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[L4D2] Standardized Revamp Structure 1.0 RTW


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Frus
Senior Member
Join Date: Aug 2009
Old 01-28-2010 , 14:29   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #101

Quote:
Originally Posted by GanjaStar View Post
i had the same thing. shut down the server and start it up again.

also, dont know if its related to this plugin, but i dont have any plugins relating to weapons installed, but yesterday on dark carnival, only 3 tier 2 weapons were available the whole campaign. hunting rifle, combat shotgun, and assault rifle. no ther tier 2 gun appeared for all 5 maps.
If you have srs_debug 1 it will log every weapon removed. If you feel it's removing extraneous weapons feel free to look over the log and/or post the log.

EDIT: Just to be clear, we do not support co-op or realism mode. Use of the plugin in those game modes are at your own risk.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-28-2010 , 18:17   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #102

i better turn on srs debug then . and yes im a versus player exclusively.

will report if the weird weapon setup continues.
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SkaP
Senior Member
Join Date: Dec 2009
Old 01-30-2010 , 01:32   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #103

Getting this error log.

Code:
L 01/29/2010 - 22:48:17: SourceMod error session started
L 01/29/2010 - 22:48:17: Info (map "l4d2_hospital02_subway") (file "errors_20100129.log")
L 01/29/2010 - 22:48:17: [SM] Native "GetEntData" reported: Entity 8 (8) is invalid
L 01/29/2010 - 22:48:17: [SM] Displaying call stack trace for plugin "srsmod.smx":
L 01/29/2010 - 22:48:17: [SM]   [0]  Line 169, srs.waterbrake.sp::WaterBrake_OnGameFrame()
L 01/29/2010 - 22:48:17: [SM]   [1]  Line 88, srs.main.sp::OnGameFrame()
L 01/29/2010 - 22:48:17: [SM] Native "GetEntData" reported: Entity 8 (8) is invalid
L 01/29/2010 - 22:48:17: [SM] Displaying call stack trace for plugin "srsmod.smx":
L 01/29/2010 - 22:48:17: [SM]   [0]  Line 169, srs.waterbrake.sp::WaterBrake_OnGameFrame()
L 01/29/2010 - 22:48:17: [SM]   [1]  Line 88, srs.main.sp::OnGameFrame()
L 01/29/2010 - 22:58:46: Error log file session closed.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-30-2010 , 06:56   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #104

A bug fixed in the default_pending branch (along with a new, better waterbrake).

Downtown will probably merge it into the release files at some point.


Take mine if you want to try it now.

Last edited by AtomicStryker; 02-06-2010 at 11:41.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-30-2010 , 15:42   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #105

I just noticed on the google code page that the CEVO config is RC2 and not RC1 anymore...

my question is whether or not the base srsmod pluglin changed or just that the config files changed?

Would be helpful if the linked downloads for the plugin noted the full release version number...
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Frus
Senior Member
Join Date: Aug 2009
Old 01-30-2010 , 16:32   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #106

Quote:
Originally Posted by FIRST POST
1.0 Release To Web
+ Special Infected will not auto-spawn on finales

1.0 Release Candidate 2
+ Removes the Dark Carnival 5 infinite Grenade Launcher

1.0 Release Candidate 1
+ Tanks will spawn on every map
+ Tanks will not be pre-lit by molotovs
+ Common infected behind survivors will be despawned
+ Many, many items are removed
What do you mean?
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-30-2010 , 16:40   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #107

Quote:
Originally Posted by Frus View Post
What do you mean?
I'm assuming I have the latest version since I don't have the grenade launcher spawn on DaC5.

This:
File Type: zip srsmod-1.0.rtw-src.zip (27.1 KB, 65 views)
File Type: zip srsmod-1.0.rtw-bin.zip (23.8 KB, 112 views)

could look like

This:
File Type: zip srsmod-1.0.RC2.rtw-src.zip (27.1 KB, 65 views)
File Type: zip srsmod-1.0.RC2.rtw-bin.zip (23.8 KB, 112 views)

Fairly easily and would remove any confusion as to which version is linked.

My question arose when I looked at the google code page and saw this:

cevo-l4d2-server-pkg-01.24.2010.zip

Since I don't use the canned version of the plugin I was just trying to make sure that my srsmod.smx file was the latest and greatest.

many plugins including this one don't update the name of the plugin with the current version number and sometimes it gets tedious making sure they're all updated...

Yes I know I can use sm plugin list to show me the version numbers but I'm still guessing sometimes if I'm not sure or if I just want to quick glance at the front page of any given plugin...

I just prefer more informative labeling... personal preference is all... it's not the end of the world.

Last edited by dacomb; 01-30-2010 at 16:43.
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Frus
Senior Member
Join Date: Aug 2009
Old 01-30-2010 , 16:48   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #108

RTW IS the (sub)version.

RC1 -> RC2 -> RTW.

The current cevo config uses RTW as well.

Last edited by Frus; 01-30-2010 at 16:51.
Frus is offline
dacomb
Senior Member
Join Date: Oct 2009
Old 01-30-2010 , 17:27   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #109

Quote:
Originally Posted by Frus View Post
RTW IS the (sub)version.

RC1 -> RC2 -> RTW.

The current cevo config uses RTW as well.

*facepalm*

I knew that in the back of my head but something I was reading on this page made me question it...

http://code.google.com/p/l4d2-cevo-configs/

I knew that RC stands for release candidate... and RTW well... the W I'm not sure... World?

anyway... Maybe it was the change log in the zip file that through me off...

thanks for the clarification... I just got confused for some reason...

*reading comprehension fail*
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 01-30-2010 , 17:58   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #110

@atomic, this I get with your version:

L 01/30/2010 - 23:51:49: [SM] Native "SDKCall" reported: Client 15 is not in game
L 01/30/2010 - 23:51:49: [SM] Displaying call stack trace for plugin "srsmod.smx":
L 01/30/2010 - 23:51:49: [SM] [0] Line 206, srs.despawninfected.sp::L4D2_GetPlayerFlowDis t()
L 01/30/2010 - 23:51:49: [SM] [1] Line 224, srs.despawninfected.sp::_DI_Check_Timer()

I use these cvars:
srs_infected_despawn "0"
srs_infected_respawn "0"

Last edited by Skorpion1976; 01-30-2010 at 18:01.
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