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[Fixed] Demolition Man 1.2 with Superheromod 1.18


  
 
 
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Alphabet Soup
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Join Date: Apr 2004
Old 02-17-2005 , 03:02   [Fixed] Demolition Man 1.2 with Superheromod 1.18
#1

Vittu suggest I report this hero specific problem I found regarding the CVS sources.

Quote:
Hero "Demolition Man": I was hoping the CVS version would be fixed and more stable but apparently if a bomb (from DE maps) blow up a mine, the server will crash. Guess the server get's stuck on trying to figure out who detonated those mines lol -- even though it reports that they have blown up.
Original thread in the News forums:

http://forums.alliedmods.net/showthr...33333333333333

Thanks.
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jtp10181
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Join Date: May 2004
Location: Madison, WI
Old 02-17-2005 , 08:05  
#2

ok I'll look at it when I get time
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jtp10181
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Old 02-27-2005 , 13:32  
#3

no crashies....
Attached Images
File Type: jpg de_dust0001.jpg (207.3 KB, 226 views)
File Type: jpg de_dust0002.jpg (127.5 KB, 222 views)
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jtp10181
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Old 02-27-2005 , 14:52  
#4

hmmm ok, if I do it with bots I did get a crash, this should be fun to debug
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jtp10181
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Old 02-27-2005 , 17:57  
#5

Should be fixed now:
http://web.thekingpin.net/cgi-bin/cv...sh_demoman.sma

Not sure what was causing it exactly, but I just made it remove all the mines on round end. Seemed like it would crash as I spawned on the next round for some reason.
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Alphabet Soup
Member
Join Date: Apr 2004
Old 02-28-2005 , 03:46  
#6

Added to my public server and will report back if any problems. Thanks!
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Alphabet Soup
Member
Join Date: Apr 2004
Old 02-28-2005 , 14:00   Spawn Killing Exploit Made
#7

AHAHHA LOL!!!! Haven't tested the bomb setting off mines yet but since you did, I'm sure it's fine, HOWEVER you inadverntatnly opened up an exploit for spawn killing.

Apparently when you call for the mines to be removed at the round end, you are able to place mines again immediately after your original set disappears. I did this on ka_needle and allowed me to spawn kill the entire opposing team with a few strategically placed mines. Was funny but I had to disabled demolition man again for now. HAha...still laughing.
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kanu | DarkPredator
Senior Member
Join Date: Apr 2005
Old 02-28-2005 , 17:26  
#8

i think what you said is a bit unclear, at least to me...

are you saying that the bomb blew up your mines, then you set mines again at the enemy spawn?
i didnt think there were mines on ka_ maps so this probably isnt right...

so how did you set bombs at the enemy spawn after the round started?
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jtp10181
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Old 02-28-2005 , 18:02  
#9

Quote:
Originally Posted by Dark | Predator
i think what you said is a bit unclear, at least to me...

are you saying that the bomb blew up your mines, then you set mines again at the enemy spawn?
i didnt think there were mines on ka_ maps so this probably isnt right...

so how did you set bombs at the enemy spawn after the round started?
perfectly clear to me.... already fixed it, just need to test it today.
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kanu | DarkPredator
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Join Date: Apr 2005
Old 02-28-2005 , 18:05  
#10

Ok, I guess it was clear, but could you explain it to me because I'd like to understand the problem.
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