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L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread


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Eneier
New Member
Join Date: Apr 2018
Old 09-27-2020 , 07:39   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#141

Hello. I have a COOP server, after the death of the team, it throws everyone out with an error -"Disconnected: Issued too many commands to server"

I understand that I can solve this by writing this code - "sv_quota_stringcmdspersecond 999999"


The question is, where should I write it?


If I remove the supercoop plugin everything works ...


P.S i writed it in the server.cfg...so this code doesn't work.

Last edited by Eneier; 09-27-2020 at 07:48.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 09-27-2020 , 07:40   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#142

Quote:
Originally Posted by myljach View Post
Hello!

My 2 Coop servers after update works fine, all with around 80 plugins, and 170 custom maps(i test only few). Only 1 plugin is not work in my versus server, because is old, and newer SM 1.10.0.6461 not support it. So anione may recommend similar plugin? Is l4d2scores.smx --- https://forums.alliedmods.net/showthread.php?t=113188

Thanks in advance,
M.
Most probably a signature issue. What does it say in your error logs?
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myljach
Member
Join Date: Jul 2016
Location: Croatia
Old 09-27-2020 , 07:56   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#143

Quote:
Originally Posted by Spirit_12 View Post
Most probably a signature issue. What does it say in your error logs?
Hey Spirit!
In error logs is nothing, in logs is:

L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'GetTeamScore' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'ClearTeamScores' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'SetCampaignScores' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] PTR to Director loaded at 0x9cfc7f0
L 09/27/2020 - 00:01:44: [l4d2scores.smx] RestartScenarioFromVote Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] RestartScenarioFromVote Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] SwapTeams Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] SwapTeams Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] AreTeamsFlipped Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] AreTeamsFlipped Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] Map counter = 0
L 09/27/2020 - 00:01:49: [l4d2scores.smx] Round 1 started, round scores: A: 0, B: 0
L 09/27/2020 - 00:01:49: [l4d2scores.smx] ON MAP START FUNCTION
L 09/27/2020 - 00:01:49: [l4d2scores.smx] Map counter now = 1

In game when i type !scores each team during all campaign is value 0, and it mixes teams, better team need to be survivor but switch to infected, and opposite.
I was have same issue once time before when i was use sourcemod 1.9, but then i find it was custom map White Forrest. after delete that map from server, all was work fine again.
after this new update of L4d2 i was forced to update SM to 1.10, and that issue is return.
I was try replace gamedata from older build of SM 1.10, but then i again have buffer overflow and loop reset server again, like with older build of SM. My servers was original using before SM 1.5
Little things i may confirm is, my keep laser smx works fine, and Flareme plugin may crash versus, but it works fine in coop servers. Now all servers use SM 1.10.0.6461

Edit: Also my all SMAC modules, Sourcebans++, Hlstatx works fine, only issue with that was, update mess up with free DNS wich i use because SB,Hlstatx and gametracker need Static IP

Last edited by myljach; 09-27-2020 at 07:58.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 09-27-2020 , 08:29   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#144

Your server OS?
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myljach
Member
Join Date: Jul 2016
Location: Croatia
Old 09-27-2020 , 08:42   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#145

Quote:
Originally Posted by Spirit_12 View Post
Your server OS?
linux ubuntu

Edit: plugin work, but not doing team sorting described like in picture

[IMG][/IMG]

Last edited by myljach; 09-27-2020 at 13:57.
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NiTro1
Member
Join Date: Sep 2015
Location: france
Old 09-27-2020 , 14:22   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#146

Quote:
Originally Posted by myljach View Post
Hey Spirit!
In error logs is nothing, in logs is:

L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'GetTeamScore' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'ClearTeamScores' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] [TEST] Function 'SetCampaignScores' initialized.
L 09/27/2020 - 00:01:44: [l4d2scores.smx] PTR to Director loaded at 0x9cfc7f0
L 09/27/2020 - 00:01:44: [l4d2scores.smx] RestartScenarioFromVote Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] RestartScenarioFromVote Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] SwapTeams Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] SwapTeams Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] AreTeamsFlipped Call prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] AreTeamsFlipped Signature prepped
L 09/27/2020 - 00:01:44: [l4d2scores.smx] Map counter = 0
L 09/27/2020 - 00:01:49: [l4d2scores.smx] Round 1 started, round scores: A: 0, B: 0
L 09/27/2020 - 00:01:49: [l4d2scores.smx] ON MAP START FUNCTION
L 09/27/2020 - 00:01:49: [l4d2scores.smx] Map counter now = 1

In game when i type !scores each team during all campaign is value 0, and it mixes teams, better team need to be survivor but switch to infected, and opposite.
I was have same issue once time before when i was use sourcemod 1.9, but then i find it was custom map White Forrest. after delete that map from server, all was work fine again.
after this new update of L4d2 i was forced to update SM to 1.10, and that issue is return.
I was try replace gamedata from older build of SM 1.10, but then i again have buffer overflow and loop reset server again, like with older build of SM. My servers was original using before SM 1.5
Little things i may confirm is, my keep laser smx works fine, and Flareme plugin may crash versus, but it works fine in coop servers. Now all servers use SM 1.10.0.6461

Edit: Also my all SMAC modules, Sourcebans++, Hlstatx works fine, only issue with that was, update mess up with free DNS wich i use because SB,Hlstatx and gametracker need Static IP
The plugin is using Left4Downtown natives probably : GetTeamScore, ClearTeamScores and it needs an update...Left4Downtown crashing server after the last update and needs an update too. But the Signatures for those natives are still the same.
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NiTro1
Member
Join Date: Sep 2015
Location: france
Old 09-27-2020 , 14:30   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#147

Quote:
Originally Posted by Smoak View Post
Neither of those plugins work, someone on the development team said some changes were made to the lasersights and that might be why, so we need to figure out how to make either of those two mods work.
Here i use this version in Versus and its working fine.
Attached Files
File Type: smx grab_lasersight.smx (5.4 KB, 64 views)
File Type: sp Get Plugin or Get Source (grab_lasersight.sp - 96 views - 2.3 KB)

Last edited by NiTro1; 09-27-2020 at 16:23.
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NiTro1
Member
Join Date: Sep 2015
Location: france
Old 09-27-2020 , 14:33   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#148

Quote:
Originally Posted by Eneier View Post
Hello. I have a COOP server, after the death of the team, it throws everyone out with an error -"Disconnected: Issued too many commands to server"

I understand that I can solve this by writing this code - "sv_quota_stringcmdspersecond 999999"


The question is, where should I write it?


If I remove the supercoop plugin everything works ...


P.S i writed it in the server.cfg...so this code doesn't work.
Just put that Cvar in Server.cfg without the quotes :

sv_quota_stringcmdspersecond "999999"
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-27-2020 , 15:19   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#149

Quote:
Originally Posted by tRololo312312 View Post
Could someone make this Gamedata work again?
It would be helpful to mention which signatures are broken. The first 2 seem fine.

Updated:
Code:
 			"CBaseAnimating::LookupSequence"
			{
				"library"	"server"
				"mac"		"@_ZN14CBaseAnimating14LookupSequenceEPKc"
				"linux"		"@_ZN14CBaseAnimating14LookupSequenceEPKc"
				"windows"	"\x55\x8B\x2A\x56\x8B\x2A\x83\x2A\x2A\x2A\x2A\x2A\x2A\x75\x2A\xE8\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x8B\x2A\xE8\x2A\xF6"
				/* 55 8B ? 56 8B ? 83 ? ? ? ? ? ? 75 ? E8 ? ? ? ? 85 ? 74 ? 8B ? E8 ? F6 */
			}

Quote:
Originally Posted by rtokuda View Post
This strange model bug happens when I join L4D1 campaigns, this started to happen after the update.
Hopefully Valve fix this issue, maybe someone can make a fix plugin.


Quote:
Originally Posted by NiTro1 View Post
Here i use this version in Versus and its working fine.
You need to provide the source, don't just upload .SMX.


Quote:
Originally Posted by NiTro1 View Post
The plugin is using Left4Downtown natives probably : GetTeamScore, ClearTeamScores and it needs an update...Left4Downtown crashing server after the last update and needs an update too. But the Signatures for those natives are still the same.
Left4Downtown should be replaced with Left4DHooks. Good luck getting support to fix left4downtown if you don't want to change. Left4DHooks has updated signatures that Left4Downtown uses.
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Last edited by Silvers; 09-28-2020 at 20:25.
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NiTro1
Member
Join Date: Sep 2015
Location: france
Old 09-27-2020 , 16:26   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#150

Quote:
Originally Posted by Silvers View Post
You need to provide the source, don't just upload .SMX.

Left4Downtown should be replaced with Left4DHooks. Good luck getting support to fix left4downtown if you don't want to change. Left4DHooks has updated signatures that Left4Downtown uses.
yeah i forget the source, done.

i dont need Dhooks plenty of natives and functions that i dont need beside that its compiled for SM 1.10 and for the plugins and the stuff i use, SM 1.7 is the more stable.
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