30-2007 08:17

Re: CSDM 2.1g beta
 
Yeah it's enabled all the time, it's a 24/7 CSDM 32/32 server.

nick123 04-09-2007 02:43

Re: CSDM 2.1g beta
 
kwo: any news about the sepreat item editior?

KWo 04-09-2007 03:41

Re: CSDM 2.1g beta
 
In the beta I posted it is included in item_mode plugin. so You can add/remove an item from that plugin. All You need to go to CSDM menu and find Item Editor in it. That thing with separate plugin it was something for Faluco only, he wanted it so, but the functionality is the same.

sytremelaker 04-11-2007 19:26

Re: CSDM 2.1g beta
 
Is there a way to make it possible to make it a forced random loadout each time?

KWo 04-12-2007 03:46

Re: CSDM 2.1g beta
 
Quote:

Originally Posted by sytremelaker (Post 463635)
Is there a way to make it possible to make it a forced random loadout each time?

My English isn't so good, so I didn't get the question. Sorry. :(
Can You re-phrase it for me?

sytremelaker 04-12-2007 09:54

Re: CSDM 2.1g beta
 
Like you know the Equip menu for CSDM? Is it possible to force a random gun loadout each time a player respawns?

For example, at one time a player would get a deagle and a tmp without s/he choosing. Then if that player dies, they would get some other gun combo, like a usp and smg.

KWo 04-12-2007 11:37

Re: CSDM 2.1g beta
 
Ity was discussed on the page 11. Don't be lazy and read the topic. :P
http://forums.alliedmods.net/showthr...=47306&page=11

sytremelaker 04-12-2007 20:02

Re: CSDM 2.1g beta
 
Oh, so it's been disabled.. Thanks anyway.

Well, what I meant was that there would be no equip menu, players would just recieve a random loadout. :(

rory535 04-13-2007 08:59

Re: CSDM 2.1g beta
 
Quote:

Originally Posted by sytremelaker (Post 463887)
Like you know the Equip menu for CSDM? Is it possible to force a random gun loadout each time a player respawns?

For example, at one time a player would get a deagle and a tmp without s/he choosing. Then if that player dies, they would get some other gun combo, like a usp and smg.

Ita already been done. Thats what the gungame plugin does. It contains a deathmatch mode and every time you respawn, a new weapon is assigned to you.

sytremelaker 04-13-2007 21:22

Re: CSDM 2.1g beta
 
Um, no? Gungame gives new weapons according to kills. You start with a glock, get 3 kills and then you would upgrade to USP

KWo 04-14-2007 17:35

Re: CSDM 2.1g beta
 
Try to understand one thing - the random part should take care about restricted weapons per team, too (that feature has been requested and it's there in the code). But because of that - it may happen so - the code will try to look some available random weapon for the player (imagine You restricted per teams few of weapons) so it may even few times try to give some weapon which is not available for him - the code needs to repeat few times the same part until finally give him the weapon. It will affect the performance. Even if I would try to make the list every time separetly for each player's respawn (to use radom choice only once to make sure at once I have 100% success with selecting the available weapon for him) - that preparation thing is bad, too - if it would happen every time the player respawns (because everytime some restricted weapon may or may not be available for him) - it will affect the performance, too. I think this is he main reason of rejecting this request. It would make the code too much complicated which is against the design CSDM comes. After those modifications I did already the code looks too much complicated now - that's why a lot of things You have now in the beta - they will be rejected for the original version.

KWo 04-15-2007 15:19

Re: CSDM 2.1h beta
 
I've just uploaded 2.1h BETA version.
The majority of features it includes will be rejected for the official 2.2 version (because - like I got the info from BAILOPAN - they are against the design CSDM 2 comes and because of the baddly written code by me (even if it works 100% without any bugs/problems).
The 2.1h version is more than likely the last beta update, since it cannot be continued even some better coding way in the official 2.2 version - there is no reason to continue it as some fork and it would be untactful from me I would do the fork here at CSDM official forum.
If someone will see the changes I did they are really usefull - please write it clearly in this topic.

