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[TF2] TFDodgeball


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 02-16-2011 , 09:23   Re: [TF2] TFDodgeball
Reply With Quote #311

Quote:
Originally Posted by Velture View Post
TF2items is a great tool but the only problem is that my server runs also saxton and items for dodgeball would be also able for players to use during that gamemod.
Testing something != long term.

If it works with TF2Items removed, then the exact issue can be narrowed down.
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 02-17-2011 , 11:19   Re: [TF2] TFDodgeball
Reply With Quote #312

tf2items works fine with dodgeball. I made myself a flamethrower with immunity to bullets. Can you make the same immunity for bullets in the dodgeball plugin?
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kol
New Member
Join Date: Oct 2010
Old 03-11-2011 , 21:35   Re: [TF2] TFDodgeball
Reply With Quote #313

Couple of updates to maps if anyone is interested.

http://cln.net.au/files/tfdb_map_pack.zip

  • tfdb_box_glass_floor_a4_fix2
  • tfdb_box_night_a3
  • tfdb_box_sides_a3
  • tfdb_box_space_a5_fix

-kol
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 03-19-2011 , 10:59   Re: [TF2] TFDodgeball
Reply With Quote #314

Thanks for this plugin. Installed it on our Fun Gamemode Rotation server.
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 03-21-2011 , 10:29   Re: [TF2] TFDodgeball
Reply With Quote #315

Asherkin, i installed this on our server and it worked fine untill we wanted to play Flamin Sarge's weapon randomizer.

We could not switch weapons anymore for some reason. Also we get random crashes. Flamin Sarge explained to me that your dodgeball plugin and his plugin are conflicting but that you never got to the bottom of what was causing it.

Since we have a rotation server i would love to have both these gametypes so players can vote for what game type they wish to play. Jameless made a plugin in the past which moves smx files from/to the disabled folder. So i used these config files to be fired when there is a vote for dodgeball or randomizer:

dodgeball.cfg:
Quote:
sm_unloadplugin tf2items_randomizer
sm_loadplugin tfdodgeball
sm_maxclass_allow 0
gs_enable 0
rank_enable 0
tf2items_rnd_enabled 0
sm_dodgeball_enabled 1
randomizer.cfg:
Quote:
sm_unloadplugin tfdodgeball
sm_loadplugin tf2items_randomizer
sm_maxclass_allow 0
gs_enabled 0
rank_enable 0
tf2items_rnd_enabled 1
mp_autoteambalance 1
sm_dodgeball_enabled 0
But we would still not be able to play randomizer normally, even after switching to a normal stockmap and then back to randomizer. The server needs a reboot to fully unload something it seems and be able to play randomizer.

Do you have an idea how to make these gamemodes work on the same server and not bite eachother?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-21-2011 , 10:48   Re: [TF2] TFDodgeball
Reply With Quote #316

You need to unload the extension as well, not just the plugin. It's something in the extension that conflicts.

I did look into it back when FlaminSarge told me about the issue, I checked just about every line of TFDB and determined that absolutely nothing is changed when tf_dodgeball_enabled is set to 0.

One think possibly worth trying is removing the entry for WeaponSwitch from CEntity's gamedata file, while I can't test it at the moment, it should disable that hook without affecting anything else. TFDB doesn't use the WeaponSwitch hook, so their wont be any issues there.
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eraserhead
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Join Date: Nov 2009
Old 03-21-2011 , 10:52   Re: [TF2] TFDodgeball
Reply With Quote #317

Flamin Sarge explained that if i unload tfdodgeball.smx i would unload the extension or maybe i misunderstood. Can you tell me the command to unload an extension please?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-21-2011 , 11:16   Re: [TF2] TFDodgeball
Reply With Quote #318

Quote:
Originally Posted by eraserhead View Post
Flamin Sarge explained that if i unload tfdodgeball.smx i would unload the extension or maybe i misunderstood. Can you tell me the command to unload an extension please?
It would be pretty hard to unload the extension programmatically, that's why I included a decent suggestion as well (make sure to restart the server after editing gamedata).
Extensions can only be unloaded by index (sm exts unload <index>) and the index can only be gotten from sm exts list.
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eraserhead
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Join Date: Nov 2009
Old 03-21-2011 , 18:16   Re: [TF2] TFDodgeball
Reply With Quote #319

Like you said, it's programmatically not easy to unload the extension. I did so succesfully and randomizer worked when it was unloaded by the cfg but when i went back to dodgeball i was unable to load it again. the index changes so...

I changed that value in the gamedata and rebooted, then switched to randomizer but still the same problem, so i'm stuck again. Any more idea's?

btw people were playing dodgeball, we played over an hour and i think more then 10 different maps. Suddenly the rockets would not come anymore, i reloaded the plugin and extension everyone got disconnected but when we reconnected it worked again. After playing for 20 minutes though the server crashed. This is what i could find in the console log:

Quote:
ERROR!: Can't create physics object for models/buildables/sentry3_rockets.mdl
pF.Spawnz [PT] d-_-b: lol
ERROR!: Can't create physics object for models/buildables/sentry3_rockets.mdl
pF.Rosa Van WinkIe: +attack 2 = sit back and relax
*DEAD* pF.Rosa Van Winkle: basterd
*DEAD* pF.Gibbo:
ERROR!: Can't create physics object for models/buildables/sentry3_rockets.mdl
Dropped [RI] Untelligent from server (Disconnect by user.)
ERROR!: Can't create physics object for models/buildables/sentry3_rockets.mdl
Client "Gaben #ϟexyϟpetnaz" connected (70.80.157.166:27005).
yukimoto: my territory bitches
Entity 129 (class 'tfdb_nukeskin') reported ENTITY_CHANGE_NONE but 'm_iTeamNum' changed.
Entity 129 (class 'tfdb_nukeskin') reported ENTITY_CHANGE_NONE but 'm_nSkin' changed.
SV_BroadcastMessage: Recipient Filter for message type 23 (reliable: yes, init: no) with bogus client index (25) in list of 19 clients
Host_Error: Reliable message (type 23) discarded.

PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110321173910_1.dmp
success = yes
response: CrashID=bp-00a5fd6b-d239-479b-9c74-5295b2110321

Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Mon Mar 21 179:10 EDT 2011: Server restart in 10 seconds
Using breakpad minidump system
Using breakpad crash handler
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jouva
Senior Member
Join Date: Jan 2010
Old 03-21-2011 , 21:06   Re: [TF2] TFDodgeball
Reply With Quote #320

I was having issues with it recognizing the cvars, such as max rockets. It kept spawning rockets even though sm_dodgeball_maxrockets was set to 1.

Also, what's a good proper way to support both non-tfdb and tfdb maps on the server? Will mapname.cfg files load at the proper time?
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