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[TF2] Custom Weapons 3 (Beta 2)


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nosoop
Veteran Member
Join Date: Aug 2014
Old 06-22-2020 , 02:47   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #231

Quote:
Originally Posted by enderandrew View Post
@nosoop

Tried loading your pack. Most of it loads but two plugins didn't.

Code:
L 06/22/2020 - 01:15:59: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:15:59: [SM] Blaming: custom-attr-starter-pack\keep_disguise_on_attack.smx
...
L 06/22/2020 - 01:16:02: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:16:02: [SM] Blaming: custom-attr-starter-pack\lunchbox_override_pickup_type.smx
I'm using dhooks-2.2.0-detours14-sm110.zip
Known issues on Windows specifically. No time to write fixes, though I did add a note on that second stack trace.
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enderandrew
Senior Member
Join Date: Jun 2020
Old 06-26-2020 , 18:46   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #232

My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-27-2020 , 18:52   custom weapon sounds
Reply With Quote #233

hi, how can i make the custom sounds for weapons work properly for CW3? i made sure i have the requirements (cw2legacy or cw2sounds) and followed the exact same syntax

HTML Code:
	"sound"
	{
		"player"
		{
			"find"		")weapons/revolver_shoot.wav"
			"replace"	"weapons/spygun/revolver_shoot.wav"
			"pitch"		"150"
		}
	}
}
this is for my sleeper agent weapon, what happens is very weird the sound in (find) plays for a very short interval like maybe a slight second or something, then the custom (replace) sound plays. something like that or they play at the same time i cant really tell. even at the beginning i thought it doesnt work but it turns out the original sound is too loud that i couldnt hear the custom one i found that out by putying the mini gun sound just to test and i heard something.
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-29-2020 , 06:25   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #234

how do custom projectiles work?

HTML Code:
custom projectile model
attribute does nothing but crash the server if you insert a model path in the value
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-29-2020 , 08:42   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #235

Quote:
Originally Posted by enderandrew View Post
My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
i suggest getting the pre-compiled version just in case you are doing something wrong
https://github.com/nosoop/SM-TFOnTak.../tag/1.1.2-pre
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nosoop
Veteran Member
Join Date: Aug 2014
Old 06-29-2020 , 09:26   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #236

Quote:
Originally Posted by Old Bill View Post
how do custom projectiles work?

custom projectile model attribute does nothing but crash the server if you insert a model path in the value
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.

The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
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enderandrew
Senior Member
Join Date: Jun 2020
Old 06-29-2020 , 21:05   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #237

Quote:
Originally Posted by Old Bill View Post
i suggest getting the pre-compiled version just in case you are doing something wrong
https://github.com/nosoop/SM-TFOnTak.../tag/1.1.2-pre
Yeah, I grabbed a pre-compiled one for testing as well. I think it may have been a conflict with another plugin potentially even though SM said it was Blaming OnTakeDamage.

In the end I got OnTakeDamage working and I'm able to run the basic CW3 with the small sample Custom Weapons pack, but I still can't run NoSoop's Custom Attribute pack. There are two attribute plugins that don't load on Windows (which is a known issue) but even with some basic brief testing with bots, four other attribute plugins were constantly throwing errors in the SM error logs so I removed them for now.
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ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 07-01-2020 , 08:12   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #238

Quote:
Originally Posted by nosoop View Post
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.

The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
Yeah, most servers use a plugin-based implementation, as most projectile entities have the m_nModelIndexOverrides property, it's fairly simple to have a plugin check for a custom CW3 attribute and apply it to the projectile that the weapon the attribute is attached to, I'd probably share my own solution but it's mixed in with a bunch of other stuff in a plugin, I'd have to create a new plugin for it, plus then the world could see my (probably) horrendously flawed coding and I don't think I want to let people judge it.
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Old Bill
Junior Member
Join Date: Jun 2020
Old 07-05-2020 , 16:04   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #239

would anyone happen to know why you get stripped of your cosmetics every time you select a custom weapon?
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enderandrew
Senior Member
Join Date: Jun 2020
Old 07-05-2020 , 19:44   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #240

I decided to try this out again, but I'm getting several errors at start-up about dhook with detours.

