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[TF2] TF2Ware - Wario Ware Microgaming!!


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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 07-07-2011 , 18:44   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #121

Updated!

Click here to download the updated plugin!

Fixed dependency issue
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JiggyBalls
Member
Join Date: Jul 2010
Old 07-07-2011 , 18:46   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #122

Mech i noticed you have other plugins but not on here. Im intrested as to what some of their functions are.
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Niven
New Member
Join Date: Jul 2011
Old 07-08-2011 , 15:43   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #123

So, I'm in need of some help please.
I'm currently trying to host this. The map loaded perfectly fine. Even some random person joined. But the actual minigame did not. I typed into the console sm plugins load mw_tf2ware, and it said it was already loaded successfully. Do you guys have any ideas?

Edit: Alright so here are the errors I'm getting: sound/imgay/tf2ware/ (a lot of these) doesn't exist, and couldn't exec tf2ware_test34.cfg. I would really like some help.

Last edited by Niven; 07-08-2011 at 15:58.
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esm
New Member
Join Date: Jul 2011
Old 07-08-2011 , 23:15   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #124

@Niven try typing ww_enable 1 and den type "retry" in ur client's console. Unpack all the sounds from fastdl and place them in your server. It works for me.
However my server crashes randomly around 15-30min. Anyone got a solution?
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Niven
New Member
Join Date: Jul 2011
Old 07-09-2011 , 01:10   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #125

Quote:
Originally Posted by esm View Post
@Niven try typing ww_enable 1 and den type "retry" in ur client's console. Unpack all the sounds from fastdl and place them in your server. It works for me.
However my server crashes randomly around 15-30min. Anyone got a solution?
I tried ww_enable 1, then retry, still no minigame.
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almantsas
Member
Join Date: Apr 2009
Old 07-09-2011 , 05:38   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #126

Quote:
Originally Posted by esm View Post
@Niven try typing ww_enable 1 and den type "retry" in ur client's console. Unpack all the sounds from fastdl and place them in your server. It works for me.
However my server crashes randomly around 15-30min. Anyone got a solution?
My server sometimes crashig too, mostly when auto special round starts.
Error in console:



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Last edited by almantsas; 07-09-2011 at 15:00.
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Sazpaimon
Member
Join Date: Apr 2008
Old 07-09-2011 , 19:41   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #127

I'm also getting crashes, I cannot figure out where it crashes, sometimes it crashes at the start of a game, sometimes in the middle of one. It leaves simmilar backtraces each time:

