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FF2 Freak Fortress 2 1.10.14 Released


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Newbie1992
Senior Member
Join Date: Jan 2013
Location: Germany
Old 03-03-2016 , 13:30   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2611

Is there any chance to get fixed these spam with 'more players needed' without adding a bot?
Would pay for to get this fixed.
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Naydef
Senior Member
Join Date: Dec 2015
Location: Doom Town, Nevada
Old 03-03-2016 , 13:49   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2612

Quote:
Originally Posted by Newbie1992 View Post
Is there any chance to get fixed these spam with 'more players needed' without adding a bot?
Would pay for to get this fixed.
What? What spam?
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Newbie1992
Senior Member
Join Date: Jan 2013
Location: Germany
Old 03-03-2016 , 14:22   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2613

When I'm alone on the server the server is spamming in chat all the time until a new player joins or even a bot. Also I use ff2_arena_rounds "0" See below.
The server is also lagging like hell while this.

http://steamcommunity.com/sharedfile.../?id=637208977
http://steamcommunity.com/sharedfile.../?id=637209021
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Last edited by Newbie1992; 03-03-2016 at 14:23.
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Naydef
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Join Date: Dec 2015
Location: Doom Town, Nevada
Old 03-03-2016 , 16:20   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2614

Quote:
Originally Posted by Newbie1992 View Post
When I'm alone on the server the server is spamming in chat all the time until a new player joins or even a bot. Also I use ff2_arena_rounds "0" See below.
The server is also lagging like hell while this.

http://steamcommunity.com/sharedfile.../?id=637208977
http://steamcommunity.com/sharedfile.../?id=637209021

A lot of other users have reported about message spams, but no one knows why they happen. This line is your problem:
PHP Code:
if(GetClientCount()<=|| playing<=1)  //Not enough players D:
    
{
        
CPrintToChatAll("{olive}[FF2]{default} %t""needmoreplayers");
        
Enabled=false;
        
DisableSubPlugins();
        
SetControlPoint(true);
        return 
Plugin_Continue;
    } 
The only reason this could ever happen is if "teamplay_round_start" event is called multiple times. This can be due to some other plugin.

Edit: I've made this plugin to test if the event is called multiple times. Try it!
Attached Files
File Type: sp Get Plugin or Get Source (testevent.sp - 223 views - 597 Bytes)
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Last edited by Naydef; 03-03-2016 at 16:29.
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silenser
Junior Member
Join Date: Aug 2015
Old 03-04-2016 , 07:42   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2615

Hello! Do someone has issues, when boss BGM, sometimes from time to time, sometimes every round, starts two, three or more times during round? Tried lates git commit, then reverted back on 341 Jenkins build, no effect. And there no errors in logs.
And can any sub-plugin cause this situation? If so, I will try to setup clean server with default abilities for test.

Thanks in advance!

Last edited by silenser; 03-04-2016 at 08:05.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 03-04-2016 , 10:35   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2616

Quote:
Originally Posted by silenser View Post
Hello! Do someone has issues, when boss BGM, sometimes from time to time, sometimes every round, starts two, three or more times during round? Tried lates git commit, then reverted back on 341 Jenkins build, no effect. And there no errors in logs.
And can any sub-plugin cause this situation? If so, I will try to setup clean server with default abilities for test.

Thanks in advance!
Subplugins have the abilities to start/stop BGMs whenever they want, so definitely try only using the default plugins and see if that still occurs.
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silenser
Junior Member
Join Date: Aug 2015
Old 03-04-2016 , 12:57   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2617

Something really weird, on new installation of latest git commit with only default abilities sub-plugins all the same. BGM starts multiple times.

Also in ff2_1st_set_abilities on line 114 client may be not in game and cause error.
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Wliu
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Join Date: Apr 2013
Old 03-04-2016 , 15:29   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2618

Quote:
Originally Posted by silenser View Post
Something really weird, on new installation of latest git commit with only default abilities sub-plugins all the same. BGM starts multiple times.

Also in ff2_1st_set_abilities on line 114 client may be not in game and cause error.
Can you try older versions of FF2 (such as 1.10.6) to see if the error still occurs? They're available at https://github.com/50DKP/FF2-Official/releases.
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Wliu
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Join Date: Apr 2013
Old 03-04-2016 , 18:08   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2619

Regarding line 114: CloneOwnerIndex[client] is already set to -1 whenever the client disconnects, so GetClientTeam should never be called with an invalid client. Do you actually have some error logs where this happened?
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silenser
Junior Member
Join Date: Aug 2015
Old 03-05-2016 , 09:33   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2620

Okay, I will try an earlier version, but if anyone but me still not written about it, so may be it's only my issue.

Yes, the most recent log entry:

Code:
L 03/05/2016 - 16:38:02: SourceMod error session started
L 03/05/2016 - 16:38:02: Info (map "vsh_swamp_outpost_b1a") (file "errors_20160305.log")
L 03/05/2016 - 16:38:02: [SM] Native "GetClientTeam" reported: Client 3 is not in game
L 03/05/2016 - 16:38:02: [SM] Displaying call stack trace for plugin "freaks/ff2_1st_set_abilities.ff2":
L 03/05/2016 - 16:38:02: [SM]   [0]  Line 114, freaks/ff2_1st_set_abilities.sp::OnRoundEnd()
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