Here is the full list of changes I did between 2.1g and 2.1h:

[csdm_amxx module]
(2.1h) Added the function csdm_remove_weaponbox; Changed the check for removing dropped weapons if the player-owner is disconnected (the owner is NULL).

[csdm_main]
+(2.1h) Fixed problem with weapons not removed if dropped by bots or by disconnected player (requires the new csdm_amxx module included into beta package!!!). Please give me the feeedback if it loads and works on linux (tested only on windows!!!).
+(2.1h) Added the function to write to csdm.cfg any changes with CSDM settings from "CSDM Settings Menu". This is the most hated function by Bailopan I did (it's against the design). If You don't wish to save by any admin Your original settings from csdm.cfg You can mark this file as read-only. After enabling/disbling CSDM from the menu it saves this into csdm.cfg and changelevel is called (so there is no need to recreate entities or removig them during the game - when the map was already loaded).

[csdm_equip]
+(2.1h) Fixed problem with not displaying the same page of the menu after using some item from CSDM Settings Menu.

[csdm_spawn_preset]
+(2.1h) The player is now spawned at leats 500 units far away from enemies and it also takes care now about FFA mode

[csdm_ffa]
+(2.1h) Fixed problem with not displaying the same page of the menu after using some item from CSDM Settings Menu.

[csdm_tickets]
+(2.1h) Fixed few problems with mode for ticketing players.

[csdm_misc]
+(2.1h) Removing weapons on the ground, player_weaponstrip and game_player_equip - has been moved to the new plugin csdm_stripper.
+(2.1h) Added the possibility to always invoke gun menu under certain restrictions. Fixed problem with not displaying the same page of the menu after using some item from CSDM Settings Menu.

[csdm_stripper]
+(2.1h) Added new plugin which can read its-own section from csdm.cfg to remove from the map any entities You wish. These the most frequently used on some fun maps are listed already in the new csdm.cfg in 2.1h beta package.

[csdm_itemmode]
+(2.1h) Fixed problem with not displaying the same page of the menu after using some item from CSDM Settings Menu.

[csdm_spawn_protection]
+(2.1h) Fixed bug with settings for glowing after respawning (well - exactly the bug was in csdm.cfg)
+(2.1h) Fixed problem with not displaying the same page of the menu after using some item from CSDM Settings Menu.

These "certain conditions" for always allowed "respawn" command are (You need to fulfill all ogf them):
1. You add/change in the csdm.cfg this setting in the [equip] section:
;Enables the guns menu always when the players uses say "guns"
always_allow_gunmenu = 1
(the value will be 0 - disabled - for default settings)
2. In the [settings] section the weapons_stay setting is not grater than 5
3. In the [misc] section ammo_refill is 1 (enabled).

If at least one of these condition is not fulfilled, You cannot use guns command if You have chosen a gun from the menu some time ago and since that time You didn't get killed (and You will be able to see the message telling You the exact reason why You cannot use guns command).

sytremelaker 04-16-2007 21:11

Re: CSDM 2.1h beta
 
Quote:

[csdm_spawn_preset]
+(2.1h) The player is now spawned at leats 500 units far away from enemies and it also takes care now about FFA mode
That's a pretty good addition. If this is not continued in v2.2, I'll probably stick with this version for a while.

KWo 04-17-2007 02:47

Re: CSDM 2.1h beta
 
That one probably will be implemented.
What is Your OS (windows/linux)? Can anyone test if it works on linux?

rory535 04-19-2007 17:13

Re: CSDM 2.1h beta
 
Well I'll probably keep this version too as I like the individual player ticket system and being able to limit number of weapons.

sytremelaker 04-21-2007 08:57

Re: CSDM 2.1h beta
 
The 500 unit's seems a bit small, maybe add a cvar in csdm.cfg that can change it?

