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Zombie:Reloaded V2.5.1


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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 11-13-2008 , 11:34   Re: Zombie:Reloaded V2.5.1
#571

Got some fixes for those invalid timer handle errors.

damagecontrol.inc: TraceAttack and OnTakeDamage is modified.
zombie.inc: RespawnTimer - The handle for TZHP is closed instead of TRESPAWN. Copy-paste in a hurry?

zr2_timer_fixes.zip

Less timer errors gives a faster plugin. We noticed a BIG difference in speed when upgrading from ZR1 to ZR2. ZR1 spammed the error logs with timer errors. I think I've eliminated those errors now.
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 11-15-2008 , 22:10   Re: Zombie:Reloaded V2.5.1
#572

First off...
rhelgeby, I've used all your fixes thus far, so thank you. They've been working quite well and I've noticed that things have started working again.

Secondly, my server is crashing periodically on "ze" maps (Zombie Escape maps). I've tried disabling all plug-ins except Zombie Rampage, but it still crashes, so I know it's this mod. The only difference I can really think of between ZM and ZE maps are triggers for the nuke, which nearly every ZE map has...I'll look into this...

Here's my standard error log after the server has crashed:

L 11/15/2008 - 22:20:04: SourceMod error session started
L 11/15/2008 - 22:20:04: Info (map "ze_titanic_escape_v2_2") (file "errors_20081115.log")
L 11/15/2008 - 22:20:04: [SM] Native "SDKCall" reported: GameRules not available before map is loaded
L 11/15/2008 - 22:20:04: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":
L 11/15/2008 - 22:20:04: [SM] [0] Line 183, zr/offsets.inc::TerminateRound()
L 11/15/2008 - 22:20:04: [SM] [1] Line 188, zombiereloaded.sp::ZREnd()
L 11/15/2008 - 22:20:04: [SM] [2] Line 90, zombiereloaded.sp::OnPluginEnd()
L 11/15/2008 - 22:20:04: Error log file session closed.

I believe the above is written after the server has terminated itself, so I'm not exactly sure if it actually relates to the problem at all. In fact, I highly doubt it does. Could be of some help, though. Anyone have any ideas?

EDIT:
I believe I found the cause of the issue. I'll edit this post again once I confirm that I've fixed it.

EDIT2: I have almost confirmed that I've fixed the issue. I'll double-check tomorrow before I post a revised edition of the mod files.

Last edited by Grey Echo; 11-16-2008 at 01:19.
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 11-16-2008 , 10:57   Re: Zombie:Reloaded V2.5.1
#573

Fully-patch and 100% working smx attached.
Big thanks to rhelgeby for 75% of the fixes in this file.
Source files included for recompiling if needed.
Attached Files
File Type: smx zombiereloaded.smx (40.6 KB, 160 views)
File Type: zip zr-fix_echo.zip (27.8 KB, 160 views)
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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 11-16-2008 , 17:55   Re: Zombie:Reloaded V2.5.1
#574

Again, more fixes. I've merged Grey Echos fix into our version and uploaded everything this time, in case someone wants to use our new features.

Note: Read changes.txt before using this version. There are some changes in the configs that behaves differently now.

We use per-map configs on the server to tune knockback and other stuff for all maps. It's a lot of work doing that manually by creating files.

I made a zombie admin menu, but the changes are reset on mapchange. I want to make it possible to adjust any setting in the mod, using the menu, and then save it back to file. I don't know how yet, but I have to use or make a parser for those files.

I like having easy access and full control, and I don't want to Alt-Tab on every change. Is it worth coding? The parser would be the biggest part, the rest is piece of cake.

Richard
Attached Files
File Type: zip zr2_25112.zip (94.3 KB, 181 views)
File Type: txt changes.txt (2.7 KB, 179 views)
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neXo112
Junior Member
Join Date: Nov 2008
Old 11-19-2008 , 13:34   Re: Zombie:Reloaded V2.5.1
#575

I want create zombie with long jump (Leap). Please help me. I can't find information.

EDIT: Now i know just edit jump_distance

Last edited by neXo112; 11-19-2008 at 14:01.
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ifx
Senior Member
Join Date: Apr 2008
Old 11-24-2008 , 12:51   Re: Zombie:Reloaded V2.5.1
#576

rhelgeby, Grey Echo - thank you so much for continue working on this mod!
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hakk
Member
Join Date: Mar 2008
Old 11-25-2008 , 17:02   Re: Zombie:Reloaded V2.5.1
#577

hello all, is there any way to block humans to use !ztele? I would like it so only zombies can use teleport.
thank you
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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 11-28-2008 , 12:31   Re: Zombie:Reloaded V2.5.1
#578

Humans cannot teleport when the first zombie has spawned. I've changed that in my version, since humans get stuck some times.

I'm planning a new advanced teleporter with more control and settings, and better abuse protection (longer delays for humans). Original idea for this advanced teleporter is from Cpt.Moore, I'm just making it some day. ^^
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hakk
Member
Join Date: Mar 2008
Old 11-28-2008 , 14:49   Re: Zombie:Reloaded V2.5.1
#579

ok, i see. maybe i have to put that your fix also into my server. But one other thing makes trouble with my server. sometimes when zombie infect or become a zombie players skin won't change sometimes. It dosn't make it very often but sometimes that happens. Any ideas what can cause that prob? also found one other bug mani admin slays player several times one after other about 3 or 4 times right after new round begins. is there fix for that?

EDIT: I also though is there any way you guys could build jetpack support to this awesom plugin. Cause there is no other plugins which can handle it way i wanted to it be. So, like only zombies are allowed to use jetpacks. options could be like flytime: x seconds and jetpacks per round: x times.
I would be pleased if this could be included in.

Thanks for reply
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Last edited by hakk; 12-09-2008 at 07:41.
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jebongpogi100
Junior Member
Join Date: Dec 2008
Old 12-12-2008 , 21:22   Re: Zombie:Reloaded V2.5.1
#580

w8 w8 theres a sourcemod 1.0.4 its still work with it?
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