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-[IFwsI]- Doghouse Discussion/Dev Update Thread

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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sun Nov 08, 2015 2:19 pm

Update;
Current version: v3.0 build 4

I've updated the server script to v3. Tested it out with HC Admin script and seemed to work fine so that's that for now. I've kept the server in a 'beta' status so feel free to report bugs. Will keep minor updating server throughout the week to achieve the perfect effect.

I've made it sortof back to the way doghouse originally was, moar grindcore!

- Round limit is now 75
- Team win limit is now 15
- Random events at rounds; 15,18,25,37,75
- Your inventory attributes are automatically hidden and shown when you pickup/drop a stealth suit
- Sprite alignment fixes (thx soush)
- The usersave parser was pretty much dynamic from the start so there's no need for a converter script. Nevertheless if your save gets corrupted you'll be notified. o.O
- fixed bugged scores

-todo-

- condensed "rank" show
- stripping gas masks on events
- addition of curse balls
- more item/effects
- double xp weekends
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by piWi. on Sun Nov 08, 2015 3:45 pm

Well done, anyway if i am sure and did not read to fast. I have the opinion that sometimes one team is better than the other. After x wins an event starts, right? Than the events will going on till the loosing team will win one round right?
If this is right and the script includes it just now, than i would cjange it so that rounds will going only at the most x rounds so that it wont take so long time. It happened often when i play that i tried to roger that the ct let the bomb explode so that ts will win and events will end.
I hope you understand what i mean.
Anyway good work, i will play at 16/00.

Cheers
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sun Nov 08, 2015 4:04 pm

PiWi, I've removed that system. There are only 5 events within 75 rounds now. If a team is too strong then the round will simply restart.

Anyways a little update regarding the script. It seems there's some huge memory leak within the inventory/market system. it'll take me a while to see to this however the framework is still on version 3. Only things disabled are the market and inventory.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by piWi. on Sun Nov 08, 2015 4:50 pm

Okay, i support that. It is easier and better out of my opinion. If there are any bugs which i see, i will rwport them here.

P.S.: Is it new that you're Co-Leader? I thought, you were once also a Site-User? ^^
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Tue Nov 10, 2015 4:01 pm

build 5;

The round limit end bugs should be fixed. I've located the memory leak, need to find a solution to it now. As for the script, I've added the market and inventory back. It should be accessible however do not buy anything from the market for now.

The leak occurs when your purchase something from the market. Anyways, just buy one item at a time.

I've removed the admin script temporarily. If someone's hacking just report their name and the date. I'll take care of the rest.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by piWi. on Wed Nov 11, 2015 9:35 pm

Ähm, when the Administrator Script will get added again?
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Samael on Wed Nov 11, 2015 9:51 pm

When bugs will be fixed.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Thu Nov 12, 2015 1:34 am

build 6;

I've brought the script back to a stable form. The xpc/market/inventory stuff are disabled. It's got a few new stuff.

- [Option] display level in name
- [fixed] another post event bug
- [added] #1 player of the round (gets bonus)
- condensed the Tos in "rank"
- rank now has a 30s cooldown
and minor changes.

Although anything related to XPC is disabled, your XPC is still incrementing. Meaning, you're still getting XPC normally during kills/scores/etc.

The admin script has been added back, I caution moderators to carefully use the menu and not switch from F3 to F4 fast. Otherwise you might end up banning a player or doing something else. F2 is your neutral trigger. So be careful here.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Inferno on Thu Nov 12, 2015 6:58 am

@Nighthawk - When a new player joins in the Doge round he is armed with a pistol. Also a few rounds we can't pick up weapons because of some bugs. Can you please give Mod(s) the power to restart rounds? Because that should be better than waiting for the round to restart or move the players to spec and back...
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Thu Nov 12, 2015 10:23 am

@Inferno, did these occur after build 6?
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Inferno on Thu Nov 12, 2015 1:15 pm

Yes, it happened a few hours ago.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Se7en on Thu Nov 12, 2015 4:07 pm

give da mods restart do us a favor at least until all bugs are fixed
at least mod2!
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sat Nov 14, 2015 1:43 pm

I've found the roots of that bug which prevents you from picking up weapons during normal rounds.

Let me explain the 2 types of round however. There are two types of round, normal and events. When the round starts as an event, players are forbidden from picking up weapons (depending on the type of event, some events allow it).

Now, apart from that. When you join a server predefinetly. While you're still in that "connecting to server" phase, you're automatically given an ID in the server. This is a cs2d feature. It sort of complicates things.

Here's where the bug occurs. If an event round ends, the script loops through everyone's IDs and returns their stats (weapon strip, event images, etc) back to normal (removes them). However If someone's in a pre-joining state and hasn't hit the "join" hook yet (his user object is made in the join hook), his user object returns a nil (empty) value which bugs the whole server.

Anyways, I'll see if I can come up with a hack/fix for this abnormality. o.o


found a fix

I'll patch this by the next build.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by zAzz on Sat Nov 14, 2015 5:17 pm

Wow, awesome, goodjob Night!
I would love to know scripting! :c
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sat Nov 14, 2015 9:48 pm

^thank you.

Update: Current version; 3.0 build 7

This is a bug fix version.
I've tried out a patch for the "not being able to pickup weapons" bug I mentioned earlier. If it continues, feel free to report it here however It shouldn't happen again.

About the Market/Inventory. I believe I may have fixed the memory leak. I've still kept it disabled for this build because I want to try out stressing it in my own server at first to see if it works or if the leak still occurs.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by zAzz on Sat Nov 14, 2015 10:06 pm

Some people complaining that they lost their ranks o.o
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sun Nov 15, 2015 8:01 pm

That has been fixed. If anyone else has lost their rank, you're free to drop me a PM to recover it.

I've disabled events for the time being until I'm able to find the time to work on this. There should be no issues with the current build. If you find anything, feel free to report it.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Tue Nov 17, 2015 4:23 am

update; v3.0 build 8:

-Added !restartscript command for mod2s. It'll change the map.
-Highly likely fix of after event bugs
-Tied a few loose ends
-Events are added back
-Doghouse cmd delimiter is changed from ">" to "@". e.g; @rs, @menu
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Se7en on Tue Nov 17, 2015 7:43 pm

theres still the !rs command which makes no sense
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Tue Nov 17, 2015 8:56 pm

the !rs command is no more. o.o only @rs now
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by buzz* on Wed Nov 18, 2015 4:16 am

RIP !rs command
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by piWi. on Thu Nov 19, 2015 7:52 pm


i am able to take this stealth suit while this event, i guess it shouldn't be so...
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Nov 20, 2015 9:12 am

@piWi, every event has it's own particular settings. Two of these settings are whether to allow the players to pickup or drop weapons. On "Fight Like Men", the setting to drop weapons is set to off and to pickup weapons is on.

Tl;dr some events allow players to pickup weapons.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by scroLL3R on Fri Nov 20, 2015 1:35 pm

@Nightawk could you fix download data in server doghouse my 2nd pc won't download the data I thought it's from my pc but I checked everything is okey in my pc and tried to download files from another server worked, the case from your server I can't join the server Smile
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Nov 20, 2015 3:21 pm

Just checked and yep, apparently there's some issue. I'll have to go through this in depth. Thanks for reporting this. o.O

For now, here are the files. Copy/paste them to their folders and it'll work.
Download: https://www.dropbox.com/s/xvrvknzpaoeovkp/doghouse-files.zip?dl=0
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