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New postPosted: 2010-10-21, 9:41 pm 
   Post subject: EventScripts Public Beta v2.1.1.379 (Apr-22-2013)


Update 2013-04-22: New Orange Box build released for 379 to support recent breaking changes to CS:S. See here for more info.

This is an update to improve L4D, L4D2, TF2, and CS:S support. Please try it out and let us know how it's working for you.

Changes in the original public beta:
Quote:
  • CS:S Orange Box support. Tweaks and fixes to ES, sqlite3, playerlib, usermsg, popuplib, repeat, VDFs, etc.
  • Reduced size packages. Separate downloads for Windows and Linux to reduce download size.
  • Startup check for critical ES updates. Added support for the server to automatically check for critical EventScripts versions. You can disable this by adding eventscripts_checkforupdates 0 to your autoexec.cfg. (Thanks to Venjax for coding the ES update server.)
  • Includes eXtensible Admin v1.1.0.560 beta with many new features: http://forums.eventscripts.com/viewtopic.php?f=97&t=36671 (Thanks to Errant and the entire XA team!)
  • Added support for cfg/eventscripts_autoexec.cfg which is run early in EventScripts loading (Warning: Use it only for debugging variables-- cannot load scripts)
  • Started highly experimental support for the new ES Shell engine (ESC alpha); eventscripts_shellengine 1 in eventscripts_autoexec.cfg. (Thanks to Chun for coding this project!)


NEW Changes in v2.1.1.360:

New Features
  • Added l4d2 build for Linux and Windows
  • New EventScripts Classic engine (ESC alpha) is now the default engine for L4D and L4D2
  • Adding version resource for Windows DLLs -- you can now check the DLL for its version instead of needing to load it
  • Added support for auto-setting the IP variable to workaround the Valve "wait" problem, set eventscripts_setipcmdline to 0 in eventscripts_autoexec.cfg
  • Added #darkgreen support for es_tell and es_msg
  • weaponlib support for many, many Source games (Thanks to Satoon, XE_ManUp, and SuperDave.)
  • Added es.getCurrentEventVarString(), es.getCurrentEventVarInt(), es.getCurrentEventVarFloat() for advanced scripts

Fixes
  • All games should now have the right VDF files
  • Various crash fixes
  • Added support for ES scripts to set server variables like the console would (e.g. "es" now sets them properly)
  • On L4D+, changing es.regcmd() to support unregistering old concommands before registering them if they were registered outside ES
  • Removing unnecessary extra carriage return that seems to cause periodic issues with "es" and other commands.
  • Lookup*ByUserid() methods were wasting time (and sometimes crashing) when looking for negative userids. Now they only seek if userid >= 1.
  • Fixed bug with setting float to 0, so it sets it to 0.0
  • Fixing problem with es.setInt() for a variable that doesn't exist. We weren't passing the create flag. (Fix for ESC issue reported by Chun.)
  • Fixes (in build 366):
    • Fixed problems caused by Apr 14 release of Source engine in OrangeBox
    • Removed a client-side crash exploit
    • Includes 2010 cfglib fix to properly call es.mexec
  • Fixes (in build 370):
    • Fixed problems caused by Jun 23 release of Source engine in OrangeBox

Download links:





Please report any issues on this thread. Problems reported with small bits of example repro code will get priority for fixes. (Those are yummy.)

-Mattie


Last edited by Mattie on 2013-06-03, 10:33 pm, edited 5 times in total.
Added link to CS:S fix for SteamPipe


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New postPosted: 2010-10-21, 9:53 pm 

+w00t!

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New postPosted: 2010-10-21, 9:53 pm 

It's nice that there is L4D/L4D2 support now. I'll try it out soon.


