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8 survivors in the rescue vehicle


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DeathChaos25
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Join Date: Jan 2014
Location: Puerto Rico
Old 10-09-2020 , 16:18   Re: 8 survivors in the rescue vehicle
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Quote:
Originally Posted by Crasher_3637 View Post
Thanks for the information and feedback guys. I'll make the necessary changes and update my post with a new version.

EDIT: Updated.
So far it seems to work in base game campaigns, however we did Military Industrial Complex II V11 custom campaign and the bug happened there.
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 10-10-2020 , 17:55   Re: 8 survivors in the rescue vehicle
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Quote:
Originally Posted by DeathChaos25 View Post
So far it seems to work in base game campaigns, however we did Military Industrial Complex II V11 custom campaign and the bug happened there.
Can you verify if that campaign's finale has any info_survivor_position entities spawned in or if the teleportation failsafe isn't working? Have you tested the finale more than once; is it consistent or random? I'm not sure what requirements it has for counting extra survivors as "escaped." That's the tricky part about custom campaigns; they don't always follow standard VALVe procedure so not all plugins that seem compatible with the official campaigns are guaranteed to work fine on them.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-10-2020 , 19:13   Re: 8 survivors in the rescue vehicle
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Would spawning the missing "info_survivor_position" as required for number of clients work to fix the issue?

Once this issue is fixed someone should release as a plugin so it's noticed more and a standard version. This thread like many older unsupported plugins become confusing with so many different versions posted and people using different ones, it becomes a mess of knowing which one to use etc. Then people start modifying from different versions and we end up with 2 new versions based on completely different older versions, where 1 fixes X bugs and the other fixes Y bugs but both fail to fix XY bugs together. Seen this with several older popular plugins from inactive authors.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-10-2020 , 19:36   Re: 8 survivors in the rescue vehicle
Reply With Quote #4

Quote:
Originally Posted by Silvers View Post
Would spawning the missing "info_survivor_position" as required for number of clients work to fix the issue?

Once this issue is fixed someone should release as a plugin so it's noticed more and a standard version. This thread like many older unsupported plugins become confusing with so many different versions posted and people using different ones, it becomes a mess of knowing which one to use etc. Then people start modifying from different versions and we end up with 2 new versions based on completely different older versions, where 1 fixes X bugs and the other fixes Y bugs but both fail to fix XY bugs together. Seen this with several older popular plugins from inactive authors.
Honestly, I'm unsure. If only the function that VALVe uses to spawn X info_survivor_position entities could be patched to modify how many it spawns. The way I've done it is dirty and isn't guaranteed to work on every finale map, but if we could directly access the function that creates these entities and tell it to spawn X numbers of positions, it should work on any finale map.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-10-2020 , 19:48   Re: 8 survivors in the rescue vehicle
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info_survivor_position are part of maps and not something spawned by game code though. I wonder if it's not guaranteed because the event/trigger is too late in some cases. Maybe hooking escape vehicle arriving and spawning then, and final spawn if any extra players joined/spawned since then when leaving.

Surely theres some function which could be patched to prevent having to even spawn anything extra, some code must have changed to break this since pre last stand or is the issue with 4+/8+ extensions not fixing the issue since update? I don't run any servers to know even though I have 4+/8+ stuff enabled, but its only ever me testing and getting together enough to test is never possible, one of the reasons I've never bothered with 4+/8+ stuff even though I would have wanted to.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-10-2020 , 20:00   Re: 8 survivors in the rescue vehicle
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Before TLS update:

Extra survivors would often fall out of the rescue vehicle. This could be "fixed" by giving them godmode and teleporting them to somewhere safe (i.e. saferoom) when "EscapeVehicleLeaving" is fired by trigger_finale/finale_trigger.

After TLS update:

Extra survivors can still be given godmode and teleported to safety but it doesn't guarantee their survival. Hence why we started coming up with the idea of spawning extra positions in this thread.



A friend had told me that there was a function that could be patched but it would require an extension since it's not something you can patch with DHooks (or at least he thinks so). He also said that all alive survivors are most likely counted as "escaped" but since the stats crawl is clientside, it reports some extra survivors as dead before the game determines their final status. I have no way of verifying any of this, but I figured you guys should *at least* know this information.

Side note: I noticed that after the TLS update came out, the server console now prints out a list of escaped survivors.

Example:

ESCAPED: Zoey
ESCAPED: Francis
ESCAPED: Coach
ESCAPED: Bill

I'm not sure what exactly determines/validates the status of the survivors that get added to that list, but that list is often accurate to what's shown on the stats crawl for me.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-10-2020 , 20:08   Re: 8 survivors in the rescue vehicle
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What about SDKHooks OnTakeDamage to prevent death, or is their life state prop being set to 0 killing then outright?

Not looked at the binary for any of this, suspect dhooks wouldn't be required just a mem patch.

Wonder if consoles escaped messages are client side interpretation or sent from server, if server thats a big hint to where needs patching. Probably easy to find patch place anyway but I don't have time or interest to really look around for it.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-10-2020 , 20:16   Re: 8 survivors in the rescue vehicle
Reply With Quote #8

Quote:
Originally Posted by Silvers View Post
What about SDKHooks OnTakeDamage to prevent death, or is their life state prop being set to 0 killing then outright?

Not looked at the binary for any of this, suspect dhooks wouldn't be required just a mem patch.

Wonder if consoles escaped messages are client side interpretation or sent from server, if server thats a big hint to where needs patching. Probably easy to find patch place anyway but I don't have time or interest to really look around for it.
Hooking OnTakeDamage won't work. Something still flags them as Deceased.

The console I'm talking about is the server itself. The list of escaped survivors doesn't print out on my in-game console, so perhaps our biggest clue is that list.

I simply lack the knowledge to investigate this myself and I don't care enough about 4+ survivors dying after the rescue vehicle leaves to worry about this, especially on a custom campaign where the finale setup is unpredictable.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 11-18-2020 , 08:42   Re: 8 survivors in the rescue vehicle
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Thanks, but this config is dark carnival specific? I'm asking cause of the "hammerid" thing.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 11-18-2020 , 22:13   Re: 8 survivors in the rescue vehicle
Reply With Quote #10

Quote:
Originally Posted by Marttt View Post
Thanks, but this config is dark carnival specific? I'm asking cause of the "hammerid" thing.
Yes, it is only for Dark Carnival.
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