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


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 12-05-2020 , 19:04   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#1

cravenge, thank you. I know that it is a map problem. I fixed like ~20 maps by rebuilding that cache.
However, there are too many problems:
- there are too many maps for L4D1 with such a problem (I don't have statistics for L4D2), causing that many of them require a fix.
But, according to rumors from server owners, there are also a lot of such addon maps in L4D2 as well (including a fresh crash report in Github from me).
- most L4D1 maps are no more supported by the author, causing the next problem:
- we have no source of those maps, causing another problem:
- not all maps successfully survive the rebuilding dictionary by console commands (without normal recompilation from the source), causing the map to become totally broken
- not all maps allow re-building such table causing instant client crash in mid-time of re-building attempt.
- as you already said, the new map should be downloaded by all players. It's one more large problem for us, including another problem:
- no workshop for L4D1, where I could upload a fixed map
- (not verified) players who still have an old map and trying to connect to can cause the same crash

Some smart patch in that function could resolve all these problems, whether it comes from Community or Valve (it doesn't matter).
At the moment, I'm trying to understand, how the engine works in that part. Why it tries to rebuild a dictionary every time somebody connected rather than only once per map starts. Maybe it has some mark related to whether dictionary file exists in bsp archive, maybe something else, dunno. All I know is that the map can be perfectly passed without any dictionary in bsp and crashes until somebody tries to connect to the server in mid-game. If somebody has a good knowledge of the engine in that part of map initializing mechanism, please PM me for some help. Appreciate.

Finally, we are back to the same dilemma: not a Valve content = not a Valve problem. I understand. But, I don't support the principle.
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Last edited by Dragokas; 12-05-2020 at 19:13.
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Spirit_12
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Join Date: Dec 2012
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Old 12-06-2020 , 04:06   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#2

You can try and find the references to stringtable by decompiling the files. However it would be a really tedious process. I much rather decompile the maps with bspsource and then recompile them with optimizations and proper stringtables.

Gamemaps would be a good place to upload the fixed maps in my opinion.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 12-06-2020 , 18:17   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#3

gamemaps is kinda impossible, one of the moderators "Ryan"/"Truntem" will claim DMCA for anything you post.
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Dragokas
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Old 12-06-2020 , 18:39   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#4

It doesn't matter. Posting other people's maps, modified in a strange way with console commands, is sounds like really crushing the authorship. I don't think it is appropriate.
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Spirit_12
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Old 12-06-2020 , 19:33   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#5

Quote:
Originally Posted by Dragokas View Post
It doesn't matter. Posting other people's maps, modified in a strange way with console commands, is sounds like really crushing the authorship. I don't think it is appropriate.
I disagree with that sentiment.
  • You approached the author.
  • He fails to fix the map.
  • You fix the map yourself and only take the credit for the fix. The original work is still credited to the author.

Don't see any issue with that. Again that was an option. I understand that it may not be for everyone.
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asherkin
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Join Date: Aug 2009
Location: OnGameFrame()
Old 12-07-2020 , 11:55   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#6

There is a patch in SM core that works around a similar StringTable issue in CS:GO, I wonder if it just needs enabling for L4D2 after whatever they changed. Might be an avenue of exploration for someone technically inclined.
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Dragokas
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Old 12-07-2020 , 13:21   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#7

I guess this one.

Thanks a much, asherkin. I will try.

EDIT. Yeah, found the commit.
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Last edited by Dragokas; 12-08-2020 at 07:31.
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Marttt
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Old 12-08-2020 , 13:32   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#8

Spirit_12, as far as you have good intention, as I said probably the guy from gamemaps would DMCA you, as he does with anyone.
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Last edited by Marttt; 12-08-2020 at 13:33.
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Trunten
Junior Member
Join Date: Apr 2011
Old 12-09-2020 , 14:50   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#9

I'd just like to clarify something.
But I only came here after someone linked me to a topic.
Now I haven't had the time to fully read the whole topic.
I'm sure we might all agree on various TLS stuff...
But it seems you want to call me out about some DMCA thing?
First of all, Game Maps, to my knowledge, doesn't use DMCA.
And I'm also not a moderator.
So I don't understand your issue with me on Game Maps?
But even on Steam, I've only ever gone after what is mine...
Or what I do have rights and developer involvement in.
You don't just go using DMCA unless you actually owned or created something and have rights.
I could list other people who are actually guilty of abusing of it, but that's not why I came here.
I just wanted to clear up this obvious confusion here... we don't even know each other either?

Quote:
Originally Posted by Marttt View Post
Spirit_12, as far as you have good intention, as I said probably the guy from gamemaps would DMCA you, as he does with anyone.
Quote:
Originally Posted by Marttt View Post
gamemaps is kinda impossible, one of the moderators "Ryan"/"Trunten" will claim DMCA for anything you post.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 12-08-2020 , 13:33   Re: L4D2 - The Last Stand Update - Issues and Bugs - Mega Thread
#10

New update today:

Left 4 Dead 2 update for 8 December 2020

Code:
Global: "LocalTime" Fills out a table with the local time
Player: "IsSuppressingFallingDamage" returns true if falling damage is currently suppressed for the player
Run optional script "response_testbed_addon.nut" for all active addons
Don't report addon file collisions for "sound.cache" Other:
Fixed talker typos
Minor fixes to RocketDude and Taaaank! Mutations
Enabled game stats reporting for DLC content
Removed a legacy vpk loading path that allowed malformed vpks to crash the game.

Seems to broke some signatures again:

[left4dhooks.smx] Failed to find signature: ForceNextStage
[left4dhooks.smx] Failed to find "AddonEclipse3" offset. (old plugin version, disconsider)
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Last edited by Marttt; 12-09-2020 at 15:57.
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