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-   -   L4DToolZ Metamod plugin (l4d1 & l4d2) (https://forums.alliedmods.net/showthread.php?t=93600)

king kong 08-01-2023 16:30

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by dmna000000000012 (Post 2808037)
It I'm a steam group but it always say full 8 of 12 I'm trying to figure it out why it's not working

sv_allow_lobby_connect_only 0 or Remove Lobby Reservation (When Full)
https://forums.alliedmods.net/showpo...&postcount=103 or https://github.com/zonde306/l4d2sc/b...eservelobby.sp
when you host lobby,this plugin useful

dmna000000000012 08-01-2023 17:21

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by king kong (Post 2808050)
sv_allow_lobby_connect_only 0 or Remove Lobby Reservation (When Full)
https://forums.alliedmods.net/showpo...&postcount=103 or https://github.com/zonde306/l4d2sc/b...eservelobby.sp
when you host lobby,this plugin useful

ok my server is running all the time should i try both of thoose to

Fraggor 10-22-2023 20:55

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by FuelClock (Post 2807300)
...
I do have to use the this 8 player lobby mod from the steam workshop: https://steamcommunity.com/sharedfil...?id=2464897932
To get the matchmaking to work properly.
...
EDIT!
I have been able to solve this problem by downloading and editing the 8 player lobby mod to make it into a 10 player lobby mod instead, this has fixed the issues I was having!
Do you also want to host a lobby for 10 slots? I have the lobby mod on the steam workshop: https://steamcommunity.com/sharedfil...?id=3005942484

Appreciate the information, However it's not very clear to me what actually works in your case

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

CryWolf 01-01-2024 06:15

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 ?

Spirit_12 01-02-2024 17:36

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by CryWolf (Post 2815300)
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 ?

You need to first understand the scope of this extension. What you describe as a problem is not really a problem with this extension.

Here is what this extension does:
  • It removes the lobby reservation.
  • It allows players to join via connect command
  • it allows players to join via steam group server.

What it doesn't do:
  • It does not create an additional survivor when there are more than 4 survivors.
  • It does not fix the witch going after wrong clone when you have multiple survivors of same model.
  • It does not allow additional survivors to count towards score in versus.

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:
  • Superversus
  • Multislot

CryWolf 01-06-2024 05:41

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Thank you, i managed to solve, just forgot to edit. nice job tought. :)

genobee 03-06-2024 12:41

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

king kong 03-06-2024 15:01

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by genobee (Post 2819080)
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

The local server has a maximum of 8 players. The connect ip is only available on dedicated servers or official servers.


//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

The local server has a maximum of 8 players. The connect ip is only available on dedicated servers and official servers.

Under Dog 04-12-2024 17:06

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?

suptob 05-02-2024 05:01

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.

finishlast 05-02-2024 05:04

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
I can confirm this. Not working anymore. (linux)

PHP Code:

[SMChanged cvar "sv_removehumanlimit" to "1".
sv_removehumanlimit init error
[SMChanged cvar "sv_maxplayers" to "18".
sv_maxplayers init error
[SMChanged cvar "sv_removehumanlimit" to "1".
sv_removehumanlimit init error
[SMChanged cvar "sv_force_unreserved" to "1".
unreserved_ptr init error 

Still see servers with more max players, seems only Linux broken.

Spirit_12 05-02-2024 11:28

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Does it spit out any errors?

finishlast 05-02-2024 12:34

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:

Subtop 

Is 
"l4dtoolz" also broken for you to unlock 16-18 playersIt has signatures pointing to engine/server and matchmaking_ds.so, and all these files were updated in the update yesterday

seems he fixed it 4 hours ago, my server shows 18 slots again.

https://github.com/accelerator74/l4d...es/tag/1.1.0.2

suptob 05-02-2024 13:57

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).

finishlast 05-02-2024 14:01

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.

suptob 05-02-2024 14:27

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by finishlast (Post 2821966)
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.

Yep, same issue here. I suspect maybe some signatures are wrong.

I'm going to debug this later this evening and get the signatures myself

Accelerator 05-02-2024 15:47

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Try this: https://github.com/accelerator74/l4d...uns/8929387250

suptob 05-02-2024 15:58

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2821975)

Thanks, I'll let you know. The server no longer sigfaults on startup.

