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Stripper:Source (Updated 2011-04-15)


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spacedkadet
Member
Join Date: May 2008
Old 08-10-2008 , 15:17   Re: Stripper:Source (1.1b Released)
Reply With Quote #221

prop_statics are hard coded into the bsp during compiling. I dont think there is a way to remove them. I wanted to change the tank on dod_donner for a laugh but was unable for the same reason. Not sure if there is a workaround though?
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HiJacker
Senior Member
Join Date: Jul 2008
Location: Slovakia
Old 08-11-2008 , 13:28   Re: Stripper:Source (1.1b Released)
Reply With Quote #222

Thats so pity Or, isnt any way to "seal" those pipes? I mean, like i put there a big prop in front of that, and then type into console something, and it will stay there 4ever
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 09-11-2008 , 18:04   Re: Stripper:Source (1.1b Released)
Reply With Quote #223

Ok.. I'm working to replace the bomb_cart in a TF2 map with the horse model they use on the Lotus Clan servers. I have the horse model files and materials files on my computer and on the server. They're also available here:
http://rs468.rapidshare.com/files/14...orse_Model.zip

The associated section in my dumpfile is this:
Code:
{
"origin" "2560 -800 160"
"targetname" "minecart_physprop"
"spawnflags" "260"
"skin" "0"
"shadowcastdist" "0"
"pressuredelay" "0"
"physdamagescale" "0.1"
"PerformanceMode" "0"
"nodamageforces" "0"
"model" "models/props_trainyard/bomb_cart.mdl"
"minhealthdmg" "0"
"massScale" "0"
"inertiaScale" "1.0"
"health" "0"
"forcetoenablemotion" "0"
"fadescale" "0"
"fademindist" "-1"
"fademaxdist" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"disableshadows" "1"
"Damagetype" "0"
"damagetoenablemotion" "0"
"angles" "0 180 0"
"classname" "prop_physics_override"
"hammerid" "3102367"
}
Here's my pl_badwater.cfg:
Code:
modify:
{
    match:
    {    
    "model" "models/props_trainyard/bomb_cart.mdl"
    "classname" "prop_physics_override"
    }
    replace:
    {
    "model" "models/npc/horse/horse.mdl"
    }
}
I restarted the server after I uploaded the files and I know Stripper is working, but I get this:
[img]http://img145.**************/my.php?image=plbadwater0000hp8.jpg[/img]

[img]http://img374.**************/my.php?image=plbadwater0001gz9.jpg[/img]
As fun as that is (it still moves and heals me), it's not quite the effect I was going for. What am I doing wrong?
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HiJacker
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Join Date: Jul 2008
Location: Slovakia
Old 09-12-2008 , 08:31   Re: Stripper:Source (1.1b Released)
Reply With Quote #224

It not downloading to clients (players) and you too, try adding materials+models into cstrike, if you see it in game, try using Download PLugin from TechKnow (Its unaproved , but it may work)
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 09-12-2008 , 10:12   Re: Stripper:Source (1.1b Released)
Reply With Quote #225

Quote:
Originally Posted by HiJacker View Post
It not downloading to clients (players) and you too, try adding materials+models into cstrike, if you see it in game, try using Download PLugin from TechKnow (Its unaproved , but it may work)
They are downloading, though. I'm using this and it's properly causing all of the clients to download all of the files:

http://forums.alliedmods.net/showthread.php?t=69005

I suppose I should try a standard model and see if that works.
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 09-15-2008 , 11:58   Re: Stripper:Source (1.1b Released)
Reply With Quote #226

Just an update, I tried using the cow_reference model (from 2fort) for the cart and it worked, except the model isn't solid so it won't work properly as a bombcart (I believe it uses the clip boundaries to determine player proximity). So it was there healing people, but wouldn't move. So for now I just rotated the default cart 180 degrees and we have a backwards payload bomb now. So apparently it was the horse model that was screwy somehow. I'll be attempting another custom model, and I'll post here if I get it working. Thanks for everyone's help.
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Jokerz99
Senior Member
Join Date: Apr 2008
Old 09-28-2008 , 09:24   Re: Stripper:Source (1.1b Released)
Reply With Quote #227

Reading all the forums post i assume the answer is no but I will ask just to make sure...

