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> 0.16 - New Voicecomms, Hud, Maps, Models, Modes..., also 0.16b
TinEastwood
post May 15 2006, 08:58 AM
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Or use a cfg file on your server to change stuff like that.

1. As this is "team deathmatch" call it dm.cfg
2. Put in the config info: mp_respawnstyle 2, mp_respawntime 150 etc.
3. Use rcon "rcon exec dm.cfg"
4. "rcon restart"
5. When finist just "rcon exec server.cfg"
6. anden "recon restart" and everything is back to normal

http://www.config-world.uklinux.net/tfc/5.shtml or google for more info.
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gRanTeLbArT
post May 15 2006, 10:58 AM
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Draco, im going to kill you anyway, if this is the old version or you took the new .zip archive I sent you and you forgot to delete mapsrc out of it. and if its the new one add a .res file for my lovely .vmt as its not going to be downloaded if not.

This post has been edited by gRanTeLbArT: May 15 2006, 10:59 AM


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Monkwarrior
post May 15 2006, 11:42 AM
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Relax Grantel, just make a res-file for us.
Tomdon has a place to put custom maps and DonD will be in the air tonight if all goes well with some extra custom maps like kingsmountain.

Monk.
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gRanTeLbArT
post May 15 2006, 01:08 PM
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I though you made one
I dont really know how to do them for source, I just know how I made them for hl1, but if its just the same thing, its quite easy:

maps/bg_kingsmountain.res

maps/bg_kingsmountain.bsp
cfg/bg_kingsmountain.cfg
materials/nature/blendrockgrass004a_nodetail.vmt

would have to the the text inside the .res file (a .txt renamed to .res). and you would put the file into the maps folder and call it bg_kingsmountain.res. you might want to compare to other peoples .res files to check

This post has been edited by gRanTeLbArT: May 15 2006, 01:09 PM


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Draco
post May 15 2006, 10:55 PM
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QUOTE(Draco @ May 15 2006, 08:27 AM)
Untill then, there's always kingsmountain(thanks grantel)
SNIP! sorry grantel!
this may be an old version :/
[snapback]20515[/snapback]



Fixed smile.gif
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Forlorn_Hope
post May 16 2006, 01:20 AM
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OK, this isn't really third party development, because I did these for the team anyways. These are new voice coms I did up for the yanks because as I noticed and as many people pointed out, the last set utterly sucked. This set should be better, but any comments and suggestions on them are well appreciated and will be considered (but the bulk thrown out as utter idiocy) Call it a pre-release, if you will.

All you do is open up the .rar and replace the sounds under sounds/commands/a with my new set (I think that's the right path). Also, the sounds with a Z infront of them aren't currently used by the game, but I did up anyways.



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Schatzmeister
post May 16 2006, 07:56 AM
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I like them. the line formation command is way better.
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trebor
post May 16 2006, 01:45 PM
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I woulnt say they sucked, i just think the sound was a lil tinny- and thats prob down to the mike your useing.
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Ram
post May 17 2006, 12:19 AM
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Hi,

Linux server crashing with 16b, can't see this mention in this thread.

I have noticed that it crashes at the point the victory tune is played when the third flag is captured regardless of the winning side.

Ram

This post has been edited by Ram: May 17 2006, 12:20 AM
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TinEastwood
post May 17 2006, 01:29 AM
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First post by Tjoppen:

QUOTE
As you may have noticed on the forums there's a bug with linux dedicated servers crashing. I tried a whole bunch of stuff to get it fixed, but failing that I figured servers can simply be patched later. Windows dedicated servers will work fine though, which is the majority.
Anyone that's good at debugging in Linux is welcome to help. So far we've narrowed it down to two things: Linux cares about file name cases, and code. Both seem to be valid causes.


This post has been edited by TinEastwood: May 17 2006, 01:31 AM
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Chuffy
post May 17 2006, 12:42 PM
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Whoop whoop whoop new BG!
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Ram
post May 18 2006, 12:34 AM
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QUOTE(TinEastwood @ May 17 2006, 02:29 AM)

First post by Tjoppen:

QUOTE
As you may have noticed on the forums there's a bug with linux dedicated servers crashing. I tried a whole bunch of stuff to get it fixed, but failing that I figured servers can simply be patched later. Windows dedicated servers will work fine though, which is the majority.
Anyone that's good at debugging in Linux is welcome to help. So far we've narrowed it down to two things: Linux cares about file name cases, and code. Both seem to be valid causes.

