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[L4D2] Standardized Revamp Structure (srsmod)


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Roy33sakic
Junior Member
Join Date: Dec 2010
Old 12-08-2010 , 23:10   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #411

Thanks I'll give that one a try.
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ellis
Senior Member
Join Date: Apr 2010
Old 12-09-2010 , 13:07   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #412

hello,

so, i have some interesting news for you.
first the plugin now works but the server crashes when survivor reached the saferoom. with follow error in my console ( both linux & windows )

61/ - weapon_ammo_spawn: UTIL_SetModel: not prechached:
models/props/terror/Ammo_Can.mdl


Ok, i hope this helps you.



otherwise the waterbreake plugin doesen't work right. survivors will not slowed in the water.

a other little bug in srsmod config there not remove propane tanks, gastanks etc. because classname: "weapon_gascan_spawn" etc. doesen't exist only a main class named "prop_physics"

or .mdl files like "models/props_junk/gascan001a.mdl"

in some maps the saferoom weapons would not replaced, the debug log says

Code:
L 12/09/2010 - 16:46:51: [srs.main.smx] removal limit: -1, replacement factor: 1.000000, replacement class: weapon_pumpshotgun_spawn
L 12/09/2010 - 16:46:51: [srs.main.smx] AROUND_SPAWN is YES, but no items within spawnrange, aborting
i think its not a big problem becasue you said sometimes it happens

btw. you are the best

Last edited by ellis; 12-10-2010 at 05:06.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-09-2010 , 13:59   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #413

That must be another plugin, you can check for yourself, theres nowhere "models/props/terror/Ammo_Can.mdl" in the config.

Youre using the L4D Coffee ammo plugin maybe?


prop_physics, eh, well i guess i can rewrite the Item Handler to check against models. Why in hell didnt i do that in the first place anyway, would have made all this entity class nonsense unnecessary... oh well there would have been problems with weapon id probably.


removal_limit: -1 seems like a good error source. Check the config?
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ellis
Senior Member
Join Date: Apr 2010
Old 12-09-2010 , 18:28   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #414

Quote:
Originally Posted by AtomicStryker View Post
That must be another plugin, you can check for yourself, theres nowhere "models/props/terror/Ammo_Can.mdl" in the config.

Youre using the L4D Coffee ammo plugin maybe?
no, i use only the acually metamod 1.8.4-dev and sourcemod 1.4 with srsmod in l4d.
i know that theres not a model like ammo_can exist lol maybe a failure from the game i dont know but how i said when i remove the ammo dumbs from the config

Code:
	"Ammo Dumps"
	{
		"classname"				"weapon_ammo_spawn"
		"removal_factor"		"0.5"									// remove 50% of this
	}
i have no problems anymore no crashes, even i have played a full game and no problems.
when i have included it to my srsmod.cfg the game crashes when survivor reached the saferoom and the team switches the sides, also theres something wrong with that.


Quote:
Originally Posted by AtomicStryker View Post
prop_physics, eh, well i guess i can rewrite the Item Handler to check against models. Why in hell didnt i do that in the first place anyway, would have made all this entity class nonsense unnecessary... oh well there would have been problems with weapon id probably.
nah, its ok, the important is you have ported srsmod for l4d a dream come true xD. a dirty way were this:
the only problem is, it removes many other things. so i would not recommened it.

Code:
"Prop Physics"
	{
		"classname"				"prop_physics"
		"removal_limit"			"6"
		"convarlimit"			"srs_remove_prop_physics_limit"
		"aroundspawnpoint"		"no"
	}
Quote:
Originally Posted by AtomicStryker View Post
removal_limit: -1 seems like a good error source. Check the config?
i have a few adjustments for the config yes, but the weapons are unchanged.

i have played even death toll i must say uff it was really really intensive game. In this game i have noticed that often the tier2 weapon in the map disappears.
on death toll : map 4 no tier2 weapons on the map. death toll : finale: the enemy team can crap tier2 on the houseboat in finale then my team play and the weapons are for my team disappeart and only the sniper left.
theres also something wrong with the weapon.

these are in moment the three main issues:

1. server crashes when ammo dumps are removed with the config / item replacer

2. waterbreake plugin doesen't work, survivor will not slowed in the water.

3. weapons will not right replaced in the saferoom, tier2 weapons disappears on the map often.

