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[CS:GO] PropHunt (v1.0.5.1, 04/02/16)


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yash1441
Senior Member
Join Date: Feb 2015
Location: Illuminati HQ
Old 01-20-2016 , 11:38   Re: [CS:GO] PropHunt (v1.0.2, 20/01/16)
Reply With Quote #11

Great plugin! Thank you, will test it tomorrow
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Hallucinogenic Troll
Senior Member
Join Date: Apr 2015
Old 01-20-2016 , 13:03   Re: [CS:GO] PropHunt (v1.0.1, 19/01/16)
Reply With Quote #12

Quote:
Originally Posted by statistician View Post
New version uploaded: v1.0.2 - IMPORTANT UPDATE!

Features:
  • New cvar: ph_limitspec - Restrict spectating to: Anyone (0), own team (1) or CT (2).
Fixes:
  • Fixed hiders not dying.
Wow, really nice!
Ifyou make the props' menus instead of always using the default, be sure that this will be on my server!
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statistician
Member
Join Date: Jan 2016
Location: Finland
Old 01-20-2016 , 13:31   Re: [CS:GO] PropHunt (v1.0.1, 19/01/16)
Reply With Quote #13

Quote:
Originally Posted by Hallucinogenic Troll View Post
Ifyou make the props' menus instead of always using the default, be sure that this will be on my server!
I was planning on making an option where you can specify if the default model list is used or not when there exists a model list for that specific map.

Is that what you meant?

I was also thinking about making it possible to include model lists to one another, for example:

Code:
"Models"
{
    "path\to\some\model"            "some model"
    "path\to\some\other\model"    "some other model"

    "include"
    {
        "configs\sourcemod\prophunt\maps\de_dust.cfg"
        "configs\sourcemod\prophunt\maps\de_inferno.cfg"
    }
}
or something along those lines. Stay tuned!
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Hallucinogenic Troll
Senior Member
Join Date: Apr 2015
Old 01-20-2016 , 14:22   Re: [CS:GO] PropHunt (v1.0.1, 19/01/16)
Reply With Quote #14

Quote:
Originally Posted by statistician View Post
I was planning on making an option where you can specify if the default model list is used or not when there exists a model list for that specific map.

Is that what you meant?

I was also thinking about making it possible to include model lists to one another, for example:

Code:
"Models"
{
    "path\to\some\model"            "some model"
    "path\to\some\other\model"    "some other model"

    "include"
    {
        "configs\sourcemod\prophunt\maps\de_dust.cfg"
        "configs\sourcemod\prophunt\maps\de_inferno.cfg"
    }
}
or something along those lines. Stay tuned!
Well, to be honest, I prefer your sugestion.
Keep working, I'm enjoying the progress of this plugin!
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statistician
Member
Join Date: Jan 2016
Location: Finland
Old 01-22-2016 , 09:43   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #15

New version uploaded: v1.0.3

Features
  • Introduced includes to model lists. Further information in the Configuring model lists section on the project's GitHub pages.
  • New cvar: ph_include_default_models
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Hallucinogenic Troll
Senior Member
Join Date: Apr 2015
Old 01-22-2016 , 10:27   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #16

Quote:
Originally Posted by statistician View Post
New version uploaded: v1.0.3

Features
  • Introduced includes to model lists. Further information in the Configuring model lists section on the project's GitHub pages.
  • New cvar: ph_include_default_models
Nice update!

Btw, related to the model folders, its like this?

Code:
"Models"
{
    "props_c17\oildrum001"					"Oil Drum"
	"props\de_dust\grainbasket01a"				"Grain Basket (closed)"
	"props\de_dust\grainbasket01b"				"Grain Basket (opened)"
	"props\de_dust\stoneblock01a"				"Stone Blocks"
	"props\de_dust\wagon"					"Pushkart"
	"props\cs_militia\paintbucket01"			"Paint"
	"props\cs_office\fire_extinguisher"			"Fire Extinguisher"
	"props_signs\sign_street_02"				"Sign (Stop)"
	"props_signs\sign_street_03"				"Sign (Bus Stop)"

	"#include" 
	{
		"de_inferno.cfg" 
		{
			"recurse"	"yes"
		}
		"de_dust2.cfg" 
		{
			"recurse"	"yes"
		}
	}
}
EDIT: Copied the wrong path, switching to the correct one.

