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Tamina
31st July 2007, 18:01
At the end of seaside1a.bsp the server change map not to seaside1b.bsp.

The same at the end of projectg1.bsp it change not to projectg2.bsp.

The Server change to a other map.


Tamina

AdamR
31st July 2007, 20:18
It's because AMXX doesn't notice maps that use the "nextmap projectb2" in the map config style of moving to the next map

I will write a fix for this soon, but it's shame on the mappers for not using the game_end or info_intermission entity to change/finish maps.

Edit: I've written the fix, let's see how it goes :)

ruM^
2nd August 2007, 17:05
Is it also possible to apply this to sc_deadthings? I didn't realise this had another 2 maps (sc_deadthings2/3) until I checked my maps folder. :)

AdamR
2nd August 2007, 19:10
it's on a plugin basis, so if deadthings uses this nextmap cvar thing its already fixed

liv3d
2nd August 2007, 21:09
hostage2b likes to hog the server :/ it just rotates on the same map.

AdamR
2nd August 2007, 21:46
Once the updated fix comes in to effect it won't.

Pvt. .T.
6th August 2007, 17:14
tox_surface5-2 keeps looping.

ruM^
6th August 2007, 21:31
I've noticed that a lot of maps have been repeating itself on the custom server lately. The other day it kept repeating jailbreak2, and the only way the map could be changed was by voting. :dance:

AdamR
7th August 2007, 00:52
I've noticed that a lot of maps have been repeating itself on the custom server lately. The other day it kept repeating jailbreak2, and the only way the map could be changed was by voting. :dance:

Still not fixed then. If anyone can spot a fix for this modification I'd be greatful:
public plugin_init()
{
register_plugin("NextMap", AMXX_VERSION_STR, "AMXX Dev Team")
register_dictionary("nextmap.txt")
register_event("30", "changeMap", "a")
register_clcmd("say nextmap", "sayNextMap", 0, "- displays nextmap")
register_clcmd("say currentmap", "sayCurrentMap", 0, "- display current map")
register_clcmd("say ff", "sayFFStatus", 0, "- display friendly fire status")
register_cvar("amx_nextmap", "", FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY)
register_cvar("nextmap", "") // for Sven Co-op use.

new szString[32], szString2[32], szString3[8]

get_localinfo("lastmapcycle", szString, 31)
parse(szString, szString2, 31, szString3, 7)
g_pos = str_to_num(szString3)
get_cvar_string("mapcyclefile", g_mapCycle, 31)

if (!equal(g_mapCycle, szString2))
g_pos = 0 // mapcyclefile has been changed - go from first

readMapCycle(g_mapCycle, g_nextMap, 31)

// Sven Co-op: Check if the current map is using "nextmap" CVAR for a map series.
get_cvar_string("nextmap", g_nextMapCvar, 31)
get_mapname(g_currentMap, 31)
if (g_nextMapCvar[0] && strcmp(g_nextMapCvar, g_currentMap, 1) != 0)
g_nextMap = g_nextMapCvar
// Sven Co-op: End

set_cvar_string("amx_nextmap", g_nextMap)
format(szString3, 31, "%s %d", g_mapCycle, g_pos) // save lastmapcycle settings
set_localinfo("lastmapcycle", szString3)
}

getNextMapName(szArg[], iMax)
{
new len = get_cvar_string("amx_nextmap", szArg, iMax)

if (is_map_valid(szArg)) return len
len = copy(szArg, iMax, g_nextMap)
set_cvar_string("amx_nextmap", g_nextMap)

return len
}
It's only the part in between the //sven co-op comments that i've changed.

ruM^
14th August 2007, 20:57
Hi Adam. Sorry about this but there is still a problem with both the King Size server and the Custom server. On both servers they still swap to different maps between levels.

So say people are playing projectg1 on the King Size server, after the map has ended it swaps to nightmare-c1, and only after this map is finished it goes back to projectg2. The same applies to the Custom server, only it keeps happening with the sc_deadthings maps.

The other problem I think I have mentioned already is that after sc_deadthings3 on the Custom server it will continually repeat this map until someone votes to change to something else.

