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Onslaught (0.71 - updated 07 Feb 2007)


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sixcentgeorge
Junior Member
Join Date: Feb 2006
Location: villevieille
Old 01-08-2007 , 16:08   Re: Onslaught (0.60 beta - updated 07 Jan 2007)
Reply With Quote #21

Quote:
Originally Posted by L. Duke View Post
Not right now. Models have to have a new name to be downloaded so putting a different model on the server wouldn't be downloaded to the clients.
you can add them in res file

the plugin could be cool in hl*mp mods
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 01-12-2007 , 16:30   Re: Onslaught (0.60 beta - updated 07 Jan 2007)
Reply With Quote #22

After days of messing with Linux and debugging, and I've traced the problem down to one 'n' where it shouldn't be. I've never had so much problem finding such a small error.

One #ifdef that should have been an #idndef. Problem was that this macro was used in a lot of functions, and the bug caused crashes to come sometime later (not where the typo was).

Things look like they're working fine on Linux, so it will be included in the next release!
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 01-15-2007 , 12:28   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #23

Version 0.70 has been released which contains the Linux binaries as well as some minor changes/fixes.

Download

Changelist:
Code:
0.70
 - Added: Linux version
 - Change: Increased strength of trip mine explosion.
 - Fix: cs_compound control points to prevent fast CT wins
 - Change: Base speed adjusted for classes instead of similuation
    time being adjusted. This means that jumping now obeys gravity
    correctly for scout, heavy, etc. Players will feel a difference
    between class specific speeds and the Soldier's adrenaline item.
    This also means that faster classes can jump slightly farther 
    since they are moving faster (which wasn't true before).
 - Change: adjusted ragdoll dissolve times
 - Change: default respawn time is now 4 seconds
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michel21
Junior Member
Join Date: Jul 2005
Old 01-15-2007 , 14:47   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #24

Yeah the linux release !!!

Got some bug with class, we can't choose any class, the menu disapear !!! it's very annoying.

And your forum is down too
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 01-15-2007 , 15:53   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #25

Yes, the forums are down until slow tech support responds to fix something.

Someone else was having problems with menus, but they were running a bunch of other plugins, including eventscripts, and one of them was intercepting all of the menu responses. Does it work if you disable all other plugins and try it? If so, one of them is intercepting menu calls when it shouldn't be.
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michel21
Junior Member
Join Date: Jul 2005
Old 01-15-2007 , 16:50   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #26

i have put onslaught on a test server which have evenscript but i have only one personnal script for fake client ! I will test now with only onslaught ;)

edit: with only onslaught i have the same problem , no class, no display setting.
So i guess the linux release have a bug ! hope you will found it soon !
Onslaught mod is promise to a great futur !!!

Last edited by michel21; 01-15-2007 at 17:01.
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 01-15-2007 , 19:20   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #27

I just downloaded it and tried it on my Linux server and it worked fine.

Try these things with Onslaught being the only plugin loaded:

What do you see when you type "meta list" ?

Have you added onslaught to the metaplugins.ini file (rather than using meta load)?

If you have onslaught 0 and change it to 1 you need to change maps before it will turn on. Try changing maps to see if it works.

Do you have all of the cfg files in /addons/onslaught/cfg (like de_dust2.cfg, cs_italy.cfg, etc.)? Do you have an /addons/dukebase/cfg/gameinfo.txt file?

Someone else had this problem too, and I gave them some pointers like that and never heard from them again. I'm not sure what they had wrong, but I see their server in the list now so I assume it was something like this.
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michel21
Junior Member
Join Date: Jul 2005
Old 01-15-2007 , 20:38   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #28

I've got sourcemm 1.3d and only onslaught in the metaplugins.ini

In meta list the plugin is loadind correctly.

I have onslaught 1 in my server.cfg and the mod is activated on all the map (got crash on piranesi too). It's just a menu probem, other features seems to work.

I have put all the files in the server folder.

have some other things that you want me to check ;)
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Soynuts
Junior Member
Join Date: Sep 2006
Old 01-16-2007 , 01:36   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #29

My linux server crashes every now and then with only meta mod and onslaught installed. It crashed a lot more when I had mani, eventscripts, and some other meta mods installed. I haven't taken the time to go through all of them yet. But for now this is an error I often see at the end of map when it is getting ready to change. It is not what necessarily crashes the server as I still see it now but the server still runs.

[ONSLAUGHT] *ERROR* could not 'unhook' player, edict_t is not a valid player!Sometimes the server will crash after it changes map and loads the server.cfg file. It appears to do it when there are more than 2 people on, but I will need to monitor it more.
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Harman
New Member
Join Date: May 2006
Old 01-16-2007 , 12:43   Re: Onslaught (0.70 - updated 15 Jan 2007)
Reply With Quote #30

onslaught is now run

But the problem it is not compatible with the zombiemod 1.2.6 ...
the cvar onslaught 1/0 with the change of map in map_config to change MOD makes crash landing the server

sorry my bad english , i am french !
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