Well, I don't have much to say, This post just make to make to make a list of bugs for me and fix it asap. --------------------------------------- What you can to is: 1. Find a map bug 2. Post a bug report here using this as a template: Map name: The detail of the bug: If possible, post a picture here.. 3. I will check it if it's true I'll post the bug you posted here to my list. --------------------------------------- "Happy Hunting!"
Bug List will listed here. ------------------------------ 1. d1_town_01a missing suit again. "Fixed" 2. ep1_c17_00 combine zombie didn't pull a grenade and there's a brush that block player though "Fixed" 3. Use Gravity Gun to punt headcrabs no longer make sound "Can't be Fixed" As it's a Coding problem... 4. Combine Zombie always one hit kill. "Fixed" 5. UPDATED: Player missing crowbar at ep1_c17_02a to ep1_c17_06 after respawned as it got it from last map "Fixed" 6. Huge Yellow Block at d2_coast_03 again "Fixed" 7. Player re-spawn in origin 0 0 0 at ep2_outland_12 "Fixed" 8. Player having gravity gun at spawn even should not having one yet in d3_breen_01 "I don't see the problem?" ------------------------------
There is a bug on the last Half-Life 2 map (D3_Citadel_0?), it is that you spawn with the gravity gun even when you suicide / repsawn or even without you respawning, this causes the final not to work properly since Alyx will repeat her sentence "Pick up the gravity gun".
The physcannon models/weapons/w_physics.phy that comes with Synergy is buggy, and depending on spawns, most people will not spawn with one. The sequences where everyone drops their physcannon are problematic because sometimes their hit box will be in the wall and they can't pick it up again. If you move that file from ep2_pak_dir.vpk/models/weapons/w_physics.phy to models/weapons/w_physics.phy server-side, it will fix it.
Also, I wrote an update for mapchooser, basevotes, RTV, and nominations which applies the content tag to whichever map is chosen, and it shows which mod/game the map is from. I bring this up because I have noticed that you can only vote for Episode 1 maps when you are already on an Episode 1 map, and same thing for Episode 2. There is an additional step involved to make the maps show up in the list at any time, but it works. If you want me to upload it somewhere, send me a message.
Thank you so much for your work, I'll implement your recommendations this weekend. I'd love those modifications you made, you can upload them to a cloud host.
Alright, I will upload them to dropbox. For the maps to show up, you have to symlink the maps over to the Synergy\synergy\maps folder. I will include a script which will make it easier, just open PowerShell ISE, change directory to the Synergy\synergy folder, copy the script to the scripting pane and run it. Just know that the crash recovery will also need the content tag. I usually just use: new String:maptag[64]; public Action:GetMapTag(const char[] MapToLoad) { //Mostly StrContains if and else if statements, ending in else tag is syn. //Generally using for example, Format(maptag,sizeof(maptag),"ep1 %s",MapToLoad); } Then in the part where it changes the map to the crashed map, I would do: GetMapTag(MapToLoad); ServerCommand("changelevel %s",maptag); I also did this for the nominations and mapchooser to show the mod/game that map is from. Also, "new String:maptag[64];" should be near the top. The link script is in linkeps.cfg https://www.dropbox.com/sh/xyjcgy9ozls8dkj/AACkqqolKGttnnfgjabcIxaRa?dl=0 I did an edit on the crashmap plugin, but because you are already using a different one, you can just copy over the GetMapTag from the end of either nominations.sp or mapchooser.sp
Oh actually, it would have to be from either mapchooser.sp starting at line 970, or basevotes starting at line 410.
I have updated both nominations and mapchooser to skip the Map_IsValid check, which allows for you to put in all the maps you want, and not have to symlink anything. Just double check you have the right map names, otherwise you will get an error when someone tries to vote for that map. This isn't set up for basevotes though, some maps will work. Also, you can copy your mapcycle.txt into Synergy\synergy\cfg and it will be read from there instead. Which is good because when you update or validate, the mapcycle.txt is always overwritten. It is at the same URL, but here it is again: https://www.dropbox.com/sh/xyjcgy9ozls8dkj/AACkqqolKGttnnfgjabcIxaRa?dl=0
I have made a small change, now it searches for mapcyclecfg.txt in Synergy\synergy\cfg because when it is just mapcycle.txt, it will work, but it will give all Map_IsValid messages. So as mapcyclecfg.txt it will work, and won't give all those messages.
It has just come to my attention that this method has all of a sudden, broken in 56.16 unless you do the symlink. It does still work in 4.3 though.
Unfortunately I was unable to find the file in the specified vpk archive. Are you sure there is a w_physics.phy in ep2_pak_dir.vpk?
Odd... Some things are being changed around it seems. When I wrote that, I followed the path directly to there, but now it is gone from that archive. It is still present in: hl2_misc_dir.vpk/models/weapons/w_physics.phy It seems to be the same file size as the one I got from the ep2_pak_dir when it was there.
Yep, should be good. Did you try the modified mapchooser and nominations for allowing map votes to other games/mods without having to actually be on those mods or games?