Author Topic: Support: eXtreme+ v2.6 (including fixpack)  (Read 13843 times)

Offline PatmanSan

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Support: eXtreme+ v2.6 (including fixpack)
« on: January 24, 2010, 11:08:38 am »
Main thread for v2.6 support.

In this first post you can download all official fixes for bugs found in eXtreme+ v2.6 as a convenient fixpack.
Fixes included in this pack:

Fix 1:
Symptom: ex_memory.gsc/_ex_zoom.gsc script error.
Bug: missing vars when saving zoom levels without spawning first.
File(s): extreme\_ex_zoom.gsc

Fix 2:
Symptom: script errors and server shutdown.
Bug: trying to correct flag position while not playing flag based game.
File(s): extreme\_ex_main.gsc

Fix 3:
Symptom: punishment if shooting a teammate (friendy fire off).
Bug: some damage fx and punishments were slipping through.
File(s): extreme\_ex_main.gsc

Fix 4:
Symptom: bleeding Diana causing connection interrupted and server shutdown.
Bug: code was using tag "pelvis", which Diana does not have.
File(s): extreme\_ex_bleeding.gsc

Fix 5:
Symptom: continuous renewal of ranksystem WMD.
Bug: I must have been drunk when I made that. Sorry.
File(s): extreme\_ex_ranksystem.gsc

Fix 6:
Symptom: no delay before gunship is given (ranksystem mode).
Bug: not really a bug. Feature was just missing.
File(s): extreme\_ex_gunship.gsc, _ex_ranksystem.gsc, _ex_varcache.gsc
Comment: more info on page 1 of this support thread.

Fix 7:
Symptom: no new radios added.
Bug: _mapsetup_chq_hq.gsc not called if level.radio existed.
File(s): maps\mp\gametypes\_mapsetup_chq_hq.gsc, chq.gsc, hq.gsc

Fix 8:
Symptom: no gunship in mode 1 or 3 when ranksystem on.
Bug: fix 6 broke it. gunshipPerk() was killing itself.
File(s): extreme\_ex_gunship.gsc

Fix 9:
Symptom: planting/defusing timing is off on sd and esd.
Bug: incorrect timing of sv_fps is not 20.
File(s): maps\mp\gametypes\esd.gsc, sd.gsc

Fix 10:
Symptom: annoying sounds and runtime errors (ready-up enabled).
Bug: checking for flag on spawn, but there wasn't any yet.
File(s): maps\mp\gametypes\htf.gsc, ihtf.gsc

Fix 11:
Symptom: Diana cannot fart as camper punishment (server crashes).
Bug: code was using tag "pelvis", which Diana does not have.
File(s): extreme\_ex_camper.gsc

Fix 12:
Symptom: No plane sound when parachuting into map.
Bug: code was accidently removed when redoing the chute code in v2.4.
File(s): extreme\_ex_parachute.gsc

Fix 13:
Symptom: Statusicon cleared when forced to stay dead. Can't see who's dead.
Bug: code was removing statusicon no matter what.
File(s): extreme\_ex_spawn.gsc, maps\mp\gametypes\_friendicons.gsc

Fix 14:
Symptom: players gaining points without participating in est./destr. radio (HQ/CHQ).
Bug: no bug; this is a feature enhancement.
File(s): maps\mp\gametypes\chq.gsc, hq.gsc
Comment: more info on page 2 of this support thread.

Fix 15:
Symptom: no bleeding probability. Now set to 10% chance (fixed).
Bug: no bug; this is a feature enhancement.
File(s): extreme\_ex_bleeding.gsc
Comment: more info on page 3 of this support thread.

Fix 16:
Symptom: bridged auto-assign mode 2 not (always) working for clan members.
Bug: bridged and non-bridged auto-assign not checked properly.
File(s): extreme\_ex_varcache.gsc, maps\mp\gametypes\_menus.gsc, _teams.gsc
Comment: more info on page 3 of this support thread.