Code:
#0  0xf77d3425 in __kernel_vsyscall ()
#1  0xf75cf2a6 in poll () from /lib32/libc.so.6
#2  0xefac1d0c in Curl_socket_ready () from bin/crashhandler.so
#3  0xefabdbae in waitconnect () from bin/crashhandler.so
#4  0xefabe6ce in singleipconnect () from bin/crashhandler.so
#5  0xefabe8f9 in Curl_connecthost () from bin/crashhandler.so
#6  0xefacc60c in Curl_connect () from bin/crashhandler.so
#7  0xefad42ab in Curl_perform () from bin/crashhandler.so
#8  0xefabd8e4 in curl_easy_perform () from bin/crashhandler.so
#9  0xefaac5b5 in google_breakpad::HTTPUpload::SendRequest(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> >*, std::basic_string<char, std::char_traits<char>, std::allocator<char> >*, bool) () from bin/crashhandler.so
#10 0xefaad0ed in CBreakpadFactory::SendCrashReport(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >&) () from bin/crashhandler.so
#11 0xefaae3e3 in CHandlerContext::MinidumpCallback(char const*, char const*, bool) () from bin/crashhandler.so
#12 0xefab11a4 in google_breakpad::ExceptionHandler::GenerateDump(google_breakpad::ExceptionHandler::CrashContext*) () from bin/crashhandler.so
#13 0xefab137b in google_breakpad::ExceptionHandler::HandleSignal(int, siginfo*, void*) () from bin/crashhandler.so
#14 0xefab16ab in google_breakpad::ExceptionHandler::SignalHandler(int, siginfo*, void*) () from bin/crashhandler.so
#15 <signal handler called>
#16 0xf3bcb2f3 in SlerpBones(CStudioHdr const*, Quaternion*, Vector*, mstudioseqdesc_t&, int, QuaternionAligned const*, Vector const*, float, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#17 0xf3bd22f3 in CBoneSetup::AccumulatePose(Vector*, Quaternion*, int, float, float, float, CIKContext*) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#18 0xf3d10481 in CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#19 0xf3d0b610 in CBaseAnimating::SetupBones(matrix3x4_t*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#20 0xf3d02973 in CBaseAnimating::GetBoneCache() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#21 0xf3d03900 in CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#22 0xf3d036e3 in CBaseAnimating::GetBonePosition(int, Vector&, QAngle&) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#23 0xf413698c in CTFPlayer::DropAmmoPack(CTakeDamageInfo const&, bool, bool) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#24 0xf4149af3 in CTFPlayer::Event_Killed(CTakeDamageInfo const&) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#25 0xf3f1dfdc in CBasePlayer::CommitSuicide(bool, bool) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#26 0xf411f6cc in CTFPlayer::CommitSuicide(bool, bool) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#27 0xdf8fd9c5 in ?? ()
#28 0xee4c2a11 in ForcePlayerSuicide(SourcePawn::IPluginContext*, int const*) () from /home/saz/gameservers/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
#29 0xeee9eeea in NativeCallback(sp_context_s*, unsigned int, int*) () from /home/saz/gameservers/orangebox/tf/addons/sourcemod/bin/sourcepawn.jit.x86.so
#30 0xe73924ad in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)
Code:
#0  0xf77b8425 in __kernel_vsyscall ()
#1  0xf75b42a6 in poll () from /lib32/libc.so.6
#2  0xefaa6d0c in Curl_socket_ready () from bin/crashhandler.so
#3  0xefaa2bae in waitconnect () from bin/crashhandler.so
#4  0xefaa36ce in singleipconnect () from bin/crashhandler.so
#5  0xefaa38f9 in Curl_connecthost () from bin/crashhandler.so
#6  0xefab160c in Curl_connect () from bin/crashhandler.so
#7  0xefab92ab in Curl_perform () from bin/crashhandler.so
#8  0xefaa28e4 in curl_easy_perform () from bin/crashhandler.so
#9  0xefa915b5 in google_breakpad::HTTPUpload::SendRequest(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> >*, std::basic_string<char, std::char_traits<char>, std::allocator<char> >*, bool) () from bin/crashhandler.so
#10 0xefa920ed in CBreakpadFactory::SendCrashReport(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >&) () from bin/crashhandler.so
#11 0xefa933e3 in CHandlerContext::MinidumpCallback(char const*, char const*, bool) () from bin/crashhandler.so
#12 0xefa961a4 in google_breakpad::ExceptionHandler::GenerateDump(google_breakpad::ExceptionHandler::CrashContext*) () from bin/crashhandler.so
#13 0xefa9637b in google_breakpad::ExceptionHandler::HandleSignal(int, siginfo*, void*) () from bin/crashhandler.so
#14 0xefa966ab in google_breakpad::ExceptionHandler::SignalHandler(int, siginfo*, void*) () from bin/crashhandler.so
#15 <signal handler called>
#16 0xf3bb02f3 in SlerpBones(CStudioHdr const*, Quaternion*, Vector*, mstudioseqdesc_t&, int, QuaternionAligned const*, Vector const*, float, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#17 0xf3bb72f3 in CBoneSetup::AccumulatePose(Vector*, Quaternion*, int, float, float, float, CIKContext*) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#18 0xf3cf5481 in CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#19 0xf3cf0610 in CBaseAnimating::SetupBones(matrix3x4_t*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#20 0xf3ce7973 in CBaseAnimating::GetBoneCache() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#21 0xf3cf0366 in CBaseAnimating::SetupBones(matrix3x4_t*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#22 0xf3ce7973 in CBaseAnimating::GetBoneCache() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#23 0xf3ce8900 in CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#24 0xf3ce89d8 in CBaseAnimating::GetAttachment(int, matrix3x4_t&) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#25 0xf39b335f in CBaseViewModel::SpawnControlPanels() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#26 0xf39b421f in CBaseViewModel::SetWeaponModel(char const*, CBaseCombatWeapon*) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#27 0xf3996497 in CBaseCombatWeapon::SetViewModel() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#28 0xf399965c in CBaseCombatWeapon::DefaultDeploy(char*, char*, int, char*) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#29 0xf3995e0f in CBaseCombatWeapon::Deploy() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#30 0xf3b3d208 in CTFWeaponBase::Deploy() () from /home/saz/gameservers/orangebox/tf/bin/server.so
#31 0xf398e6f2 in CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#32 0xf39ad38e in CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#33 0xf3b1795b in CTFPlayer::Weapon_Switch(CBaseCombatWeapon*, int) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#34 0xf3efc686 in CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) () from /home/saz/gameservers/orangebox/tf/bin/server.so
#35 0x1035fb4f in ?? ()
#36 0xee4b3779 in WeaponEquip(SourcePawn::IPluginContext*, int const*) () from /home/saz/gameservers/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
#37 0xeee83eea in NativeCallback(sp_context_s*, unsigned int, int*) () from /home/saz/gameservers/orangebox/tf/addons/sourcemod/bin/sourcepawn.jit.x86.so
#38 0x1035e28d in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-10-2011 , 12:49   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #128

Quote:
Originally Posted by Sazpaimon View Post
I'm also getting crashes, I cannot figure out where it crashes, sometimes it crashes at the start of a game, sometimes in the middle of one. It leaves simmilar backtraces each time:
The crash in SlerpBones (everything after that is the crash handler) is well known and has existed for a long time, but there is no known fix or steps to reproduce (at least publicly, and I'm sure Valve would have fixed it by now if they knew the cause).
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Sazpaimon
Member
Join Date: Apr 2008
Old 07-10-2011 , 13:35   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #129

Quote:
Originally Posted by asherkin View Post
The crash in SlerpBones (everything after that is the crash handler) is well known and has existed for a long time, but there is no known fix or steps to reproduce (at least publicly, and I'm sure Valve would have fixed it by now if they knew the cause).
The problem seemed to have gone away once I installed the newest SM/MM:S snapshot, however I was able to play fine on the earlier snapshot for hours before the crashes started happening after 5-15 minutes of subsequent play. I guess the cause will remain a mystery.
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JiggyBalls
Member
Join Date: Jul 2010
Old 07-10-2011 , 23:41   Re: [TF2] TF2Ware - Wario Ware Microgaming!!
Reply With Quote #130

I get a few good couple of games in the server crash. Sometimes even right after I boot the server back up. Also ppl say they are getting some issue that causes their steam to crash when connecting.
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