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[TF2] PropHunt Redux (v3.3.3, 2015-07-12)


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Fearts
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Join Date: Oct 2008
Old 01-22-2014 , 01:16   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #101

Code:
L 01/21/2014 - 22:06:53: [SM] Native "GetEntProp" reported: Entity -1 (-1) is invalid
L 01/21/2014 - 22:06:53: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/21/2014 - 22:06:53: [SM]   [0]  Line 173, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::DbDeaths()
L 01/21/2014 - 22:06:53: [SM]   [1]  Line 157, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::PlayerKilled()
L 01/21/2014 - 22:06:53: [SM]   [2]  Line 2877, prophunt.sp::Event_player_death()
My logs have been getting this error a lot. Also, for some reason I still get reports of props sometimes randomly getting a gun. Anyone else have this issue?
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Powerlord
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Old 01-22-2014 , 10:03   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #102

Quote:
Originally Posted by Fearts View Post
Code:
L 01/21/2014 - 22:06:53: [SM] Native "GetEntProp" reported: Entity -1 (-1) is invalid
L 01/21/2014 - 22:06:53: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/21/2014 - 22:06:53: [SM]   [0]  Line 173, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::DbDeaths()
L 01/21/2014 - 22:06:53: [SM]   [1]  Line 157, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::PlayerKilled()
L 01/21/2014 - 22:06:53: [SM]   [2]  Line 2877, prophunt.sp::Event_player_death()
My logs have been getting this error a lot.
stats2.inc isn't a public file (it's distributed solely by Geit and DarkImmortal), but assuming I have the correct version of it...

Basically, the current version of PropHunt Redux strips the Reserve Shooter from all players. This happened before I took over PropHunt (Ithink), but I can see why: The Reserve Shooter is a direct upgrade to the stock shotgun for Pyros because we limit the stock Pyro shotgun to 2 shot clips.

There are a few alternatives, but the RS is tricky because of how Valve implemented shotguns in the schema (each class's shotgun is separate).

Incidentally, the stats system doesn't like it when primary or secondary weapons are stripped from Pyros.

I may need to write some shotgun-specific code for the replacement system to take class into account.

Quote:
Originally Posted by Fearts View Post
Code:
L 01/21/2014 - 22:06:53: [SM] Native "GetEntProp" reported: Entity -1 (-1) is invalid
L 01/21/2014 - 22:06:53: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 01/21/2014 - 22:06:53: [SM]   [0]  Line 173, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::DbDeaths()
L 01/21/2014 - 22:06:53: [SM]   [1]  Line 157, C:\Users\1\Desktop\new scripting\include\prophunt\stats2.inc::PlayerKilled()
L 01/21/2014 - 22:06:53: [SM]   [2]  Line 2877, prophunt.sp::Event_player_death()
My logs have been getting this error a lot. Also, for some reason I still get reports of props sometimes randomly getting a gun. Anyone else have this issue?
I'm working on a new version of PropHunt Redux that moves when the Last Prop mode reset happens... right now, it only happens at round end and it really needs to happen at round start as well in case of map changes.
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Last edited by Powerlord; 01-22-2014 at 10:04.
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Old 01-22-2014 , 10:59   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #103

