Raised This Month: $ Target: $400
 0% 

[L4D2]All 8 survivors (from 1 and 2)


Post New Thread Reply   
 
Thread Tools Display Modes
honorcode23
BANNED
Join Date: Mar 2010
Location: Chile
Old 06-18-2010 , 15:14   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #491

Quote:
Originally Posted by satannuts View Post
ahh.. that maybe related to the generic_ambient soundscript and the contagion sounds from l4d1. Probably in one of the soundscripts there are missing rules for l4d1 survivors' ambient sound" when attacked by l4d2 special infected? I'd look into this, but I have to go re-wire a house...
Even if the soundscripts are corruct, that wouldn't matter, because survivors wont move out of the spit. It is a sourcemod plugin issue.
honorcode23 is offline
Portalboat
Senior Member
Join Date: May 2010
Old 06-18-2010 , 15:39   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #492

So, honorcode, have you looked into the offsets?

546 CTerrorPlayer::CanChangeName(void)const
547 CTerrorPlayer::ChangeName(char const*)
Portalboat is offline
honorcode23
BANNED
Join Date: Mar 2010
Location: Chile
Old 06-18-2010 , 16:16   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #493

Quote:
Originally Posted by Portalboat View Post
So, honorcode, have you looked into the offsets?

546 CTerrorPlayer::CanChangeName(void)const
547 CTerrorPlayer::ChangeName(char const*)
I don't think those offsets can be manipulated trough a sourcepawn script. am i wrong?
honorcode23 is offline
Portalboat
Senior Member
Join Date: May 2010
Old 06-18-2010 , 16:44   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #494

It was in the "CTerrorPlayer" offset list....

Anyways, I think something broke the addon. I can't open the left4dead2_dlc1 .gcf.

Yeah, it crashes, even when I have the Original Survivor addons disabled.

The last lines in the console.log is this:
Failed to load models/survivors/survivor_teenangst.mdl!
Failed to load models/survivors/survivor_biker.mdl!

So I think the last update broke the Passing.

Last edited by Portalboat; 06-18-2010 at 17:13.
Portalboat is offline
Hikiopoltsh
Junior Member
Join Date: May 2010
Old 06-18-2010 , 17:16   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #495

Quote:
Originally Posted by satannuts View Post
ok. did some heavy testing to find out what is causing the overflow error.
It is definitely related to the talker files.
I've tried a combination of vpk builds and even broke them down into smaller separate vpk files in order to pinpoint where the error is coming from.
-----------------------------------
@PortalBoat,
yeah man, yer talker scripts have a few issues, maybe this can help you out:
Add these to your launch options:
-console -dev -condebug

-console: just enables the console- basic stuff you probably already know - personally, I just use that instead of the in-game option.

-dev: will show you additional "developer" console output - AND will show some debug info about your talker files.

-condebug: will write the console output to a log file in left 4 dead 2\left4dead2 named console.log - This is useful as it will write ALL console data to the log file for your viewing pleasure as you won't be limited by the in-game console's character limit.
------------------------------------

I will repack the vpk files today with a few changes for further testing.

Would it be better if I made separate installers for EACH survivor voices?
and perhaps have them install into left4dead2_dlc1\sound folder instead? [i will test this now]

and also separate vpk files for their scenes?
I've already made these individual survivor vpk files, but the over flow problem still exists due to the talker files...
since we can only load 2 original survivors at this time, perhaps having separate survivor files would be best.

Here's my current error:
Code:
Warning:  Table soundprecache is full, can't add music/tags/ExenterationHit.wav
Loading: 30.11 seconds

Host_Error: CEngineSoundServer::PrecacheSound: 'music/tags/ExenterationHit.wav' overflow
Does anyone know where this soundprecache table is located?
Or does anyone have any intimate knowledge of the l4d2 sound precache system?


I will try with the voices in the dlc1\sound folder now to see if it makes any difference..
The soundprecache string table is part of the engine so only Valve can expand it. Currently, it can only precache 12000 sounds max. 32000 seems more preferable for this project.

Use dumpstringtables in the console (with the -condebug launch option for the log) to see how much space you have left for it.
Hikiopoltsh is offline
Portalboat
Senior Member
Join Date: May 2010
Old 06-18-2010 , 17:23   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #496

Alright, thanks. I'll see what I can do for it, once I get my copy of Left 4 Dead 2 working again.
Portalboat is offline
uriel18
Senior Member
Join Date: Apr 2009
Old 06-18-2010 , 18:21   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #497

Quote:
Originally Posted by mi123645 View Post
This issue has occured with the L4D2 survivors as well. I have not found a way to fix it entirely, but a workaround plugin can be made to teleport them off the spit after a specified number of seconds (or some other method thats more intelligent).
Totally agreed.

I´m using in fact a bind to teleport all survivors to my position, asuming I´m the only human and the only that can "think", so I move outside the spit and teleport them to me.

But it´s a shame to have to do the same thing again and again...

By the way mi123645, how about your plugin? have you planned a new version? I´m very happy that you maked at least Bill´s arms working.

Quote:
Originally Posted by drunkenfox1 View Post
Uriel, the superversus link I have on the guide is the one you have said to put, the one you have tested.

are you still working on getting Bill's name working?
546 CTerrorPlayer::CanChangeName(void)const
547 CTerrorPlayer::ChangeName(char const*)

I´m touch this and touch that, and testing this. But no advances at the moment. I doubt that lines can be used easily.
__________________
uriel18 is offline
Portalboat
Senior Member
Join Date: May 2010
Old 06-18-2010 , 18:44   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #498

I'm getting a weird error with the talker files:
SplitContext: warning, ignoring context '', missing colon separator!
Portalboat is offline
mi123645
Veteran Member
Join Date: Feb 2009
Old 06-18-2010 , 20:03   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #499

Quote:
Originally Posted by uriel18 View Post
Totally agreed.

I´m using in fact a bind to teleport all survivors to my position, asuming I´m the only human and the only that can "think", so I move outside the spit and teleport them to me.

But it´s a shame to have to do the same thing again and again...

By the way mi123645, how about your plugin? have you planned a new version? I´m very happy that you maked at least Bill´s arms working.




I´m touch this and touch that, and testing this. But no advances at the moment. I doubt that lines can be used easily.
I'm not planning any new versions of the CSM plugin as there is nothing really to update. If Bill does get fixed entirely, I will update the CSM plugin accordingly.
mi123645 is offline
satannuts
Member
Join Date: Jan 2010
Old 06-18-2010 , 20:12   Re: [L4D2]All 8 survivors (from 1 and 2)
Reply With Quote #500

Quote:
Originally Posted by Portalboat View Post
I'm getting a weird error with the talker files:
SplitContext: warning, ignoring context '', missing colon separator!
check your syntax...
probably a line similar to this:
ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
is missing either a " or a : .

Quote:
Originally Posted by Hikiopoltsh View Post
The soundprecache string table is part of the engine so only Valve can expand it. Currently, it can only precache 12000 sounds max. 32000 seems more preferable for this project.

Use dumpstringtables in the console (with the -condebug launch option for the log) to see how much space you have left for it.
cool, I tried that earlier today and see we are already at that limit...
edit: 12000 sounds max is a real downer... and that's for the overall game precache?
would map-specific sound_manifest files and map_sound_list files help to precache only sounds needed for each individual map? Is it at all possible to precache only the needed sounds per map?
__________________

Last edited by satannuts; 06-18-2010 at 21:18.
satannuts is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 18:44.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode