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[TF2] Mario Bros.


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QuotientAB
Junior Member
Join Date: Jun 2014
Old 06-27-2014 , 17:03   Re: [TF2] Mario Bros.
Reply With Quote #31

Oh, I see now. I was not using a snapshot, but 1.5.3. Thanks, guys!
EDIT: Welp, nevermind. I'm using the most recent snapshot of 1.5.4, yet Power-Ups still do not work. Going to test with 1.6.0.
1.6.0 doesn't work either.

Last edited by QuotientAB; 06-27-2014 at 17:55.
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xkirby
Member
Join Date: Dec 2012
Location: I live somewhere.
Old 06-28-2014 , 10:41   Re: [TF2] Mario Bros.
Reply With Quote #32

If they actually appear as Ammo Packs, then I think that has something to do with it. They should appear as the custom models included in the Resource Pack. Did you make sure to install the Resource Pack correctly?

EDIT: I might be wrong, but if a model doesn't load, does SourceMod get an error?
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I used to play TF2. I also created some plugins for Sourcemod. Nothing too fancy, just out of the ordinary.

Last edited by xkirby; 06-28-2014 at 10:45.
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QuotientAB
Junior Member
Join Date: Jun 2014
Old 06-28-2014 , 15:04   Re: [TF2] Mario Bros.
Reply With Quote #33

Sourcemod doesn't appear to come up with any errors.
How was I meant to install the Resource Pack on the server? I know I installed it correctly on my client because it was so simple. I just put the Resource Pack in the tf folder of my server.
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xkirby
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Join Date: Dec 2012
Location: I live somewhere.
Old 06-28-2014 , 16:25   Re: [TF2] Mario Bros.
Reply With Quote #34

The Resource Pack is basically just drag'n'drop, except you have to extract it first. I'm assuming you did that, meaning I honestly have no idea what's going on. Sorry. :<
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I used to play TF2. I also created some plugins for Sourcemod. Nothing too fancy, just out of the ordinary.
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QuotientAB
Junior Member
Join Date: Jun 2014
Old 06-28-2014 , 18:35   Re: [TF2] Mario Bros.
Reply With Quote #35

Bah. Oh well.
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xkirby
Member
Join Date: Dec 2012
Location: I live somewhere.
Old 06-28-2014 , 18:49   Re: [TF2] Mario Bros.
Reply With Quote #36

As a head's up, apparently this plugin doesn't play well with TF2ItemsInfo for whatever reason. That, and it doesn't like to load up right away. Not exactly sure what causes these issues.

To at least work around these issues, please use "sm plugins load sm_mariobros" in your server.cfg. That, and don't install TF2ItemsInfo or else you'll have to reload the plugin each map change.

In about 2 minutes, I'll be uploading an extremely minor fix which should allow a texture phong file to download properly.

EDIT: Done uploading.
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I used to play TF2. I also created some plugins for Sourcemod. Nothing too fancy, just out of the ordinary.

Last edited by xkirby; 06-28-2014 at 18:51.
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PCDrivers
AlliedModders Donor
Join Date: Feb 2013
Location: Canary Islands
Old 06-29-2014 , 06:57   Re: [TF2] Mario Bros.
Reply With Quote #37

I've had to make some updates to this game mode, to add more translations in the HUD and the game Menus.

Here is my version. 1.0.6c
Attached Files
File Type: txt sm_mariobros.phrases.txt (10.0 KB, 78 views)
File Type: smx sm_mariobros.smx (44.9 KB, 63 views)
File Type: sp Get Plugin or Get Source (sm_mariobros.sp - 59 views - 78.9 KB)
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Last edited by PCDrivers; 06-29-2014 at 15:47. Reason: Added Updates from 1.0.6c
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PCDrivers
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Join Date: Feb 2013
Location: Canary Islands
Old 06-29-2014 , 07:04   Re: [TF2] Mario Bros.
Reply With Quote #38

I have observed that when starting the server for the first time, the plugin does not load correctly with the following messages:

