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[L4D2] Model Based Vocalizations


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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-06-2016 , 23:19   Re: [L4D2] Model Based Vocalizations
Reply With Quote #31

Part one reuploaded:

==> Removed the PlayerChoke vocalizations and the event hooks for it to part two.
==> (New) If players are black and white, they will vocalize PlayerHurtCritical if they are hurt instead of vocalizing PlayerHurtMinor and PlayerHurtMajor randomly.

Part two reuploaded and updated to 1.4:

==> Again, didn't notice that event hooks that is grabbed by SI related only fires once but I already fix it so no more array index out of bounds.
==> Added the moved PlayerChoke vocalizations and its events.
==> Temporarily disabled the PlayerTake______ vocalizations for now as it is being tested by me if it was done correctly.
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Krufftys Killers
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Join Date: Jan 2014
Old 05-07-2016 , 19:29   Re: [L4D2] Model Based Vocalizations
Reply With Quote #32

L 05/07/2016 - 09:59:43: SourceMod error session started
L 05/07/2016 - 09:59:43: Info (map "beldurra01_urbanbrawl") (file "errors_20160507.log")
L 05/07/2016 - 09:59:43: [SM] Native "GetEntPropString" reported: Entity 5 (5) is invalid
L 05/07/2016 - 09:59:43: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/07/2016 - 09:59:43: [SM] [0] Line 2346, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/07/2016 - 09:59:43: [SM] Native "GetEntPropString" reported: Entity 4 (4) is invalid
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Krufftys Killers
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Join Date: Jan 2014
Old 05-07-2016 , 19:32   Re: [L4D2] Model Based Vocalizations
Reply With Quote #33

L 05/07/2016 - 05:52:19: SourceMod error session started
L 05/07/2016 - 05:52:19: Info (map "RC_RoofGameplay20") (file "errors_20160507.log")
L 05/07/2016 - 05:52:19: [SM] Plugin encountered error 15: Array index is out of bounds
L 05/07/2016 - 05:52:19: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt2-l4d2.smx":
L 05/07/2016 - 05:52:19: [SM] [0] Line 1026, model-based_vocalizations_pt2-l4d2.sp::ChokeDelay()
L 05/07/2016 - 06:21:23: [SM] Plugin encountered error 15: Array index is out of bounds
L 05/07/2016 - 06:21:23: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt2-l4d2.smx":
L 05/07/2016 - 06:21:23: [SM] [0] Line 1024, model-based_vocalizations_pt2-l4d2.sp::ChokeDelay()
L 05/07/2016 - 069:20: Error log file session closed.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-08-2016 , 00:51   Re: [L4D2] Model Based Vocalizations
Reply With Quote #34

Quote:
Originally Posted by Krufftys Killers View Post
L 05/07/2016 - 05:52:19: SourceMod error session started
L 05/07/2016 - 05:52:19: Info (map "RC_RoofGameplay20") (file "errors_20160507.log")
L 05/07/2016 - 05:52:19: [SM] Plugin encountered error 15: Array index is out of bounds
L 05/07/2016 - 05:52:19: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt2-l4d2.smx":
L 05/07/2016 - 05:52:19: [SM] [0] Line 1026, model-based_vocalizations_pt2-l4d2.sp::ChokeDelay()
L 05/07/2016 - 06:21:23: [SM] Plugin encountered error 15: Array index is out of bounds
L 05/07/2016 - 06:21:23: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt2-l4d2.smx":
L 05/07/2016 - 06:21:23: [SM] [0] Line 1024, model-based_vocalizations_pt2-l4d2.sp::ChokeDelay()
L 05/07/2016 - 069:20: Error log file session closed.
Hmmm, persistent errors huh? Can you describe to me when and how these occur?

EDIT: Reuploaded them again. Added TIMER_FLAG_NO_MAPCHANGE to the repeating timers so they won't vocalize anything after map change.

Last edited by cravenge; 05-08-2016 at 00:59.
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Krufftys Killers
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Join Date: Jan 2014
Old 05-08-2016 , 10:23   Re: [L4D2] Model Based Vocalizations
Reply With Quote #35

L 05/08/2016 - 080:18: SourceMod error session started
L 05/08/2016 - 080:18: Info (map "nem_3_downtown") (file "errors_20160508.log")
L 05/08/2016 - 080:18: [SM] Native "GetEntPropString" reported: Entity 1 (1) is invalid
L 05/08/2016 - 080:18: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/08/2016 - 080:18: [SM] [0] Line 2347, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/08/2016 - 080:25: [SM] Native "GetEntPropString" reported: Entity 1 (1) is invalid
L 05/08/2016 - 080:25: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/08/2016 - 080:25: [SM] [0] Line 2347, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/08/2016 - 080:28: Error log file session closed.
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cravenge
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Old 05-10-2016 , 10:45   Re: [L4D2] Model Based Vocalizations
Reply With Quote #36

Arrrrrrggghhhh!! How could I be so stupid again this time? I've never known that arrays start in 0, not 1. I'm going to rewrite both parts again but don't worry I won't remove the attachments again as now I know the "array index out of bounds" error always appear if there's an extra array that is blank. I'll just reupload them once and as soon as I'm done rewriting.
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cravenge
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Old 05-14-2016 , 05:54   Re: [L4D2] Model Based Vocalizations
Reply With Quote #37

Part two reuploaded: Fixed the array counts and added half of the code I'm working on. They now vocalize when picking up weapons.

