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DeadChat 1.3


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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 11-25-2010 , 03:47   Re: DeadChat 1.3
Reply With Quote #91

Truth be told I don't see how that can be fixed, considering the EndMessage is called in the exact same function as StartMessage, meaning there should never be a message already running.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 11-29-2010 , 12:25   Re: DeadChat 1.3
Reply With Quote #92

That double text at the end of the round is still there right? (just checking)
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 12-05-2010 , 04:38   Re: DeadChat 1.3
Reply With Quote #93

yes
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imoda
Member
Join Date: Apr 2010
Old 04-04-2011 , 23:55   Re: DeadChat 1.3
Reply With Quote #94

Thanks for this.
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imbullg0d
Senior Member
Join Date: Apr 2009
Old 07-08-2011 , 17:12   Re: DeadChat 1.3
Reply With Quote #95

Fixed my problem, thanks & sorry.
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Last edited by imbullg0d; 07-08-2011 at 18:01. Reason: Problem solved.
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TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 07-08-2011 , 18:17   Re: DeadChat 1.3
Reply With Quote #96

Quote:
Originally Posted by imbullg0d View Post
Fixed my problem, thanks & sorry.
it's cool that you figured out your issue - however, that doesn't help anyone here who might experience the same thing you did...

if you could re-edit your post with the initial issue and then put down your solution so people searching might be able to stumble across your post and thank you like a GOD because they couldn't figure it out and were pulling their hair out over the problem...
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duydangle
Senior Member
Join Date: May 2010
Old 07-12-2011 , 08:07   Re: DeadChat 1.3
Reply With Quote #97

Can anyone fix duplicate massages in Tf2 when one team wins?
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-12-2011 , 16:42   Re: DeadChat 1.3
Reply With Quote #98

I had no idea so many servers were running this. I'll fix double messages. The only solution I can think of is just disabling it when the round ends and re-enabling at round start. Hopefully this is the only time this bug happens. Is there any cvar in TF2 that enables/disables allowing chat at the end of the round?
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St00ne
Veteran Member
Join Date: Jan 2011
Location: Annecy - France
Old 11-05-2011 , 08:43   Re: DeadChat 1.3
Reply With Quote #99

Hi there,

I'm using this plugin and it works fine on my 2 cs:s linux servers.

But I have errors in the sourcemod log and wish someone could help me find out what is happening and how it could be fixed:

Code:
L 11/05/2011 - 00:08:00: SourceMod error session started
L 11/05/2011 - 00:08:00: Info (map "de_nightfever") (file "errors_20111105.log")
L 11/05/2011 - 00:08:00: [SM] Native "StartMessage" reported: Unable to execute a new message, there is already one in progress
L 11/05/2011 - 00:08:00: [SM] Displaying call stack trace for plugin "deadchat_cstrike.smx":
L 11/05/2011 - 00:08:00: [SM]   [0]  Line 201, /groups/sourcemod/compiler-1.4/include/usermessages.inc::StartMessageOne()
L 11/05/2011 - 00:08:00: [SM]   [1]  Line 242, /home/groups/sourcemod/upload_tmp/phpGUp19i.sp::PrintGameChatMessage()
L 11/05/2011 - 00:08:00: [SM]   [2]  Line 156, /home/groups/sourcemod/upload_tmp/phpGUp19i.sp::SayText2PostHook()
L 11/05/2011 - 00:22:36: Error log file session closed.
Thank you,

St00ne
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Gam3ronE
SourceMod Donor
Join Date: Aug 2010
Old 11-06-2011 , 09:01   Re: DeadChat 1.3
Reply With Quote #100

Thank you for these very useful plugins.
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