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L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread


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GuStAvOS
Member
Join Date: Mar 2018
Old 09-25-2020 , 10:52   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#71

hello
I am getting this error in the extension.

L 09/25/2020 - 10:45:20: Info (map "c5m1_waterfront") (file "errors_20200925.log")
L 09/25/2020 - 10:45:20: [L4FIX] Can't get one of the "scorecode" signatures: ed936724/ed9539a2/0
L 09/25/2020 - 10:458: SourceMod error session started

I have modified the other files and this is the only error that it shows me so far.

Thanks in advance.
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Pelee
Member
Join Date: May 2020
Old 09-25-2020 , 11:41   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#72

Quote:
Originally Posted by ProdigySim View Post
Same here, we switched a server that was crashing consistently over to `sv_voiceenable 0` and played 3+ full campaigns without crashes. Seems night and day.
Hey so, i got a bunch of more crashes overnight (multiple servers). How is it looking for you? and any idea on a permanent fix for this?
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TrueSurvivor
Member
Join Date: Jun 2010
Old 09-25-2020 , 11:45   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#73

Quote:
Originally Posted by Pelee View Post
Hey so, i got a bunch of more crashes overnight (multiple servers). How is it looking for you? and any idea on a permanent fix for this?
We (I) decided to leave the servers with that setting enforced on overnight and when I came back from work today I decided to check accelerator for more crash logs.
Unfortunately it doesn't (fully if at all) fix the issue.

It seems like the servers crash less, but it's far more probable that sv_voiceenable is not making a difference.
This doesn't necessarily mean that the issue is not still related to voice channels though.
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Accelerator
Senior Member
Join Date: Dec 2010
Location: Russia
Old 09-25-2020 , 11:54   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#74

Code:
#include <sourcemod>
#include <sdktools>

public void OnClientSpeaking(int client)
{
	if (!IsClientInKickQueue(client))
	{
		KickClient(client, "please, don't use microphone!");
	}
}
Temp fix from CNetChan_ProcessMessages (clc_VoiceData) For sourcemod 1.11. My servers stable with this. Radical, but what to do, no other way)
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Last edited by Accelerator; 09-25-2020 at 12:01.
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SilentBr
Veteran Member
Join Date: Jan 2009
Old 09-25-2020 , 12:09   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#75

Quote:
Originally Posted by ProdigySim View Post
Same here, we switched a server that was crashing consistently over to `sv_voiceenable 0` and played 3+ full campaigns without crashes. Seems night and day.
That doesn't work. I am one of the players that can crash a server when using microphone. I tried to set sv_voiceenable to 0 but didn't solve the problem.
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Delerium
New Member
Join Date: Sep 2020
Old 09-25-2020 , 12:27   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#76

Hi guys,

my server crashed upon map load after the update.
After updating to the latest sourcemod version I'm getting this:

18:24:00 Error reloading plugin: /lib/libc.so.6: version `GLIBC_2.17' not found (required by /games/ni2300658_1/ftproot/l4d2/left4dead2/addons/sourcemod/bin/sourcepawn.jit.x86.so) (failed to load bin/sourcepawn.jit.x86.so)

I already nuked my entire server and had a clear reainstall but to no avail.

Anyone knows whats going on? Thanks a ton in advance!
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Forgetest
Member
Join Date: Aug 2020
Old 09-25-2020 , 12:28   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#77



Code:
/**
 * Gets a player's distance in flow units.
 *
 * @param client			Client ID
 *
 * @return					0.0 on error otherwise flow distance
 */
native float L4D2Direct_GetFlowDistance(int client);

public any Direct_GetFlowDistance(Handle plugin, int numParams)
{
	ValidateAddress(m_flow, "m_flow");
	ValidateNatives(g_hSDK_Call_GetLastKnownArea, "GetLastKnownArea");

	int client = GetNativeCell(1);

	int area = SDKCall(g_hSDK_Call_GetLastKnownArea, client);
	if( area == 0 ) return 0.0;

	return LoadFromAddress(view_as<Address>(area + m_flow), NumberType_Int32);
}
Haven't checked which thing in that native is broken.
And I'd like to mention that it was fine before the TLS, and would be fine now to use CTerrorPlayer::GetFlowDistance instead for this function, which is l4d2_direct's method.
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TypicalType
Member
Join Date: Mar 2020
Location: Brazil
Old 09-25-2020 , 12:43   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#78

help https://prnt.sc/unv2b7 https://prnt.sc/unv2ot

Last edited by TypicalType; 09-25-2020 at 12:45.
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DeathChaos25
Senior Member
Join Date: Jan 2014
Location: Puerto Rico
Old 09-25-2020 , 12:45   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#79

Quote:
Originally Posted by Sout12 View Post
Okay so I have no idea what the hell I'm talking about but, I removed all my map changing plugins and was able to do a full campaign with no crash, could be something in that sort but Idk.

Maybe a updated map change plugin could help..

Edit: Doesn't fix the crashes as a whole, but I think it is 1 issue
Have you updated sourcemod?

I had a problem where either changing maps caused a crash, or map refused to change and map votechange would just restart.

Re-downloading latest 1.10 SM fixed those issues for me (so far).
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SilentBr
Veteran Member
Join Date: Jan 2009
Old 09-25-2020 , 12:52   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#80

Quote:
Originally Posted by Accelerator74 View Post
Code:
#include <sourcemod>
#include <sdktools>

public void OnClientSpeaking(int client)
{
	if (!IsClientInKickQueue(client))
	{
		KickClient(client, "please, don't use microphone!");
	}
}
Temp fix from CNetChan_ProcessMessages (clc_VoiceData) For sourcemod 1.11. My servers stable with this. Radical, but what to do, no other way)
Is it possible to work for sourcemod 1.10?
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