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[L4D & L4D2] Hats (1.50) [12-Mar-2024]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 08-19-2019 , 08:08   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #151

Quote:
Originally Posted by GoGetSomeSleep View Post
Why do hats appear when the ghost is on the infected team?
Please try this version and let me know if that fixes the problem. I cannot test.

Edit: pushed to main.
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Last edited by Silvers; 09-10-2019 at 13:59.
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Marttt
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Old 08-29-2019 , 16:32   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #152

I didn't undestand very well what you said, what I know is that sometimes the hats bugs and looks like another models from the map, but this is because of a lot of precached entities on the map, or even a lot of entities spawned.
This problem occurs in c1m3_mall very often. I solved that by removing some "useless" entities from the map through Stripper (like the mannequins).
Besides that the plugin works great, also is not a problem with the plugin itself but with the game engine.
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Silvers
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Old 08-29-2019 , 17:08   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #153

Quote:
Originally Posted by Marttt View Post
I didn't undestand very well what you said, what I know is that sometimes the hats bugs and looks like another models from the map, but this is because of a lot of precached entities on the map, or even a lot of entities spawned.
This problem occurs in c1m3_mall very often. I solved that by removing some "useless" entities from the map through Stripper (like the mannequins).
Besides that the plugin works great, also is not a problem with the plugin itself but with the game engine.
Yeah c1m3 the most prominent and a few other maps have an issue which display random models for various entities created regardless of which plugin, this is because there are too many models being displayed.

I don't see why hats would appear on special infected, the code for spawning a hat checks that the client is a survivor so unless the code has been modified I don't see how this could happen. Maybe some rare bug or something I don't know, doesn't make any sense whatsoever. After all this years after plugin release would this issue only be reported now? c1m3 should be now common knowledge to cause issues with too many entities / model types.
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Silvers
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Old 08-29-2019 , 17:37   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #154

Well I don't know, supposed to be removed when dead, and not spawn unless alive on survivor team. Stupid game.
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Silvers
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Old 09-10-2019 , 09:10   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #155

Quote:
Originally Posted by GoGetSomeSleep View Post
need l4d_hats_modes_off "" like command
l4d_hats_maps_off ""
https://forums.alliedmods.net/showthread.php?p=607079
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Silvers
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Old 09-10-2019 , 14:00   Re: [L4D & L4D2] Hats (1.16) [02-Aug-2019]
Reply With Quote #156

Quote:
Originally Posted by GoGetSomeSleep View Post
I have maps-specific configurations unload hats on top of cfg, but even if unload, players have big black objects in their heads
Quote:
1.17 (10-Sep-2019)
- Added cvar "l4d_hats_precache" to prevent pre-caching models on specified maps.
PHP Code:
// Prevent pre-caching models on these maps, separate by commas (no spaces). Enabling plugin on these maps will crash the server.
l4d_hats_precache "c1m3_mall" 

Please let me know which other maps have model cache limit issues and I'll add those by default.
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Last edited by Silvers; 09-10-2019 at 14:01.
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Marttt
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Old 09-10-2019 , 20:21   Re: [L4D & L4D2] Hats (1.17) [10-Sep-2019]
Reply With Quote #157

I already did some tests using this plugin + LMC (precaching all models both together) and from the vanilla campaigns, looks like only the c1m3_mall map has this kind of problem, but for custom campaigns this happens a lot. (which doesn't worth to list, since there are too many).
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oceanyss
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Old 09-20-2019 , 11:37   Re: [L4D & L4D2] Hats (1.17) [10-Sep-2019]
Reply With Quote #158

Just precache the models on demand rather than precache all of them from the start, that helps to solve some of the issues especially entity heavy maps like c1m3_mall
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Silvers
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Old 09-20-2019 , 13:33   Re: [L4D & L4D2] Hats (1.17) [10-Sep-2019]
Reply With Quote #159

Quote:
Originally Posted by oceanyss View Post
Just precache the models on demand rather than precache all of them from the start, that helps to solve some of the issues especially entity heavy maps like c1m3_mall
Yeah... how? That's not possible, late precache causes the client / server to crash.

Edit: I tried removing OnMapStart cache and checking IsModelPrecached() in CreateHat() and PrecacheModel if it's not. Didn't crash server or client but even with late precache the client will still crash when too many models are cached (eg c1m3), client side limitation.
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Last edited by Silvers; 09-20-2019 at 14:07.
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oceanyss
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Old 09-21-2019 , 01:53   Re: [L4D & L4D2] Hats (1.17) [10-Sep-2019]
Reply With Quote #160

Quote:
Originally Posted by Silvers View Post
Yeah... how? That's not possible, late precache causes the client / server to crash.

Edit: I tried removing OnMapStart cache and checking IsModelPrecached() in CreateHat() and PrecacheModel if it's not. Didn't crash server or client but even with late precache the client will still crash when too many models are cached (eg c1m3), client side limitation.
That is a limitation on the engine I think, nothing we can do about it. A workaround will be to limit the number of hats a player can choose per map (but that goes against the nature of this plugin) or remove entities on the map to free up space.

I'm not sure if there is even a way to "un-cache" a model, but at least with late precaching, it does allow at least some hats to be active

Last edited by oceanyss; 09-21-2019 at 01:54.
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