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[L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)


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SpiritBob
Member
Join Date: Jul 2011
Old 01-25-2015 , 03:46   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #11

Getting these errors in Versus
Code:
01/25/2015 - 10:23:12: Info (map "c7m1_docks") (file "errors_20150125.log")
L 01/25/2015 - 10:23:12: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
L 01/25/2015 - 10:23:12: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/25/2015 - 10:23:12: [SM]   [0]  Line 265, rpg/rpg_functions.sp::ActivateAbility()
L 01/25/2015 - 10:23:13: [SM]   [1]  Line 232, rpg/rpg_functions.sp::FindAbilityByTrigger()
L 01/25/2015 - 10:23:13: [SM]   [2]  Line 1032, rpg/rpg_events.sp::OnPlayerRunCmd()
L 01/25/2015 - 10:23:15: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
L 01/25/2015 - 10:23:15: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/25/2015 - 10:23:15: [SM]   [0]  Line 265, rpg/rpg_functions.sp::ActivateAbility()
L 01/25/2015 - 10:23:15: [SM]   [1]  Line 232, rpg/rpg_functions.sp::FindAbilityByTrigger()
L 01/25/2015 - 10:23:16: [SM]   [2]  Line 1032, rpg/rpg_events.sp::OnPlayerRunCmd()
L 01/25/2015 - 10:23:28: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
L 01/25/2015 - 10:23:28: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/25/2015 - 10:23:29: [SM]   [0]  Line 265, rpg/rpg_functions.sp::ActivateAbility()
L 01/25/2015 - 10:23:29: [SM]   [1]  Line 232, rpg/rpg_functions.sp::FindAbilityByTrigger()
L 01/25/2015 - 10:23:30: [SM]   [2]  Line 1032, rpg/rpg_events.sp::OnPlayerRunCmd()
L 01/25/2015 - 10:25:38: Error log file session closed.
L 01/25/2015 - 10:29:58: SourceMod error session started
L 01/25/2015 - 10:29:58: Info (map "c5m1_waterfront") (file "errors_20150125.log")
L 01/25/2015 - 10:29:58: [LEFT4DOWNTOWN] Detour -- Could not find DifficultyChanged signature
L 01/25/2015 - 10:29:58: [LEFT4DOWNTOWN] Detour -- Could not find address for detour
L 01/25/2015 - 10:32:13: Error log file session closed.
L 01/25/2015 - 10:33:16: SourceMod error session started
L 01/25/2015 - 10:33:16: Info (map "c5m1_waterfront") (file "errors_20150125.log")
L 01/25/2015 - 10:33:16: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
L 01/25/2015 - 10:33:17: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/25/2015 - 10:33:17: [SM]   [0]  Line 265, rpg/rpg_functions.sp::ActivateAbility()
L 01/25/2015 - 10:33:17: [SM]   [1]  Line 232, rpg/rpg_functions.sp::FindAbilityByTrigger()
L 01/25/2015 - 10:33:18: [SM]   [2]  Line 1032, rpg/rpg_events.sp::OnPlayerRunCmd()
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gajo0650
Member
Join Date: Apr 2012
Old 01-26-2015 , 00:58   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #12

Quote:
L 01/26/2015 - 14:55:56: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/26/2015 - 14:55:56: [SM] [0] Line 127, rpg/rpg_functions.sp::CheckExperienceBooster()
L 01/26/2015 - 14:55:56: [SM] [1] Line 1328, rpg/rpg_events.sp::CalculateDamageAward()
L 01/26/2015 - 14:55:56: [SM] [2] Line 225, rpg/rpg_events.sp::Call_Event()
L 01/26/2015 - 14:55:56: [SM] [3] Line 17, rpg/rpg_events.sp::Event_Occurred()

