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[TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])


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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 02-27-2011 , 01:01   Re: [TF2] Zombie Fortress (Perks [v4.2.0.13] and Vanilla [v4.0.6.3])
Reply With Quote #131

Quote:
Originally Posted by XaxaXoxo View Post
Was such maplist

But since the server is constantly crashed, I began to remove one map. Usually it was map on which a crash. It is not resolved my problem. And in the end I left one map and disabled timelimit. As with any map change server crashes.

p.s. sry for my english
I'm still looking into this issue, and don't worry if English isn't your first language (or one at all)!
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dirtyminuth
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Join Date: Sep 2009
Old 02-27-2011 , 01:02   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #132

ZF Perks is updated (4.2.0.14)!

Added a couple bug fixes, balance changes, and a couple new mini-features to some perks. Have fun!
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 03-08-2011 , 03:13   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #133

Hello!

Everything is working great but we have been getting the following errors:
Code:
 
[SM] Native "GetEdictClassname" reported: Invalid edict
[SM]   [0]  Line 938, zf_util_base.inc::entClassnameContains()
[SM]   [1]  Line 960, zf_util_base.inc::entIsSentry()
[SM]   [2]  Line 3198, zf_perk.inc::perk_OnTakeDamage()
[SM]   [3]  Line 281, zombiefortress_perk.sp::OnTakeDamage()
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-08-2011 , 14:21   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #134

Quote:
Originally Posted by clutchh View Post
Hello!

Everything is working great but we have been getting the following errors:
Code:
 
[SM] Native "GetEdictClassname" reported: Invalid edict
[SM]   [0]  Line 938, zf_util_base.inc::entClassnameContains()
[SM]   [1]  Line 960, zf_util_base.inc::entIsSentry()
[SM]   [2]  Line 3198, zf_perk.inc::perk_OnTakeDamage()
[SM]   [3]  Line 281, zombiefortress_perk.sp::OnTakeDamage()
Thanks - that's an interesting error because I have validity checks in entClassnameContains, as follows:

Code:
stock bool:entClassnameContains(ent, const String:strRefClassname[])
{
  if(IsValidEntity(ent))
  {
    decl String:strName[32];
    GetEdictClassname(ent, strName, sizeof(strName));
    return (StrContains(strName, strRefClassname, false) != -1);
  }
  return false;
}
Maybe IsValidEntity isn't sufficient, and IsValidEdict must be called as well.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 03-11-2011 , 03:58   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #135

We've been getting crashes since todays update. Pretty positive it's because of the new weapons.

Two dumps: http://upit.cc/files/601d1ad1.rar

Edit: Five new dumps today: http://upit.cc/files/bf8e7b0d.rar

Last edited by clutchh; 03-11-2011 at 18:25.
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sir.moe
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Join Date: Dec 2010
Old 03-13-2011 , 06:39   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #136

Same issue reported here,
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-13-2011 , 06:45   Re: [TF2] Zombie Fortress (Perks [v4.2.0.14] and Vanilla [v4.0.6.3])
Reply With Quote #137

Quote:
Originally Posted by clutchh View Post
We've been getting crashes since todays update. Pretty positive it's because of the new weapons.

Two dumps: http://upit.cc/files/601d1ad1.rar

Edit: Five new dumps today: http://upit.cc/files/bf8e7b0d.rar
Quote:
Originally Posted by sir.moe View Post
Same issue reported here,
cLutch and the admins at intox figured it out a few hours ago (a lot of thanks coming your way guys!). I'm working on the solution (and the rest of the update) right now.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-13-2011 , 21:49   Re: [TF2] Zombie Fortress (Perks [v4.2.0.15] / Vanilla [v4.0.6.4])
Reply With Quote #138

ZF Vanilla (v4.0.6.4) and Perks (v.4.2.0.15) are updated!

Updates include enabling new zombie melee weapons, fixing the notorious crash bug associated with the Shogun weapons, a new perk, perk limits, and a handful of other fixes and balances!

As always, have fun!
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 03-13-2011 , 22:30   Re: [TF2] Zombie Fortress (Perks [v4.2.0.15] / Vanilla [v4.0.6.4])
Reply With Quote #139

Yay, thank you!
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gavintlgold
Member
Join Date: Mar 2010
Location: New York
Old 03-16-2011 , 00:56   Re: [TF2] Zombie Fortress (Perks [v4.2.0.15] / Vanilla [v4.0.6.4])
Reply With Quote #140

The Carpenter perk stacks too easily on very full servers (18 or so survivors). It would be good if there was a limit to blockades placed in the same vicinity or something.
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