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[L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]


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TESLA-X4
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Join Date: Dec 2008
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Old 06-11-2009 , 10:13   Re: L4D Gore v2.1.2 by DiscoBBQ
Reply With Quote #131

Hmm that's weird, which version are you using? The one from the first post has a more limited (2000) array, which is the reason you're seeing those errors. (@ DiscoBBQ, do you mind increasing the array size from 2000 to 20000 -or perhaps a more reasonable number- instead? Sorry that I didn't make it more noticable in my updated script )

For a quick fix, you can grab it from my post here. I noticed DiscoBBQ saying in the first post that "Source servers can only hold ~2000 entities before it runs out of free edicts and crashes", however I've yet to encounter any such crashes when I boosted the limit to 20000 during my testing (a whole campaign from the first map right to the finale). So I guess, it should be fine, since the entities (and edicts) are constantly being created and destroyed, but the array itself goes only one way -up- and ends up breaching its limit.

Edit:
Hmm come to think of it, is there even a need for the array now? I believe the whole point of it being implemented was to control the number of entities made, but now it seems it's no longer needed...

Last edited by TESLA-X4; 06-11-2009 at 10:22. Reason: Typos! Arrgh!
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Bancky
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Join Date: Apr 2009
Old 06-11-2009 , 11:22   Re: L4D Gore v2.1.2 by DiscoBBQ
Reply With Quote #132

I replaced the file as advised. I will let you know how it goes. Thanks again for the prompt reply.

_EDIT_

Issue is corrected. Thank you very much!!!

Last edited by Bancky; 06-14-2009 at 10:51.
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DiscoBBQ
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Join Date: Jan 2005
Location: Clemson, South Carolina
Old 09-24-2009 , 17:45   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #133

New update guys
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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 09-24-2009 , 18:09   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #134

CS:S servers seem to be plagued with the 2000 entities, but pretty sure L4D had that one fixed.
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minos
Junior Member
Join Date: Apr 2009
Old 09-25-2009 , 07:24   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #135

Thx for uptade

But...
in my linux console :
[SM] L4D Gore v2.2 by DiscoBBQ loaded Successfully!
..........
when type in console
l4dgore_version
"l4dgore_version" = "2.1.2"
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olj
Veteran Member
Join Date: Jun 2009
Old 09-25-2009 , 07:28   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #136

You forgot to delete old config?
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DiscoBBQ
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Join Date: Jan 2005
Location: Clemson, South Carolina
Old 09-25-2009 , 13:21   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #137

Version number fixed, and the config currently uploaded is the new version.
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Apex_
Member
Join Date: Jan 2008
Old 09-30-2009 , 12:38   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #138

I don't know if this is caused by yesterday's Crash Course update or because I'm experimenting with using a listen server to host but for some reason with the gore mod enabled players end up with a constant cloud of blood attached to their legs the whole game. Hilariously it attaches to spectators too so when someone gets killed you see a floating cloud of blood wherever the spectator camera is

I'm running 1.2.3 stable, on a listen server.
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DiscoBBQ
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Join Date: Jan 2005
Location: Clemson, South Carolina
Old 10-01-2009 , 20:23   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #139

That would be the new update, ill fix it right away.
Thanks apex. The idea was to create a bleeding effect for low hp. I think the randomization peaked a little to high, and the after-death is an obvious unintentional bug.

Thanks.
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DarkLord7854
SourceMod Donor
Join Date: Jun 2009
Location: West Palm Beach, FL
Old 10-02-2009 , 19:17   Re: [L4D] Gore v2.2 by DiscoBBQ [Update Sept 24 09]
Reply With Quote #140

Quote:
Originally Posted by Apex_ View Post
I don't know if this is caused by yesterday's Crash Course update or because I'm experimenting with using a listen server to host but for some reason with the gore mod enabled players end up with a constant cloud of blood attached to their legs the whole game. Hilariously it attaches to spectators too so when someone gets killed you see a floating cloud of blood wherever the spectator camera is

I'm running 1.2.3 stable, on a listen server.

Yea I'm seeing this on the latest SM1.3 dev patch, it's quite annnoying
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