L 01/26/2015 - 14:55:55: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/26/2015 - 14:55:55: [SM] [0] Line 506, rpg/rpg_functions.sp::GetKeyValue()
L 01/26/2015 - 14:55:55: [SM] [1] Line 282, rpg/rpg_menu_store.sp::RemoveStoreTime()
L 01/26/2015 - 14:55:55: [SM] [2] Line 412, rpg/rpg_timers.sp::Timer_DeductStoreTime()
L 01/26/2015 - 14:55:56: [SM] Native "GetArraySize" reported: Invalid Handle 1b801976 (error: 3)

L 01/26/2015 - 14:53:23: [SM] Native "GetArraySize" reported: Invalid Handle 1b801976 (error: 1)
L 01/26/2015 - 14:53:23: [SM] Displaying call stack trace for plugin "rum_rpg.smx":
L 01/26/2015 - 14:53:23: [SM] [0] Line 506, rpg/rpg_functions.sp::GetKeyValue()
L 01/26/2015 - 14:53:23: [SM] [1] Line 906, rpg/rpg_events.sp::IsStoreChance()
L 01/26/2015 - 14:53:23: [SM] [2] Line 755, rpg/rpg_events.sp::EndOfMapAwardChance()
L 01/26/2015 - 14:53:23: [SM] [3] Line 1459, E:\github files\sourcemod\scripting\rum_rpg.sp::ReadyUp _RoundIsOver()
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 02-04-2015 , 14:58   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #13

Quote:
Originally Posted by sparksterRK View Post
L4D_StaggerPlayer is a native provided by Left 4 Downtown 2, which is required to run the plugin. There should be a dependencies list somewhere on the repository, but if there isn't, let me know and I'll ask Skye to put one together.
I checked but Nothing, That is all i need i tryed many versions of downtown 2 and either more errors or l4dstagger native error, I do not use linux as i do know it's easier to update the offsets for linux (I'm on windows server) That Could be the issue as skyee works off linux
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gajo0650
Member
Join Date: Apr 2012
Old 03-03-2015 , 00:06   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #14

PHP Code:
L 03/03/2015 14:03:11: [SMNative "GetArraySize" reportedInvalid Handle 197a195e (error3)
L 03/03/2015 14:03:11: [SMDisplaying call stack trace for plugin "rum_rpg.smx":
L 03/03/2015 14:03:11: [SM]   [0]  Line 506rpg/rpg_functions.sp::GetKeyValue()
L 03/03/2015 14:03:11: [SM]   [1]  Line 906rpg/rpg_events.sp::IsStoreChance()
L 03/03/2015 14:03:11: [SM]   [2]  Line 795rpg/rpg_events.sp::SpawnItemChance()
L 03/03/2015 14:03:11: [SM]   [3]  Line 493rpg/rpg_events.sp::Call_Event()
L 03/03/2015 14:03:11: [SM]   [4]  Line 17rpg/rpg_events.sp::Event_Occurred()

L 03/03/2015 14:04:03: [SMNative "GetArraySize" reportedInvalid Handle 197a195e (error3)
L 03/03/2015 14:04:03: [SMDisplaying call stack trace for plugin "rum_rpg.smx":
L 03/03/2015 14:04:03: [SM]   [0]  Line 127rpg/rpg_functions.sp::CheckExperienceBooster()
L 03/03/2015 14:04:03: [SM]   [1]  Line 1328rpg/rpg_events.sp::CalculateDamageAward()
L 03/03/2015 14:04:03: [SM]   [2]  Line 225rpg/rpg_events.sp::Call_Event()
L 03/03/2015 14:04:03: [SM]   [3]  Line 17rpg/rpg_events.sp::Event_Occurred()

L 03/03/2015 14:03:20: [SMNative "GetArraySize" reportedInvalid Handle 197a195e (error3)
L 03/03/2015 14:03:20: [SMDisplaying call stack trace for plugin "rum_rpg.smx":
L 03/03/2015 14:03:20: [SM]   [0]  Line 506rpg/rpg_functions.sp::GetKeyValue()
L 03/03/2015 14:03:20: [SM]   [1]  Line 282rpg/rpg_menu_store.sp::RemoveStoreTime()
L 03/03/2015 14:03:20: [SM]   [2]  Line 412rpg/rpg_timers.sp::Timer_DeductStoreTime() 
error occurs -> server crashes.