KWo 04-21-2007 09:03

Re: CSDM 2.1h beta
 
Still too close? Yes and no. Don't forget there are some small maps and it might be difficult to find some "safe" position farer away than 500 units.
Once again - can anyone tell me if 2.1h works correctly on linux?

sytremelaker 04-24-2007 03:06

Re: CSDM 2.1h beta
 
Ok, i have a situation.

I want to run a different style of respawn mod, something like CSDM but not exactly like it. However, I still want to use the featues that CSDM has to offer, like the Misc. part of it and the Item Editor (which I have found extremely useful).

Do I have any choices? I'm pretty sure I can't run CSDM without the csdm_main.amxx file running so I'm in a tight squeeze.

KWo 04-24-2007 03:17

Re: CSDM 2.1h beta
 
You can use item editor with CSDM disabled (but yes - it needs csdm_main loaded) - that one shouldn't be the problem for You. What exactly functionality do You need from csdm_misc part? Maybe You can put them into a separate plugin (not depanding on csdm module nor csdm_main plugin)?

sytremelaker 04-24-2007 05:42

Re: CSDM 2.1h beta
 
I'm looking for most of the Misc. plugin, the ammo refills, the objective blockers and the buy block.

Problem is, I also need a few elements from the csdm_main. I'm talking about the weapon_stay. I'm not sure how to pull it all off.

sytremelaker 04-27-2007 02:39

Re: CSDM 2.1h beta
 
Okay, nevermind, don't need help with that issue anymore.

Just a question, if ticketing is enabled, would round end if a team rounds out of respawns?

KWo 04-27-2007 08:40

Re: CSDM 2.1h beta
 
Yes.

sytremelaker 05-08-2007 04:59

Re: CSDM 2.1h beta
 
Okay, I'm having some real trouble with the csdm_amxx.dll file. No matter what I try, I cannot delete the file. Everytime I try to delete it, it just freezes and crashes my FTP.

KWo 05-08-2007 06:06

Re: CSDM 2.1h beta
 
You cannot delete it while it is loaded - it's how windows works with *dll files. You need to stop the server first (to unload amx x and csdm_amxx.dll), then delete the file.

sytremelaker 05-29-2007 12:42

Re: CSDM 2.1h beta
 
OK, I use this for my BF2 + Flag server and my Zombie Horde server. I was wondering if I could run the equip menu and the item deitor at the same time.

KWo 05-29-2007 15:25

Re: CSDM 2.1h beta
 
Item Editor - You should be able to turn it on when the Item Mode is off. But You cannot use Item Mode with Equip menus at the same time. I think it's without any sense and that's why I did it so in beta - the same way it was working in CSDM 1.70.xxx

cuci 06-15-2007 07:25

Re: CSDM 2.1h beta
 
hi!

some error here:

L 06/14/2007 - 16:24:02: Start of error session.
L 06/14/2007 - 16:24:02: Info (map "fy_dinoiceworld") (logfile "error_061407.log")
L 06/14/2007 - 16:24:02: [CSDM2] Player 9 is not in game
L 06/14/2007 - 16:24:02: [AMXX] Run time error 10 (plugin "csdm_main.amxx") (native "csdm_remove_
weaponbox") - debug not enabled!
L 06/14/2007 - 16:24:02: [AMXX] To enable debug mode, add "debug" after the plugin name in plugin
s.ini (without quotes).
L 06/14/2007 - 23:55:10: Start of error session.
L 06/14/2007 - 23:55:10: Info (map "aim_ak-colt") (logfile "error_061407.log")
L 06/14/2007 - 23:55:10: [CSDM2] Player 12 is not in game
L 06/14/2007 - 23:55:10: [AMXX] Displaying debug trace (plugin "csdm_main.amxx")
L 06/14/2007 - 23:55:10: [AMXX] Run time error 10: native error (native "csdm_remove_weaponbox")
L 06/14/2007 - 23:55:10: [AMXX] [0] csdm_main.sma::run_drop_wbox (line 376)
L 06/14/2007 - 23:55:10: [AMXX] [1] csdm_main.sma::delay_find_weapon (line 293)

