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[L4D2] Score/Team Manager 1.3.0


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Skorpion1976
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Join Date: Jun 2009
Location: Austria
Old 01-21-2010 , 18:20   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #271

the only glitch so far I saw was this:

campaign change to c5m1. after approx. 30 seconds after we left the safe area I saw the loading screen for the parish. I thought it reloaded the map for all, but this just happened to me lol. All the others said I was "gone" but they kept playing. Then after map change from 1 to map 2 I had the "server disconnect" msg in the middle of the screen and a countdown for 2 seconds, but got connected again and could continue. Are these side effects related to the "old" version of your plugin ? I canīt narrow the cause down as I installed your plugin today, yesterday the revamp/sdk/l4dt plugins, but yesterday I didnīt play after installing these 3. So it could be an issue of one of the others. But nothing serious from what I experienced.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-21-2010 , 19:04   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #272

Quote:
Originally Posted by lexantis View Post
maybe you haven't played much publics, unfortunatelly much of the players there have a bad habit of rage quitting for every possible reasons
Quote:
Originally Posted by fpsbrian View Post
Sometimes no reason at all LOL
I suppose I should have ended my last post with /sarcasm.

:P it's funny you guys thought I was serious.
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Skorpion1976
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Join Date: Jun 2009
Location: Austria
Old 01-22-2010 , 21:24   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #273

The plugin (old one) ADDS the scores from all campaigns continuosly.
After some hours you see something like 18000 vs 16500...
I use team order 0, didnīt change anything in the code.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-23-2010 , 05:25   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #274

Server is not being reset properly. Probably bots remain on it after all Players have left?

Valve really screwed up 'game end' mechanics in L4D2..
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 01-23-2010 , 11:20   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #275

It doesnīt happen often that the server is empty, but if so there are always bots remaining, I guess itīs because of set sb_all_bot_teams 1. If 0, server hibernate...widely known issue
Yesterday there were permanently players on it and the score from finale was transferred to the next campaign . If I put these 2 lines in my server.cfg, would that help with the "collecting points problem" ?

sm plugins unload l4d2scores.smx
sm plugins load l4d2scores.smx

Last edited by Skorpion1976; 01-23-2010 at 11:23.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-23-2010 , 14:31   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #276

Why would it keep track of the scores anymore if you are using the new version against SourceMod 1.4? Don't use the pre-1.4 versions as they will be more buggy in principle.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 01-23-2010 , 15:59   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #277

Never change a running system. I donīt just grab the plugins and put them on the server... anyone could do that. As you can imagine, downtown, it takes time to maintain a server, backup, restore, configure, compile, TESTING, reacting to log errors... Currently all my plugins work absolutely fine with SM 1.3.0. So youīd have to donate TONS of money to make me rethink my decision. The only little issue I have is the already mentioned "score collecting" one. To circumvent this I was thinking of this piece of code inside the existing OnMapStart():

Code:
public OnMapStart()
decl String:mapname[64];
GetCurrentMap(mapname, sizeof(mapname));    
//new
if (StrContains(mapname, "m1", false))
    { 
        ResetCampaignScores();
    }
This should check if there is a "m1" in the mapname and then it calls atomics Reset code. Without this the plugin would add the campaign score from just finished campaign to the score from this new campaign. So I guess that this NewMission code probably doesnīt get called because the game itself handles this in a way the plugin is not expecting it. I really have no clue, just guessing
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-24-2010 , 05:24   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #278

Make it OnNewMission() instead of ResetCampaignScores().
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 01-24-2010 , 13:28   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #279

Youīre right, as it IS a new mission... o_O Thanks
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-24-2010 , 16:51   Re: [L4D2] Score/Team Manager 1.1.8
Reply With Quote #280

Just noticed an error log file from last night... the error only happened once so perhaps it's not a big deal but here it is anyway.

Code:
L 01/23/2010 - 19:58:47: SourceMod error session started
L 01/23/2010 - 19:58:47: Info (map "c2m5_concert") (file "errors_20100123.log")
L 01/23/2010 - 19:58:47: [SM] Native "KillTimer" reported: Invalid timer handle a0b0236 (error 3)
L 01/23/2010 - 19:58:47: [SM] Displaying call stack trace for plugin "l4d2scores.smx":
L 01/23/2010 - 19:58:47: [SM]   [0]  Line 732, l4d2scores.sp::OnNewMission()
L 01/23/2010 - 19:58:47: [SM]   [1]  Line 766, l4d2scores.sp::L4D_OnClearTeamScores()
L 01/23/2010 - 19:58:48: Error log file session closed.
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