OK, so I'm going to be testing on a new version soon, which is intended to have the following fixes/changes:
  • Reset the Last Prop status on round start in addition to round end. This is to fix situations where it "sticks" into the next round for unknown reasons (or after map changes).
  • Player models are now removed before teams switch as another attempt to fix the "Pyros all appear as props!" bug some people see in high latency situations.
  • PropHunt Redux now waits to see if the current map is a PropHunt map before loading its prop configurations. This should reduce memory usage on multimod servers when PropHunt isn't active.
  • Prevent the Now Disguised message from displaying multiple times on round start.
  • New prop keyvalue: skin. This is to change a prop's skin to one other than the default. Untested, so it may not actually work.
  • Standardizes where player-specific values get reset so we can make sure they're always reset when a player spawns.
  • New cvar: ph_propmenurestrict. Defaults to 1. If set to 1, this restricts the propmenu command with args (i.e. "propmenu models/props_gameplay/cap_point_base.mdl") to only allows props that actually appear in the menu. THIS CVAR IS IGNORED ON RANKED SERVERS because ranked servers will always force this behavior on.
  • New file props_allmaps.txt that contains a list of props that appear on all maps. By default, this file only contains the control point prop.
  • New file prop_menu.txt that contains a list of props that appear in the propmenu on all maps. By default, this contains the pyro and ghost models.
  • New system to restrict weapon replacements to certain classes only.
    • The Reserve Shooter is now replaced by the stock shotgun for Pyros and allowed again for Soldiers. It was blocked for both classes.
      • This is to fix a 'Native "GetEntProp" reported: Entity -1 (-1) is invalid' on stats2.inc line 173, which was preventing Pyros with the Reserve Shooter from having their kills logged.
Hmm, there's more I need to test than I thought.

The values for the "replace_onlyclasses" keyword is additive:
Scout = 1
Sniper = 2
Soldier = 4
DemoMan = 8
Medic = 16
Heavy = 32
Pyro = 64
Spy = 128
Engineer = 256
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Last edited by Powerlord; 01-27-2014 at 12:31.
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Fearts
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Old 01-22-2014 , 11:26   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #104

OK thanks, looks good.
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Old 01-23-2014 , 19:33   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #105

The things I could test seem to be working, but if someone else wants to help test the previous changes, here's Prop Hunt 3.1.0 beta 1.

(Side note: I didn't test "skins" because I was too lazy to see which props have different skins available.)

Oh, there is one last change not mentioned in the previous change log:
  • Fixed compilation issues in stats2.inc due to to missing constants in prophunt.sp. Apparently, these have been around for a while.

This means that prophunt.sp should now compile against stats2.inc without any changes. I'm surprised no one mentioned this was an issue before.

I've included a new PHDataPack with the new version of prophunt_config, and the new files (prop_menu.txt and props_allmaps.txt).
Attached Files
File Type: sp Get Plugin or Get Source (prophunt.sp - 118 views - 103.6 KB)
File Type: smx prophunt.smx (43.8 KB, 130 views)
File Type: zip PHDataPack.zip (41.9 KB, 114 views)
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Last edited by Powerlord; 01-23-2014 at 19:37.
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Old 01-24-2014 , 18:20   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #106

Crud, I forgot to include the new translation file in my previous post.

Testing on ph_propmenurestrict show it works as intended once your server has the new translation file.
Attached Files
File Type: txt prophunt.phrases.txt (3.4 KB, 116 views)
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Last edited by Powerlord; 01-24-2014 at 18:46.
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Pitbull3
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Old 01-26-2014 , 10:14   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
Reply With Quote #107

I've noticed that the maps pack in post #2 does not include any config files for the maps.... anywhere we could get them?
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Old 01-26-2014 , 10:57   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
Reply With Quote #108

Quote:
Originally Posted by Pitbull3 View Post
I've noticed that the maps pack in post #2 does not include any config files for the maps.... anywhere we could get them?
Map configs are in the PHDataPack and it contains all of them (Heck, the entire PHDataPack is less than 100kb).
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Old 01-26-2014 , 10:59   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #109

AH!, didn't know if you updated the pack with these new maps... thanks!
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Old 01-26-2014 , 11:01   Re: [TF2] Prop Hunt Redux (v3.0.2, 2013-12-20)
Reply With Quote #110

Quote:
Originally Posted by Pitbull3 View Post
AH!, didn't know if you updated the pack with these new maps... thanks!
I think the last posted version in the first post may be slightly out of date with ph_snowworks config. It's in the 3.1.0 version I posted a few posts back, though. Just... the prophunt_config there probably doesn't work right in 3.0.2.

But yes, I update PHDataPack every time I add a new map to the maps post.
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Last edited by Powerlord; 01-26-2014 at 11:02.
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