Part one still rewriting. Phew, if I had noticed this earlier, I wouldn't have this huge problem right now.
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Belix
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Join Date: May 2016
Old 05-15-2016 , 16:50   Re: [L4D2] Model Based Vocalizations
Reply With Quote #38

Thanks for your work, cravenge, great to see this.

I'm experiencing some things I'd like to see fixed/changed, but I'm not sure if they are related specifically to your Model Based Vocalizations mod or one of its dependencies (such as VocFatigue 2). So if anything I mention here is misplaced, please tell me what to look at instead. I'm happy to try to fix whatever I can on my own if possible, I just need to know where to start.

-In my server setup, several vocalizations seem mixed up/crosswired. I hear bots say stuff like 'Wait here' randomly around specials, or saying "Sorry" vocalizes a "Ready?" question instead. Sometimes when reloading characters grunt instead of say they're reloading. It seems like in almost every group of vocalizations there is 1 random one from another group that shouldn't be there. Any idea what's up with that? Did I install something wrong/wrong version?

-For some reason everybody laughs automatically when a tank dies.

-Characters call out 'Reloading!' every time they reload now. This is a little excessive when someone is partially reloading a shotgun frequently.

-There doesn't seem to be any cooldown on pain vocalizations, which is pretty crazy when a character gets incapped by a spit pool, or worse several characters, because they keep spamming pain cries almost non-stop.

-Is there a way to get the L4D1 survivors to call out 'Weapon here' when they see melee weapons, 'Ammo here' when they find Explosive/Incendiary ammo, and at least 'Look at this!' for things like Defibs and Adrenaline Shots? Just curious. I'm assuming the game still tries to invoke that speech group, but since the L4D1 team have no such voice lines no sound is played, so I thought maybe they can be intercepted and directed to an appropriate line.

-One of the prereqs for this mod, '[L4D2] Fake L4D1 Survivors' may need to be updated. After trying a few combinations of mods, it appears to me that FakeZoey (the mod it was based on) has been updated to use SendProxy so that Zoey's arms and icon appears correctly, and another user forked and updated SCS to allow persistent model choices and fix the animation bugs with weapons when models are changed, but it seems like a conflict is here due to co-dependencies. If I use the new version of SCS, then I get Real Francis instead of Fake Francis from [L4D2] Fake L4D1 Survivors, and I have no idea where I'd even begin trying to use the updated version of FakeZoey for the arms/icon fix with all of this. Any thoughts?

Link to fork of SCS I'm referring to: here
Link to FakeZoey with the SendProxy update: here

Thanks very much for everything and any insight you can offer. Keep up the great work.

p.s. Can anyone tell me under what circumstances Francis crashes the server? Is that only on W10? I was able to recreate the Zoey crash on W7 but everyone else seems to work fine. And does anyone know if Zoey still causes crashes if the server is on Windows XP? I have a virtual XP system I could try...

p.s.s. The shared model thing (e.g. Zoey is actually Nick) seems to mess up the end game stat screen. e.g. If there is an actual player using Nick, both Nick and Zoey have identical kills, damage taken and so forth. Is there any way to solve that? And if not, is there a way to set up the FakeSurvivor mod so the server can specify which base character to use for Zoey, so that it can be set to a character the host doesn't expect to be used by anyone else to help avoid the score bug?

Last edited by Belix; 05-15-2016 at 17:03. Reason: One more addition
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cravenge
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Old 05-15-2016 , 23:22   Re: [L4D2] Model Based Vocalizations
Reply With Quote #39

All those issues happen because I never knew that arrays would start from 0 not 1 so that's why some vocalizations are mixed up.

No worries about them laughing when tanks die, I made that way to serve as their victory laughs.

For the weapons I'm going to add a cooldown by checking for ammo below or half of the max primary ammo.

For the acid spit damage, I think 2 and a half seconds cooldown is not appropriate for that. Hmmm, maybe cool it down longer.

Hmmm, I think Valve is closer to fixing Zoey but also close to breaking Francis too. Just as I suspected, I never had a crash when using him until 2.1.4.4 update. I tried verifying game cache (no use). Has anyone noticed that when changing to Zoey, you will have no shadow?

For the Fake L4D1 Survivors, it's already updated to the latest which is why it was based on FakeZoey by DeathChaos25.

About the messed up game stats, it won't be fix unless Valve really fixes Zoey.

About the score bug, download Left4Fix extension as that is what I'm still using to prevent that issue.

Last edited by cravenge; 05-15-2016 at 23:34.
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Krufftys Killers
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Join Date: Jan 2014
Old 05-16-2016 , 14:15   Re: [L4D2] Model Based Vocalizations
Reply With Quote #40

L 05/16/2016 - 11:22:23: SourceMod error session started
L 05/16/2016 - 11:22:23: Info (map "l4d_bs_mansion") (file "errors_20160516.log")
L 05/16/2016 - 11:22:23: [SM] Native "GetEntPropString" reported: Entity 1 (1) is invalid
L 05/16/2016 - 11:22:23: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/16/2016 - 11:22:23: [SM] [0] Line 2347, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/16/2016 - 11:54:46: [SM] Native "GetEntPropString" reported: Entity 3 (3) is invalid
L 05/16/2016 - 11:54:46: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/16/2016 - 11:54:46: [SM] [0] Line 2347, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/16/2016 - 11:54:53: Error log file session closed.
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