[snapback]20629[/snapback]




Looks like I've found the third reason then ...... biggrin.gif

So what's changed between 15 to 16, to cause the server to crash when playing the victory salute.....

File names in Linux are case sensitive so Wave.snd is different to wave.snd...... If someone wants to send me the snippet of code that plays the victory salute, I'll gladly look at it.
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TinEastwood
post May 18 2006, 01:06 AM
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Maybe a STEAM update

- the same one that have broken my games.
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Draco
post May 19 2006, 07:50 AM
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lol, don't be lazy, find it yourself :/

CODE
//BG2 - Tjoppen - just make this global so we can reset it
float nextwinsong = 0;    //to prevent win spamming sound issues..

void CFlagHandler::RespawnAll( char *pSound )
{
    if( nextwinsong > gpGlobals->curtime )
 pSound = NULL;    //what a nice hack
    else
 nextwinsong = gpGlobals->curtime + 20;

    bool spawn = true;    //set to false if we ran out of spawn points

    int x;
    for( x = 0; x < g_Teams[TEAM_AMERICANS]->GetNumPlayers(); x++ )
    {
 CHL2MP_Player *pPlayer = ToHL2MPPlayer( g_Teams[TEAM_AMERICANS]->GetPlayer( x ) );

 if( !pPlayer )
     continue;

 //check if we've run out of spawn points. if we alread have, we can skip this step
 if( spawn && !pPlayer->CheckSpawnPoints() )
     spawn = false;

 //CBasePlayer *pPlayer = g_Teams[TEAM_AMERICANS]->GetPlayer( x );
 /*if( pPlayer->IsAlive() )
     pPlayer->Kill();*/

 if( spawn )
     pPlayer->Spawn();
 else if( pPlayer->IsAlive() )
 {
     //if there's no spawn points and the player isn't dead - just kill 'em!
     pPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 300, DMG_GENERIC ) );
     pPlayer->SetNextThink( gpGlobals->curtime + 3.0f );    //don't respawn in a while
 }

 //BG2 - Tjoppen - remove ragdoll - remember to change this to remove multiple ones if we decide to enable more corpses
 if( pPlayer->m_hRagdoll )
 {
     UTIL_RemoveImmediate( pPlayer->m_hRagdoll );
     pPlayer->m_hRagdoll = NULL;
 }

 if( pSound )
 {
     CPASAttenuationFilter filter( pPlayer, 10.0f );    //high attenuation so only this player hears it
     filter.UsePredictionRules();
     pPlayer->EmitSound( filter, pPlayer->entindex(), pSound );
 }
    }

    spawn = true;    //reset for other team

    for( x = 0; x < g_Teams[TEAM_BRITISH]->GetNumPlayers(); x++ )
    {
 CHL2MP_Player *pPlayer = ToHL2MPPlayer( g_Teams[TEAM_BRITISH]->GetPlayer( x ) );

 if( !pPlayer )
     continue;

 //check if we've run out of spawn points. if we alread have, we can skip this step
 if( spawn && !pPlayer->CheckSpawnPoints() )
     spawn = false;

 if( spawn )
     pPlayer->Spawn();
 else if( pPlayer->IsAlive() )
 {
     //if there's no spawn points and the player isn't dead - just kill 'em!
     pPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 300, DMG_GENERIC ) );
     pPlayer->SetNextThink( gpGlobals->curtime + 3.0f );    //don't respawn in a while
 }

 //BG2 - Tjoppen - remove ragdoll - remember to change this to remove multiple ones if we decide to enable more corpses
 if( pPlayer->m_hRagdoll )
 {
     UTIL_RemoveImmediate( pPlayer->m_hRagdoll );
     pPlayer->m_hRagdoll = NULL;
 }

 if( pSound )
 {
     CPASAttenuationFilter filter( pPlayer, 10.0f );    //high attenuation so only this player hears it
     filter.UsePredictionRules();
     pPlayer->EmitSound( filter, pPlayer->entindex(), pSound );
 }
    }
}

void CFlagHandler::WinSong( char *pSound )
{
    int x;

    for( x = 0; x < g_Teams[TEAM_AMERICANS]->GetNumPlayers(); x++ )
    {
 CHL2MP_Player *pPlayer = ToHL2MPPlayer( g_Teams[TEAM_AMERICANS]->GetPlayer( x ) );

 if( !pPlayer )
     continue;