Fix 17:
Symptom: anti-run punishment kicks in when parachuting into the map.
Bug: parachuting was not in the exclusion list yet.
File(s): extreme\_ex_main.gsc

Fix 18:
Symptom: spawning without weapons when match starts on CHQ & HQ.
Bug: on match start players were forced to spawn, even when still selecting weapons.
File(s): maps\mp\gametypes\chq.gsc, hq.gsc

Fix 19:
Symptom: some features unavailable for first seconds of game (like sprint).
Bug: player threads waiting for main threads to finish.
     getMapDim and getFieldDim taking too long to finish (up to 15 seconds on some maps).
File(s): extreme\_ex_main.gsc, _ex_utils.gsc

Fix 20:
Symptom: gunship keeps flying when gunship player gets kicked or disconnects.
Bug: gunshipDetachPlayerLevel does not work in this case. Now done differently.
File(s): extreme\_ex_gunship.gsc

Fix 21:
Symptom: CHQ or HQ game does not end on set scorelimit.
Bug: checkScoreLimit() moved to wrong place in updateGametypeCvars().
File(s): maps\mp\gametypes\chq.gsc, hq.gsc

Fix 22:
Symptom: bots (dumb and meat) hang as spectator in auto-assign mode.
Bug: bots don't do auto-assign. Now they are allowed to select a team anyway.
File(s): maps\mp\gametypes\_menus.gsc

Fix 23:
Symptom: RTE on map annoucement and missing maps from map vote when using stacker.
Bug: next map annoucements and end of game map vote not respecting rotation stacker.
File(s): extreme\_ex_main.gsc, _ex_maprotation.gsc, _ex_maps.gsc

Fix 24:
Symptom: no new camping warnings or punishment.
Bug: did not reset variable "warnedforcamping".
File(s): extreme\_ex_camper.gsc

Fix 25:
Symptom: only some bots spawning, or no bots spawning in ready-up mode 1.
Bug: map restarting while bots were not finished spawning.
File(s): extreme\_ex_bots.gsc, _ex_readyup.gsc

Fix 26:
Symptom: message "Please wait for next round to start" not visible (ready-up).
Bug: string precaching problem.
File(s): extreme\_ex_readyup.gsc

Fix 27:
Symptom: last round on ONS not counting towards score.
Bug: announceWinner() procedure bypassed on last round.
File(s): maps\mp\gametypes\ons.gsc

Fix 28:
Symptom: player's score is reset in between rounds.
Bug: not really a bug (has always been that way) - added feature.
File(s): maps\mp\gametypes\ons.gsc, dom.gsc
Comment: added code to make sure the flags are on the ground.

Fix 29:
Symptom: range finder script runtime errors.
Bug: referencing tag that has been removed on death.
File(s): extreme\_ex_main.gsc

Fix 30:
Symptom: GUID checks not working.
Bug: checkGUID function missing +count and checking only 6 digits for GUID.
File(s): extreme\_ex_security.gsc


DOWNLOAD LINK:
The fixpack is updated whenever necessary. To prevent various versions across download mirrors, we only provide a single source for the fixpack.
[Updated: September 21, 2011]


eXtreme+ v2.6 FIXPACK: HERE


If you have the gametype-description-fix installed, please read THIS POST

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #1 on: January 27, 2010, 08:42:54 am »
Sorry for the first bug report =)

1. There are bug that causes server or player to big lag then kicking them (or server killed):
When playing Diana model and Bleeding is ON try to get bleeding, after wounded player infinitely begins lag accompanied by a message 'waiting connect' then as usual get kicked by server.
When i disable 'bleeding' system and error disappears.
I noticed that lag begins to slow down only when injuried by Diana model.

My settings:
set ex_bleeding "1"
set ex_startbleed "53"
set ex_maxbleed "55"
set ex_bleedsound "1"
//set ex_bleedshock "1"
// set ex_bleedmsg "0"

2. There are bug with ranksystem upgrade option, when is on it infinitely continues to grant same WMD that be granted on first case, even if I did not have time to use it (and, incidentally, is physically unable to use - no hud icon, no prompt to press key, just cycling messages about WMD get ready)
When this mode disabled all works well, but without upgrading WMD.
My settings are:

set ex_rank_wmdtype "2"
//set ex_rank_mortar "3"
//set ex_rank_artillery    "4"
//set ex_rank_airstrike "5"
//set ex_rank_special "7"
//set ex_rank_allow_rank "5"
//set ex_rank_allow_mortar "1"
//set ex_rank_allow_artillery "1"
//set ex_rank_allow_airstrike "1"
//set ex_rank_allow_special "0"
//set ex_rank_wmd_upgrade "1"
//set ex_rank_wmd_flare "0"
//set ex_rank_wmd_checkfriendly "0"
set ex_rank_mortar_first "15"
set ex_rank_mortar_next "60"
//set ex_rank_mortar_radius "2"
//set ex_rank_artillery_first "5"
set ex_rank_artillery_next "60"
//set ex_rank_artillery_radius "2"
set ex_rank_airstrike_first "15"
set ex_rank_airstrike_next "65"
set ex_rank_airstrike_radius "3"
//set ex_rank_napalm_chance "50"
//set ex_rank_gunship_next "60"
//set ex_psr_clan_0 "{PST}"

set ex_psr_name_0 "{TEST}"
set ex_psr_rank_0 "7"
//set ex_psr_clan_1 "Clan"
//set ex_psr_name_1 "Name"
//set ex_psr_rank_1 "6"
//set ex_psr_clan_2 "Clan"
//set ex_psr_name_2 "Name"
//set ex_psr_rank_2 "3"

i connected to server with player 0 for testing the mod release.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #2 on: January 27, 2010, 05:37:46 pm »
Fixpack updated

Offline Jaxn

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #3 on: January 27, 2010, 06:49:04 pm »
Hi guys, all strikes mortar, arty and airstrikes have a how long before first strike in the General WMD settings.

example- set ex_rank_mortar_first ""

It seems that the new gunship does not have this setting. It has only the  set ex_rank_gunship_next "" setting which works fine.

Would it be possiable to add the  set ex_rank_gunship_first "" setting to the gunship. When a player achieves rank or gets killed they get the gunship strike way to fast and it would be great if we could make it take 30 to 40 seconds before getting the first gunship strike when rank is achieved and after death.

Thanks for your time,
Jackson

Offline Gixxer

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #4 on: January 27, 2010, 08:40:11 pm »
Quote
When a player achieves rank or gets killed they get the gunship strike way to fast

we were trying to be like IW with MW2 and make it where you just had to turn on your computer and you got instant kills lmao!!!

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #5 on: January 28, 2010, 03:44:12 am »
Fix 6 added to fixpack.

You can add the following variable to ranksystem.cfg:

// When rank is achieved, how long before gunship is ready
// min = 5, max = 300, default 5 (in seconds)
//set ex_rank_gunship_first "5"

If you don't add it, it will take the default 5 seconds.

Offline Jaxn

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #6 on: January 28, 2010, 06:51:46 am »
I've never played MW2 and if this is the way it works I'm sure I'm not missing much.  :wink:

Thanks for the fix. I'm sure this will make things more interesting.

Ya'll made a great mod,
Jackson

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #7 on: January 28, 2010, 10:05:37 am »
Custom radios didn't work. Besides, i even tried to change all the hq spawn in the level.radio
  • array on _mapsetup_chq_hq.gsc, but game still took native coords.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #8 on: January 28, 2010, 11:37:34 am »
Fix 7 added to fixpack

I also changed _mapsetup_chq_hq.gsc:

Each new radio should have three (uncommented) lines, like this:

index = level.radio.size;
level.radio[index] = spawn("script_model", (0, 0, 0));
level.radio[index].angles = (0, 0, 0);

Where you replace (0, 0, 0) with the radio coordinates, and (0, 0, 0) with the new radio's angles.


You can use the toolbox (_ex_toolbox.gsc) to record new coordinates and angles:

Authorization:
To use the toolbox, you should add a valid name in the authorized players array:
   authplayers[authplayers.size] = "playername";
Either re-use an existing line, or create a new one:
   authplayers[authplayers.size] = "playername1";
   authplayers[authplayers.size] = "playername2";
The name has to match the in-game name exactly, including color codes.

Third Person tool:
Enable this tool, by setting the tool enabling variable to true:
   tool_thirdperson = true;
After spawning you are able to go into third person mode by holding the USE key
for one second. In this mode, holding the USE key for one second, will change
the distance, until you switch to first person mode again.
By holding the MELEE key for one second, you are able to change the angle.

Show Position tool:
Enable this tool, by setting the tool enabling variable to true:
   tool_showpos = true;
After spawning you will see two lines. First is current origin as (x,y,z).
Second line is angles as (pitch, yaw, roll).
By holding the MELEE key for one second, you are able to record the current
origin and angles in games_mp.log.