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New postPosted: 2010-10-21, 9:59 pm 

Windows Download -> Linux Download
Linux Download -> Windows Download

*confusion* :P

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New postPosted: 2010-10-21, 10:04 pm 
   Post subject: Re:

ShoTaXx# wrote:
Windows Download -> Linux Download
Linux Download -> Windows Download

*confusion* :P


Thanks! Fixed. :o

-Mattie


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New postPosted: 2010-10-21, 10:55 pm 

Can you please add the following to eventscripts\_libs\python/deflangs.ini ? It's annoying to have it readded after each update :/ (or have the console spammed if I don't add it)
Code:
[czech]
id=cz
display=Czech

[hungarian]
id=hu
display=Hungarian


Also a feature request:
viewtopic.php?f=16&t=40074


Otherwise the release looks good :)

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New postPosted: 2010-10-22, 1:05 am 

Awesome work guys. Keep up the good work as always!

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New postPosted: 2010-10-22, 1:31 am 

Omigod!!!!!!
+w00t...
But do I use the windows orangebox version for HL2DM?
(Also this happened on my bday so this is like great bday gift lol)

~MiB


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Couldn't open script for addons/eventscripts/MiB/es_MiB.txt
 
New postPosted: 2010-10-22, 1:40 am 

Sorry I'm might be slow at this but...
What exactly is es.getCurrentEventVar(String/Int) used for?

[b]~MiB[/b]


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New postPosted: 2010-10-22, 2:04 am 

+w00t

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New postPosted: 2010-10-22, 2:12 am 

what are you waiting for?
+w00t now!

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New postPosted: 2010-10-22, 2:26 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

hmmm GG appears to be broken with this new version of ES

Code:
*******************************************************************************
*                                                                             *
*                          GUNGAME v5.1 ERROR LOGGING                         *
*                           HTTP://WWW.GUNGAME5.COM/                          *
*                                                                             *
*       GG VERSION: 5.1.487                           IP: 69.31.130.159       *
*      SPE VERSION: 1.5.0f r79                      PORT: 27015               *
*         PLATFORM: NT                              DATE: 10-21-2010          *
*       ES VERSION: 2.1.1.360            ES CORE VERSION: 2.1.1.336           *
*       MM VERSION: 0                         SM VERSION: 0                   *
*     MANI VERSION: 1.2V VSP                 EST VERSION: 0                   *
*                                                                             *
*******************************************************************************


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     LAST EVENT: [10/22/2010 @ 00:10:48]          TOTAL OCCURENCES: [0009]     
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
  File "../eventscripts/es.py", line 272, in triggerEvent
    self.EventListeners[eventname][listener](event_var)
  File "../eventscripts/gungame51/gungame51.py", line 440, in player_spawn
    send_level_info_hudhint(ggPlayer)
  File "../eventscripts/gungame51/gungame51.py", line 760, in send_level_info_hudhint
    totalLevels = get_total_levels()
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 86, in get_total_levels
    return get_weapon_order(weaponOrderName).get_total_levels()
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 33, in get_weapon_order
    return WeaponManager().__weaponorders__[WeaponManager().gungameorder]

KeyError: 'default_weapon_order'


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     LAST EVENT: [10/22/2010 @ 00:10:49]          TOTAL OCCURENCES: [0146]     
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
  File "../eventscripts/es.py", line 279, in tick
    x()
  File "../eventscripts/_libs/python/gamethread.py", line 173, in tick
    _executenode(first)
  File "../eventscripts/_libs/python/gamethread.py", line 155, in _executenode
    function(*a, **kw)
  File "../eventscripts/gungame51/gungame51.py", line 801, in give_weapon_check
    Player(userid).give_weapon()
  File "../eventscripts/gungame51/core/players/__init__.py", line 483, in give_weapon
    if self.weapon == 'knife':
  File "../eventscripts/gungame51/core/players/__init__.py", line 163, in weapon
    return self.get_weapon()
  File "../eventscripts/gungame51/core/players/__init__.py", line 461, in get_weapon
    return get_level_weapon(self.level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 77, in get_level_weapon
    return get_weapon_order(weaponOrderName).get_weapon(level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 33, in get_weapon_order
    return WeaponManager().__weaponorders__[WeaponManager().gungameorder]

KeyError: 'default_weapon_order'