Code:
L 06/29/2014 - 12:37:26: Info (map "mb_koth_overworld_a1") (file "errors_20140629.log")
L 06/29/2014 - 12:37:26: [SM] Native "GetTrieValue" reported: Invalid Handle 0 (error 4)
L 06/29/2014 - 12:37:26: [SM] Displaying call stack trace for plugin "tf2items_giveweapon.smx":
L 06/29/2014 - 12:37:26: [SM]   [0]  Line 5063, C:\sourcemod\tf2items_giveweapon.sp::Native_CreateWeapon()
L 06/29/2014 - 12:37:26: [SM] Native "TF2Items_CreateWeapon" reported: Error encountered while processing a dynamic native
L 06/29/2014 - 12:37:26: [SM] Displaying call stack trace for plugin "sm_mariobros.smx":
L 06/29/2014 - 12:37:26: [SM]   [0]  Line 181, sm_mariobros.sp::OnPluginStart()
L 06/29/2014 - 12:38:17: [SM] Native "EmitSound" reported: Client index 25 is invalid
L 06/29/2014 - 12:38:17: [SM] Displaying call stack trace for plugin "sm_mariobros.smx":
L 06/29/2014 - 12:38:17: [SM]   [0]  Line 379, /home/mainip/22_MarioBross_28035/tf/addons/sourcemod/scripting/include/sdktools_sound.inc::EmitSoundToClient()
L 06/29/2014 - 12:38:17: [SM]   [1]  Line 1216, sm_mariobros.sp::Event_RoundStart()
L 06/29/2014 - 12:42:04: [SM] Native "EmitSound" reported: Client index 25 is invalid

However, I've ridden a server to go testing the plugin and see how it evolves.
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xkirby
Member
Join Date: Dec 2012
Location: I live somewhere.
Old 06-29-2014 , 09:15   Re: [TF2] Mario Bros.
Reply With Quote #39

Thanks for adding more translation notes and such. Also, the "GetTrieValue" thing is related to TF2ItemsInfo, last I checked. The other errors were due to me making a mistake and manually typing in "33" instead of "MaxClients".

I'll be sure to fix those problems.

EDIT: Done. Hopefully the change to "MaxClients" doesn't cause any issues. Updated the original post's downloads to reflect the recent changes.

EDIT 2:
Updated to v1.0.6c, which makes the HUD viewable while not alive and adds a HUD "Logo", which can be used for advertising a webiste/steam group or pointing something out. However, It won't go away unless you clear the "sm_mb_hudlogomsg" cvar, so don't make it a long message.
__________________
I used to play TF2. I also created some plugins for Sourcemod. Nothing too fancy, just out of the ordinary.

Last edited by xkirby; 06-29-2014 at 13:22. Reason: New version!
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QuotientAB
Junior Member
Join Date: Jun 2014
Old 07-21-2014 , 20:18   Re: [TF2] Mario Bros.
Reply With Quote #40

Quick update(sorry for the bump), there is ONE error in console but I'm not sure it's significant:
Code:
DataTable warning, player: Out-of-range value (60000.000000) in SendPropFloat 'm_vecBaseVelocity', clamping.
This error happens when I change the map to hightower with the plugin loaded so I'm not convinced it applies, perhaps the files weren't loaded beforehand and the error was surpressed:
Code:
CMaterial::PrecacheVars: error loading vmt file for e-smario3/questionmarkblock
CMaterial::PrecacheVars: error loading vmt file for e-smario3/questionmarkblockblank
CMaterial::PrecacheVars: error loading vmt file for e-smario3/musicblockface
CMaterial::PrecacheVars: error loading vmt file for e-smario3/pblock
CMaterial::PrecacheVars: error loading vmt file for e-smario3/skullcannon
CMaterial::PrecacheVars: error loading vmt file for e-smario3/pipemetal
CMaterial::PrecacheVars: error loading vmt file for e-smario3/blockstack
CMaterial::PrecacheVars: error loading vmt file for e-smario3/ma_platscrew
CMaterial::PrecacheVars: error loading vmt file for e-smario3/marioblueflag
CMaterial::PrecacheVars: error loading vmt file for e-smario3/marioredflag
CMaterial::PrecacheVars: error loading vmt file for e-smario3/whitefence
CMaterial::PrecacheVars: error loading vmt file for e-smario3/hillything
CMaterial::PrecacheVars: error loading vmt file for e-smario3/questionmarkblock
CMaterial::PrecacheVars: error loading vmt file for e-smario3/questionmarkblockblank
CMaterial::PrecacheVars: error loading vmt file for e-smario3/musicblockface
CMaterial::PrecacheVars: error loading vmt file for e-smario3/pblock
CMaterial::PrecacheVars: error loading vmt file for e-smario3/skullcannon
CMaterial::PrecacheVars: error loading vmt file for e-smario3/pipemetal
CMaterial::PrecacheVars: error loading vmt file for e-smario3/blockstack
CMaterial::PrecacheVars: error loading vmt file for e-smario3/ma_platscrew
CMaterial::PrecacheVars: error loading vmt file for e-smario3/marioblueflag
CMaterial::PrecacheVars: error loading vmt file for e-smario3/marioredflag
CMaterial::PrecacheVars: error loading vmt file for e-smario3/whitefence
CMaterial::PrecacheVars: error loading vmt file for e-smario3/hillything
NOTABLE: Neither "materials/models/e-smario3" nor "materials/e-smario3" are valid directories. Both paths do not exist.

Last edited by QuotientAB; 07-21-2014 at 21:29.
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