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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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h3bus
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Join Date: Nov 2013
Old 03-08-2014 , 19:28   Re: [CS:GO] Deathmatch Goes Advanced (v0.6.6, 2014-03-08)
Reply With Quote #111

Quote:
Originally Posted by redf0x View Post
Thanks for the updater update brah.. amazing!

One thing a lot of people are complaining about in-server as well as myself is the spawn points. In the original plugin there was a great los feature. Unfortunately now I am forced to just use the default cvars which is causing terrible spawns despite the line of sight being set to 1.

Any way of implementing that feature from the original plugin into this one?
Humm here is what happens
In the orignal plugin
1) A player dies, plugin sets up to catch spawn sound
2) server want to spawn player, it sweeps spawn points and trace a hull to check if any is available. (if mp_randomspawn and mp_randomspawn_los are 1 it checks for line of sight).
3) Server spawn player, plugin detects it
4) plugin calculate line of sight and eliminates spawn points that are unsuitable (it also eliminates spawn poinst that are occupied by another player -calculation done every second- and spawn points near to other players)
5) plugin teleport player to a selcted spawn point

My plugin, in the other hand, only modifies or add original map spawns. Thus, once the server has computed a spawn, it does nothing and assume player are spawned correctly.
This avoids server and plugin to duplicate calculations.
However if you observe stupid spawns, I might change my idea and enhance the server spawn choices. Drop me your server IP (PM) so I can test how it is (I don't use random spawns on my servers)

Quote:
Originally Posted by redf0x View Post
edit: I just checked for updates via updater and restarted my servers. For some reason it did not update this plugin... Bug?
This works fine one my servs, I could check with your IP if update server has been accessed.
Check in sourcemod/logs/Updater.log for errors
Note that updater is enabled only since 0.6.5
Note also that you should check plugin version with "sm plugin list"

Last edited by h3bus; 03-08-2014 at 21:04.
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h3bus
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Join Date: Nov 2013
Old 03-09-2014 , 09:49   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.0, 2014-03-09)
Reply With Quote #112

Quote:
v0.7.0 09/03/2014
- Added a deathmatch admin menu (command sm_dm, or !dm in chat)
- Added dm_spawns_import command to retrieve original map spawns
- Added new configuration subsection content 'SectionOptions' that can have a 'AdminMenuName' value. If present, section will be loadable through admin menu
- Fixed 'dm_load [...] nextround' that now works correctly even if nextround is first round (after warmup)
- Fixed 'dm_load' that now properly revert previous configuration before loading
- Fixed potential infinite recursion when creating a spawn point at some inappropriate zones
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steptoe122
New Member
Join Date: Mar 2014
Old 03-10-2014 , 16:55   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.0, 2014-03-09)
Reply With Quote #113

how do i make it all against all?
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h3bus
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Old 03-10-2014 , 18:14   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.0, 2014-03-09)
Reply With Quote #114

mp_teammates_are_enemies 1
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h3bus
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Old 03-11-2014 , 18:20   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #115

Quote:
v0.7.1 11/03/2014
- Added Cvar dm_fast_equip that allows to fire instantly when a weapon is equiped by the plugin (1 by default)
- Added 'equip' option to dm_load that will not respawn players but will instantly equip weapon/armor/health/... after loading a section
- dm_load now shows activity in chat when used
- Fixed client that might have incorrect weapon when loading configuration
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hatch
Member
Join Date: Feb 2010
Old 03-11-2014 , 19:11   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #116

thanks for keeping the plugin up to date and the quick updates! I wanted to know, when you introduce a new cvar in one of your updates, can I just add that cvar to the existing deathmatch.ini file, instead of replacing and making all edits again?

Last edited by hatch; 03-11-2014 at 19:11.
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h3bus
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Join Date: Nov 2013
Old 03-11-2014 , 19:30   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #117

Of course yes!
deathmatch.ini file will always be backward compatible.

You can also set new Cvars in server.cfg to disable unwanted feature.

A lot of plugin Cvar are not even set in the deathmatch.ini file like the last dm_fast_equip or ladder display cvars. On my servers I just keep them to their default value.
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hatch
Member
Join Date: Feb 2010
Old 03-11-2014 , 21:30   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #118

Quote:
Originally Posted by h3bus View Post
Of course yes!
deathmatch.ini file will always be backward compatible.

You can also set new Cvars in server.cfg to disable unwanted feature.

A lot of plugin Cvar are not even set in the deathmatch.ini file like the last dm_fast_equip or ladder display cvars. On my servers I just keep them to their default value.
ok nice, thanks
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klexen
Senior Member
Join Date: Sep 2013
Old 03-12-2014 , 06:35   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #119

Thank you for sharing your plugin man. Unfortunately I'm having issues with creating spawn points in 0.7.1 and 0.7.0. WHen creating spawns it often causes connection warning problems, and sometimes last over 10 where it makes me timeout. The only map I tried making spawn points on so far was de_dust2.

I've had no similar issues with Snip3rs DM plugin when creating spawns.
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Last edited by klexen; 03-12-2014 at 07:39.
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h3bus
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Join Date: Nov 2013
Old 03-12-2014 , 08:48   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.1, 2014-03-11)
Reply With Quote #120

EDIT: There is a stupid bug that causes this heavy load, new version on its way!

Yes this is the spawn automatic repositionning which is heavy. However on my server (xeon E3 1220v2), I've never had more than 5 seconds calulations on very complex spots, one what processing power are you running?

Until I find a way of improving calculation, try to stand away from steep slopes.
Creating spawn points on flat surfaces will be instantaneous.
Jumping before creating it on steep slopes will also create them instantaneously.

These are those "Angular" walls/ground/ceiling/props (that are not aligned on map grid) that generate those heavy computations.

I've spent a lot of time creating this security function, but it seems to cause more problems that it resolves

Last edited by h3bus; 03-12-2014 at 15:15.
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