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[L4D2]Defib Ragdolls (1.2.8 - 25/03/2022)


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Lux
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Old 01-21-2019 , 17:30   Re: [L4D2]Defib Ragdolls
Reply With Quote #11

Quote:
Originally Posted by Spirit_12 View Post
I haven’t had the chance to analyze the crash log but crash is most definitely happening due to rag doll being moved and the extension saves the coordinates. That creates a conflict.

I’ll check it later in the day. Also I’m pretty sure that extension can be recreated via Dhooks Detour in a plugin form.
you could change the ext and remove the saving coordinates and get the origin of the entity in DefibrillatorOnActionComplete() function.
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Spirit_12
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Old 01-22-2019 , 00:04   Re: [L4D2]Defib Ragdolls
Reply With Quote #12

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Originally Posted by Lux View Post
you could change the ext and remove the saving coordinates and get the origin of the entity in DefibrillatorOnActionComplete() function.
Extension is already detouring that function. I did take a look at crash log, but it was from Windows and I don't find it productive to find all function names on windows. Maybe someone can recreate the issue on Linux and that way we can pin point what exactly went wrong as opposed to assumptions.
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Lux
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Old 01-22-2019 , 02:23   Re: [L4D2]Defib Ragdolls
Reply With Quote #13

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Originally Posted by Spirit_12 View Post
Extension is already detouring that function. I did take a look at crash log, but it was from Windows and I don't find it productive to find all function names on windows. Maybe someone can recreate the issue on Linux and that way we can pin point what exactly went wrong as opposed to assumptions.
https://crash.limetech.org/g7oqw5ycfdak

Looks like you were right
https://github.com/Satanic-Spirit/de...nsion.cpp#L137
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closer_ex
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Old 01-30-2019 , 01:54   Re: [L4D2]Defib Ragdolls
Reply With Quote #14

Just read the thread again thoroughly, so I removed defib-fix and it finally worked.
Another problem is, the dead body's face keeps twitching, maybe due to mod?

Last edited by closer_ex; 01-30-2019 at 02:39.
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Lux
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Old 01-30-2019 , 02:54   Re: [L4D2]Defib Ragdolls
Reply With Quote #15

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Originally Posted by closer_ex View Post
Just read the thread again thoroughly, so I removed defib-fix and it finally worked.
Another problem is, the dead body's face keeps twitching, maybe due to mod?
Yes the face twitches due to using a different model for vphysics because survivor models have too much mass.
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closer_ex
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Old 01-30-2019 , 04:03   Re: [L4D2]Defib Ragdolls
Reply With Quote #16

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Originally Posted by Lux View Post
Yes the face twitches due to using a different model for vphysics because survivor models have too much mass.
Thx then.
Spoken of the face, my mods get broken faces when playing online, perhaps because of using lightwarp and somehow dx9 or higher being disabled(said the mod creator), while they work good offline. Do you get any clue on that issue?
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Lux
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Old 01-30-2019 , 08:18   Re: [L4D2]Defib Ragdolls
Reply With Quote #17

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Originally Posted by closer_ex View Post
Thx then.
Spoken of the face, my mods get broken faces when playing online, perhaps because of using lightwarp and somehow dx9 or higher being disabled(said the mod creator), while they work good offline. Do you get any clue on that issue?
I dunno about that i'm not really a model maker.
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Old 01-30-2019 , 11:13   Re: [L4D2]Defib Ragdolls
Reply With Quote #18

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Originally Posted by Lux View Post
I dunno about that i'm not really a model maker.
Just wondering how dedicate server messes with the local rendering thing, but nvm that now.
Anyway, thx for your plugins and sry for bothering.
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Lux
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Old 02-08-2019 , 14:20   Re: [L4D2]Defib Ragdolls (1.0.5 - 08/02/2019 )
Reply With Quote #19

Update Changes:
Added cvar for using placeholder for vphysics
Removed 5x scaler for physics forces "was unintended"
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Old 02-25-2019 , 09:14   Re: [L4D2]Defib Ragdolls (1.0.9 - 25/02/2019 )
Reply With Quote #20

Update 1.0.9
Change dr_survivors_ragdoll_mode with another option
Made workaround for ragdoll's not rendering with adding overlay model.

https://github.com/LuxLuma/L4D2_Defi...d62dda8930228e
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