Last edited by gajo0650; 03-03-2015 at 00:09.
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sparksterRK
Member
Join Date: Jul 2014
Old 03-24-2015 , 04:02   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #15

Apologies on the extended hiatus. I'm here to post an update.


development on a brand new rpg has begun.

1. It's being written from the ground up.
2. It will still require ready up; because of the amount of functionality that ready up provides, it's convenient so as to not require those core features to be coded directly into the new plugin.
3. It will feature extended support for player configurations within the game through admin-configured files on the server.
4. Many new talent options will be in the new version. It will feature talents that can affect both the environment, as well as NPC entities like common infected.
5. Existing talent options from the old version are being rewritten to provide more flexibility in config creation, so that they aren't as limited as they currently are.
6. In the current version, players set individual handicap values. In the new version, players have individual difficulty levels that automatically adjust based on their individual performances over many matches. This means that the experience is tailored to each individual.
7. In relation to individual difficulty, special infected (including tanks) will use different abilities to affect different players based on their strengths and weaknesses. For example, if you do most of your damage at a distance, abilities preventing you from remaining at a distance or becoming less effective at a distance might be employed by the AI to make you less effective, forcing you to rotate habits.
8. Server admins (or whoever configs the plugin) will be able to designate talents that unlock after certain levels. This is great if you'd like to guide players into leveling up certain abilities first.
9. Talents that require other talents to function will indicate so, if the extended detail option is enabled.
10. An extended detail option has been added. Players can opt to view talents one-by-one in the menu, where instead of showing a list of talents, will offer a page-by-page presentation, where one talent is displayed along with detailed information about the talent. Detailed information can be set in the config.
11. Talents that require other talents or abilities to trigger will list the chance of successful trigger based on said talent, such as ability chance. For instance, if a talent requires ability chance and a players ability chance is 0, server admins can choose to make the talent completely unavailable or to simply show a 0% chance of activation.
12. Common Infected can now be selected in talent creation as valid targets; it's possible to make it so only common infected can be targeted. A general example is if you want to make a common infected you shoot become immune to damage, but instead self-destruct after x seconds, but don't want that ability to be able to affect an infected or survivor player, for obvious reasons. Or, maybe you do?

There's an extensive list of changes that will be coming in the new version, and I'll do my best to update server operators as they become available.
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Krufftys Killers
Senior Member
Join Date: Jan 2014
Old 05-10-2015 , 15:24   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #16

L 05/10/2015 - 15:08:07: SourceMod error session started
L 05/10/2015 - 15:08:07: Info (map "c1m1_hotel") (file "errors_20150510.log")
L 05/10/2015 - 15:08:07: [SM] Error parsing gameconfig file "/home/tcagame/gun/1302/left4dead2/addons/sourcemod/gamedata/l4d2_direct.txt":
L 05/10/2015 - 15:08:07: [SM] Error 1 on line 0, col 0: Stream failed to open
L 05/10/2015 - 15:08:07: [SM] Native "LoadGameConfigFile" reported: Unable to open l4d2_direct: File could not be opened: No such file or directory
L 05/10/2015 - 15:08:07: [SM] Displaying call stack trace for plugin "rum_norush.smx":
L 05/10/2015 - 15:08:07: [SM] [0] Line 51, E:\github files\sourcemod\scripting\include\l4d2d_inter nals.inc::L4D2Direct_GetGameConf()
L 05/10/2015 - 15:08:07: [SM] [1] Line 251, E:\github files\sourcemod\scripting\include\l4d2d_inter nals.inc::L4D2Direct_GetMapMaxFlowDistanceAdd r()
L 05/10/2015 - 15:08:07: [SM] [2] Line 410, E:\github files\sourcemod\scripting\include\l4d2_direct .inc::L4D2Direct_GetMapMaxFlowDistance()
L 05/10/2015 - 15:08:07: [SM] [3] Line 86, E:\github files\sourcemod\scripting\rum_norush.sp::Read yUp_FirstClientLoaded()
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SpiritBob
Member
Join Date: Jul 2011
Old 05-18-2015 , 05:55   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #17

