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[L4D1&2] Scene Processor


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Newbie_Sexy
Member
Join Date: Aug 2016
Location: Vietnam
Old 07-17-2017 , 07:28   Re: [L4D1&2] Scene Processor
Reply With Quote #41

Hello? Is thera a plugin automatic anti spam Vocalize here?
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I am a noob so... hope you guys will help me up
P/s .-. : My English is bad, i am good at Vietnamese
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 07-07-2018 , 12:04   Re: [L4D1&2] Scene Processor
Reply With Quote #42

Okay, I have received enough requests and it's time to take it off the list one by one. I hope Mr. Zero wouldn't mind...

Changes:
Attached Files
File Type: sp Get Plugin or Get Source (sceneprocessor.sp - 641 views - 19.7 KB)
File Type: smx sceneprocessor.smx (26.7 KB, 815 views)
File Type: inc sceneprocessor.inc (9.3 KB, 991 views)
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 06-03-2019 , 14:42   Re: [L4D1&2] Scene Processor
Reply With Quote #43

Quote:
Originally Posted by cravenge View Post
Okay, I have received enough requests and it's time to take it off the list one by one. I hope Mr. Zero wouldn't mind...

Changes:
At compile time I get this:
Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0
Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0
exception thrown: abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 "). Build with -s ASSERTIONS=1 for more info.
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Electr000999
Senior Member
Join Date: Aug 2011
Old 07-27-2019 , 13:40   Re: [L4D1&2] Scene Processor
Reply With Quote #44

Quote:
Originally Posted by cravenge View Post
Okay, I have received enough requests and it's time to take it off the list one by one. I hope Mr. Zero wouldn't mind...

Changes:

for compile with sm 1.10 At 89 line of include (and for remove worthlessness)
Code:
stock bool IsValidScene(int scene)
{
	return GetSceneStage(scene) != view_as<SceneStages>(0);
}
should be replaced by

Code:
stock bool IsValidScene(int scene)
{
	return GetSceneStage(scene) != SceneStage_Unknown;
}

Last edited by Electr000999; 07-27-2019 at 13:43.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 04-02-2020 , 12:33   Re: [L4D1&2] Scene Processor
Reply With Quote #45

Converted to a new syntax utilizing enum structs.
Based on fork by cravenge, removed GetClientOfUserId in each native. I've no idea what's they are doing there, since they broke everything.

Compatiblity: sm v.1.10+
Attached Files
File Type: zip sceneprocessor.zip (7.2 KB, 885 views)
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Last edited by Dragokas; 04-02-2020 at 12:35.
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Shao
Senior Member
Join Date: Jan 2015
Old 04-12-2020 , 01:25   Re: [L4D1&2] Scene Processor
Reply With Quote #46

It's unfortunate how a lot of custom map crashes with this plugin, Silent Hill and LoZ maps are one of the few examples.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 04-12-2020 , 09:18   Re: [L4D1&2] Scene Processor
Reply With Quote #47

Random crash? Under what conditions? I never noticed on L4D1.
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Shao
Senior Member
Join Date: Jan 2015
Old 05-05-2020 , 20:27   Re: [L4D1&2] Scene Processor
Reply With Quote #48

Quote:
Originally Posted by Dragokas View Post
Random crash? Under what conditions? I never noticed on L4D1.
Afaik, on l4d2 it's not too random, the maps are just too heavy for dedicated server anyway, at least I think so. I've managed to start them with some tweaking but something goes wrong eventually and cause it all to fail.

On the Silent Hill one feels like a port problem. Playing on a Local Server, some maps causes the tickrate to go below 10 often.

Taking off the plugin was helping the crash to not happen instantly but that's all I can report.
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jking
AlliedModders Donor
Join Date: Jan 2012
Old 05-29-2021 , 13:12   Re: [L4D1&2] Scene Processor
Reply With Quote #49

Quote:
Originally Posted by Dragokas View Post
Converted to a new syntax utilizing enum structs.
Based on fork by cravenge, removed GetClientOfUserId in each native. I've no idea what's they are doing there, since they broke everything.

Compatiblity: sm v.1.10+
Thanks for this fix Dragokas, works great. I've been told you have an autohelp or self revive plugin you've developed, I've been searching but haven't been able to locate it as yet, could you provide a link?
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 05-29-2021 , 13:22   Re: [L4D1&2] Scene Processor
Reply With Quote #50

offtopic.
@jking,
https://forums.alliedmods.net/showthread.php?p=2744838
https://forums.alliedmods.net/showthread.php?p=2653149
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