Last edited by Hallucinogenic Troll; 01-22-2016 at 10:40. Reason: Copied the wrong path
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statistician
Member
Join Date: Jan 2016
Location: Finland
Old 01-22-2016 , 10:42   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #17

It all reads on the GitHub page.

your specific case would be like this:

Code:
"Models"
{
    ...
    "#include" {
        "de_dust.cfg" {
            "recurse" "yes"
        }
        "de_inferno.cfg" {
            "recurse" "yes"
        }
    }
}
I might make some changes later so that it's possible to make it a bit tidier. Gotta hate there's no JSON parser builtin n_n
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Matthewq
Junior Member
Join Date: Aug 2011
Old 01-22-2016 , 15:32   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #18

Great idea. Installed it on an empty server 64.94.101.236:27018 --

Problems I've encountered:
CTs invisible... intentional?
CTs not being un-blinded when the timer runs out
When in spec mode on a frozen model, if you change your camera angle the shadow follows the camera angle.

Overall seems to work well but the cts not being un-blinded (only happened with 1 of the 3 people I tested it with) is a deal breaker.

Anyway I left it up if you want to check out the plugin.
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statistician
Member
Join Date: Jan 2016
Location: Finland
Old 01-22-2016 , 18:23   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #19

Hello Mattherwq, thanks for reporting these problems. The issue with shadows is known to me, and I'm trying to find a solution.

However, I couldn't reproduce problems 1 and 2 on my own server. I noticed at least the un-blinding issue when I visited your server. Do you see any relevant console output, and have you tried disabling all other plugins on your server? Also do those problems occur with no bots on the server? If disabling other plugins solved it for you, might I ask what plugins you are running, so I can see if there's conflicts.

Thanks.

Last edited by statistician; 01-22-2016 at 20:49.
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Matthewq
Junior Member
Join Date: Aug 2011
Old 01-23-2016 , 22:24   Re: [CS:GO] PropHunt (v1.0.3, 22/01/16)
Reply With Quote #20

Quote:
Originally Posted by statistician View Post
Hello Mattherwq, thanks for reporting these problems. The issue with shadows is known to me, and I'm trying to find a solution.

However, I couldn't reproduce problems 1 and 2 on my own server. I noticed at least the un-blinding issue when I visited your server. Do you see any relevant console output, and have you tried disabling all other plugins on your server? Also do those problems occur with no bots on the server? If disabling other plugins solved it for you, might I ask what plugins you are running, so I can see if there's conflicts.

Thanks.
Console is continually spammed with the following;

client: 3, mode: 0
client: 10, mode: 0
client: 2, mode: 0
client: 9, mode: 0
client: 8, mode: 0
client: 3, mode: 0
client: 10, mode: 0
client: 2, mode: 0
client: 9, mode: 0
client: 8, mode: 0
client: 3, mode: 0
client: 10, mode: 0
client: 2, mode: 0
client: 9, mode: 0
client: 8, mode: 0
client: 3, mode: 0
client: 10, mode: 0

Bots were kicked prior to our test, however, I'll disable the cvars in casual_server.cfg and check it out tomorrow.

