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New postPosted: 2010-06-28, 1:14 am 

Using es.server.queuecmd("es_xgive... is still causing crashes as well. I read the known bugs but it seemed like this was stated as not causing an issue.

Some notes to point out:
It is only on player_spawn.
It seems to only occur when a larger player base is on.

Such that there are 20+ userids and each gets two weapons at player spawn.

Code:
def player_spawn(ev):
    userid = int(ev["userid"])
    for weapon in weps.get(userid, []):
        es.server.queuecmd("es_xgive %s %s"%(userid, weapon))


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New postPosted: 2010-06-28, 1:19 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Quote:
You might try removing your addons directory, adding ES clean, and seeing what happens. If you have logs of the crash, that would be helpful, too.

-Mattie


Will do


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New postPosted: 2010-06-28, 1:24 am 
   Post subject: Re:

JoshTrav wrote:
Using es.server.queuecmd("es_xgive... is still causing crashes as well. I read the known bugs but it seemed like this was stated as not causing an issue.

Some notes to point out:
It is only on player_spawn.
It seems to only occur when a larger player base is on.

Such that there are 20+ userids and each gets two weapons at player spawn.

Code:
def player_spawn(ev):
    userid = int(ev["userid"])
    for weapon in weps.get(userid, []):
        es.server.queuecmd("es_xgive %s %s"%(userid, weapon))


For speed, stability purposes, I had recommended that people break these up somewhat. Since the gives don't need to happen (usually) immediately upon spawn, you may want to gamethread.delayed() these all at a random depth away from player_spawn.

That being said, we'll watch this to see why give is so much less stable.
-Mattie


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New postPosted: 2010-06-28, 1:32 am 

Strange issue with usermsg.hudhint:
PYTHON:
    import usermsg

    def es_player_chat(ev):
        if ev['text'] == 'hudhint':
            usermsg.hudhint(ev['userid'], 'Hello')
shows up with a ? prior to the text:
Attachment:
hudhint.jpg
hudhint.jpg [ 12.59 KiB | Viewed 7446 times ]
Satoon

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New postPosted: 2010-06-28, 1:35 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

101satoon101 wrote:
Strange issue with usermsg.hudhint:
PYTHON:
    import usermsg

    def es_player_chat(ev):
        if ev['text'] == 'hudhint':
            usermsg.hudhint(ev['userid'], 'Hello')
shows up with a ? prior to the text:
Attachment:
hudhint.jpg
Satoon

I have fixed this numerous times! I'll take a proper look when I get home...

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New postPosted: 2010-06-28, 1:41 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Hello mattie
Is this update beta for Gungame 5 ?


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New postPosted: 2010-06-28, 1:45 am 

In usermsg.py there is no documentation on fade, but it seems like the time intervals are related to something other than seconds.
I was assuming tick, multiplying by 6.6, 66, and 660 seem to give alternate times none of which really result in, say 1 second, for example.

Could you tell us a specific multiplier to use for seconds on this function.


Last edited by JoshTrav on 2010-06-28, 1:59 am, edited 1 time in total.

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New postPosted: 2010-06-28, 1:55 am 

Well, im not smart about these things, but i just readded everything one by one starting with ES and now it works, thanks a million for your fast work <3


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New postPosted: 2010-06-28, 2:08 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Also to post as was discussed in a previous thread (since its not listed on known issues) is the delay of eventscripts_lastgive being updated for use with things such as es_prop_physics_create.


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New postPosted: 2010-06-28, 2:47 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Getting the same as Satoon on hudhint (except I see a square). Would there be a way to disable the sound that comes up for hudhint?


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New postPosted: 2010-06-28, 2:52 am 

That sound is built in to the game. Some people asked on the Steam Forum about it being removed. You might want to go there and do the same just so they know people don't really like that sound.

Satoon

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New postPosted: 2010-06-28, 3:10 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

JoshTrav wrote:
Also to post as was discussed in a previous thread (since its not listed on known issues) is the delay of eventscripts_lastgive being updated for use with things such as es_prop_physics_create.


