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[TF2] Freak Fortress 2


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VoiDeD
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Join Date: Mar 2009
Location: Illinois, USA
Old 08-17-2012 , 20:51   Re: [TF2] Freak Fortress 2
#2271

I've wrote up a quick extension that blocks the precaching of MvM soundfiles. I'm able to get my server to boot up, but I crash later on boss taunt/rage.

I only have windows binaries available, I don't have the ability to compile for *nix.

Extension: https://dl.dropbox.com/u/99606/nomvm...nary_win32.rar
Source: https://dl.dropbox.com/u/99606/nomvm/nomvm_source.rar

Hopefully that'll give someone the chance to figure out the rage crash.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 08-17-2012 , 20:54   Re: [TF2] Freak Fortress 2
#2272

Thanks Voided, unfortunately the server does crash when someone rage.

Tried to do this with 1 boss, once he rages = the server crashes.
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Powerlord
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Join Date: Jun 2008
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Old 08-17-2012 , 20:59   Re: [TF2] Freak Fortress 2
#2273

Quote:
Originally Posted by VoiDeD View Post
I've wrote up a quick extension that blocks the precaching of MvM soundfiles. I'm able to get my server to boot up, but I crash later on boss taunt/rage.

I only have windows binaries available, I don't have the ability to compile for *nix.

Extension: https://dl.dropbox.com/u/99606/nomvm...nary_win32.rar
Source: https://dl.dropbox.com/u/99606/nomvm/nomvm_source.rar

Hopefully that'll give someone the chance to figure out the rage crash.
Code:
#include "tier0/memdbgon.h"
Is that needed to compile this extension? I know my own extension doesn't use it.

Code:
	if ( V_stristr( pSample, "mvm" ) )
Might want to make that check for the directory specifically. Unfortunately, then you run into portability issues.
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-17-2012 , 21:13   Re: [TF2] Freak Fortress 2
#2274

just check for vo/mvm/ instead
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VoiDeD
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Join Date: Mar 2009
Location: Illinois, USA
Old 08-17-2012 , 21:26   Re: [TF2] Freak Fortress 2
#2275

There are many files which aren't in any mvm directory. For instance: "sound/vo/medic_mvm_bomb_destroyed02.wav"

I went for a quick and dirty way of catching (hopefully) most of the sounds.
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FeatherFoot
Junior Member
Join Date: Aug 2012
Old 08-17-2012 , 21:48   Re: [TF2] Freak Fortress 2
#2276

Valve released yet another patch, but it did not change anything regarding precaching.

Quote:
Originally Posted by Valve
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (TF2, DoD:S, HL2: DM)
Fixed a bug where rejected players could leave a "ghost" player that takes up a slot on the server browser

Team Fortress 2
Fixed tf_mm_strict to work as documented
And that is it.
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Last edited by FeatherFoot; 08-17-2012 at 21:49.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 08-17-2012 , 21:50   Re: [TF2] Freak Fortress 2
#2277

Erm, saysounds plugins works well without any crash... might wanna study how their pre-caching works?...
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Powerlord
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Old 08-17-2012 , 22:18   Re: [TF2] Freak Fortress 2
#2278

Quote:
Originally Posted by Otokiru View Post
Erm, saysounds plugins works well without any crash... might wanna study how their pre-caching works?...
I don't think it has anything to do with how we do pre-caching but rather with the number of sounds we pre-cache.

We could just pre-cache sounds as the bosses load instead of up front, but it's somewhat annoying.
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Last edited by Powerlord; 08-17-2012 at 22:20.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 08-17-2012 , 22:23   Re: [TF2] Freak Fortress 2
#2279

im now having most all my servers crashing randomly.. things were bad enough after the 15th, they are horrible now. Both my trade servers are crashing about once an hour. Valve has totally screwed up this game
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Otokiru
Senior Member
Join Date: Apr 2012
Old 08-17-2012 , 22:29   Re: [TF2] Freak Fortress 2
#2280

Quote:
Originally Posted by Powerlord View Post
I don't think it has anything to do with how we do pre-caching but rather with the number of sounds we pre-cache.

We could just pre-cache sounds as the bosses load instead of up front, but it's somewhat annoying.
But the thing is, my saysounds sounds have 3times the amount of FF2 sounds...
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