There is a bug that hasn't been fixed for ages regarding locksaferoom module and a specific campaign map - The Passing. After the safe room door in the first level of the campaign has been unlocked and all players enter in it and close back the door, nothing happens. The server does not change levels, nor does the screen about who killed what appear. You just stand there in that room, until an admin joins and switches the map manually.

Can someone administer a fix for this/are there certain configurations needed in the readyup.cfg for this to be avoided? Currently my only difference from the default .cfg is the "skip readyup period?". It's set on 2.
Thank you in advance


EDIT: Got some errors for the module as well
Code:
L 05/18/2015 - 12:54:53: [SM] Displaying call stack trace for plugin "rum_locksaferoom.smx":
L 05/18/2015 - 12:54:53: [SM]   [0]  Line 122, E:\github files\sourcemod\scripting\rum_locksaferoom.sp::ReadyUp_SaferoomDoorDestroyed()

Last edited by SpiritBob; 05-18-2015 at 05:59.
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alekcei82
New Member
Join Date: Jun 2015
Old 06-21-2015 , 02:57   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #18

When will the new version of the RPG???
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sparksterRK
Member
Join Date: Jul 2014
Old 10-20-2015 , 09:44   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #19

I realize that this post is several months late. Real life just happened to be in the way. With that being said, a new release of ready up can be found at: https://github.com/exskye/readyup-reloaded


Currently, it's an alpha version; Skye has uploaded the first compile, untested, and requests assistance from the community in testing it as she does not have the means to do so, herself. The only requirement to run the plugin is the left4downtown extension. Please note that this is only a ready up update - the rpg plugin has not been updated, as Skye is currently developing a new RPG based on the new ready up platform. Modules from the old ready up plugin, such as player plus or map rotation are not compatible. However, Skye has made note that she will be writing these two plugins from the ground up for ready up - reloaded, and hopes to have them available on the repository in the next few days.

In Ready Up - Reloaded, several modules from the old system are no longer needed and the core Ready Up plugin no longer tries to handle everything, instead allowing more delegation to other plugins and control by server operators and flexibility of plugin developers.

Several new optimizations have been implemented, and a huge pet peeve removed.

1. Ready Up no longer needs to know which map is the first, last, or otherwise of a campaign.
2. Players are no longer frozen on the first map of campaigns, and the start of map safe room door is no longer locked, meaning no more of those pesky door-related bugs that SpiritBob has been encountering.
3. Until the OnReadyUpEnd() function fires, whether through all clients loading into the game, or by another plugin forcing it to, players can freely move about and can even open the start of map safe room door, but simply cannot leave. If a survivor player attempts to leave the safe area in any way, they'll be teleported back to their last known location within the safe area, and you guessed it - the round won't begin. Players attempting suicide on maps like No Mercy apartment rooftop should also be teleported before they die. If it doesn't work, please make note of it.

Skye has uploaded a plugin demonstrating how to utilize the ready up forwards and natives. Ready Up Timer shows how to override ready up core's events using natives, and, using a timer, how to instead end the ready up period at the discretion of the timer plugin, instead. Players can use the !ready command to toggle their status, as well. Players can open the safe room door during the ready up period, still. This has not been blocked.


Please remember Skye is permanently banned on here, so updates are always posted on her Github page.


Hope this helps.

Last edited by sparksterRK; 10-20-2015 at 10:19. Reason: forgot email notes.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 11-02-2015 , 14:08   Re: [L4D2] Ready Up / Modules / RPG v3.0.2 (Jan 9, 2015)
Reply With Quote #20

Does this no longer work i'v configured correctly and i get thrown no errors but nothing works besides the database killstats and shop don't throw an unknown cmd :/
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