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New postPosted: 2010-06-28, 7:56 am 

i cant thank u enough mattie and team :D my server is alive again :D

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New postPosted: 2010-06-28, 8:28 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

everything bots. will crash the server.

es_load ich_botautoslay
es_load votebot

i think.

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New postPosted: 2010-06-28, 9:45 am 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

Thanks very much Guys.

New version is running on my CSS and TF2 Server's (Windows) and no problems so far.

Much appreciated. :)

- Lob (UK)

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New postPosted: 2010-06-28, 12:30 pm 

Wonderfull :D +woot :!:

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New postPosted: 2010-06-28, 12:38 pm 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

First of all, many thx for your hard work....

so don't know if it's my fault or ES but found some strange issues with some of the addons.... or if i should post it to all the single posts of the addons, decided to do it here


1. Knifp3n >> No Beacon and no Music will be played >> The strange is, yesterday just before the new ES-Beta The Music played without problems .... now we can't hear anything ^^


Edit1.: next prob found with knife-vote-popup: when both players decide not to choose an option, the vote comes again next round right after spawn and they're able to start the knifefight and then all t's spawn together and all ct's too ^^

Edit2: strange...very strange... found out i had an old version of Knifp3n on my Homeserver and loaded that up so that was my fault ^^ now i downloaded the latest version, uploaded it to the server and now... beacon don't work, Music Plays, but weapons are not restricted so now they can shoot


2. deathmodel >> the coffins don't spawn after player-death

3. Gungame5 don't work at all ?!? EDIT: Got latest update from today of GG5.1, will test it later

4. noblock >> server crashes immediatly

5. parachute >> don't know whats the problem but seems to be broken, because no parachute is shown and players don't fall slow

6. knifegrenade >> players get no nades

7. Hailmary - strange things with the popups ... evreytime i try to plant the bomb and cancel it, the popup for wire-choosing closes right a few seconds later... even when the player is gone a few meters... the popup will be displayed again... thats not the problem but i tried the same with ct and defusing and now its like trying to defuse the bomb >> cancel it >> go a few steps and then popup for wirecutting pops up and you can try to defuse the bomb from safe position and no one can see it ^^ thats very strange ^^

Rest of our 30 addons seems to work without problems :D :D :D

Edit: Installed the latest EST-Replacement just before, so don't know if it has anything to do with it ^^


Last edited by shortii13 on 2010-06-28, 3:11 pm, edited 3 times in total.

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New postPosted: 2010-06-28, 1:12 pm 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

SourceRpg crashes server


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New postPosted: 2010-06-28, 1:28 pm 

Hailmary - I was in ct and during bomb defusing someone killed me, popup didn't disapear, so I pulled wire when I was dead and bomb exploded

mugmod - sometimes crash server


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New postPosted: 2010-06-28, 1:36 pm 
   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))


Dunno about the on spawn and such, but I'm fairly sure I have verified this does not require more than a single person on the server to crash. It does indeed seem more likely with more people, however I am experiencing crashes that SEEM to come from give commands and have happened with as little as 4 players on the server.

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New postPosted: 2010-06-28, 2:28 pm 
   Post subject: Re:

Chrisber wrote:
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 :)


The safest thing is to only use official releases from me.

Two other less safe possibilities:
Next in line would be any build with a link to build.eventscripts.com -- those builds all come from the official repository and right now there's nothing but code that I review/approve there. (Note that "official code" does not mean supported/tested for unreleased builds.)

And lastly, your-name-here right now is the only other person who I've given approval to compile/post patches of ES on the forums. Those are unofficial, but might help you out of a tight spot if you have problems. YNH has been awesome about this and doesn't post an unofficial patch unless he clears it with me first. I trust all of the moderators and admins on the site here, and it's possible they will post builds on my behalf, but these will be unofficial until further notice.

The bottom line is I can only vouch 100% for packages I link directly. EventScripts will likely be open source before the end of summer, so there will possibly be additional variants floating around. It's good to be wary of unofficial builds!

-Mattie


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New postPosted: 2010-06-28, 2:39 pm 
   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.


I'm going to be looking into all these commands to see which ones can be made instantaneous (which would make eventscripts_lastgive work well).

Code:
    * es_entcreate
    * es_entsetname
    * es_give
    * es_prop_physics_create
    * es_prop_dynamic_create
    * es_remove
    * es_setpos
    * es_setang
    * es_trick


This may take a little time, but it's on the list to look into.

-Mattie


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New postPosted: 2010-06-28, 3:27 pm 

Works fine but if i set up Winning Sounds the server crashs...


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New postPosted: 2010-06-28, 4:40 pm 
   Post subject: Re: EventScripts CS:S Public Beta: OrangeBox v2.1.0.323

I found a bug in "foreach player"

Code:
block load
{
es_xset sound_name "player/damage1.wav"
}

event player_say
{
  if (event_var(text) = !playsound) then foreach player tempid #all "es_doblock script/playsound"
}

block playsound
{
  es_playsound server_var(tempid) server_var(sound_name) 1.0
}


When running anything similar to the above code it will randomly not work for all players. I did some testing and it appears to be executing the block multiple times on the same client. By using a sound that does not exist, I can see in the console it tried to play the sound to me the same amount of times as players in the server. So instead of looping through all players its getting stuck on one user .

On a side note.. If I use the unofficial version of ES shared by Fred it works fine.

This is causing issues with any mod I have that uses foreach player. If this could get fixed in the next beta that would be great. Thanks Mattie for all your hard work!


Last edited by esfanatic on 2010-06-28, 5:09 pm, edited 1 time in total.

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New postPosted: 2010-06-28, 4:44 pm 

@esfanatic
It should be without sound/
so
es_xset sound_name "sound/player/damage1.wav"
would be
es_xset sound_name "player/damage1.wav"

The thing about it does it on the same player a lot of times, I get that too in my music-script (I do a foreach player, to add players to menu, it used to work fine, now it adds the same person X times, where X is the number of players online)


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New postPosted: 2010-06-28, 5:09 pm 

Sorry.. I just typed that up as an example. My actual code is done properly.


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New postPosted: 2010-06-28, 5:14 pm 

Ah, okay. But yea as I said above, I get the repeat-on-same-person error too. It's quite annoying. I hope you'll fix it Mattie - But take your time. :)


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New postPosted: 2010-06-28, 5:28 pm 

I just installed this but I tried to auto-execute my scripts here and this is what I got

http://i46.tinypic.com/2i9i7fk.jpg

I also had to delete the addons folder and install it again to work but it didn't work. Any help?


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New postPosted: 2010-06-28, 5:50 pm 
   Post subject: Re: Re:

Dunno about the on spawn and such, but I'm fairly sure I have verified this does not require more than a single person on the server to crash. It does indeed seem more likely with more people, however I am experiencing crashes that SEEM to come from give commands and have happened with as little as 4 players on the server.[/quote]


Hey Just Wanted To Say That Mine Has Been Crashing To Randomly. But It is Only When People Are On It. And It Usually Hits Right About Knife Level. Either When You Reach Knife Level Or Just After That! Not Sure What It Could Be Just Wondering If Anyone Would Know! :) Thanks! Ok So I Just Found Out That When Nade Level Is Reached On The Server It Crashses Right Away! So I Hope This Helps!
The_Dali_Llama


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New postPosted: 2010-06-28, 7:50 pm 

Hey Mattie, it seems if I load too many options in my easymenu popup, I get this error:
Code:
CCommand::Tokenize: Encountered command which overflows the argument buffer.. Clamped!


Just wondering if this is bug in engine limiting us or bug in popuplib.

-----------

Also seems to be es.stringtable isn't working correctly.

PYTHON:
    import es

    blood_skybox_files = [
        'bloodbk.vtf','bloodbk.vmt',
        'blooddn.vtf','blooddn.vmt',
        'bloodft.vdf','bloodft.vmt',
        'bloodlf.vdf','bloodlf.vmt',
        'bloodrt.vdf','bloodrt.vmt',
        'bloodup.vdf','bloodup.vmt']

    def load():
      add_downloads()
      es.server.queuecmd('sv_skyname blood')

    def es_map_start(ev):
      add_downloads()
      es.server.queuecmd('sv_skyname blood')

    def add_downloads():
      for file in blood_skybox_files:
        es.stringtable('downloadables', 'materials/skybox/' + file)


Player's aren't downloading the files and I know the paths are correct.

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