I've got this installed. Do I need to be using a different version? Or does DHook with detours perhaps not work with SM 11 dev builds? I know there is an earlier version there and the SM 10 version. I'm running that.

Code:
L 07/05/2020 - 14:47:51: [SM] Blaming: custom-attr-starter-pack\attr_group_overheal_uber.smx
L 07/05/2020 - 14:47:51: [SM] Call stack trace:
L 07/05/2020 - 14:47:51: [SM]   [0] DHookEnableDetour
L 07/05/2020 - 14:47:51: [SM]   [1] Line 70, attr_group_overheal_uber.sp::OnPluginStart
L 07/05/2020 - 14:47:51: [SM] Unable to load plugin "custom-attr-starter-pack\attr_group_overheal_uber.smx": Error detected in plugin startup (see error logs)
L 07/05/2020 - 14:48:07: [SM] Exception reported: Invalid Handle 0
L 07/05/2020 - 14:48:07: [SM] Blaming: custom-attr-starter-pack\joke_medigun_mod_drain_health.smx
L 07/05/2020 - 14:48:07: [SM] Call stack trace:
L 07/05/2020 - 14:48:07: [SM]   [0] DHookEnableDetour
L 07/05/2020 - 14:48:07: [SM]   [1] Line 67, joke_medigun_mod_drain_health.sp::OnPluginStart
L 07/05/2020 - 14:48:07: [SM] Unable to load plugin "custom-attr-starter-pack\joke_medigun_mod_drain_health.smx": Error detected in plugin startup (see error logs)
L 07/05/2020 - 14:48:08: [SM] Exception reported: Invalid Handle 0
L 07/05/2020 - 14:48:08: [SM] Blaming: custom-attr-starter-pack\keep_disguise_on_attack.smx
L 07/05/2020 - 14:48:08: [SM] Call stack trace:
L 07/05/2020 - 14:48:08: [SM]   [0] DHookEnableDetour
L 07/05/2020 - 14:48:08: [SM]   [1] Line 19, keep_disguise_on_attack.sp::OnPluginStart
L 07/05/2020 - 14:48:08: [SM] Unable to load plugin "custom-attr-starter-pack\keep_disguise_on_attack.smx": Error detected in plugin startup (see error logs)
L 07/05/2020 - 14:48:11: [SM] Exception reported: Invalid Handle 0
L 07/05/2020 - 14:48:11: [SM] Blaming: custom-attr-starter-pack\lunchbox_override_pickup_type.smx
L 07/05/2020 - 14:48:11: [SM] Call stack trace:
L 07/05/2020 - 14:48:11: [SM]   [0] DHookEnableDetour
L 07/05/2020 - 14:48:11: [SM]   [1] Line 25, lunchbox_override_pickup_type.sp::OnPluginStart
L 07/05/2020 - 14:48:11: [SM] Unable to load plugin "custom-attr-starter-pack\lunchbox_override_pickup_type.smx": Error detected in plugin startup (see error logs)
L 07/05/2020 - 14:48:22: [SM] Exception reported: Invalid Handle 0
L 07/05/2020 - 14:48:22: [SM] Blaming: custom-attr-starter-pack\spontaneous_explode.smx
L 07/05/2020 - 14:48:22: [SM] Call stack trace:
L 07/05/2020 - 14:48:22: [SM]   [0] DHookEnableDetour
L 07/05/2020 - 14:48:22: [SM]   [1] Line 64, spontaneous_explode.sp::OnPluginStart
L 07/05/2020 - 14:48:22: [SM] Unable to load plugin "custom-attr-starter-pack\spontaneous_explode.smx": Error detected in plugin startup (see error logs)
L 07/05/2020 - 15:25:50: [SM] Exception reported: Array index out-of-bounds (index -1, limit 2049)
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