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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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Junior Member
Join Date: Apr 2012
Old 11-12-2014 , 10:50   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1071

On windows work with sourcemod-1.6.3-git4598-windows.zip on linux not work...
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-12-2014 , 11:10   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1072

It works for me but with an old SM version and the gamedata of my second link.
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TsunamiNori
Junior Member
Join Date: Mar 2013
Old 11-12-2014 , 12:09   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1073

New SM solved my problems. Thanks

Everything works like a charm now ;)
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-12-2014 , 12:47   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.3, 2014-11-12)
Reply With Quote #1074

Quote:
v0.12.3 (12/11/2014):
- Updated Game Data
- Added cvars dm_no_damage_trigger_hurt/dm_onlyhs_allowtriggerhurt
- Fixed messaging system displaying message with multiple Text starting from second text instead of first
- Fixed messaging system sometimes stopping message repeat after a non null NoReDisplayTime
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-12-2014 , 14:44   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1075

Sorry for that, there was an error on NetworkStateChanged_m_iAmmo offset causing ammo management to be broken with dhooks

Quote:
v0.12.4 (12/11/2014):
- Updated Game Data

Last edited by h3bus; 11-12-2014 at 14:44.
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 11-14-2014 , 02:35   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1076

Is v0.12.4 open for everyone or still in beta testing? I can't find it anywhere, the front page option is still v0.12.3 and so does updater.smx

When someone relouds, the ammo limit set on the weapon resets back to original.
E.g.
Awp ammo count set to 2.
Player spawns with 2 rounds in clip
Player manually reloads with 2 rounds in clip
Player finishes reloads with 10 rounds in clip.

Any way to prevent that?

Last edited by L33TGaming; 11-14-2014 at 02:35.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-14-2014 , 02:46   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1077

The plugin version was not up to date (remained to 0.12.3 as I did not update the code in 0.12.4).

Still gamedata was up to date.

You can check in gamedata/deathmatch.games.txt that you have:
Code:
            "NetworkStateChanged_m_iAmmo"
            {
                "windows"   "349"
                "linux"     "351"
            }
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BOBwEISER
Member
Join Date: Sep 2012
Old 11-14-2014 , 04:00   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1078

Can i ask if this snapshot is working since the update. Im currently with a server provider who don't provide full ftp access. The version im using atm is(0.12.2) but since the update it just freezes and the server crashes when people join.

Any info on this would be a massive help.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-14-2014 , 04:13   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1079

What is most important is having sourcemod up to date, otherwise you'll surely crash.

0.12.2 is OK as long as you don't have Dhooks extension.
But if you install the updater plugin, it will be kept up to date automatically and you won't need FTP access.
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derekv6
New Member
Join Date: Nov 2014
Old 11-15-2014 , 21:11   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.4, 2014-11-12)
Reply With Quote #1080

After getting SM updated to 1.6.3 git4598 and updating to your mod v0.12.4 on linux srcds/csgo, my CSDM server is back online. However, it seems I have a couple issues and I'm trying to see what has changed... I did save my old deathmatch.ini files so my settings were not lost on the update.

I have two issues, any direction towards identifying the problem would be great.

1) I had some of my advertisements (guns for example) set up on timers and they don't work anymore. Only the ones based on spawn.

2) Now when a player respawns the guns menu is not automatically shown unless the user actually types guns... did something change? Or am I confusing this behavior with another DM mod?

Please let me know if you need additional config files or log files. I'm not sure what you need and I didn't want to post everything unnecessarily.

Thanks h3bus!
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