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Say Sounds (including Hybrid Edition) (4.0.8)


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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 08-15-2012 , 13:27   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #811

anyone having trouble with the download threshold not working. clients download all the sounds on their first connect no matter what its set to.
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FuhrerMike
Member
Join Date: Dec 2007
Old 08-16-2012 , 17:54   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #812

I've had over 1500 entries for years now and since the PyroMania update I get these string table overflow errors left and right. MVM only made it worse, I'm starting to think the engine isn't designed to handle this many sounds.
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C0nw0nk
Senior Member
Join Date: May 2011
Location: United Kingdom
Old 08-16-2012 , 19:32   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #813

Quote:
Originally Posted by FuhrerMike View Post
I've had over 1500 entries for years now and since the PyroMania update I get these string table overflow errors left and right. MVM only made it worse, I'm starting to think the engine isn't designed to handle this many sounds.
Sounds like your using the old hybird edition http://www.youtube.com/watch?v=QXLqM...VOYJfNGptBk7cg
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FuhrerMike
Member
Join Date: Dec 2007
Old 08-16-2012 , 19:54   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #814

Quote:
Originally Posted by C0nw0nk View Post
Sounds like your using the old hybird edition http://www.youtube.com/watch?v=QXLqM...VOYJfNGptBk7cg
I'm using 4.0.5 with soundlib 1.0 extension if that makes any difference, I've trimmed it down to around 1000 to see if this helps but I really don't know what the engine limits are now.

Last edited by FuhrerMike; 08-16-2012 at 19:54.
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LeonhardEuler
New Member
Join Date: Aug 2012
Old 08-19-2012 , 17:01   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #815

So this doesn't work for bot-triggered kills? (Or is there something I have misconfigured?)

Any hope of that getting added?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-19-2012 , 17:13   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #816

I mentioned this in the quakesounds thread, but not here.

As of right now, TF2 has a hard limit of 320 sounds that plugins can precache across a server. As soon as sound 321 is precached, the server crashes.

This is because Valve has the soundprecache Stringtable 96% full (7872/8192 entries), and attempting to cache 321 sounds will overflow it. Now, I haven't checked this plugin to see if the sound is precached at round start or when it's first played (QuakeSounds is when it's played).
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hellomoto
Member
Join Date: Sep 2006
Old 08-21-2012 , 07:07   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #817

Hi, I am having an issue where disabling the checking of the last time someone used a sound is still preventing sounds from being played after a few seconds.

Example. If I type these in right after one another, I get a message:

WAZZA - plays the sound
HI - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - plays the sound

Here's my sm_saysounds.cfg file settings for this issue:
Code:
//////////////////////////////////
//        ***    GENERAL    ***            //
//////////////////////////////////

// Time between each admin sound trigger, 0.0 to disable checking for admin sounds
// Set to -1 to completely bypass the soundspam protection for admins
// -
// Default: "4.5"
sm_saysoundhe_time_between_admin_sounds "0.0"

// Time between each sound trigger, 0.0 to disable checking
// -
// Default: "4.5"
sm_saysoundhe_time_between_sounds "0.0"

//////////////////////////////////
//        ***    LIMITS    ***            //
//////////////////////////////////

// If set, sm_saysoundhe_sound_limit is the limit per round instead of per map
// -
// Default: "0"
sm_saysoundhe_limit_sound_per_round "0"

// Maximum sounds per ADMIN (0 for unlimited)
// -
// Default: "0"
sm_saysoundhe_sound_admin_limit "0"

// Maximum sounds per PLAYER (0 for unlimited)
// -
// Default: "5"
sm_saysoundhe_sound_limit "30"

//////////////////////////////////
//        ***    WARNINGS ***        //
//////////////////////////////////

// Number of sounds to warn ADMIN at (0 for no warnings)
// -
// Default: "0"
sm_saysoundhe_sound_admin_warn "0"

// Number of sounds to warn PLAYER at (0 for no warnings)
// -
// Default: "3"
sm_saysoundhe_sound_warn "25"
What could I be doing wrong? I tried to edit the default settings in the saysounds.sp file, but when I try to recompile the plugin, it gives me an error that says, "Your plugin failed to compile!."
Code:
/home/groups/sourcemod/upload_tmp/phpdOIXSQ.sp(50) : fatal error 120: cannot read from file: "soundlib"  Compilation aborted. 1 Error.
Any idea how to get this plugin to recompile?
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FuhrerMike
Member
Join Date: Dec 2007
Old 08-23-2012 , 06:34   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #818

Quote:
Originally Posted by hellomoto View Post
Hi, I am having an issue where disabling the checking of the last time someone used a sound is still preventing sounds from being played after a few seconds.

Example. If I type these in right after one another, I get a message:

WAZZA - plays the sound
HI - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - [Say Sounds] Please Don't Spam the Sounds!
WAZZA - plays the sound
I had a similar issue before, those cvars were being executed in another config file, effectively making mine revert. Here's my cvars now if it helps.

Code:
sm_saysoundhe_enable "1"
sm_saysoundhe_sound_warn "15"
sm_saysoundhe_sound_limit "20"
sm_saysoundhe_join_exit "0"
sm_saysoundhe_join_spawn "0"
sm_saysoundhe_specific_join_exit "0"
sm_saysoundhe_time_between_sounds "0.0"
sm_saysoundhe_time_between_admin_sounds "0.0"
sm_saysoundhe_sound_admin_warn "0"
sm_saysoundhe_sound_admin_limit "0"
sm_saysoundhe_sound_announce "1"
sm_saysoundhe_sound_sentence "0"
sm_saysoundhe_sound_logging "0"
sm_saysoundhe_play_cl_snd_off "0"
sm_saysoundhe_karaoke_delay "15.0"
sm_saysoundhe_showmenu "1"
sm_saysoundhe_saysounds_volume "1.0"
sm_saysoundhe_block_trigger "0"
sm_saysoundhe_excl_last_sound "0"
sm_saysoundhe_limit_sound_per_round "0"
sm_saysoundhe_download_threshold "-1"
sm_saysoundhe_adult_announce "0"
sm_saysoundhe_interrupt_sound "0"
sm_saysoundhe_filter_if_dead "0"
I'm having problems of my own with this plugin now too, although steam seems to have fixed the stringtables on vanilla servers, mine is still crashing left and right with this plugin enabled. Now I know the sounds aren't being played 321+ times per map so they must ALL be getting precached. I really need a way to disable this and make them cache on demand to mitigate crashing!
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 08-23-2012 , 11:52   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #819

Quote:
Originally Posted by Powerlord View Post
I mentioned this in the quakesounds thread, but not here.

As of right now, TF2 has a hard limit of 320 sounds that plugins can precache across a server. As soon as sound 321 is precached, the server crashes.

This is because Valve has the soundprecache Stringtable 96% full (7872/8192 entries), and attempting to cache 321 sounds will overflow it. Now, I haven't checked this plugin to see if the sound is precached at round start or when it's first played (QuakeSounds is when it's played).
So on a 24 player server, does this mean if a few sound files are played (to all 24), it wouldn't take long before the server crashed?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-23-2012 , 13:26   Re: Say Sounds (including Hybrid Edition) (4.0.5)
Reply With Quote #820

Quote:
Originally Posted by SmackDaddy View Post
So on a 24 player server, does this mean if a few sound files are played (to all 24), it wouldn't take long before the server crashed?
This has since been fixed (except for in MvM mode).
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