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #9 on: January 30, 2010, 07:15:15 am »
Went further:
1. Found an error in HTF, at map start right at the beginning the "capture/drop" sound many times is simultaneously lost, and after gtsdelay doing all becomes in norm. (I learnt, absolutely all players get this sounds when joined right after the nextmap server rotation)
2. By means of a command in console \kill it is possible to kill all around and to receive for it bonuses, it is especially useful in mode HQ
3. In HQ gametype it is possible to quickly make scores just touch radio and leave (of course when ex_hqpoints_playercap >1) then you can quickly get promoted to general rank.
4. If player ejected from gunship and once again to press ejection that it is possible to remain with gunship weapon (invisible) and to kill all and all till a following re-spawn.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #10 on: January 30, 2010, 01:35:14 pm »
1. Can you describe the problem another way. I don't understand what the problem is.
2. We dicussed this before. I cannot detect a console /kill.
3. I understand the problem. What solution do you have in mind?
4. I tried to reproduce about 30 times, but couldn't.

Offline Smithsonian

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #11 on: January 31, 2010, 08:44:25 am »
I too witnessed a player come down form the gunship and still have the cannon. The recoil from firing it was blowing him backwards. The progress bar on sd doesnt match the timframe for planting and defusing which is confusing as hell. And for some reason my server is not recording either log files. That will suck come stats time.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #12 on: January 31, 2010, 11:54:50 am »
About the sd/esd planting/defusing: are you running on sv_fps "20"?

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #13 on: January 31, 2010, 12:45:22 pm »
sd/esd timing fix (fix 9) added to fixpack.

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #14 on: February 01, 2010, 12:34:40 am »
Quote from: "PatmanSan";p="32179"
1. Can you describe the problem another way. I don't understand what the problem is.
2. We dicussed this before. I cannot detect a console /kill.
3. I understand the problem. What solution do you have in mind?
4. I tried to reproduce about 30 times, but couldn't.

1. In my opinion there is a dependence between TDM respawn points (at beginning flag respawned in player coords?), gtsdelay and HTF,
[spoil]if(self.flag.lastteam != myteam)
{
  self iprintln(&"MP_HTF_YOU_STOLE_FLAG"); //LAPD
  self thread announce(&"MP_HTF_STOLE_FLAG");

  friendlyAlias = "ctf_touchenemy";
  enemyAlias = "ctf_enemy_touchenemy";

  // What is my team?
  myteam = self.sessionteam;
  if(myteam == "allies") otherteam = "axis";
  else otherteam = "allies";

  thread extreme\_ex_utils::playSoundOnPlayers(friendlyAlias, myteam);
  thread extreme\_ex_utils::playSoundOnPlayers(enemyAlias, otherteam);

  // Get personal score
  self.score += 3;
                                // added for arcade style HUD points
                                self notify("update_playerscore_hud");

  if(level.mode == 2) level.teamholdtime[otherteam] = 0;

  lpselfnum = self getEntityNumber();
  lpselfguid = self getGuid();
  logPrint("A;" + lpselfguid + ";" + lpselfnum + ";" + myteam + ";" + self.name + ";" + "htf_stole" + "
");
}
[/spoil]
These messages and sounds begin to appear in a row rapidly,  but not indefinitely when the GTSdelay in mode 1. In my test in 2 players has pronounced 8 times. After the end of time GTSdelay everything becomes normal.
2. you can not resolve, or determine this cause?  I remember you repaired this bug in my query in a certain fixpack for 2.5
[spoil]  // kamikaze (suicide bombing)
  if(sMeansOfDeath == "MOD_SUICIDE" && level.ex_kamikaze && isDefined(attacker) && isPlayer(attacker))
  {
    // suicide bomber
    if(attacker == self && !isDefined(self.switching_teams) && !isDefined(self.ex_forcedsuicide) && isWeaponType(self.ex_lastoffhand, "suicidebomb"))
      self thread suicideBomb(attacker);
  }[/spoil]
but is doesn't work anymore... \kill command continues killing all around.
3. With the destruction of HQ bonus points for the destruction should be only those players who are directly present to the end point of destruction (end of progress bar).
4. Yes, I agree with the Smithsonian, but I had it occurred in tdm and hq.
and more, how to avoid disabling bazooka when using nuke. Because bazooka begins shooting with nuke at this time)))