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[TF2] Freak Fortress 2


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MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 08-18-2012 , 02:26   Re: [TF2] Freak Fortress 2
#2301

Quote:
Originally Posted by Powerlord View Post
No, we were discussing that with Asherkin a few pages back. There's currently no way to "un-precache" a sound.




On the bright side, map changes clear the sound precache table, so more frequent map changes may cause your server to not have the problem.
is there a way to know roughly the limit of the soundprecache? If so, then when the size of soundprecache is 100 > x% > 80 change map?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-18-2012 , 02:27   Re: [TF2] Freak Fortress 2
#2302

I just noticed an error in the previous version I released that may have caused sounds to stop working properly if they were used on a previous map. Here's a fixed version.
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 118 views - 168.7 KB)
File Type: smx freak_fortress_2.smx (87.3 KB, 153 views)
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Powerlord
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Old 08-18-2012 , 02:29   Re: [TF2] Freak Fortress 2
#2303

Quote:
Originally Posted by MUN View Post
is there a way to know roughly the limit of the soundprecache? If so, then when the size of soundprecache is 100 > x% > 80 change map?
It may be possible... looking through the SourceMod functions, I noticed GetStringTableMaxStrings and GetStringTableNumStrings functions. I'd just have to figure out how to access the soundprecache table using it.
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Last edited by Powerlord; 08-18-2012 at 02:30.
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MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 08-18-2012 , 02:32   Re: [TF2] Freak Fortress 2
#2304

Quote:
Originally Posted by Powerlord View Post
It may be possible... looking through the SourceMod functions, I noticed GetStringTableMaxStrings and GetStringTableNumStrings functions. I'd just have to figure out how to access the soundprecache table using it.
at least maps wont crash, but map changes galore would occur. It would also be a nice preventative measure.


Also maybe not the time, but would it be possible to add functionality in the announcements to reference a text or cfg file so people could put there steam groups instead of manually editing the code.

I had the issue where people were posting on the vs. saxton hale / freak fortress group about an issue that frankly we never knew about for 2 weeks. =\
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 08-18-2012 , 02:49   Re: [TF2] Freak Fortress 2
#2305

somehow I can not get CBS working.

brutal_sniper_hale.cfg

in characters.cfg:
"Freak Fortress 2"
{
"1" "brutal_sniper_hale"
}

Download worked. In-game I get = Failed name =.
The model is not showing up, no sounds, no class change.

edit:
Quote:
Originally Posted by Elvin1396 View Post
When I try to set him via /ff2_special, I get boss not found. Any ideas?
yes, I get the same with ff2_special.
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Last edited by AeroAcrobat; 08-18-2012 at 03:32.
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Elvin1396
Member
Join Date: Jun 2012
Location: mlp_party
Old 08-18-2012 , 03:16   Re: [TF2] Freak Fortress 2
#2306

Quote:
Originally Posted by AeroAcrobat View Post
somehow I can not get CBS working.

brutal_sniper_hale.cfg

in characters.cfg:
"Freak Fortress 2"
{
"1" "brutal_sniper_hale"
}

Download worked. In-game I get = Failed name =.
The model is not showing up, no sounds, no class change.
For me, the models downloaded, but when I try to set it via /ff2boss, where his name is supposed to be, its just blank, and when I choose it, when I get set to a random boss. When I try to set him via /ff2_special, I get boss not found. Any ideas?
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MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 08-18-2012 , 03:45   Re: [TF2] Freak Fortress 2
#2307

I had to patch mine with ravensbro's model. Works great =)
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SpiritBob
Member
Join Date: Jul 2011
Old 08-18-2012 , 07:22   Re: [TF2] Freak Fortress 2
#2308

After all those fixes,is the mod working again?

Or there are still unexplained crashes going on?
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MrBen
SourceMod Donor
Join Date: Sep 2011
Old 08-18-2012 , 08:01   Re: [TF2] Freak Fortress 2
#2309

Quote:
After all those fixes,is the mod working again?
Or there are still unexplained crashes going on?
Not for me it isn't - I can't get a FF2 server to stay up for longer than 2-3 minutes
without crashing. After the latest Valve patch last night all my other servers are stable
now, including VSH, so I have replaced the FF2 server for another VSH server for now, so at least the FF2 fans have something to play on.

Good luck getting yours to run.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 08-18-2012 , 08:03   Re: [TF2] Freak Fortress 2
#2310

Do any of us know how to contact Valve directly or indirectly to see if they will acknowledge the issue that is crippling us and comment on if they will increase the sound cache table or not?
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