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\x00
was pointing to CBaseServer::ConnectClient(CBaseServer *, netadr_s *, int, int, int, char *, int, char *, int, int, int)

The 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)

HarryPotter 05-02-2024 20:41

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by suptob (Post 2821965)
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

Any reason still using sorcemod 1.9 that currently unsupported ?

finishlast 05-03-2024 01:35

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.

suptob 05-03-2024 04:51

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by HarryPotter (Post 2821993)
Any reason still using sorcemod 1.9 that currently unsupported ?

We use the competitive ZS/ZenServer plugin (based off the open-source Rotoblin), this plugin has an owner that refused to give the source code but distributed the plugin about 7 years ago or so. The plugin was only compiled against 1.9, but had lots of safety measures (i.e. not allowing any other plugins to be ran, locking down IPs that it can run on, automatically giving the owner full permission to the server it ran on, etc).

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.

finishlast 05-03-2024 06:30

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

Spirit_12 05-03-2024 11:47

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by suptob (Post 2821965)
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).

To my knowledge sourcemod is backwards compatible so old plugins would run with the newer version of sourcemod.

Profanuch 05-03-2024 14:15

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2821975)

for the version SourceMod 1.11.0.6960 will be? now doesn't work

suptob 05-03-2024 14:36

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Spirit_12 (Post 2822034)
To my knowledge sourcemod is backwards compatible so old plugins would run with the newer version of sourcemod.

We did try, it doesn't work. I could spend time to take the base off Rotoblin, use the decompiler and add the same functionality but there's not much point with such a low competitive userbase (perhaps 30-40 active players). If there was lots of interest, I'd do it.

HarryPotter 05-04-2024 06:52

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Profanuch (Post 2822042)
for the version SourceMod 1.11.0.6960 will be? now doesn't work

Try load manually in server console

PHP Code:

metal load addons\l4dtoolz\l4dtoolz_mm 

Quote:

Originally Posted by suptob (Post 2822044)
We did try, it doesn't work. I could spend time to take the base off Rotoblin, use the decompiler and add the same functionality but there's not much point with such a low competitive userbase (perhaps 30-40 active players). If there was lots of interest, I'd do it.

If this helps you
Rotoblin-AZMod

Accelerator 05-05-2024 07:27

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0

finishlast 05-05-2024 11:43

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

Spirit_12 05-05-2024 15:44

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2822142)
v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0

Is there any performance improvement to using offsets rather than signatures? I don't think so, but I could be wrong. Can you suggest if this update is necessary for L4D2 servers?

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.

Accelerator 05-05-2024 16:00

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.

HarryPotter 05-05-2024 23:58

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2822142)
v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0

The l4d1 windows server just crash when server startup

Crash: https://crash.limetech.org/4gi762pdw7mt

Accelerator 05-06-2024 02:41

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Thanks! Fixed.

HarryPotter 05-06-2024 03:55

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2822210)
Thanks! Fixed.

:D

Profanuch 05-06-2024 05:35

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
1 Attachment(s)
Quote:

Originally Posted by Accelerator (Post 2822142)
v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0

not work

Accelerator 05-06-2024 05:49

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.

HarryPotter 05-06-2024 12:55

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Profanuch (Post 2822218)
not work

What is your os version? Ubuntu 20.04? L4D1?

HarryPotter 05-07-2024 07:57

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2822210)
Thanks! Fixed.

I appreicate your work, but something bugs out in v2.0.0 when connect server from lobby

In previous version (1.1.0.2),
We can connect server from lobby successfully
Spoiler


But in 2.0.0, connection from lobby is totally blocked
Spoiler


I have tried the following cvars, but not working
PHP Code:

sv_allow_lobby_connect_only 0/1
sv_force_unreserved 0
/

Connecting server directly via "connect xx.xx.xx.xx:27018" is still fine.
Game: L4D1&2 linux and winodws.

Accelerator 05-07-2024 08:22

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
For the lobby to work, the cvar value must be:
Code:

sv_force_unreserved 0
sv_allow_lobby_connect_only 1


HarryPotter 05-07-2024 09:14

Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
 
Quote:

Originally Posted by Accelerator (Post 2822294)
For the lobby to work, the cvar value must be:
Code:

sv_force_unreserved 0
sv_allow_lobby_connect_only 1


That works, just sometimes players can't conenct directly in windows server,
Thanks

Accelerator 05-07-2024 09:36

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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