Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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https://forums.alliedmods.net/showpo...&postcount=103 or https://github.com/zonde306/l4d2sc/b...eservelobby.sp when you host lobby,this plugin useful |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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is the solution is: - that the random players (4+) can join the server through the matchmaking system? - if that the case, are you sure that they haven't joined the server through the server's steamgroup? (assuming u have created a group)- or is it that you have to create a lobby first and wait for 4+ Players to join the lobby?, then start the game |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Same problem here dont know what to do, 4 players joining ok from steam group but maxplayers i set to 16, but the 5th and 6th player who joins and so on, cannot play only SPEC, does anyone know what to do in this case ?
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Here is what this extension does:
What it doesn't do:
You confirmed that you can have people join the server as spectators. That means this extension is doing its job. You need an additional plugin that will create you that extra survivor bot to take over. Look for plugins such as:
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Thank you, i managed to solve, just forgot to edit. nice job tought. :)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Hello, I'm trying to create a local server with more than 8 players, but when trying to enter a ninth player, he cannot enter either through the console or through a friend's invitation. If he enters through the console, he gets an error of 10 connection entry tries. I would like to know if there is any error. These commands are in my server.cfg
//tickrate sm_cvar sv_mincmdrate 60 // Minimum value for cl_cmdrate. sm_cvar sv_maxcmdrate 100 // Maximum value for cl_cmdrate. sm_cvar sv_minupdaterate 60 // Minimum updates per second that the server will allow sm_cvar sv_maxupdaterate 100 // Maximum updates per second that the server will allow sm_cvar sv_minrate 150000 // Min bandwidth rate allowed on server sm_cvar sv_maxrate 200000// Max bandwidth rate allowed on server, 0 = unlimited sm_cvar net_splitrate 2 sm_cvar net_splitpacket_maxrate 50000 // Max bytes per second when queueing splitpacket chunks sm_cvar sv_max_queries_sec 6.0 // Maximum queries per second to respond to from a single IP address. sm_cvar sv_max_queries_sec_global 120 // Maximum queries per second to respond to from anywhere. sm_cvar sv_client_cmdrate_difference 1 // cl_cmdrate difference units to cl_updaterate sm_cvar sv_client_max_interp_ratio 1 // set maximum value for cl_interp_ratio sm_cvar sv_client_min_interp_ratio 0 // set minimum value for cl_interp_ratio sm_cvar sv_client_predict 1 // Force the value of cl_predict for connected clients sm_cvar nb_update_frequency 0.033 // calculating intervall for commons/witches positions sm_cvar fps_max 250 // higher than 100 recommended, as ticks calculated seems to dip otherwise. sv_maxplayers "32" sv_visiblemaxplayers "32" sv_force_unreserved "1" sv_removehumanlimit "1" sv_allow_lobby_connect_only "0" sv_lan "0" sv_pausable "0" sv_consistency "0" sm_cvar precache_all_survivors "1" sb_all_bot_game "1" with connect ip there is an error, I tried to put -maxplayers 32 in parameters it didn't work either I would appreciate any advice or possible solution, greetings |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
will this work for 6 players coop only? No menu asking what team to join? you can just start a game normally with survivor bots that are taken over as humans join and end up with 6 players total?
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
I think the latest L4D1 release also broke this plugin unfortunately on Linux, can no longer have more than 8 in a server.
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
I can confirm this. Not working anymore. (linux)
PHP Code:
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Does it spit out any errors?
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
The plugin loads but does not seem to do anything. HarryPotter tested Windows which seems to work. Maybe only Linux.
I only saw the init errors in console log. meta list [01] L4DToolZ (1.1.0.2) by Accelerator, Ivailosp PHP Code:
https://github.com/accelerator74/l4d...es/tag/1.1.0.2 |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Unfortunately that did version not work for me (comes as ERROR) since I run old SM/MM due to a plugin which we do not have the source for (as the author decided not to provide source and go against the SM licence). This plugin unfortunately doesn't work on later SM versions, so we're forced to use 1.9.
SourceMod Version: 1.9.0.6295 Metamod:Source version 1.10.6 I took the l4dtoolz version from 3 years ago (2021), updated the signatures and re-compiled against MM 1.10-dev. There's no init errors anymore, will report back though if it works. I'll be testing it shortly. It's good to see the signatures are very similar to the work I was doing just now as well to get it fixed, helps me understand how these signatures are found. Just for others if they're confused, the first byte in the signature is the signature length byte, the rest is the signature (in case you tried to search that and found nothing). |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
HarryPotter said to me, that the build on Github requires GLIBC_2.34 which he doesn't have, so he has to build for older os by himself.
I tested on Ubuntu 22.04.4 LTS. It shows 18 after server start but once you connect I get segfault now, so new version is not working for me. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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I'm going to debug this later this evening and get the signatures myself |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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I did a check on your diff, it looks like the original signature Code:
\x10\x56\x53\x83\xEC\x6C\xE8\xC3\xC3\xC3\xC3\x81\xC3\xDA\xA4\x23\x00The new signature points to CBaseServer::GetMaxHumanPlayers(CBaseServer *__hidden this). I think this will definitely work and it makes sense why it was failing, I will let you know once I get enough players if it works. Edit: yep - it works. > players : 9 humans, 0 bots (22 max) (not hibernating) (unreserved) |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
He has a plugin that requires old sourcemod but he has got no sourcecode.
I have 18 slots now and no seg fault. Thank you accelerator74, I think you can push a release now. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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I have made progress at least by recompiling SourceMod 1.9 to remove all of his "powers" and restrictions, but we still can't compile it against latest SM without source-code. We would ditch the plugin if we could, but it's the way the competitive l4d1 scene is played these days on most EU servers. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Or you could fork Rotoblin2, add some addons from allied modders and make your own competitive server brand.
[SB:comp] - Suptoblin Easy peasy |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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PHP Code:
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Rotoblin-AZMod |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
v2.0.0
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Tested on Linux.
Shows 18 slots I now had 8 slots occupied and tried to connect via IP but it said not enough slots even though it shows 8/18 |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Also I would highly recommend if gamedata file can be pulled out of the compile and be used as reference. Just easier to update file than recompile the whole extension. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
It's unlikely you'll notice a difference in performance. However, we make changes in the engine directly to the necessary functions, without applying patching, which is safer. Also, the patching of some functions all this time was either not fully completed or a little stupid.
There is no point in putting offsets in a separate gamedata file. These offsets are unlikely to ever change. In addition, this is an extension for metamod and we cannot directly connect the gameconfs auxiliary interface and there is absolutely no point in this. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Crash: https://crash.limetech.org/4gi762pdw7mt |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Thanks! Fixed.
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Your game hosting is using an old OS. You need to compile the extension source code yourself under an older OS.
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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In previous version (1.1.0.2), We can connect server from lobby successfully
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But in 2.0.0, connection from lobby is totally blocked
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I have tried the following cvars, but not working PHP Code:
Game: L4D1&2 linux and winodws. |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
For the lobby to work, the cvar value must be:
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sv_force_unreserved 0 |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
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Thanks |
Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Versions prior to 2.0.0 used a different method to block lobby creation. It did not allow assigning a lobby ID to the server, and also did not allow it to be removed by blocking the CBaseServer::SetReservationCookie function. In version 2.0.0, another method is used, more correct, based on offsets, namely, blocking the server's response to a lobby request, the function CBaseServer::ReplyReservationRequest(netadr_s &, bf_read&). When you set the cvar sv_force_unreserved to 1, the server will stop responding to any lobby requests. This replicates the way the original engine worked, where it would block a request to create a lobby from a client whose version is different from the server version.
UPD: I have added a reservation check. Now the server will respond to the lobby request in any case if it has already been reserved. |
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