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View Full Version : Fluffagen fix for MAM and Hammers Goodies.


Buzz_Litebeer
03-15-2003, 03:33 AM
Here, try this out, this "should" work, if you have any "custom" maps that dont seem to want to work in a mixed map rotation or with MAM at all, AND you get this fix to work, mail me, and I will set something up to fix em all.

Make sure you get htis to work first thoguh, i got MAM running on this map, so anyway im waiting.

;-0)


http://people.ku.edu/~harschc/User-fluffix.pk3

Hammer
03-16-2003, 12:56 AM
Hey Buzz, long time huh? Been busy with real work stuff :(

Doesn't seem to be much of a fix!!! Looks like all it's doing is adding a DMprecache call to the .scr ... I already handle this in MAM by including both DMprecache AND ambient.scr in the startup. Whichever script file is run first will init MAM. What's up?

--[MC] Hammer

Blitzkrieg
03-16-2003, 03:17 AM
If I may suggest something, could one of u, come to our server({sKs} Server), let one of the admins turn on the tow map rotation only(cause Flughafen crashes in just regular tow rotation), and see if u get kicked outta the server, just so u can see it first hand?? We have 2 ips for our server, and MOST {sKs} Members are on our rifles only server. If u guys wouldn't mind just seeing it first hand, and maybe u can see something we aren't........just a suggestion...........here are the ip's......regular server ip is 64.5.44.62, or the rifles only server is 64.5.63.35....I am just asking you guys to see if u get sent to the main page like the rest of us, or you can stay in, which i have seen 1 person be able to do.........and noone can rejoin..........ty.

Buzz_Litebeer
03-16-2003, 10:55 AM
that is all it is doing hammer, if you notice fluffagen doesnt ever run ambient.scr either.

I also noted there are other maps that dont run ambient.scr and such as well, that is the problem that causes the maps to not run when mam is running.

the reason it crashes (from my testing) especially in the hammers multi gametype stuff is that its on a bad gametype when fluff or another map without either ambient or dmprecache.scr is running.

not it isnt much of a fix, but it does fix the problem ;-)

Buzz_Litebeer
03-16-2003, 10:55 AM
oh and yes i have been gone because of real life issues.

Hammer
03-16-2003, 02:41 PM
Sorry to disappoint ya bud ... all standard maps have both a call to DMprecache.scr and ambient.scr. Some place DMprecache.scr in the map's *_precache.scr which is only called ONCE during map load. Ambient.scr is found within the map's script; check again, it's in Flughafen!

As for the crashes, I've been able to reproduce without any mods (MAM or otherwise), simply by changing the g_gametype before the map loads. Sometimes it works like a champ, other time it crashes on any number of maps, although the "larger" maps seems to crash it more often.

No, it has nothing to do with DMprecache or ambient.scr or any of our mods, it's a bug in the game itself. :( :evil:

--[MC] Hammer

Buzz_Litebeer
03-16-2003, 03:46 PM
k?

I just saw it missing from the file, and it is in other files, so i added it and i was about to load MAM influffagen, which is what i thought was the problem.

Hammer, have you tried completely taking over the map changing process using the games internal

"bsptransition" (cant remmber exactly what its called) command?

IE at the end of the level, forcefully transition to the next map using the script?

the command is in the SDK somewhere, and you could use bsptransition in hammers goodies to completely co-opt the map issues. index the map set by the map name, then load the next map in the map set that comes after that name..

something like that.

UnDead
03-16-2003, 11:34 PM
Can't we use VSTR now to auto change the gametype. I thought the patch 2.15 fixed that. What map rotations still won't work with the VSTR working??

Hammer
03-16-2003, 11:48 PM
Buzz, I've tried taking over the rotation, problem is I haven't been able to completely figure out when a map has ended (as opposed to just a round). I have tried all the map transition methods, some work okay in DM, other seems to only work for SP maps.

UnDead, the vstr feature works to help in map rotation, and since all map settings can be configured before a map actually loads, hopefully the crashing problems due to rotation are gone (only time and testing will tell). Too bad it doesn't seem like EA will provide a fix for classic MOHAA. :(

--[MC] Hammer

Buzz_Litebeer
03-18-2003, 01:31 PM
hammer, to take control of the rotation, this might be a "good" time to come out wiith a MAM standard.

if you remember when i was talking abiout adding stuff to maps, the reason i didnt was because i couldnt get anyoen to work with me on makinga a MAM based standard for maps, IE if anyone wanted to release a map they could make a standard map set commands that are compatible with MAM functions.

what i suggest is we take all the maps, and you could release a hammers goodies for spearhead as well, but basically put "trigger" flags throughout the file to tell us interesting things about what is going on in the maps, and standardize that set of code (IE have it all)

anyway here is my proposed set up.

at the top of each edited map, have a standardized "MAMControl"
variable.

default would be NULL, then another pak (say MAM_MAPFIX) would determine the map, and add MAM_Control to 1 or 0, and then MAM_Mapfix could then take control of the MAP its objectives etc.

at the end of each map, after all objectives are done, and the map ends, have it set level.mapended = 1

that way hammers goodies can then keep a tab on what is going on.... maybe loop on level.mapended to check to see if... well the map has ended.

also maybe add flags to help keep trrack of number of rounds properly etc.

i havent well thought it through, but you know where i am on msn, so you can talk to me about if you would like.

im going to work on a fix for the tow maps that takes out the animations at teh end of rounds (one to speed up the game, and the animations cause problems with some people, so it will make the maps more friendly as well)

anyway im going to be working on that today, so if you are on today hammer, we can try to ... hammer out a format for a possible MAM standards for maps.

Blitzkrieg
03-22-2003, 10:11 PM
Hey Hammer, I got a mixmap rotation pk3 that works, however, when we add the cfg file to our team.cfg file for the server, and it clashes in some way with the rotation fix pk3 i have made. Is there anything we can do, to keep from loosing either the rotation fix, or mam, just so we can run a mix map rotation................

Buzz_Litebeer
03-22-2003, 11:11 PM
this is hammers area of expertise.

Blitzkrieg
03-23-2003, 12:04 AM
i need to explain the cfg thing, the one i am refering to is the cfg that activates the hammers goodies, if it is in our team cfg file, it crashes the server. If we remove the one line that activates hammers goodies, my rotation fix works, but what i would like to know is, is there a way to get hammers to work, and have my rotation mix map fix work with hammers stuff............if there is a way to do it, please tell me how, i am all ears..

Hammer
03-27-2003, 06:54 PM
What mapfix are you referring to? What version of MAM and Goodies are you using? Can you show your server.cfg?

--[MC] Hammer

UnDead
03-27-2003, 11:15 PM
Now with the 2.15 patch, Spearhead no longer needs mix map fixes. With VSTR it works great. We are running TOW>OBJ>TOW and it works awesome! I can basically preset anything for each map. So you can now have 20 min TOW maps and then go to 10 min OBJ and change roundlimits etc.

Buzz_Litebeer
03-27-2003, 11:19 PM
well there you go hammer, and to think ;-) hehe