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[L4D2] ConnectHook


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spumer
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Join Date: Aug 2011
Old 09-29-2016 , 17:50   Re: [L4D2] ConnectHook
Reply With Quote #11

Quote:
Originally Posted by Spirit_12 View Post
I just don't see any use for this extension. Can't we already use l4dtoolz or Downtown to extend server slots? Am I missing something here?
This is not for extending slots. This is for more speed up checks. With this extension you can implement very efficient "reserved slot", name checker and more.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 09-29-2016 , 18:31   Re: [L4D2] ConnectHook
Reply With Quote #12

Quote:
Originally Posted by spumer View Post
This is not for extending slots. This is for more speed up checks. With this extension you can implement very efficient "reserved slot", name checker and more.
What I'm trying to say is that reserve slots only comes into play when server is full, but the way l4d2 is; I'm yet to see a server that is 32/32. As for name checker, you can do that without this extension as well.

Not saying its not well done, but just thinking about its practical usage.
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Electr000999
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Join Date: Aug 2011
Old 06-17-2017 , 04:34   Re: [L4D2] ConnectHook
Reply With Quote #13

got crash https://crash.limetech.org/zfpc7odufous, sourcemod 1.7, ubuntu 16
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spumer
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Old 06-18-2017 , 15:28   Re: [L4D2] ConnectHook
Reply With Quote #14

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Originally Posted by Electr000999 View Post
got crash https://crash.limetech.org/zfpc7odufous, sourcemod 1.7, ubuntu 16
When server crashed? On startup?
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 06-18-2017 , 20:12   Re: [L4D2] ConnectHook
Reply With Quote #15

Quote:
Originally Posted by Electr000999 View Post
got crash https://crash.limetech.org/zfpc7odufous, sourcemod 1.7, ubuntu 16
That crash is interesting, it's suggesting that somehow handlesys (a global variable internal to SM's logic binary) or ReadHandle (a virtual method of IHandleSys) was replaced by memory inside the extension.
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Last edited by WildCard65; 06-18-2017 at 20:14.
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Electr000999
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Join Date: Aug 2011
Old 06-20-2017 , 12:58   Re: [L4D2] ConnectHook
Reply With Quote #16

Quote:
Originally Posted by spumer View Post
When server crashed? On startup?
sorry not know, i fount it in crash logs after day use extension, i never see it again, but interesting why this was..
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spumer
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Join Date: Aug 2011
Old 10-07-2019 , 03:08   Re: [L4D2] ConnectHook
Reply With Quote #17

Quote:
Originally Posted by cravenge View Post
I can safely say that this extension is the cause of my server crashing every time someone tries to connect. It was all fine until I added the BanId Fix plugin.

Edit: I'm using Windows by the way.
Do you have crashdump on https://crash.limetech.org/?
Send me please source of the plugin which cause the crash.
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cravenge
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Join Date: Nov 2015
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Old 10-07-2019 , 23:22   Re: [L4D2] ConnectHook
Reply With Quote #18

Here's the latest crash from a test server: D4QS-R7SW-YUCM
And the plugin that relies on this extension: [ANY / CSGO] BanId Fix (v0.5, 17/07/17)
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spumer
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Join Date: Aug 2011
Old 10-10-2019 , 03:42   Re: [L4D2] ConnectHook
Reply With Quote #19

Quote:
Originally Posted by cravenge View Post
Here's the latest crash from a test server: D4QS-R7SW-YUCM
And the plugin that relies on this extension: [ANY / CSGO] BanId Fix (v0.5, 17/07/17)
Do you use this extension before, or you install it together with BanId Fix?
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cravenge
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Old 10-10-2019 , 04:45   Re: [L4D2] ConnectHook
Reply With Quote #20

Quote:
Originally Posted by spumer View Post
Do you use this extension before, or you install it together with BanId Fix?
I just installed it recently along with the plugin. Without the plugin and only the extension loaded, it became a "good luck or bad luck" situation for every client trying to connect.
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