Looks like I'm unsure whether or not this will be fixed. That 1 tick delay was because the whole console method was changed in OB, es.server.cmd() just prepends the command to a queue stack, and won't be executed until Valve executes the call stack again. This is not straight away. I'm wondering if forcing the command to execute "now" on the engine would fix the problems we're having. I would highly doubt it since es.give() basicaclly turns on cheats and forces a player to execute a command. This takes longer than the "instant" speed we're used to, so I'm afraid delays are needed.

-freddukes

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New postPosted: 2010-06-28, 3:38 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Hi Guys Just Want To First Say Awesome Job On The Hard Work You Have Done To Get The Evenscripts Running. Ummm I Did Have Question Tho For Some Reason My GunGame Still Seems To Be Crashing Not Exactly At The Start But Just Random Crashes. They Seem To Happen Just After The Round Has Ended. One Team Remaining And It Crashes Any Idea What That May Be. Thanks In Advance.
Dali

Here is What I Seem To Be Getting:


ConVarRef mani_reserve_slots doesn't point to an existing ConVar
SetConVar: No such cvar ( mani_reserve_slots set to 1), skipping
ConVarRef mani_tickrate doesn't point to an existing ConVar
SetConVar: No such cvar ( mani_tickrate set to 66), skipping
ConVarRef mani_nextmap doesn't point to an existing ConVar
SetConVar: No such cvar ( mani_nextmap set to Map decided by vote), skipping
ConVarRef mattie_syphon doesn't point to an existing ConVar
SetConVar: No such cvar ( mattie_syphon set to 1), skipping
ConVarRef eventscripts_gg5 doesn't point to an existing ConVar
SetConVar: No such cvar ( eventscripts_gg5 set to 5.1.451), skipping
ConVarRef eventscripts_gg doesn't point to an existing ConVar
SetConVar: No such cvar ( eventscripts_gg set to 5.1.451), skipping
ConVarRef es_corelib_ver doesn't point to an existing ConVar
SetConVar: No such cvar ( es_corelib_ver set to 2.1.0.323), skipping
ConVarRef spe_version_var doesn't point to an existing ConVar
SetConVar: No such cvar ( spe_version_var set to 1.5.0f r75), skipping


Last edited by The_Dali_Llama on 2010-06-28, 5:10 am, edited 1 time in total.

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New postPosted: 2010-06-28, 4:11 am 

Yay Mattie, you were right when you said, that I could use your version, when I toke up. (Just woke up, jumped out of bed, grabbed laptop, jumped back to bed, and went to this site)

Also, I'm glad that you made the mailing list!

I'm going to install it right away, and report whatever I find.

Just a last thing: Drop your wife, and marry me. :D



Edit: Fast as a cheetah, I found a problem.. Which has been there for quite some time.
When I type usermsg (with a bad agument), then it tells me to type "usermsg list", for more information.
But when I type "usermsg list", it just tells me to type.. usermsg list?!
Image

Also: my music mod (that uses es_usermsg) doesn't crash server now, but music doesn't start. :s

Edit2: About the music mod, I tried making the motd visible, so I could see what actually happened, it just returns completely blank (I use es_usermsg and it's a website)
Image

Edit3: I went back to my CSS, after I had posted the "edit2:".. Just as I got back, I saw my MOTD read this:
Image
So yea, maybe it's just my internet. I'll test if es_usermsg really doesn't shows websites later. When my internet is more stable.

Edit4: I found out that es_usermsg works fine, I just had some internet problems. But the "usermsg list"-problem is still there.


Last edited by TheCheeTaH on 2010-06-28, 4:34 am, edited 1 time in total.

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New postPosted: 2010-06-28, 5:40 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Awesome, +w00t !


Its the same to the last 250i for commands? All works ? :D

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New postPosted: 2010-06-28, 6:40 am 

my hero ♥


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New postPosted: 2010-06-28, 6:46 am 

Hey. I just want to be clarified. Can you tell us if and who has access to the sourcecode so that we can "trust" them if they ever build a binary for a hotfix or something?

Thanks :)

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New postPosted: 2010-06-28, 7:02 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

lets not forget the Donations. everything costs.

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