L 06/15/2007 - 00:42:29: Start of error session.
L 06/15/2007 - 00:42:29: Info (map "fy_pool_day") (logfile "error_061507.log")
L 06/15/2007 - 00:42:29: [CSDM2] Player 5 is not in game
L 06/15/2007 - 00:42:29: [AMXX] Displaying debug trace (plugin "csdm_main.amxx")
L 06/15/2007 - 00:42:29: [AMXX] Run time error 10: native error (native "csdm_remove_weaponbox")
L 06/15/2007 - 00:42:29: [AMXX] [0] csdm_main.sma::run_drop_wbox (line 376)
L 06/15/2007 - 00:42:29: [AMXX] [1] csdm_main.sma::delay_find_weapon (line 293)

plugins:
csdm_main.amxx debug
csdm_equip.amxx
csdm_misc.amxx
csdm_stripper.amxx
csdm_protection.amxx
csdm_itemmode.amxx

Arkshine 06-15-2007 07:33

Re: CSDM 2.1h beta
 
*snip*

cuci 06-15-2007 07:44

Re: CSDM 2.1h beta
 
of course i have csdm module
im not a lame ;)
and i have csdm.inc too :P

cuci 06-15-2007 07:52

Re: CSDM 2.1h beta
 
13:51:42 Currently loaded plugins:
description stat pend file vers src load unlod
[ 1] AMX Mod X RUN - amxmodx_mm_i386. v1.76d ini ANY ANY
[ 2] Fun RUN - fun_amxx_i386.so v1.76 pl1 ANY ANY
[ 3] CStrike RUN - cstrike_amxx_i38 v1.76 pl1 ANY ANY
[ 4] CSX RUN - csx_amxx_i386.so v1.76c pl1 ANY ANY
[ 5] Engine RUN - engine_amxx_i386 v1.76 pl1 ANY ANY
[ 6] FakeMeta RUN - fakemeta_amxx_i3 v1.76d pl1 ANY ANY
[ 7] CSDM2 RUN - csdm_amxx_i386.s v2.1h pl1 ANY ANY
7 plugins, 7 running

Arkshine 06-15-2007 08:03

Re: CSDM 2.1h beta
 
You're right. I've just mis-read.

Also this error is just a warning. It is not very serious. CSDM will continue to work without problem. It seems that it should be added a checking if a player is connected or not.

You have to wait KWo for that. :p

KWo 06-15-2007 15:36

Re: CSDM 2.1h beta
 
1 Attachment(s)
Quote:

Originally Posted by arkshine (Post 490066)
It seems that it should be added a checking if a player is connected or not.

Done. :)
Please try if this version of csdm_main solves Your problem or not.

cuci 06-15-2007 16:21

Re: CSDM 2.1h beta
 
thank you

testing

cuci 06-16-2007 06:06

Re: CSDM 2.1h beta
 
It works fine!

thx

Rock On 07-04-2007 09:32

Re: CSDM 2.1h beta
 
so far i've benn able to add items and so on..

csdm_2.1g_KWo

i can't get the weapons menu up @ spawn? they can hit prebuy "f1"..
i've been thru thread and must hve missed it..

can someone point me in right direction.. below are settings
sorry dono how to put in the little square part that scrolls.. i'm sure i'll be told

KWo 07-04-2007 13:31

Re: CSDM 2.1h beta
 
If in this section - [items] You have this setting:

;Is item mode enabled?
enabled = 1

then You cannot choose weapons from the menu - You have to find weapons on the ground.

Rock On 07-04-2007 14:31

Re: CSDM 2.1h beta
 
k,

tyvm

i set that in order to get long jump and stuff..

so if i set it that way, will we still be able to get long jump, med kit, etc.?

i'm sure answer is no.. maybe something for down the road?



BTW GJ :up:


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