Current plugins;
[SM] Listing 30 plugins:
01 "Admin File Reader" (1.7.3-dev+5286) by AlliedModders LLC
02 "Admin Help" (1.7.3-dev+5286) by AlliedModders LLC
03 "Admin Menu" (1.7.3-dev+5286) by AlliedModders LLC
04 "Advertisements" (0.6) by Tsunami
05 "Anti-Flood" (1.7.3-dev+5286) by AlliedModders LLC
06 "Basic Ban Commands" (1.7.3-dev+5286) by AlliedModders LLC
07 "Basic Chat" (1.7.3-dev+5286) by AlliedModders LLC
08 "Basic Comm Control" (1.7.3-dev+5286) by AlliedModders LLC
09 "Basic Commands" (1.7.3-dev+5286) by AlliedModders LLC
10 "Basic Info Triggers" (1.7.3-dev+5286) by AlliedModders LLC
11 "Basic Votes" (1.7.3-dev+5286) by AlliedModders LLC
12 "CallAdmin" (0.1.5) by Impact, Popoklopsi
13 "CallAdmin: Steam module" (0.1.5) by Impact, Popoklopsi
14 "Client Preferences" (1.7.3-dev+5286) by AlliedModders LLC
15 "[Source 2013] Custom Chat Colors" (3.1.0) by Dr. McKay
16 "SM Franug CSGO Sprays" (1.4.1) by Franc1sco Steam: franug
17 "Fun Commands" (1.7.3-dev+5286) by AlliedModders LLC
18 "Fun Votes" (1.7.3-dev+5286) by AlliedModders LLC
19 "HANSE Reserved Slots | Mod by H3bus for redirect" (2.2) by red!| H3bus
20 "MapChooser Extended" (1.10.2) by Powerlord, Zuko, and AlliedModders LLC
21 "Map Nominations Extended" (1.10.0) by Powerlord and AlliedModders LLC
22 "Player Commands" (1.7.3-dev+5286) by AlliedModders LLC
23 "PropHunt" (1.0) by Statistician
24 "Server Redirect" (0.2.5) by H3bus
25 "Server Redirect: Ask connect in chat" (0.2.5) by H3bus
26 "Server Redirect: Ask connect in console" (0.2.5) by H3bus
27 "Rock The Vote Extended" (1.10.0) by Powerlord and AlliedModders LLC
28 "Simple Chat Processor (Redux)" (1.1.5) by Simple Plugins, Mini
29 "SM Knifes" (1.1) by Franc1sco franug
30 "Sound Commands" (1.7.3-dev+5286) by AlliedModders LLC


I'll slowly disable these when I can borrow a soul and see if I can replicate problems.

Logs;
L 01/23/2016 - 00:24:05: SourceMod error session started
L 01/23/2016 - 00:24:05: Info (map "de_dust2") (file "errors_20160123.log")
L 01/23/2016 - 00:24:05: Error log file session closed.
L 01/23/2016 - 00:24:47: SourceMod error session started
L 01/23/2016 - 00:24:47: Info (map "de_dust2") (file "errors_20160123.log")
L 01/23/2016 - 00:24:47: [SM] Native "KillTimer" reported: Invalid timer handle dbe501d6 (error 1)
L 01/23/2016 - 00:24:47: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/23/2016 - 00:24:47: [SM] [0] Line 21, prophunt/include/utils.inc::UnsetTimer()
L 01/23/2016 - 00:24:47: [SM] [1] Line 429, prophunt/clientevents.sp::HandleCTSpawn()
L 01/23/2016 - 00:24:47: [SM] [2] Line 199, prophunt/clientevents.sp::Event_OnPlayerSpawn()
L 01/23/2016 - 00:24:47: [SM] Native "KillTimer" reported: Invalid timer handle 2ac0195 (error 1)
L 01/23/2016 - 00:24:47: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/23/2016 - 00:24:47: [SM] [0] Line 21, prophunt/include/utils.inc::UnsetTimer()
L 01/23/2016 - 00:24:47: [SM] [1] Line 429, prophunt/clientevents.sp::HandleCTSpawn()
L 01/23/2016 - 00:24:47: [SM] [2] Line 199, prophunt/clientevents.sp::Event_OnPlayerSpawn()
L 01/23/2016 - 00:24:47: [SM] Native "KillTimer" reported: Invalid timer handle 2ac0195 (error 1)
L 01/23/2016 - 00:24:47: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/23/2016 - 00:24:47: [SM] [0] Line 21, prophunt/include/utils.inc::UnsetTimer()
L 01/23/2016 - 00:24:47: [SM] [1] Line 429, prophunt/clientevents.sp::HandleCTSpawn()
L 01/23/2016 - 00:24:47: [SM] [2] Line 199, prophunt/clientevents.sp::Event_OnPlayerSpawn()

Last edited by Matthewq; 01-23-2016 at 22:27. Reason: added logs
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