[QUOTE=solid_jake;46330479]I'm assuming you've been able to play at some point before that error came up about the classes. Is this your listen server or a dedicated one?
I'll get to fixing the scoreboard error since someone has posted the same issue on the workshop page. The same with the map configs not working. The data file doesn't load through GMA's, so I'm in the middle of writing out a code to create configs automatically if available.[/QUOTE]
Map configs work IF you copypaste them from the gamemode folder to the data folder
..but give me a minute to confirm
[QUOTE=Coventry;46331491]anyone online?
[code]
[ERROR] gamemodes/toxsin-x-dev/gamemode/vgui/vgui_classramp.lua:33: attempt to concatenate field 'class_rampager.level' (a nil value)
1. Init - gamemodes/toxsin-x-dev/gamemode/vgui/vgui_classramp.lua:33
2. Create - lua/includes/extensions/client/panel/scriptedpanels.lua:153
3. Init - gamemodes/toxsin-x-dev/gamemode/vgui/vgui_classpicker.lua:23
4. Create - lua/includes/extensions/client/panel/scriptedpanels.lua:153
5. unknown - gamemodes/toxsin-x-dev/gamemode/vgui/vgui_helpmenu.lua:60
[/code][/QUOTE]
[QUOTE=Lucio 1995;46331521]Tried today, same problem, here's what i got:
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=331913326[/URL][/QUOTE]
To both of you, I see you're joining my test server. The server is currently having some issues with the database and I've been working to try and fix it. The server should have been passworded.
[editline]26th October 2014[/editline]
[QUOTE=Blackfire76;46331579]Map configs work IF you copypaste them from the gamemode folder to the data folder
..but give me a minute to confirm[/QUOTE]
I know, but the issue is that most people wouldn't decompile a gma file to get the folder. I'll send out an update as soon as I'm able to. The code seems to be working fine anyway. The problem you're having with the class select I need to look into more. It sounds like it's corrupted, but I need more information.
[QUOTE=Blackfire76;46331579]Map configs work IF you copypaste them from the gamemode folder to the data folder
..but give me a minute to confirm[/QUOTE]
seems to work for rd_compound and rd_deadvilla
(although i havent tested for any other maps/im not sure if that one has hard-coded spawns)
[editline]26th October 2014[/editline]
also that plySavedData error i get sometimes but rejoining fixes it
(btw im testing all this on a dedicated)
[QUOTE=Blackfire76;46331650]seems to work for rd_compound and rd_deadvilla
(although i havent tested for any other maps/im not sure if that one has hard-coded spawns)
[editline]26th October 2014[/editline]
also that plySavedData error i get sometimes but rejoining fixes it
(btw im testing all this on a dedicated)[/QUOTE]
Ah, I know what it is. Basically the server loads your player data slower than the help menu's button, so you end up asking the server for data that wasn't even sent to the client yet.
You can fix this by going into vgui/vgui_helpmenu.lua and changing the timer for the button to a higher number
Okay, so I made it further on another map, it's the enemy that appears in wave 6 that crashes me.
[QUOTE=RandomPerson15;46334410]Okay, so I made it further on another map, it's the enemy that appears in wave 6 that crashes me.[/QUOTE]
It's either the Spectre or the Infected Soldier.
Did you get notified on the HUD about an enemy phasing through walls and do you have EP1 mounted?
[QUOTE=solid_jake;46331852]Ah, I know what it is. Basically the server loads your player data slower than the help menu's button, so you end up asking the server for data that wasn't even sent to the client yet.
You can fix this by going into vgui/vgui_helpmenu.lua and changing the timer for the button to a higher number[/QUOTE]
You might be able to fix this by replacing the timers with CurTime() which stays the same regardless of client-server communication. I think you're supposed to use CurTime() for timing ingame events rather than timers anyway.
[QUOTE=Zyler;46337608]You might be able to fix this by replacing the timers with CurTime() which stays the same regardless of client-server communication. I think you're supposed to use CurTime() for timing ingame events rather than timers anyway.[/QUOTE]
Timers use CurTime().
[QUOTE=Zyler;46337608]You might be able to fix this by replacing the timers with CurTime() which stays the same regardless of client-server communication. I think you're supposed to use CurTime() for timing ingame events rather than timers anyway.[/QUOTE]
There is nothing wrong with the code but how fast the server processes information. It's one of the reasons you have to give at least half a second to the server when retrieving steamID's rather than just calling on it immediately.
To add onto what skullorz said, timers use CurTime() as the reference point for when to fire the function. Using CurTime() checks instead of a timer is just making extra work for the sake of it
[QUOTE=solid_jake;46335791]It's either the Spectre or the Infected Soldier.
Did you get notified on the HUD about an enemy phasing through walls and do you have EP1 mounted?[/QUOTE]
As soon as that warning shows up, I crash.
I only have CSS and EP2.
[QUOTE=RandomPerson15;46339738]As soon as that warning shows up, I crash.
I only have CSS and EP2.[/QUOTE]
Definitely the wraith then. I'll have a look as to what could be causing it. Might have something to do with the effects.
Is the server down? :S
[QUOTE=Lucio 1995;46499286]Is the server down? :S[/QUOTE]
Hello? :(
[QUOTE=Lucio 1995;46831821]Hello? :([/QUOTE]
Hello! I took the test server down, yes. There wasn't much a need to test anymore.
Despite what it may seem, the game mode isn't dead. I've been under a lot of heavy load recently and work on this has been tertiary at best. Hopefully I'll be able to push out an update soon.
Just sent out an update, here's the changelog
[QUOTE=Changelog][B]General:[/B]
- Added Map Configurator, which will pre-configure maps from my own configs if none are available
- Added some new awards to the end game
- Improved death feed to be more situational and descriptive. It will not longer just say "Has been mauled to death"
- Fixed exploit allowing players to continually suicide during pre-game for money
- Fixed lua errors involving opening the scoreboard during a mapvote
- Fixed an issue involving players selecting classes before they recieved their data
- Fixed a bug allowing players to ready up multiple times during pre-game if they suicide
[B]Zombies:[/B]
- Fixed a bug allowing the HNH-18 to instakill Barthilex
- Nerfed Barthilex's health substantially
- Adjusted difficulty ramp up based on player count. Zombies will only gain health proportionate to the amount of players
- Contagion now shoots projectile vomit
- Leapers have a higher chance of lunging themselves towards you
[B]Weapons:[/B]
- Medical Darts as ammunition removed
- Reworked the HNH-18:
- Secondary fire now shoots medical darts and is now a fully functional gun
- Fixed invincibility bug involving traps detonating at the feet of their owners
- Traps now award money and respective stats
[B]Players:[/B]
- Technician can now see an aura around teammates reflecting their health[/QUOTE]
Oh hello! I forgot about it ^_^ Gonna download soon and try it.
EDIT: Oh also, is the IP the same? 178.18.86.156:27015
Sorry, you need to Log In to post a reply to this thread.