 if( pSound )
 {
     CPASAttenuationFilter filter( pPlayer, 10.0f );    //high attenuation so only this player hears it
     filter.UsePredictionRules();
     pPlayer->EmitSound( filter, pPlayer->entindex(), pSound );
 }
    }

    for( x = 0; x < g_Teams[TEAM_BRITISH]->GetNumPlayers(); x++ )
    {
 CHL2MP_Player *pPlayer = ToHL2MPPlayer( g_Teams[TEAM_BRITISH]->GetPlayer( x ) );

 if( !pPlayer )
     continue;

 if( pSound )
 {
     CPASAttenuationFilter filter( pPlayer, 10.0f );    //high attenuation so only this player hears it
     filter.UsePredictionRules();
     pPlayer->EmitSound( filter, pPlayer->entindex(), pSound );
 }
    }
}


and

CODE
void CFlagHandler::Update( void )
{
    CBaseEntity *pEntity = NULL;
    
    int    american_flags = 0,
 british_flags = 0,
 neutral_flags = 0;
    int    foramericans = 0;
    int    forbritish = 0;

    while( (pEntity = gEntList.FindEntityByClassname( pEntity, "flag" )) != NULL )
    {
 CFlag *pFlag = (CFlag*)pEntity;
 if( !pFlag || !pFlag->IsActive() )
     continue;

 switch( pFlag->GetTeamNumber() )
 {
 case TEAM_AMERICANS:
     american_flags++;
     break;
 case TEAM_BRITISH:
     british_flags++;
     break;
 default:
     neutral_flags++;
     break;
 }
 switch(pFlag->m_iForTeam)
 {
     case 0:
   foramericans++;
   forbritish++;
   break;
     case 1:
   foramericans++;
   break;
     case 2:
   forbritish++;
   break;
     default://assume both
   foramericans++;
   forbritish++;
   break;
 }
    }

    if( !american_flags && !british_flags && !neutral_flags )
 return;

    if( neutral_flags > 0 )
    {
 if( (foramericans - american_flags) == 0 && foramericans != 0 )
 {
     ClientPrintAll( "The americans won this round!", true );
     g_Teams[TEAM_AMERICANS]->AddScore( 200 );
     ResetFlags();
     RespawnAll( "Americans.win" );
     //do not cause two simultaneous round restarts..
     HL2MPRules()->m_bIsRestartingRound = false;
     HL2MPRules()->m_flNextRoundRestart = gpGlobals->curtime + 1;
     return;
 }
 if( (forbritish - british_flags) == 0 && forbritish != 0 )
 {
     ClientPrintAll( "The british won this round!", true );
     g_Teams[TEAM_BRITISH]->AddScore( 200 );
     ResetFlags();
     RespawnAll( "British.win" );
     //do not cause two simultaneous round restarts..
     HL2MPRules()->m_bIsRestartingRound = false;
     HL2MPRules()->m_flNextRoundRestart = gpGlobals->curtime + 1;
     return;
 }
    }
    else
    {
 if( american_flags <= 0 && british_flags <= 0 )
 {
     //draw
     //Msg( "draw\n" );
     ClientPrintAll( "This round became a draw", true );
     ResetFlags();
     HL2MPRules()->ResetMap();
     RespawnAll( NULL );
     //do not cause two simultaneous round restarts..
     HL2MPRules()->m_bIsRestartingRound = false;
     HL2MPRules()->m_flNextRoundRestart = gpGlobals->curtime + 1;
     return;
 }

 if ( american_flags <= 0 )
 {
     //british win
     //Msg( "british win\n" );
     ClientPrintAll( "The british won this round!", true );
     g_Teams[TEAM_BRITISH]->AddScore( 200 );
     ResetFlags();
     HL2MPRules()->ResetMap();
     RespawnAll( "British.win" );
     //do not cause two simultaneous round restarts..
     HL2MPRules()->m_bIsRestartingRound = false;
     HL2MPRules()->m_flNextRoundRestart = gpGlobals->curtime + 1;
     return;
 }

 if ( british_flags <= 0 )
 {
     //americans win
     //Msg( "americans win\n" );
     ClientPrintAll( "The americans won this round!", true );
     g_Teams[TEAM_AMERICANS]->AddScore( 200 );
     ResetFlags();
     HL2MPRules()->ResetMap();
     RespawnAll( "Americans.win" );
     //do not cause two simultaneous round restarts..
     HL2MPRules()->m_bIsRestartingRound = false;
     HL2MPRules()->m_flNextRoundRestart = gpGlobals->curtime + 1;
     return;
 }
    }
}


so, the scripts are
Americans.win
British.win

in scripts/game_sounds_player.txt
CODE
//Tjoppen
"British.win"
{
    "channel"  "CHAN_AUTO"
    "volume"  "VOL_NORM"
    "pitch"      "PITCH_NORM"

