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[L4D2] Standardized Revamp Structure 1.0 RTW


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Frus
Senior Member
Join Date: Aug 2009
Old 01-21-2010 , 16:54   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #61

Quote:
Originally Posted by Skorpion1976 View Post
Wow, really great stuff you guys created!
If I want to compile all the standalone .sp files into the srsmod.smx myself, do I need to run on of the .bat files provided in the archive? If yes, which o_O? I donīt know what sm compiler the sourcecode got compiled with regarding the .smx file that can be downloaded on the first page of this thread. I use stable SM 1.3.0 on my server.
You can just compile srs.main.sp as long as you keep all the files in the directory structure in the .zip.

Personally, I don't use the .bat scripts, but I would assume build_srs.bat and build_install_srs.bat are fairly self-explanatory.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-21-2010 , 17:46   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #62

Quote:
Originally Posted by Downtown1 View Post
Nope, wasn't removed. Only thing we changed was add the infinite GL fix.

i had to stop and then start the server again and water brake was fixed. odd
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An8
Junior Member
Join Date: Jan 2010
Old 01-22-2010 , 00:02   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #63

Quote:
Originally Posted by Downtown1 View Post
Use the CEVO config, guaranteed to spawn tanks on DC1.
Thanks man, you are right, if i exec the CEVO config, the tank appears on DeC1; running alone this plugin no Maybe i got some non-compatible plugin or so, i don't get it.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-22-2010 , 00:02   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #64

Quote:
Originally Posted by Skorpion1976 View Post
Wow, really great stuff you guys created!
If I want to compile all the standalone .sp files into the srsmod.smx myself, do I need to run on of the .bat files provided in the archive? If yes, which o_O? I donīt know what sm compiler the sourcecode got compiled with regarding the .smx file that can be downloaded on the first page of this thread. I use stable SM 1.3.0 on my server.
Use build_srs.bat, you may need to edit userpreferences.bat to point to all the correct paths (SPCOMP, LEFT4DOWNTOWN, etc) and it will build a srsmod.smx in the same folder as the .sp files

Or you can drag and drop all the .sp files to the sourcemod scripting folder and all the INC Files there as well, and compile it like that (srs.main.sp is what you are looking to compile).
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-22-2010 , 01:35   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #65

happy to report the DaC Finale infinite spawn GL is gone!!
Interestingly most folks don't notice that no GLs spawn on any maps...

well done fellas! Thanks.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 01-22-2010 , 10:36   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #66

Yep, GL on c2m5 is history ^^, working fine here on a win xp pro scrds.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-22-2010 , 21:09   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #67

I'm experiencing something weird on my server every so often since I started using this plugin...

I don't remove kits or defibs since I play mostly public games...

what's happening is that on some maps... not every time... Team A will find kits along the way but Team B will have pills spawned where Team A found kits.

I'm not sure if it's just the AI D being a dirt bag or if the plugin is forcing the pills replacement on Team B but not only are they pills but they're few and far between...

It caused my team to get wiped early tonight since we had a couple of players leave and join and leave and join but we had no kits to heal up the folks that weren't too bright...

Anyway, perhaps others have experienced this?
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Necrothug
Member
Join Date: Aug 2008
Old 01-22-2010 , 21:17   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #68

I had this exact same issue when using Crow's Annoying Item remover. The CVARs for this look very similar to it, so perhaps this issue was inherited.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-22-2010 , 21:33   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #69

Quote:
Originally Posted by dacomb View Post
what's happening is that on some maps... not every time... Team A will find kits along the way but Team B will have pills spawned where Team A found kits.

thats normal behavior regardless of the plugin. if you look through the cvars the dircetor monitors survovrs health and spawns medkits accordingly, same with defibs. so one team can find more medkits and/or defibs then the other.


of course, some of the coders might correct me, but i think thats how it works.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-23-2010 , 01:21   Re: [L4D2] Standardized Revamp Structure 1.0 RC2
Reply With Quote #70

Quote:
Originally Posted by GanjaStar View Post
thats normal behavior regardless of the plugin. if you look through the cvars the dircetor monitors survovrs health and spawns medkits accordingly, same with defibs. so one team can find more medkits and/or defibs then the other.


of course, some of the coders might correct me, but i think thats how it works.

well, in this case we needed the kits. I've always been under the impression that item spawning was the same for both teams to give some consistency... penalizing a team while rewarding the other team is BS... however, I've also noticed in game after game that the winning team usually gets more kits than the losing team and inevitably they win more.
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