Raised This Month: $32 Target: $400
 8% 

[L4D2] Standardized Revamp Structure (srsmod)


Post New Thread Reply   
 
Thread Tools Display Modes
fpsbrian
Senior Member
Join Date: Feb 2008
Old 01-05-2011 , 12:51   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #441

Quote:
Originally Posted by AtomicStryker View Post
Okay i checked it and can confirm some sort of issue. srsmod spawns the items it's supposed to in second round ... but something removes them again.

The only thing i could think of was bending the late item handlers timer block and further delaying re-spawning items ... but really, this is some odd shit.
I had this problem last night for the first time. Also had a problem with the second round items from stripper being spawned at head level instead of ground level, not sure if this is a related glitch?
__________________
fpsbrian is offline
Glide Loading
Member
Join Date: May 2010
Old 01-05-2011 , 14:14   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #442

Quote:
Originally Posted by fpsbrian View Post
I had this problem last night for the first time. Also had a problem with the second round items from stripper being spawned at head level instead of ground level, not sure if this is a related glitch?
No =)
Topology of some maps lay below -5000 by Z-axis. Spawned items just falling through map.
Example: c5m1_waterfront
items with "origin" "0 0 -10000" will fall down through map.
Glide Loading is offline
fpsbrian
Senior Member
Join Date: Feb 2008
Old 01-05-2011 , 23:16   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #443

Quote:
Originally Posted by Glide Loading View Post
No =)
Topology of some maps lay below -5000 by Z-axis. Spawned items just falling through map.
Example: c5m1_waterfront
items with "origin" "0 0 -10000" will fall down through map.
Yes, but for the first team the items are in the correct location.
__________________
fpsbrian is offline
ellis
Senior Member
Join Date: Apr 2010
Old 01-06-2011 , 05:03   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #444

it's possible that srsmod added stripper items, again remove.
i know it because i have a few maps where i have ammo problems sometimes, i have added with stripper new ammo spots and for say c1m3_mall the ammo spot was gone ingame but on c3m3_shantytown it works.
so i have added a second ammo spawn on the mall level and the second ammo spawned also.
i have simply added a any t1 weapon for these level, problem solved.
But the problem with the disappeared items with stripper on second round, were new for me, never had these problems.


To the item limiter bug:

im not sure above these problem has really something to do with the itemlate spawner, yes it makes sense but i use the stable_srsmod and its not integraded for these version.
same for l4d1_srsmod and i have these bug in both games.
i have looked in my log files and is this normal that the item limiter remove some items with the removal factor??!!
i have also noticed ingame very often with the item limiter thats the items on map begin are missed but on the later level, the items are not so often gone like on the map beginn


Code:
L 01/06/2011 - 10:10:34: [srs.main.smx]   ---Indexing weapon_pain_pills_spawn now ---  
L 01/06/2011 - 10:10:34: [srs.main.smx] removal limit: 3, replacement factor: 0.000000, replacement class: 
L 01/06/2011 - 10:10:34: [srs.main.smx] REMOVAL_LIMIT option set to 3, counting items on map now
L 01/06/2011 - 10:10:34: [srs.main.smx] REMOVAL_LIMIT: Found 5 items on map
L 01/06/2011 - 10:10:34: [srs.main.smx] REMOVAL_LIMIT: Randomly deleted entity 212 to reduce item count
L 01/06/2011 - 10:10:34: [srs.main.smx] REMOVAL_LIMIT: Randomly deleted entity 358 to reduce item count
L 01/06/2011 - 10:10:34: [srs.main.smx] ent 109, nearspawn = 1, nearfinish = 0
L 01/06/2011 - 10:10:34: [srs.main.smx] ent 210, nearspawn = 0, nearfinish = 0
L 01/06/2011 - 10:10:34: [srs.main.smx] Indexed original weapon_pain_pills_spawn of id 210 as per removal factor
L 01/06/2011 - 10:10:34: [srs.main.smx] ent 216, nearspawn = 1, nearfinish = 0
L 01/06/2011 - 10:10:34: [srs.main.smx] ent 363, nearspawn = 0, nearfinish = 0
L 01/06/2011 - 10:10:34: [srs.main.smx] Indexed original weapon_pain_pills_spawn of id 363 as per removal factor
L 01/06/2011 - 10:10:34: [srs.main.smx] ent 393, nearspawn = 0, nearfinish = 0
L 01/06/2011 - 10:10:34: [srs.main.smx] Indexed original weapon_pain_pills_spawn of id 393 as per removal factor

Last edited by ellis; 01-06-2011 at 05:10.
ellis is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-06-2011 , 05:56   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #445

This log only shows the item limiter working perfectly. It finds 5 items on the map, deletes 2, then the indexer goes through all remaining pills (2 of which are nearspawn = 1, which means in saferoom) and saves the 3 you wanted saves. The Removal factor is zero, here.

And those 3 get respawned correctly after round change (the code doing this has not changed since several version), but something deletes them again.
AtomicStryker is offline
ellis
Senior Member
Join Date: Apr 2010
Old 01-07-2011 , 04:23   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #446

ah ok, now i have understand the system thx
ellis is offline
ellis
Senior Member
Join Date: Apr 2010
Old 01-11-2011 , 05:59   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #447

atomic, there is a little bug in the singlet2guns plugin.

when a player sometimes pick a tier2 weapon and see the weapons can only grabed one times per person and than they grab wild throug the weapons and than the person decides to grab his old weapon or a other person grab the previous already touched tier2 weapon. the weapons disappears.

a shorter example: when one player decided to pickup a autoshotgun but however he pick a other weapon a ak47 maybe. the next person what takes the already pickuped autoshotgun, than the weapon disappears in the hand.
ellis is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-11-2011 , 06:39   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #448

In other words you cannot pick up second hand weapons? Odd. I guess i could add some code ... mumble mumble


EDIT:

Ive done this, also ive added a link to it to the 'other recommended' plugins at the bottom of the OP

Last edited by AtomicStryker; 01-11-2011 at 06:57.
AtomicStryker is offline
GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-11-2011 , 16:31   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #449

great stuff fixing the t2 pickup plugin


if you ever find yourself in the giving mood again , the melee limiter plugin has a similar bug. melee weapons disapear when someone tries to pick one up after the limit is reached. not a huge problem, but sometimes you have a blunt melee, and then somone tries to pick up an axe and makes it disappear=meaning you cannot cut smoker tongues
GanjaStar is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-12-2011 , 05:30   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #450

Yes, why not
AtomicStryker is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:02.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode