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New postPosted: 2010-06-23, 10:09 pm 

I'm personally crashing on es.usermsg (specifically the first es.usermsg in hudhint() in usermsg) every time, though others have tested it and not crashed there.

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New postPosted: 2010-06-23, 10:35 pm 

boy, this may sound stupid, but it seems that es is running too fast for srcds to keep up? As an example, I call the give command in a loop for each player on the map (4 total) with gamethread.delayed method in the player order 1, 2, 3, 4

The players that recieve weapons are 1, 4.
2, 3 got skipped... as if those calls were in the lag time required by the first call.

the delay time on the call does not seem to matter.

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New postPosted: 2010-06-23, 10:40 pm 

Was this with es.give() or es.server.queuecmd('es_xgive ')? I noticed, with the Beta, that es.remove() would only remove one entity out of 4, but es.server.queuecmd('es_xremove ') functioned perfectly.

Did it show any error for you when using this method? I 'think' it did for es.remove(), but I don't remember. I'll have to run that test when I get a chance and post my results.

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New postPosted: 2010-06-23, 10:41 pm 

no errors... just never happened
gamethread.delayed(0.5, es.server.cmd, 'es_xgive %s weapon_%s' % (self.playerid, weapon))

seems to be the same with
es.give(self.playerid, 'weapon_' + weapon)
as well, but i can further test that, hold on a few

edit:
actually the latter method eventually crashes the server with:
workthreadpool.cpp (296) : Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads required forcible termination

:O

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Last edited by SpikedDragon on 2010-06-23, 10:45 pm, edited 1 time in total.

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New postPosted: 2010-06-23, 10:44 pm 

Spiked, please use es.server.queuecmd and give us your output.

es.server.cmd has always been an issue of firing too quickly which is why it has always been suggested to use es.server.queuecmd

Es.server.queuecmd is not the same as delaying an es.server.cmd.

-----------

Does anyone have an updated working playerlib?

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New postPosted: 2010-06-23, 10:48 pm 

:O
I feel stupid for overlooking this.
I'll have your baby if you'd like Undead ;)

BTW, my memory is fuzzy, but i think the order of some of the roundstart/playerspawn events may have changed (ie, the events that fire all around that time) but i could be wrong... the order seemed strange when debugging though

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New postPosted: 2010-06-23, 10:58 pm 

If you mean that player_spawn fires for all players and 'then' round_start is fired, I'm pretty sure it's always been like that.

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New postPosted: 2010-06-23, 11:16 pm 

yeah, still getting that same thread error, though it's pretty random when it happens it's always in relation to a queued command

es.server.queuecmd('es_xgive %s weapon_%s' % (self.playerid, weapon))

that happens almost instantly like es.server.cmd

gamethread.delayed(0.1, es.server.queuecmd, 'es_xgive %s weapon_%s' % (self.playerid, weapon))

less likely to happen, but still eventually happens on same map with only 4 players

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New postPosted: 2010-06-23, 11:22 pm 

Why isn't the source code for es public? this wouldn't be an issue if we could fix and compile it ourselves.

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New postPosted: 2010-06-23, 11:26 pm 

though waiting for proper updates can be stressful, people are generally stupid. I wouldn't want an awesome tool to be in the hands of the average person. Can you imagine how this forum would be flooded with "why doesn't this work?" when mom&pop sites start offering recompiled versions of ES which end up getting deployed.

So... back on topic... what's working and what's not

popuplib.send = crash go boom

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New postPosted: 2010-06-24, 1:32 am 
   Post subject: Re: CSS Orange Box Update Unofficial Fix

Is anyone having problem with players connecting in the middle round and are being marked as alive on server even when they are dead? The round doesn't end! until all the alive players write kill in their console. Really annoying.


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New postPosted: 2010-06-24, 1:48 am 

Is that happening with Eventscripts? Specific scripts running?

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New postPosted: 2010-06-24, 1:59 am 

I am only running Mani and Eventscripts, I have tried running server without mani but that didnt solve so I guess its Eventscrips?

I'm using simple scripts like:

es_load noblock
es_load resetrank_en
es_load spawngod

spawngod is like spawn protection.

The only script which used the player_activate was IPToCountry by SD but that wasn't causing the problem as I have tried removing it.

I'm not sure is the problem is player_activate related.

I downloaded ES for the CSS OB from fredukes post.


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New postPosted: 2010-06-24, 2:30 am 
   Post subject: Re:

SpikedDragon wrote:
though waiting for proper updates can be stressful, people are generally stupid. I wouldn't want an awesome tool to be in the hands of the average person. Can you imagine how this forum would be flooded with "why doesn't this work?" when mom&pop sites start offering recompiled versions of ES which end up getting deployed.

So... back on topic... what's working and what's not

popuplib.send = crash go boom


XA is open source, and it should be clear that when you compile ES yourself, you should know what you're doing. I don't think open sourcing ES leads into an explosion of noob questions. I think it only speeds up development a lot, as a lot of other people can contribute. I would highly recommend Mattie creating a bitbucket repository like XA has.


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New postPosted: 2010-06-24, 2:49 am 

it crashed all the time to me, it might be the script i use, im not sure, i use http://addons.eventscripts.com/addons/view/TPDB could that be it?


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New postPosted: 2010-06-24, 8:27 am 

Can't get a cmdlib command that requires ES auth to work (Just says "You're not authorised to use the 'x' command").

Example:
PYTHON:
    cmdlib.registerSayCommand('!asdf', asdf, 'Test command', 'use_asdf', 'ADMIN')

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New postPosted: 2010-06-24, 8:59 am 

I keep getting error when I use popup..
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New postPosted: 2010-06-24, 9:22 am 
   Post subject: Re:

SpikedDragon wrote:
popuplib.send = crash go boom


Sorry, that was bad debugging with tired eyes, the real culprit is as other have posted, the usermsg lib... usermsg.hudhint( )

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