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[TF2] Freak Fortress 2


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MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 08-16-2012 , 01:21   Re: [TF2] Freak Fortress 2
#2211

Quote:
Originally Posted by BBG_Theory View Post
yep, this is sad... I went from 50 bosses down to about 20 and the server will run. Not sure what the max number of bosses is...

why are we precaching every bosses' sounds and not just the current boss?
Its not the number of bosses its the number of soundprecache(s).
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Otokiru
Senior Member
Join Date: Apr 2012
Old 08-16-2012 , 03:28   Re: [TF2] Freak Fortress 2
#2212

My Windows server keeps crashing too without any possible explanation. And is it just me or CBS model is bugged and making him invisible.
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 08-16-2012 , 06:10   Re: [TF2] Freak Fortress 2
#2213

So all we can do now is sit down and wait. Also, if I run a normal server without ff2 with sm 1.4.4 windows it should work right?

POWERLORD FLAMINSARGE SAVE US!
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 08-16-2012 , 07:29   Re: [TF2] Freak Fortress 2
#2214

Powerlord, what if we have multiple character.cfgs (like character1.cfg , character2.cfg, etc..) and have the mod look at the 1st one for map A, then the 2nd one for map B, and the 3rd one for map C, untill all characterX.cfgs have been used over X number of maps...then repeat back to characterA.cfg and so on

This would allow as many bosses as one wants ( as long as any individual characterX.cfg did not exceed the cache restraints
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jasonfrog
Senior Member
Join Date: Mar 2008
Old 08-16-2012 , 07:38   Re: [TF2] Freak Fortress 2
#2215

Seems to be working fine with around 10 bosses loaded.

Get the occasional crash with
Code:
Engine error: Host_Error: Overflow error writing string table baseline GameRulesCreation
and

Code:
Engine error: Host_Error: Overflow error writing string table baseline ServerMapCycle

Last edited by jasonfrog; 08-16-2012 at 08:14.
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duydangle
Senior Member
Join Date: May 2010
Old 08-16-2012 , 09:20   Re: [TF2] Freak Fortress 2
#2216

As I can see that you guys should update to 1.4.5 dev lastest regardless you are running what kind of server.
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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 08-16-2012 , 10:12   Re: [TF2] Freak Fortress 2
#2217

Quote:
Originally Posted by jasonfrog View Post
Seems to be working fine with around 10 bosses loaded.

Get the occasional crash with
Code:
Engine error: Host_Error: Overflow error writing string table baseline GameRulesCreation
and

Code:
Engine error: Host_Error: Overflow error writing string table baseline ServerMapCycle
Me too
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-16-2012 , 10:42   Re: [TF2] Freak Fortress 2
#2218

The problem with sound precaches is that you can't "unprecache" a sound.

Not yet, anyway. I wonder if it's time to ask the SourceMod devs for a new feature...

The problem, in case you're wondering, is that Valve added robotic versions of every voice file in the game. Several of them, actually.

And they're apparently precached regardless of the game mode.
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Last edited by Powerlord; 08-16-2012 at 10:44.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-16-2012 , 10:44   Re: [TF2] Freak Fortress 2
#2219

Quote:
Originally Posted by Powerlord View Post
I wonder if it's time to ask the SourceMod devs for a new feature...
* Ask Valve.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-16-2012 , 10:50   Re: [TF2] Freak Fortress 2
#2220

Quote:
Originally Posted by asherkin View Post
* Ask Valve.
Sadly, that tends not to be that useful.

Anyway, exactly what would happen if I were to access to sounds precache strings table manually and remove entries? Memory leaks?

Edit: Whoops, I just noticed SourcePawn has an AddToStringTable method, but nothing that allows you to remove things from them.
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Last edited by Powerlord; 08-16-2012 at 10:52.
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