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[l4d2] Ready Up v3.3.2 [06/24/2014] [Major Update]


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VultureX
Junior Member
Join Date: Jul 2013
Old 07-09-2013 , 20:59   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
Reply With Quote #11

Locked End of Map Saferoom plugin does not load.
It says: Could not find required plugin "readyup"
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 07-21-2013 , 04:15   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
Reply With Quote #12

how to disable the connect messages ?
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 07-23-2013 , 08:01   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
Reply With Quote #13

ok sussed it out
just removed the relevant text from readyup_phrases.txt file =)
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 07-25-2013 , 06:22   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
Reply With Quote #14

I've been reading the comments. However, I haven't made the changes as I'm working on a complete rewrite of the plugin.
Not to worry, the rewrite will be fully compatible with any plugins that are using ready up. There are some drastic changes, though:

Spoiler

Last edited by Skyy; 07-25-2013 at 07:27.
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Skyy
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Join Date: Jan 2010
Location: Toronto, Canada
Old 07-26-2013 , 18:10   Re: [l4d2] Ready Up v3.0 alpha [7/26/13]
Reply With Quote #15

The v3.x alpha may be buggy. I am unable to test it as I don't have a server, so if you do use it, please be kind enough to PM error logs to me instead of congesting the thread with them, so I can debug them. While I'm waiting for those to pile up my inbox, I'm currently working on adding a mountain of new forwards and natives, so writing modules is a ridiculous joke. I have been considering making some changes so that ready up itself is a module of a yet-to-be-named core plugin, but as of this branch, it will remain the core plugin until such a time.
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winniethepooh
SourceMod Donor
Join Date: Sep 2012
Old 07-29-2013 , 12:18   Re: [l4d2] Ready Up v3.0 alpha [7/26/13]
Reply With Quote #16

The attached compiled version reports the plugin version as 2.6 but I see in the .sp file you have it as "3.0 alpha". The plugin contact also reports [email protected] vs [email protected] so I'm not sure if those weren't updated before compiling or if the wrong version was attached.

I know you're a stickler for no support for self-compiled versions so I'll wait for you to update the .zip before testing.


Disregard.

Last edited by winniethepooh; 07-29-2013 at 12:33.
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 07-29-2013 , 12:25   Re: [l4d2] Ready Up v3.0 alpha [7/26/13]
Reply With Quote #17

Thanks for posting that. I may have accidentally included the 2.6 binary. I'll quickly patch that.

---

Edit: It's patched, with a new version. If you test this out, let me know if it's working properly.

Last edited by Skyy; 07-29-2013 at 12:28.
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gilmon
Senior Member
Join Date: Feb 2011
Location: China
Old 07-29-2013 , 22:13   Re: [l4d2] Ready Up v3.0 alpha [7/29/13]
Reply With Quote #18

seem like this don't work?

when I type !toggleready nothing happen..and players always tell me the server start to lag(not because ping,i see there ping is very low)

and.. where's the coop.cfg?

Code:
10:14:11 L 07/30/2013 - 10:13:13: [SM] Plugin encountered error 25: Call was aborted
10:14:11 L 07/30/2013 - 10:13:13: [SM] Native "SetFailState" reported: File not found: addons/sourcemod/configs/readyup/coop.cfg
10:14:11 L 07/30/2013 - 10:13:13: [SM] Displaying call stack trace for plugin "readyup.smx":
10:14:11 L 07/30/2013 - 10:13:13: [SM]   [0]  Line 217, readyup.sp::OnMapStart()

Last edited by gilmon; 07-29-2013 at 22:14.
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gilmon
Senior Member
Join Date: Feb 2011
Location: China
Old 07-29-2013 , 23:13   Re: [l4d2] Ready Up v3.0 alpha [7/29/13]
Reply With Quote #19

still can't compile

Code:
undefined symbol "b_IsParseConfig"
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Skyy
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Join Date: Jan 2010
Location: Toronto, Canada
Old 07-29-2013 , 23:24   Re: [l4d2] Ready Up v3.0 alpha [7/29/13]
Reply With Quote #20

Currently in-server testing, However, there's no reason for you to compile separately as I always include the binary (smx) in the archive.
There is no coop.cfg included with the archive; It's up to you to create (just copy/paste the versus.cfg) and modify configs for each game mode you want to support.

Last edited by Skyy; 07-29-2013 at 23:30.
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