Sorry but I don't understand how the scripts above work. I can only tell you what the cause and effects of it are doing for the map rotations. :v

liv3d
14th August 2007, 22:01
Agreeded, I noticed on King size it swapped between 2 maps, but I can't remember what they where :(

AdamR
14th August 2007, 22:28
I really need to get someone to help me fix this script :(

If I use the original it ends up with most multi-map series getting missed (i.e. projectg2 is never played).

Shame on the mappers for bad advancement to maps (they could just use a simple entity).

thelinx
14th August 2007, 23:31
You should really try to get help at the Allied Modders forum.

AdamR
16th August 2007, 11:19
I think I found a fix. I need to erase the nextmap cvar being used by maps after AMX's nextmap reads it, otherwise it'll get read again every time a new map comes on that doesn't use it. That's probably why sc_deadthings3 gets repeated, because part 2 uses the nextmap cvar and it's not getting wiped.

Waiting for this fix to upload by support team :)

ruM^
30th August 2007, 21:58
Have you sorted out this little map change problem AdamR? I'm just curious because recently a few of us were playing projectg3 on the KingSize server earlier today. After which it swapped to sc_deadthings3, and we had to complete this map to continue on to projectg4. I'm not sure if you have changed the nextmap cvar or not, but the problem is still floating about. ;)

liv3d
31st August 2007, 11:26
Have you sorted out this little map change problem AdamR? I'm just curious because recently a few of us were playing projectg3 on the KingSize server earlier today. After which it swapped to sc_deadthings3, and we had to complete this map to continue on to projectg4. I'm not sure if you have changed the nextmap cvar or not, but the problem is still floating about. ;)

I personally think King Size's map cycle map need looking at, to be perfectly honest, as maps don't tend to follow on.

Tamina
16th November 2007, 20:12
The mapchange is now again broken.

After crystal.bsp comes not crystal2.bsp

or after sc_deadthings.bsp comes not sc_deadthings2.bsp

:-((

AdamR
17th November 2007, 02:10
It's probably messed up because when I upgraded AMXX to 1.8.0.3, I forgot to put my Sven Co-op fix on. I could do with someone looking at it with me before inserting that mod though, so it's fixed for sure.

AdamR
26th November 2007, 01:43
I've posted a topic about it at Allied Modders forums here (http://forums.alliedmods.net/showthread.php?t=63634). I need all the help I can get with this.

I have installed the changes specified in that topic to my home server (88.97.144.81:27015). I'd appriciate it if players could visit it and try out what I've done with various maps, because what I test and say might not be right. Here is the map cycle for my home server:
sc_cliffside
hplanet
rampage
shattered
sc_another
last
durga
toonrun1
sc_tension
sc_tropical
yabma
sc_tetris1
leprechaun1
incoming
extension
crisis2
svencoop1
hostage2a
osprey
Some prime tests would be:

Map last. Do parts 2, 3, and 4 get played, and which comes after last4 (durga = correct, sc_tropical = wrong).
svencoop1, does hostage2a get played after part B (correct) or osprey (wrong)?

^ That's assuming the cycle was played in order. If not, you have to assume relative positions from the current map.

Decca
26th November 2007, 14:29
I'm working on it Adam. I've tried a couple single-parters and they've worked fine. A couple days and we will know. Oh and your home server crashed this morning at the end of extension. I guess I just have that effect on servers. And why do you not have a direct xp link between Multiplay and your home server. I know you update it sometimes but just wondering.

FYI/ I was only able to connect to the home server once this morning. Keep on getting a "reliable channel overflowed" message, latency also is oddly high on it.

Well I see some people in there now. So maybe it was my connection or something.

AdamR
27th November 2007, 18:17
I've finally come up with a fix for this. It works entirely, check it on my home server if you must.

Plugin release is here (http://forums.alliedmods.net/showthread.php?t=63695).
Description of the problem and how to overcome it is here (http://forums.alliedmods.net/showthread.php?t=63634).

Waiting for tech support to install this, hopefully before they close at 10 PM so I can restart the servers tonight with this fix.

ruM^
28th November 2007, 17:39
Have the techies uploaded it yet AdamR? :dance:

thelinx
28th November 2007, 19:08
Great job, Adam!

AdamR
28th November 2007, 20:09
Yes they have, but the servers say it isn't found. I'm querying it right now.

AdamR
28th November 2007, 20:47
It's there now, and running on all 4 servers.

Hope you enjoy it.