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[L4D2] Jockey Incap Ride (1.5) [2013-October-4]


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Sev
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Join Date: May 2010
Old 07-15-2013 , 14:39   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #21

Got it again, apparently it is related to isfakeclient.

PHP Code:
L 07/15/2013 14:09:12: [SMNative "IsFakeClient" reportedClient index 0 is invalid
L 07
/15/2013 14:09:12: [SMDisplaying call stack trace for plugin "l4d2_incap_ride.smx":
L 07/15/2013 14:09:12: [SM]   [0]  Line 395C:\L4D2\left4dead2\left4dead2\addons\sourcemod\scripting\l4d2_incap_ride.sp::Event_JockeyRideEnd()
L 07/15/2013 14:09:48Error log file session closed
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dcx2
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Join Date: Sep 2011
Old 07-15-2013 , 14:46   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #22

Very weird. That's what I figured you would see. But why? The call to IsFakeClient is checking the jockey whose ride was ending - no Jockey can ever have client index 0, so why would such a Jockey's ride end?

Were you doing anything funny, like switching from infected to survivors while you were a jockey? Can you provide any other info that might help me reproduce this? I mean, this is easy to stop, just put a check before IsFakeClient to make sure the jockey is still valid. But I'm worried e.g. the ride began with a jockey whose client ID is 7, and ended with a client ID of 0, so this means that someone still appears to be riding even though they are not.
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Sev
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Old 07-15-2013 , 14:54   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #23

I do switch to spec sometimes and the survivor becomes a bot, maybe that's it, maybe not.
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dcx2
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Join Date: Sep 2011
Old 07-15-2013 , 14:58   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #24

I wouldn't expect survivor->spec would cause such a problem, but the Source engine rarely conforms to my expectations lol. But that's good info, it may help me isolate the problem.
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Sev
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Old 07-15-2013 , 20:58   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #25

Another weird bug I notice is random disconnects as in crashes to the desktop when you are in the incap ride, I assume the crash to desktop happens as soon as you die. Very strange. Gonna disable for now.

Last edited by Sev; 07-15-2013 at 20:58.
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dcx2
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Join Date: Sep 2011
Old 07-15-2013 , 21:27   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #26

Uhh crash to desktop? Are you running Sourcemod on a local host that is also running the graphical client? There's no reason the server should be causing your client to crash to the desktop unless they're on the same machine.

We run the incap ride plugin with no problem in versuscoop. Never really use it with AI jockeys on humans.

Survivors who are ridden to death are killed with ForcePlayerSuicide. I believe this is the same way sm_slay works. Do you have any issues with sm_slay?
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Sev
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Join Date: May 2010
Old 07-15-2013 , 21:37   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #27

To be fair, I've only seen it since the update of the update because of the Valve update.

I've seen it happen to other players then I crash, and its crashed when on me.

But im gonna disable it for now in the chance it could be something else.

Also my server is remote.

Last edited by Sev; 07-15-2013 at 21:39.
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dcx2
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Join Date: Sep 2011
Old 07-17-2013 , 01:26   Re: [L4D2] Jockey Incap Ride (1.2) [2013-June-19]
Reply With Quote #28

Version bump. Fixed bugs (Thanks Sev!), also fulfilled requests.
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gajo0650
Member
Join Date: Apr 2012
Old 07-18-2013 , 05:02   Re: [L4D2] Jockey Incap Ride (1.3) [2013-July-17]
Reply With Quote #29

my l4d2 server error log attached (win server)
plugin ver 1.3
Quote:
L 07/18/2013 - 17:56:56: [SM] Native "GetClientTeam" reported: Client 3 is not in game
L 07/18/2013 - 17:56:56: [SM] Displaying call stack trace for plugin "l4d2_incap_ride.smx":
L 07/18/2013 - 17:56:56: [SM] [0] Line 539, C:\newl4d2\left4dead2\addons\sourcemod\script ing\l4d2_incap_ride.sp::IncapRideHint()

Last edited by gajo0650; 07-18-2013 at 05:04.
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dcx2
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Join Date: Sep 2011
Old 07-18-2013 , 08:32   Re: [L4D2] Jockey Incap Ride (1.4) [2013-July-18]
Reply With Quote #30

Thanks gajo. This has been fixed and a new version has been posted.

For what it's worth, that bug would not cause the plugin to malfunction. But the new version checks whether the client is ingame first, so this message won't show up anymore.
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