4. a way to replace gascans, propanetanks etc.

i attached a log maybe it can help you:
Attached Files
File Type: zip L20101209.zip (14.4 KB, 91 views)

Last edited by ellis; 12-10-2010 at 03:54.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-10-2010 , 04:42   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #415

As for your disappearing weapons, the log indicates the Plugin did not find any t2 guns on first round, but wiped 1x m16 and 1x autoshotgun on second .... perhaps they spawned REAL late
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ellis
Senior Member
Join Date: Apr 2010
Old 12-10-2010 , 05:12   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #416

ok forget my therory what i have said about the lateitemspawner, i have forget to remove the line from my config srs_remove_latespawned_enabled "0"
so the laterspawner was deactivated and it has worked and i thoug it works lol misstake of mine. forget my lines fee post's above the lateitemspawn., he dosen't work xD
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ellis
Senior Member
Join Date: Apr 2010
Old 12-10-2010 , 09:22   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #417

Quote:
Originally Posted by AtomicStryker View Post
As for your disappearing weapons, the log indicates the Plugin did not find any t2 guns on first round, but wiped 1x m16 and 1x autoshotgun on second .... perhaps they spawned REAL late
it gives maps where i have tier1 weapon in the saferoom were normally tier2 weapon spawns like no mercy : map 4 and maps where i have no replaced weapon death toll : finale + magically disspeared weapon for the second team.

i have noticed theres also something wrong with the new item limiter.
the item limiter dont wipe for the first team the items but for the second team.
i know the logs seems good but not ingame.
dunno for the all over campaign, yesterday on death toll finale i have seen mimimum 5 molotovs.
else for the removal factor, that works fine with no problems, never seen a medikit on the map execpt saferoom and on finale map for both teams the finale medikits wiped only two pills.
my config:

Code:
	"Pills"
	{
		"classname"				"weapon_pain_pills_spawn"
		"removal_limit"			"2"
		"aroundspawnpoint"		"no"
	}
	
	"Medkits, outside Saferoom"
	{
		"classname"				"weapon_first_aid_kit_spawn"
		"removal_factor"		"0.6"									// remove 60% of map Medkits
		"convarremove"			"srs_remove_map_medkits_factor"
		
		"replace_factor"		"1.0"									// replace all remaining(!) Medkits with...
		"convarreplace"			"srs_replace_map_medkits_factor"
		"replace_classname"		"weapon_pain_pills_spawn"				// Pills!
		"convarreplaceclass"	"srs_replace_map_medkits_with"
		
		"aroundspawnpoint"		"no"									// this specifies the setting as "all but saferoom"
	}
maybe this is also a bug for the l4d2 srsmod i dont know, can you look for that, would be cool.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-10-2010 , 11:04   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #418

The item limiter is extremely simple ... there basically cant be anything wrong about it. It just finds all items, puts their id's in a lottery box, then randomly deletes until the limit number is reached.

That is BEFORE the items are indexed and long before any wipes occur.
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ellis
Senior Member
Join Date: Apr 2010
Old 12-12-2010 , 06:18   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #419

hmm i figured out that rotoblin has the same problems, anyway with the weapons
You should read the links, i think it can maybe help you.


http://code.google.com/p/rotoblin/issues/detail?id=24

http://code.google.com/p/rotoblin/issues/detail?id=25

also here a extract from my server.log

Code:
L 12/12/2010 - 11:54:26: [srs.main.smx] Spawned new entity 201 from index, orig. class weapon_ammo_spawn, replaced: 0, count 1
Ammo spawn at 2047 4688 -24 missing modelname
201/ - weapon_ammo_spawn:  UTIL_SetModel:  not precached: models/props/terror/Ammo_Can.mdl
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-12-2010 , 06:36   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #420

The first rotoblin bug is about its item component for some reason trying to turn lamps into weapons (LOLOLOL)

The second is no bug but an absolutely clueless user

As mentioned before, srsmods Item module does not set the model. It only creates an Entity of class weapon_ammo_spawn. L4D1 itself then tries to give it a model it hasnt precached. GJ VALVE


Here use this to fix it

PHP Code:
#pragma semicolon 1
#include <sourcemod>
#include <sdktools>

static const String:BUG_MODEL[] = "models/props/terror/Ammo_Can.mdl";

public 
OnPluginStart()
{
    
HookEvent("round_start"Event_RoundStart);
}

public 
Action:Event_RoundStart(Handle:event, const String:name[], bool:dontBroadcast)
{
    if (!
IsModelPrecached(BUG_MODEL))
    {
        
PrecacheModel(BUG_MODEL);
    }

Attached Files
File Type: sp Get Plugin or Get Source (l4d_coffee_ammo_modelfix.sp - 243 views - 381 Bytes)
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