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[TF2] Custom Weapons 3 (Beta 2)


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nosoop
Veteran Member
Join Date: Aug 2014
Old 06-19-2020 , 11:31   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #231

Quote:
Originally Posted by trbz_ View Post
I've looked into it, and it seems that it is unable to find the ISourceMod interface, which supposedly means that sourcescramble.ext was compiled in SourceMod 1.10 and as a result isn't loading correctly.
Ah. It looks like the 1.10 codebase was checked out on my Windows instance, and that indeed prevents loading on 1.9.
I should probably keep separate repositories checked out for each revision or figure out how to target 1.9.

I've updated the releases with a 1.9-based Windows package.
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trbz_
Junior Member
Join Date: May 2018
Old 06-20-2020 , 20:33   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #232

Thanks! I've got it working now. Besides the Windows bugs, the only issue I've found is that "mult basegrenade direct radius" does not seem to be working, as in it loads correctly but the radius multiplier is just never applied, direct hits or otherwise. I tested it with arbitrarily large values just to be sure.
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nosoop
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Join Date: Aug 2014
Old 06-20-2020 , 21:25   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #233

Quote:
Originally Posted by trbz_ View Post
Thanks! I've got it working now. Besides the Windows bugs, the only issue I've found is that "mult basegrenade direct radius" does not seem to be working, as in it loads correctly but the radius multiplier is just never applied, direct hits or otherwise. I tested it with arbitrarily large values just to be sure.
Cool, glad to hear that there are few remaining unknown bugs — we can continue the conversation on that last one on the project's issue tracker to keep things organized and avoid cluttering this one up with support messages. Sounds like you're hitting some cases that I didn't personally test.

(You could also send a private message over the forums instead, but the issue tracker is preferred so other people can see that it's known.)
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Last edited by nosoop; 06-20-2020 at 21:28.
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enderandrew
Senior Member
Join Date: Jun 2020
Old 06-22-2020 , 02:33   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #234

@nosoop

Tried loading your pack. Most of it loads but two plugins didn't.

L 06/22/2020 - 01:15:59: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:15:59: [SM] Blaming: custom-attr-starter-pack\keep_disguise_on_attack.smx
L 06/22/2020 - 01:15:59: [SM] Call stack trace:
L 06/22/2020 - 01:15:59: [SM] [0] DHookEnableDetour
L 06/22/2020 - 01:15:59: [SM] [1] Line 19, scripting\keep_disguise_on_attack.sp::OnPlugi nStart
L 06/22/2020 - 01:15:59: [SM] Unable to load plugin "custom-attr-starter-pack\keep_disguise_on_attack.smx": Error detected in plugin startup (see error logs)
L 06/22/2020 - 01:16:02: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:16:02: [SM] Blaming: custom-attr-starter-pack\lunchbox_override_pickup_type.smx
L 06/22/2020 - 01:16:02: [SM] Call stack trace:
L 06/22/2020 - 01:16:02: [SM] [0] DHookEnableDetour
L 06/22/2020 - 01:16:02: [SM] [1] Line 25, scripting\lunchbox_override_pickup_type.sp::O nPluginStart
L 06/22/2020 - 01:16:02: [SM] Unable to load plugin "custom-attr-starter-pack\lunchbox_override_pickup_type.smx": Error detected in plugin startup (see error logs)

I'm using dhooks-2.2.0-detours14-sm110.zip
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nosoop
Veteran Member
Join Date: Aug 2014
Old 06-22-2020 , 02:47   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #235

Quote:
Originally Posted by enderandrew View Post
@nosoop

Tried loading your pack. Most of it loads but two plugins didn't.

Code:
L 06/22/2020 - 01:15:59: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:15:59: [SM] Blaming: custom-attr-starter-pack\keep_disguise_on_attack.smx
...
L 06/22/2020 - 01:16:02: [SM] Exception reported: Invalid Handle 0
L 06/22/2020 - 01:16:02: [SM] Blaming: custom-attr-starter-pack\lunchbox_override_pickup_type.smx
I'm using dhooks-2.2.0-detours14-sm110.zip
Known issues on Windows specifically. No time to write fixes, though I did add a note on that second stack trace.
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enderandrew
Senior Member
Join Date: Jun 2020
Old 06-26-2020 , 18:46   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #236

My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-27-2020 , 18:52   custom weapon sounds
Reply With Quote #237

hi, how can i make the custom sounds for weapons work properly for CW3? i made sure i have the requirements (cw2legacy or cw2sounds) and followed the exact same syntax

HTML Code:
	"sound"
	{
		"player"
		{
			"find"		")weapons/revolver_shoot.wav"
			"replace"	"weapons/spygun/revolver_shoot.wav"
			"pitch"		"150"
		}
	}
}
this is for my sleeper agent weapon, what happens is very weird the sound in (find) plays for a very short interval like maybe a slight second or something, then the custom (replace) sound plays. something like that or they play at the same time i cant really tell. even at the beginning i thought it doesnt work but it turns out the original sound is too loud that i couldnt hear the custom one i found that out by putying the mini gun sound just to test and i heard something.
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-29-2020 , 06:25   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #238

how do custom projectiles work?

HTML Code:
custom projectile model
attribute does nothing but crash the server if you insert a model path in the value
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Old Bill
Junior Member
Join Date: Jun 2020
Old 06-29-2020 , 08:42   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #239

Quote:
Originally Posted by enderandrew View Post
My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
i suggest getting the pre-compiled version just in case you are doing something wrong
https://github.com/nosoop/SM-TFOnTak.../tag/1.1.2-pre
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nosoop
Veteran Member
Join Date: Aug 2014
Old 06-29-2020 , 09:26   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #240

Quote:
Originally Posted by Old Bill View Post
how do custom projectiles work?

custom projectile model attribute does nothing but crash the server if you insert a model path in the value
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.

The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
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