    "soundlevel"    "SNDLVL_NORM"

    "wave"    "misc/win_british.wav"
}

"Americans.win"
{
    "channel"  "CHAN_AUTO"
    "volume"  "VOL_NORM"
    "pitch"      "PITCH_NORM"

    "soundlevel"    "SNDLVL_NORM"

    "wave"    "misc/win_american.wav"
}


the sound files are in the same case.
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Tjoppen
post May 20 2006, 11:10 AM
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FYI, I did some refactoring of that code. Like the winsong was played in two places via different functions. I also added some more safeguards. There are no C casts in the flag code. I'll commit when I've tested it enough.
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Ram
post May 20 2006, 11:27 AM
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I've done some more testing,

It's not the winsong that's causing the crash on Linux Boxes, it's the capturing of the final flag, take caslte for instance, map length 30 minutes, as americans we held off the attack of the british, we got the victory winsong, the map changed to NW_England. Where when the 4th flag was caught ( all british or american ) the server crashed.

Server restarted back on castle, this time the british captured the flags, server crashed again..

This is all done on a live server, I need to download the files to test on my lan.........

Ram
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Ram
post May 21 2006, 04:04 PM
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Running Linux 0.16b DS these are the error I found when capturing the final flag..

/sourcebg//srcds_run: line 344: 6083 Aborted $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
*************************
/sourcebg//srcds_run: line 344: 6201 Aborted $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
**************************
/sourcebg//srcds_run: line 344: 6227 Aborted $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
***************************
/sourcebg//srcds_run: line 344: 6450 Aborted $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
**************************
/sourcebg//srcds_run: line 344: 6450 Aborted $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
*************************
/home/cstrike/sourcebg//srcds_run: line 344: 6467 Segmentation fault $HL_CMD
Add "-debug" to the /sourcebg//srcds_run command line to generate a debug.log to help with solving this problem
************************

Now for another test

I replaced bg2/bin/*.* with files from 1.5 (client.dll, server.dll and server_i486.so ) this turn the server back
into a 1.5 server, restarted the server got one error " Error reading weapon data file for: weapon_sabre ", re-installed 1.5
on my client tested, only issue so far is that if you use the sabre it crashs the client.

So the issue could be in server.dll or server_i486.so

Hope this may help


Ram

This post has been edited by Ram: May 21 2006, 04:05 PM
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Monkwarrior
post May 21 2006, 05:28 PM
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Thanks Ram.
Our win-server also seems to crash on the capping of the final flag.
Problem is: not each capping of the final flag, but if it crashes it's at that point (every 2 hours approx).
If I remove all flags (run last man standing without flags) it seems to be stable.

Monk.
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Ram
post May 21 2006, 05:53 PM
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In the tests I've done over the last 24 hours on my lan box ( open to the public 4 players max ) after some restarts it does does not always crash the linux server on the capping the last flag, the first map can run fine for 30 minutes then on the 2nd map it will crash, back to the 1st map and it crash as soon as the last flap is capped.... strange behavior but the crash's all happen at the same point.

This post has been edited by Ram: May 21 2006, 05:55 PM
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eX Server Agentu...
post May 23 2006, 08:58 PM
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IPB Image

Install Erorr BG2-0.16b
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gRanTeLbArT
post May 24 2006, 02:13 PM
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QUOTE(eX Server Agentur @ May 23 2006, 10:58 PM)
IPB Image

Install Erorr BG2-0.16b
[snapback]20965[/snapback]



you run out of disk space on your system drive or virtual memory or something, take the .zip and extract bit by bit (I also have to do xd)


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Tjoppen
post May 24 2006, 10:26 PM
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I just want to point out that if you get windows crashes you should send the .mdmp to me. Sometimes they come out 0 byte large though. Anyway, mail me( tjoppen@gamedev.se ) or otherwise make avalible any non-zero size .mdmp files.
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Pvt.Weissbrot
post May 26 2006, 01:26 PM
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I'm downloading the new beta 0.16b now. smiling.gif


Hope I can write good things about it when I've played it a bit. :wink:

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