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[L4D] Death Toll tunnel block crescendo (v0.0.4, 2022-12-16)


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replay_84
Senior Member
Join Date: Jun 2021
Old 12-04-2022 , 08:17   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #21

Gave this a try hoping this is one of the few plugins of this kind which doesn't cause issues. Unfortunately it was freezing my game (not server) as soon as I tried to activate the switch.


When reconnecting it worked tho.

Last edited by replay_84; 12-04-2022 at 08:19.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-04-2022 , 11:35   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #22

Is it L4d1 or l4d2?
Running it for months and never crashed the local client for us.

Do yo have lots of other entities added via stripper maybe? Or is it vanilla?
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Last edited by finishlast; 12-04-2022 at 11:35.
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replay_84
Senior Member
Join Date: Jun 2021
Old 12-05-2022 , 13:02   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #23

Quote:
Originally Posted by finishlast View Post
Is it L4d1 or l4d2?
Running it for months and never crashed the local client for us.

Do yo have lots of other entities added via stripper maybe? Or is it vanilla?
It's L4d1 and yes I use a lot of stripper files. You think decreasing or removing them for that map would help? Anyway could as well be my client. Having some crashes since I switched to 1440p. Just weird it happened again when trying this plugin. I'll write if it happenes again or people report problems.
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 12-15-2022 , 11:19   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #24

Crashed
HTML Code:
L 12/16/2022 - 00:14:35: [SM] Call stack trace:
L 12/16/2022 - 00:14:35: [SM]   [0] AcceptEntityInput
L 12/16/2022 - 00:14:35: [SM]   [1] Line 782, I:\l4d_death_toll_tunnel_block_v0.0.3.sp::gate
L 12/16/2022 - 00:14:35: [SM] Exception reported: Entity 328 (328) is not a CBaseEntity
L 12/16/2022 - 00:14:35: [SM] Blaming: test\l4d_death_toll_tunnel_block_v0.0.3.smx
L 12/16/2022 - 00:14:35: [SM] Call stack trace:
L 12/16/2022 - 00:14:35: [SM]   [0] AcceptEntityInput
L 12/16/2022 - 00:14:35: [SM]   [1] Line 782, I:\l4d_death_toll_tunnel_block_v0.0.3.sp::gate
L 12/16/2022 - 00:14:35: [SM] Exception reported: Entity 328 (328) is not a CBaseEntity
L 12/16/2022 - 00:14:35: [SM] Blaming: test\l4d_death_toll_tunnel_block_v0.0.3.smx
L 12/16/2022 - 00:14:35: [SM] Call stack trace:
L 12/16/2022 - 00:14:35: [SM]   [0] AcceptEntityInput
L 12/16/2022 - 00:14:35: [SM]   [1] Line 782, I:\l4d_death_toll_tunnel_block_v0.0.3.sp::gate
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Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-15-2022 , 23:55   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #25

Probably when the entity kill of the block happens the entity number changed?

Or I try to kill a wrong one? Mmmh

Prolly same crash as for Dominatez.

Should I store each stoneblock entity index after creation as ref and
Before killing it make it index again?

int ref = EntIndexToEntRef(index);

And in the gate timer

int index = EntRefToEntIndex(ref);

if (index! = INVALID_ENT_REFERENCE)
{
Kill entity here
}

And this for every stone I want to kill?

Needs some investigation...

I have a feeling silvers is going to slap me with a stick on the back head again.
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Last edited by finishlast; 12-16-2022 at 00:38.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-16-2022 , 01:22   Re: [L4D] Death Toll tunnel block crescendo (v0.0.3, 2022-07-31)
Reply With Quote #26

Quote:
Originally Posted by finishlast View Post
Should I store each stoneblock entity index after creation as ref and
Before killing it make it index again?
Yes, any time you want to use the data asynchronously or store it. Client indexes use userids. Entity indexes use entity references. Convert back from userid/ent ref to client index/entity index and validate.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-16-2022 , 13:55   Re: [L4D] Death Toll tunnel block crescendo (v0.0.4, 2022-12-16)
Reply With Quote #27

Thanks Silvers.

Updated to v0.0.4

Hopefully fixed the crash.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 12-16-2022 , 20:23   Re: [L4D] Death Toll tunnel block crescendo (v0.0.4, 2022-12-16)
Reply With Quote #28

Not to take away credit for good work, but I would recommend you to do such map modifications via stripper files. Its much more reliable that way.


Also I would recommend adding a nav blocker to make it more cleaner.
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Last edited by Spirit_12; 12-16-2022 at 20:28.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-17-2022 , 06:29   Re: [L4D] Death Toll tunnel block crescendo (v0.0.4, 2022-12-16)
Reply With Quote #29

Quote:
Originally Posted by Spirit_12 View Post
Not to take away credit for good work, but I would recommend you to do such map modifications via stripper files. Its much more reliable that way.

Also I would recommend adding a nav blocker to make it more cleaner.
Actually I found stripper really hard to understand, used stripper dump to see how all these excape vehicle stuff works and I came to the conclusion that my brain is not smart enough for that.

I tweaked some events from sky cfg to work in l4d but that's it.

I mostly use stripper for static stuff.

Currently I am faking the nav block with
SetConVarInt(FindConVar("sb_unstick"), 0);
and set it SetConVarInt(FindConVar("sb_unstick"), 1); when pass is clear.

It is ugly but works for what I need, I only need to stop the bots teleporting anyways and that works.

But one major point is, that the sourcemod plugins here are easy to find, the stripper cfg are all included in sub posts and then on page 67 or 104 in the original stripper post, or in scripting forum who knows where.

Then there are sky cfg for l4d2"only events" in the request forums.

Stripper does not have a real place here - which it really deserves - and that is another reason why I stick with sourcemod for everything non static.

You simply post a plugin, it gets listed in the sourcemod plugin list for l4d automatically and everyone can find it so easy.

I would really LOVE to see a stripper cfg publishing forum, where you can find game specific cfg but currently it is just everywhere is a bit and noone knows where to look for a specific config.
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Last edited by finishlast; 12-17-2022 at 06:35.
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