There is no way to replace the solider model with a custom skin for TF2 is there? for all players on the server
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Acksull
Member
Join Date: Jul 2008
Old 10-16-2008 , 14:49   Re: Stripper:Source (1.1b Released)
Reply With Quote #228

Quote:
Originally Posted by ChillyWI View Post
Just an update, I tried using the cow_reference model (from 2fort) for the cart and it worked, except the model isn't solid so it won't work properly as a bombcart (I believe it uses the clip boundaries to determine player proximity). So it was there healing people, but wouldn't move. So for now I just rotated the default cart 180 degrees and we have a backwards payload bomb now. So apparently it was the horse model that was screwy somehow. I'll be attempting another custom model, and I'll post here if I get it working. Thanks for everyone's help.

I've been using this plugin on my TF2 server for few months now. What I've found is that adding custom content like models, sounds, materials just won't work. You can add content that's already in the TF2 gcf, or packed in the maps bsp but if it's not already in either of those it will not show up in game.

Even if you use ented or entspy to edit the maps entities directly and add custom content it will not work.

I guess TF2 precaches resources differently then other games.

Last edited by Acksull; 10-16-2008 at 14:59.
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Darkhand
Member
Join Date: Sep 2008
Old 10-25-2008 , 16:57   Re: Stripper:Source (1.1b Released)
Reply With Quote #229

I'm having the same issue that others are having with Stripper crashing when using stripper_dump. Strangely enough, it runs fine on a local Windows listen server, but crashes on my rented dedicated Windows server with identical setup.

Server plays Hidden:Source Beta 4b

Running:

Code:
Metamod:Source version 1.4.4.705
  SourceMod (1.0.4) by AlliedModders LLC
  Mani Admin Plugin (1.2BetaS SMM) by Mani
  Stripper (1.1b.compiled.11.Mar.08) by BAILOPAN  <--  I've tried all
  SDK Tools (1.0.3) by AlliedModders LLC               available versions
All the .mdmp files break at the same place:
Code:
stripper.14.ep1.dll!0f582aac()
Output:
Code:
0xC0000005: Access violation reading location 0x00000010.
Trace:
Code:
0F582A2C  push        30000h 
0F582A31  push        10000h 
0F582A36  call        0F586CFB 
0F582A3B  pop         ecx  
0F582A3C  pop         ecx  
0F582A3D  ret              
0F582A3E  push        ebp  
0F582A3F  mov         ebp,esp 
0F582A41  sub         esp,18h 
0F582A44  fld         qword ptr ds:[0F58BC70h] 
0F582A4A  fstp        qword ptr [ebp-8] 
0F582A4D  fld         qword ptr ds:[0F58BC68h] 
0F582A53  fstp        qword ptr [ebp-10h] 
0F582A56  fld         qword ptr [ebp-10h] 
0F582A59  fdiv        qword ptr [ebp-8] 
0F582A5C  fmul        qword ptr [ebp-8] 
0F582A5F  fsubr       qword ptr [ebp-10h] 
0F582A62  fstp        qword ptr [ebp-18h] 
0F582A65  fld         qword ptr [ebp-18h] 
0F582A68  fcomp       qword ptr ds:[0F58BC60h] 
0F582A6E  fnstsw      ax   
0F582A70  test        ah,41h 
0F582A73  jne         0F582A7A 
0F582A75  xor         eax,eax 
0F582A77  inc         eax  
0F582A78  leave            
0F582A79  ret              
0F582A7A  xor         eax,eax 
0F582A7C  leave            
0F582A7D  ret              
0F582A7E  push        0F58BC94h 
0F582A83  call        dword ptr ds:[0F58A048h] 
0F582A89  test        eax,eax 
0F582A8B  je          0F582AA2 
0F582A8D  push        0F58BC78h 
0F582A92  push        eax  
0F582A93  call        dword ptr ds:[0F58A044h] 
0F582A99  test        eax,eax 
0F582A9B  je          0F582AA2 
0F582A9D  push        0    
0F582A9F  call        eax  
0F582AA1  ret              
0F582AA2  jmp         0F582A3E 
0F582AA7  push        esi  
0F582AA8  mov         esi,dword ptr [esp+8] 
0F582AAC  push        dword ptr [esi+10h] 
0F582AAF  call        0F586DCB 
0F582AB4  test        eax,eax 
0F582AB6  pop         ecx  
0F582AB7  je          0F582B2B 
0F582AB9  cmp         esi,0F594160h 
0F582ABF  jne         0F582AC5 
0F582AC1  xor         eax,eax 
0F582AC3  jmp         0F582AD0 
0F582AC5  cmp         esi,0F594180h 
0F582ACB  jne         0F582B2B 
0F582ACD  xor         eax,eax 
0F582ACF  inc         eax  
0F582AD0  inc         dword ptr ds:[0F594C74h] 
0F582AD6  test        word ptr [esi+0Ch],10Ch 
0F582ADC  jne         0F582B2B 
0F582ADE  push        ebx  
0F582ADF  push        edi  
0F582AE0  lea         edi,[eax*4+0F594A78h] 
0F582AE7  cmp         dword ptr [edi],0 
0F582AEA  mov         ebx,1000h 
0F582AEF  jne         0F582B11 
0F582AF1  push        ebx  
0F582AF2  call        0F58153D 
0F582AF7  test        eax,eax 
0F582AF9  pop         ecx  
0F582AFA  mov         dword ptr [edi],eax 
0F582AFC  jne         0F582B11 
0F582AFE  lea         eax,[esi+14h] 
0F582B01  push        2    
0F582B03  mov         dword ptr [esi+8],eax 
0F582B06  mov         dword ptr [esi],eax 
0F582B08  pop         eax  
0F582B09  mov         dword ptr [esi+18h],eax 
0F582B0C  mov         dword ptr [esi+4],eax 
0F582B0F  jmp         0F582B1E 
0F582B11  mov         edi,dword ptr [edi] 
0F582B13  mov         dword ptr [esi+8],edi 
0F582B16  mov         dword ptr [esi],edi 
0F582B18  mov         dword ptr [esi+18h],ebx 
0F582B1B  mov         dword ptr [esi+4],ebx 
0F582B1E  or          word ptr [esi+0Ch],1102h 
0F582B24  pop         edi  
0F582B25  xor         eax,eax 
0F582B27  pop         ebx  
0F582B28  inc         eax  
0F582B29  pop         esi  
0F582B2A  ret              
0F582B2B  db          33h
Hope this helps!
Attached Files
File Type: mdmp Steam__570557__2008_10_24T23_36_19C57330.mdmp (58.3 KB, 256 views)

Last edited by Darkhand; 10-25-2008 at 19:37.
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Darkhand
Member
Join Date: Sep 2008
Old 12-02-2008 , 17:03   Re: Stripper:Source (1.1b Released)
Reply With Quote #230

Still crashing as above, but I'm getting by with dumping on a listen server and applying changes on the dedicated server.

Can Stripper add Override Parameters to an entity? If, for example, I wanted to make a metal, normally unbreakable barrel breakable, could I add an override to change its material from Metal to Wood (which would allow it to break)? Perhaps then also change the gib type to metal so it's not spouting chunks of wood when it breaks?

EDIT:

Something along the lines of:

Code:
modify:
{
    match:
    {
    "model" "models/generic/gen_model_metal_barrel01.mdl"
    "classname" "prop_physics"
    }
    insert:
    {
    "overridescript" "base,Wooden.Small"
    }
}
No luck with the above, though. I think overridescript is expecting something different.

Last edited by Darkhand; 12-03-2008 at 01:05.
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