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[L4D & L4D2] Mutant Zombies (1.27) [19-Feb-2023]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 03-23-2018 , 07:16   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #51

Never seen that error before, doesn't make any sense.
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Dragokas
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Old 03-23-2018 , 10:05   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #52

I'm trying to port it on L4D1, by just disabling Spit and Tesla.
I also disable some properties, like:
Quote:
NOT FIXED
L 03/19/2018 - 21:09:58: [SM] Native "SetEntPropFloat" reported: Property "m_flModelScale" not found (entity 370/prop_dynamic)
L 03/18/2018 - 19:55:48: [SM] Native "GetEntProp" reported: Property "m_glowColorOverride" not found (entity -2041892483/infected)
but I can't understant where:
Quote:
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "sparks_generic_random_glow"!
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "sparks_generic_random_core"!
come from. I disabled:
Code:
#define PARTICLE_BOMB			"sparks_generic_random"
but error is still there (I see a lot of identical lines in client console).

Could you please suggest the direction of the search?

Modified sources are included.

Quote:
Never seen that error before, doesn't make any sense.
Not scary. It seems it can be due to some bugs SM 1.7.3. I'm currently using SM 1.8, so far sо good.
Attached Files
File Type: zip mutant.zip (15.4 KB, 167 views)

Last edited by Dragokas; 03-23-2018 at 10:07.
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Silvers
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Old 03-23-2018 , 11:11   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #53

Quote:
Originally Posted by Dragokas View Post
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "sparks_generic_random_glow"!
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "sparks_generic_random_core"!
#define MODEL_SPRITE <<<< ???

Anything related to that I guess.
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Dragokas
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Old 03-23-2018 , 12:02   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #54

Thank you.
However, this sprite is supported. All Mind zombies has created fine.

I noticed that this error occurs only for command "sm_mutants" when all mutants has created together.
Next time I'm entering this command, only 'Smoke Zombie' has created.
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Silvers
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Old 03-23-2018 , 17:49   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #55

Quote:
1.4 (23-Mar-2018)
- Initial support for L4D1
See first post.
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Last edited by Silvers; 03-31-2018 at 08:51.
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Dragokas
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Old 03-30-2018 , 11:12   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #56

Hi, Silvers!
Sorry for late reply.
I appreciate you returned to this project after years.

I compared scripts and tested your version.

Most significant difference is you commented glow. It seems it solve problem with:
Quote:
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "sparks_generic_random_glow"!
However, I catched spamming:
Quote:
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "burning_engine_fire"!
So, I commented this part:
Code:
	if( random )
		CreateParticle(common, ENUM_PARTICLE_FIRE);
	else
And with "Mutants" => "Settings" => "random" "1" and many-many spawnings of "sm_mutants" + panic I see no errors anymore.

Also, in my fork I added:
Code:
g_iConfTypes &= ~TYPE_TESLA;
g_iConfTypes &= ~TYPE_SPIT;
Not important, because you locked it in further code.

And added check for very rare and very strange error, although input value cannot be -1 at all (maybe it's possible due to earlier "Stack memory leaked" error):
Code:
DeleteEntity(type, index)
{
	// not sure how is it possible, but SM sometimes returns "Array index out-of-bounds (index -1, limit 70)"
	if (index < 0)
		return;
I'll continue tests on release server with extended logs system and let you know if any. Hope, it's a final version.

Best regards.
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Silvers
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Old 04-01-2018 , 08:55   Re: [L4D & L4D2] Mutant Zombies (1.4.2) [31-Mar-2018]
Reply With Quote #57

Thanks to Dragokas for helping script and report bugs, Mutant Zombies now supports L4D1 (with the exception of Spit mutants which isn't possible). Tesla mutants have reduced visual FX but function the same.

Any issues please report. Thank you.

Edit: For the 5 people who downloaded the last version, I included the wrong config for L4D2, also had a slight bug.
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Last edited by Silvers; 06-16-2018 at 14:50.
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Dragokas
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Old 04-15-2018 , 02:24   Re: [L4D & L4D2] Mutant Zombies (1.4.3) [01-Apr-2018]
Reply With Quote #58

Ok, I managed to find 2 particle files, responsible for full Visual FX effect for tesla in L4D1.

Since, Silvers doesn't like to include downloadable content in plugin,
I'll just post them here.

Also, plugin should be modified in this way:

Line
Code:
DispatchKeyValue(entity, "effect_name", PARTICLE_ELMOS);
replace by:
Code:
DispatchKeyValue(entity, "effect_name", PARTICLE_TESLA2);
and you will have something like stars around tesla mutant in fresh L4D1,
but if you add 2 files from archive you will get this:



--
Notice: to automatically upload these files to your clients, use plugin, like:
- SM File/Folder Downloader and Precacher
- and put downloads_simple.ini file in sourcemod/configs folder.
Attached Files
File Type: zip tesla-particle.zip (23.0 KB, 508 views)
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Last edited by Dragokas; 03-08-2020 at 16:54.
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joyist
Member
Join Date: Apr 2018
Old 05-26-2018 , 14:32   Re: [L4D & L4D2] Mutant Zombies (1.5.0) [05-May-2018]
Reply With Quote #59

Mutant Zombies (1.5.0) Chinese translation
Attached Files
File Type: zip l4d_mutant_zombies-cn-v1.5.0.zip (54.8 KB, 178 views)
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edwinvega86
Senior Member
Join Date: Feb 2016
Old 06-21-2018 , 03:26   Re: [L4D & L4D2] Mutant Zombies (1.5.0) [05-May-2018]
Reply With Quote #60

THANKS, I could add CMD for each types of mutant horde

Last edited by edwinvega86; 06-21-2018 at 03:29.
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