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     LAST EVENT: [10/22/2010 @ 00:10:49]          TOTAL OCCURENCES: [0146]     
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
  File "../eventscripts/es.py", line 279, in tick
    x()
  File "../eventscripts/_libs/python/gamethread.py", line 173, in tick
    _executenode(first)
  File "../eventscripts/_libs/python/gamethread.py", line 155, in _executenode
    function(*a, **kw)
  File "../eventscripts/gungame51/core/players/__init__.py", line 666, in strip
    if (self.weapon == weapon[7:] and not levelStrip) or /
  File "../eventscripts/gungame51/core/players/__init__.py", line 163, in weapon
    return self.get_weapon()
  File "../eventscripts/gungame51/core/players/__init__.py", line 461, in get_weapon
    return get_level_weapon(self.level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 77, in get_level_weapon
    return get_weapon_order(weaponOrderName).get_weapon(level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 33, in get_weapon_order
    return WeaponManager().__weaponorders__[WeaponManager().gungameorder]

KeyError: 'default_weapon_order'


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     LAST EVENT: [10/22/2010 @ 00:11:03]          TOTAL OCCURENCES: [0086]     
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
  File "../eventscripts/es.py", line 272, in triggerEvent
    self.EventListeners[eventname][listener](event_var)
  File "../eventscripts/gungame51/gungame51.py", line 473, in player_death
    if event_var['weapon'] != ggAttacker.weapon:
  File "../eventscripts/gungame51/core/players/__init__.py", line 163, in weapon
    return self.get_weapon()
  File "../eventscripts/gungame51/core/players/__init__.py", line 461, in get_weapon
    return get_level_weapon(self.level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 77, in get_level_weapon
    return get_weapon_order(weaponOrderName).get_weapon(level)
  File "../eventscripts/gungame51/core/weapons/shortcuts.py", line 33, in get_weapon_order
    return WeaponManager().__weaponorders__[WeaponManager().gungameorder]

KeyError: 'default_weapon_order'

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New postPosted: 2010-10-22, 3:34 am 

cfglib
es.mexec(self.cfgpath.replace(self.gamedir, '', 1))
make some addon's cfg can not exec
was
es.server.queuecmd('es_xmexec ..' + self.cfgpath.replace(self.gamedir, '', 1))


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New postPosted: 2010-10-22, 4:50 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Just a fyi the download link on the mattie.info/cs site needs a update.

~MiB


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New postPosted: 2010-10-22, 7:53 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

HnyBear wrote:
hmmm GG appears to be broken with this new version of ES


HnyBear, can you clarify what behavior your seeing? I've seen those error logs in cases before this ES version was released, so I want to be sure I understand what problem you see.

Thanks,
-Mattie


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New postPosted: 2010-10-22, 7:55 am 

Hey, can I use this on a public server, or should I stick to .338 on a public server?
(refeering to if it's still in "test-mode")


Thanks! and none the less, good job Mattie! :)

+w00t! :)





Edit: And for HL2DM, should I use .338 still (this doesn't seems to say anything about HL2DM, so I guess nothing new?)


Last edited by TheCheeTaH on 2010-10-22, 8:05 am, edited 2 times in total.

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New postPosted: 2010-10-22, 8:15 am 

This is an update cheetah - its better to have this version than an older one :P

Not sure about HL2DM, but I don't think this update applies to it.

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New postPosted: 2010-10-22, 8:17 am 
   Post subject: Re:

TheCheeTaH wrote:
Hey, can I use this on a public server, or should I stick to .338 on a public server?
(refeering to if it's still in "test-mode")

Edit: And for HL2DM, should I use .338 still (this doesn't seems to say anything about HL2DM, so I guess nothing new?)


Well, .360 replaces .338 and has been tested by the private beta team on all games. They're all beta builds, so it's up to you. .360 will likely be more stable, but if you don't have any concerns right now, there's nothing preventing you from staying on .338 if you really like .338. :)

I haven't tested this build on the new HL2DM yet, but if .338 works there, this will surely work there, too.
-Mattie


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