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[L4D & L4D2] Left 4 DHooks Direct (1.23) [27-Sep-2020]


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disawar1
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Join Date: Aug 2011
Location: Russian
Old 08-27-2020 , 11:48   Re: [L4D & L4D2] Left 4 DHooks Direct (1.18) [20-Aug-2020]
Reply With Quote #161

Seems like L4D2Direct_TryOfferingTankBot native crashes win and linux server. Can anyone test it?
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Pelee
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Join Date: May 2020
Old 08-27-2020 , 16:16   Re: [L4D & L4D2] Left 4 DHooks Direct (1.18) [20-Aug-2020]
Reply With Quote #162

Quote:
Originally Posted by Dragokas View Post
Pelee, Why it should auto un-reserve?
It is just a set of functions/forwards, not doing anything themselves without separate plugin that is using them.
Because the whole point of unreserving a lobby is to allow more than 8 players. So, it would be convenient if the plugin automatically does it for you instead of you manually typing !unreserve each time the server hit 8 players in a 8+ players server
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Silvers
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Location: SpaceX
Old 08-27-2020 , 16:38   Re: [L4D & L4D2] Left 4 DHooks Direct (1.18) [20-Aug-2020]
Reply With Quote #163

Quote:
Originally Posted by disawar1 View Post
Seems like L4D2Direct_TryOfferingTankBot native crashes win and linux server. Can anyone test it?
Thanks fixed.



Quote:
Originally Posted by Pelee View Post
Because the whole point of unreserving a lobby is to allow more than 8 players. So, it would be convenient if the plugin automatically does it for you instead of you manually typing !unreserve each time the server hit 8 players in a 8+ players server
You are using l4dunreservelobby plugin right? Enable the debug and recompile/test. Again, this plugin is just an updated syntax version compiled with left4dhooks, nothing else has changed from the left4downtown version. I've heard reports this version works so I don't know why you have issues with it.
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Forgetest
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Join Date: Aug 2020
Old 08-27-2020 , 22:43   Re: [L4D & L4D2] Left 4 DHooks Direct (1.18) [20-Aug-2020]
Reply With Quote #164

Quote:
Originally Posted by Silvers View Post
Will look into this at some point when I have time. From what I remember when I tested they were working as expected.
Maybe switch EnterGhostState into a post-hook one? as there's nothing retrieved going to be changed.
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Silvers
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Old 08-28-2020 , 17:01   Re: [L4D & L4D2] Left 4 DHooks Direct (1.20) [28-Aug-2020]
Reply With Quote #165

Done:

Code:
1.20 (28-Aug-2020)
    - Changed forward "L4D_OnEnterGhostState" hook from pre to post hook. Thanks to "Forgetest" for reporting.
    - Fixed forward "L4D_OnShovedBySurvivor" client and target order being wrong. Thanks to "Forgetest" for reporting.
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hoanganh81097
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Join Date: Apr 2016
Old 08-30-2020 , 06:53   Re: [L4D & L4D2] Left 4 DHooks Direct (1.20) [28-Aug-2020]
Reply With Quote #166

After few test, i figure out left4dhooks conflict with TE_SetupBeamRingPoint. Some chapter will cause crash for client. Do u have any idea to fix this ?
PHP Code:
    GetClientAbsOrigin(client,g_vitrivong);
    
g_vitrivong[2] += 10;
    
GetClientEyePosition(client,g_vitrivong_dayzom);
    
TE_SetupBeamRingPoint(g_vitrivong10.0GetConVarFloat(sp_ulti_kichthuoc), g_BeamSpriteg_HaloSprite0150.55.00.0greyColor1500);
    
TE_SendToAll(); 
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rtokuda
Member
Join Date: Dec 2019
Old 08-30-2020 , 10:02   Re: [L4D & L4D2] Left 4 DHooks Direct (1.20) [28-Aug-2020]
Reply With Quote #167

with errors:

PHP Code:
L 08/30/2020 10:51:33SourceMod error session started
L 08
/30/2020 10:51:33Info (map "c4m5_milltown_escape") (file "E:\game\steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\logs\errors_20200830.log")
L 08/30/2020 10:51:33: [SMException reportedEntity index 0 is not a valid client
L 08
/30/2020 10:51:33: [SMBlamingleft4dhooks.smx
L 08
/30/2020 10:51:33: [SMCall stack trace:
L 08/30/2020 10:51:33: [SM]   [0SDKCall
L 08
/30/2020 10:51:33: [SM]   [1Line 3190C:\Servers\L4D2\left4dead2\addons\sourcemod\scripting\left4dhooks.sp::Native_GetRandomPZSpawnPosition
L 08
/30/2020 10:51:33: [SM]   [3L4D_GetRandomPZSpawnPosition
L 08
/30/2020 10:51:33: [SM]   [4Line 628E:\game\steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\multitanks_a-l4d2.sp::SpawnMoreTank 
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Silvers
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Join Date: Aug 2010
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Old 08-30-2020 , 11:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.20) [28-Aug-2020]
Reply With Quote #168

Quote:
Originally Posted by hoanganh81097 View Post
After few test, i figure out left4dhooks conflict with TE_SetupBeamRingPoint. Some chapter will cause crash for client. Do u have any idea to fix this ?
PHP Code:
    GetClientAbsOrigin(client,g_vitrivong);
    
g_vitrivong[2] += 10;
    
GetClientEyePosition(client,g_vitrivong_dayzom);
    
TE_SetupBeamRingPoint(g_vitrivong10.0GetConVarFloat(sp_ulti_kichthuoc), g_BeamSpriteg_HaloSprite0150.55.00.0greyColor1500);
    
TE_SendToAll(); 
What tests? Which map? Makes no sense at all.. Don't see how this is possibly related. Edit: after private talk, was not related and is map cache limit client crash issue.



Quote:
Originally Posted by rtokuda View Post
with errors:
Quote:
Originally Posted by Silvers View Post
  • Developers are tasked with ensuring they provide valid client and entity indexes when using Natives.
  • This is to prevent duplicating checks and additional overhead inside left4dhooks.
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Last edited by Silvers; 09-01-2020 at 13:21.
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Beatles
Member
Join Date: Feb 2014
Old 09-16-2020 , 14:21   Re: [L4D & L4D2] Left 4 DHooks Direct (1.21) [01-Sep-2020]
Reply With Quote #169

The left4downtown extension blocked the L4D2 addons, it would be great if this did the same but this time blocking the L4D1 addons as well, since many are abusing the cheat mods, among many other things that work in the addons folder, all because of their fault. of the damn VAC made by VALVE that is useless at all.
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Silvers
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Join Date: Aug 2010
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Old 09-17-2020 , 12:40   Re: [L4D & L4D2] Left 4 DHooks Direct (1.21) [01-Sep-2020]
Reply With Quote #170

Quote:
Originally Posted by Beatles View Post
The left4downtown extension blocked the L4D2 addons, it would be great if this did the same but this time blocking the L4D1 addons as well, since many are abusing the cheat mods, among many other things that work in the addons folder, all because of their fault. of the damn VAC made by VALVE that is useless at all.
I don't think L4D1 supports this, it was something Valve added to L4D2 which the extension/plugin is taking advantage of.
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