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[L4D2] - ready up reloaded


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jess
Member
Join Date: Aug 2015
Location: mb
Old 12-04-2015 , 07:07   Re: [L4D2] - ready up reloaded
Reply With Quote #11

My bad! I changed one of the cvars, but forgot to update it. Totally working now. I've only really got the two binaries included fully working, and haven't worked on other ready up-based plugins in favor of porting skye's rpg plugin to the new system. It'll require a mostly rewrite since there were some things not working but it should make it easier for people to host a rpg plugin if they would like to.
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mcgill
Junior Member
Join Date: Dec 2015
Location: Spain
Old 12-06-2015 , 13:54   Re: [L4D2] - ready up reloaded
Reply With Quote #12

dynamicslots

It works, but:
  • Continuing a dead survivor appearing more than once to start the round.
  • When I put on my server versus mode, sm_dynamicslots_playable "8",
    the plugin establishes: survivor_limit "8" and z_max_player_zombies "8"...
    at most times a round start, teams are decompensated... 5vs3, 2vs6, etc...
I hope to have a solution, because it is just what you need to have reservations on my server.

Thanks, good job.

Last edited by mcgill; 12-06-2015 at 14:02.
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jess
Member
Join Date: Aug 2015
Location: mb
Old 12-06-2015 , 16:18   Re: [L4D2] - ready up reloaded
Reply With Quote #13

Hello.

My try to create a version of dynamicslots was a bit of a rush job, so it has some issues.
Currently, I am working on a separate plugin, outside of the scope of ready up, to give plugin authors (and server admins) better control over bots than plugins like super versus, but when i am done that, i will circle back around and take another look at dynamicslots.

Thankyou for the report.
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mcgill
Junior Member
Join Date: Dec 2015
Location: Spain
Old 12-06-2015 , 16:48   Re: [L4D2] - ready up reloaded
Reply With Quote #14

hi

These are very good news! Speaking of superversus... I try to fix it somehow, superversus installing and sappy... by that I got z_max_player_zombies "4" but survivor_limit unchanged, I have now only dynamic and sappy, This can eliminate the extra bots, but obviously continuous decompensation.

Thank you for your effort and attention.
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jess
Member
Join Date: Aug 2015
Location: mb
Old 12-06-2015 , 19:55   Re: [L4D2] - ready up reloaded
Reply With Quote #15

The plugin that I'm developing is more or less a frame work, and not an actual plugin. It's a set of natives and forwards that can be called/received by other plugins. I've developed it this way because the majority of server operators will likely use bebop or super versus, so this caters to a specific crowd that wants easy control without having to do the heavy lifting.
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Krufftys Killers
Senior Member
Join Date: Jan 2014
Old 12-13-2015 , 20:09   Re: [L4D2] - ready up reloaded
Reply With Quote #16

got this after you updated Survivor Bot Controller L 12/13/2015 - 18:453: SourceMod error session started
L 12/13/2015 - 18:453: Info (map "l4d_deadline01") (file "errors_20151213.log")
L 12/13/2015 - 18:453: [SM] Plugin encountered error 25: Call was aborted
L 12/13/2015 - 18:453: [SM] Native "SetFailState" reported: Current gamemode cannot be found in addons\sourcemod\configs\rur_core.cfg
L 12/13/2015 - 18:453: [SM] Displaying call stack trace for plugin "rur_core.smx":
L 12/13/2015 - 18:453: [SM] [0] Line 540, E:\readyup reloaded\scripting\rur_core.sp::RetrieveGamem ode()
L 12/13/2015 - 18:453: [SM] [1] Line 161, E:\readyup reloaded\scripting\rur_core.sp::eventMapTrans ition()
L 12/13/2015 - 18:45:42: Error log file session closed.
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 12-15-2015 , 11:29   Re: [L4D2] - ready up reloaded
Reply With Quote #17

I like this plugin but the point where it teleports you back (when team are still not ready or someone is loading) could do with a message to the player, just so he does not think its a bug or laggs
"you will be teleported back until everyone is ready/loaded"
or something similar
thanks looked really good when I tested it, good job.
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jess
Member
Join Date: Aug 2015
Location: mb
Old 12-15-2015 , 11:39   Re: [L4D2] - ready up reloaded
Reply With Quote #18

It advertises on every players screen that ready up is in progress, so that is notice enough, for me, but server operators are free to advertise anything that they would like.

Kruffty: the error speaks for itself. You're running a game mode not found in your configuration. That has nothing to do with sbc configuration or sbc. This plugin stands apart from the others.
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Last edited by jess; 12-15-2015 at 11:41.
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 12-18-2015 , 12:05   Re: [L4D2] - ready up reloaded
Reply With Quote #19

OK
tried on l4d2 versus server windows latest version
worked on first map fine but on any other maps you could juts walk out when it was still ready-ing up?
http://images.akamai.steamuserconten...160534CAB7EFD/ screenshot after I have left and round has started(as soon as i open safe room door)


EDIT: Also would be nice if all the messages appear in the middle of the players screen

Thanks for your good work its much appreciated and happy xmas ;D

Last edited by s.m.a.c head; 12-18-2015 at 12:24.
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jess
Member
Join Date: Aug 2015
Location: mb
Old 12-18-2015 , 14:03   Re: [L4D2] - ready up reloaded
Reply With Quote #20

I'll add an option for hint text and take a look at what's going on. Thanks for the report.
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