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[*] posted on 7/6/2010 at 03:05 PM
Gungame Server


Sorry about the delay getting the server going. I've been swamped. I promise it will be running tonight.

FYI, Xmission will be moving the server location tomorrow morning so there will be some downtime.




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[*] posted on 7/6/2010 at 03:12 PM


Thanks, alt! I look forward to playing again. =]



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[*] posted on 7/6/2010 at 03:46 PM


YAY! Thank You Alt!



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[*] posted on 7/6/2010 at 09:04 PM


Where are they moving the server too? Will this also effect the TF2 server?



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[*] posted on 7/6/2010 at 10:01 PM


Quote:
Originally posted by DeLorean
Where are they moving the server too? Will this also effect the TF2 server?


It will affect ALL AI servers - including mumble. It will not affect the forums. It will still be at Xmission, just in a different location in the building.

Because nothing ever goes as planned, just plan on it having some downtime tomorrow - and plan on it being exactly when you want to play. If things go well, no one will notice but when do things go as planned?




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[*] posted on 7/6/2010 at 10:36 PM


To quote "I love it when a plan comes together!" usually is spoken right after everything goes wrong.
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[*] posted on 7/6/2010 at 10:37 PM


Did they give you a time frame? That may help to know!



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[*] posted on 7/7/2010 at 12:09 AM


Quote:
Originally posted by DeLorean
Did they give you a time frame? That may help to know!


Read alt's original post. That's the time frame.




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[*] posted on 7/7/2010 at 12:49 PM


Still waiting for them to complete the process. I'll keep you all posted.



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[*] posted on 7/7/2010 at 02:54 PM


Ok looking for testers.... I need someone to try and login to the server.



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[*] posted on 7/7/2010 at 03:48 PM


Ok, I jumped on and played for a few minutes. I noticed that it is not set to deathmatch, level ups are set to one kill, and weapons didn't change to the next level until after respawn. Also, none of the old mario sounds are playing. But at least the server is back up! Thanks, alt. Just a few tweaks needed to get it back to the way it used to be. =]



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[*] posted on 7/7/2010 at 06:54 PM


Well, if someone who knows what we need done can spend a little time with me, I can get it working again.



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[*] posted on 7/7/2010 at 09:00 PM


it seem that most everything is fixed may still one or two bug but thanks alt and chicky for getting it back up.

Admin will not work yet until we update the list
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[*] posted on 7/7/2010 at 09:32 PM


Also, not sure why, but it crashes after someone wins.... so for the time being, your stuck playing gg_autumn unless someone with rcon/admin can change it for you. :/



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[*] posted on 7/11/2010 at 11:49 AM


that seems to be fixed now. however we are missing the stats fyi. over than that it seems to be just fine
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[*] posted on 7/11/2010 at 12:16 PM


What stats are we missing? I need to reset admin to. So if you want it, u2u me your steam ID. A link to your hlstatsx works best.



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[*] posted on 7/12/2010 at 08:34 PM


we are still have the crashing issue, it just went down right around 9:30 if it helps see what it says its doing.
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[*] posted on 7/12/2010 at 09:03 PM


If only it logged when it crashes.....

At least it's only doing it off and on rather than at every map change. I would guess there'll be more updates in the near future.




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[*] posted on 7/13/2010 at 06:27 AM


there is a way to have it log for debug i will find it later when im back home
but yes from what i have read it seems that it is more an issue with eventsripts which is going to be having an update soon
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[*] posted on 7/13/2010 at 09:20 AM


Yes, there is a way. Doesn't mean it works. :(



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[*] posted on 7/13/2010 at 12:08 PM


it looks like they have put out a new release of the gungame which may help but here was the info i was looking for

Debugging crashes

Postby XE_ManUp on Tue Jul 06, 2010 2:21 am
If you are getting crashes (which I know many of you are), it would be helpful if you could get us your GunGame Error Log as well as add this to your autoexec.cfg:


log on
sv_logflush 1
sv_logdetails 1
eventscripts_debug 7
eventscripts_debuglog 1


This will add much needed debug information to the logs contained in

orangebox/cstrike/logs


GunGame's error logs are in

orangebox/cstrike/cfg/gungame51/logs
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[*] posted on 7/13/2010 at 08:14 PM


Mattie
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EventScripts CS:S Public Beta: OrangeBox v2.1.1.338 See this post for details: http://forums.eventscripts.com/viewtopic.php?f=90&t=39199 This is a highly recommended update that resolves major issues in the previous ES CS:S release. NEW Changes in v2.1.1.338: Fixes: * Major fixes for event handling in Orangebox (due to Valve's ServerCommand() regression) o Resolves GunGame crashes with server_cvar events (e.g. sm_nextmap) o Resolves GunGame and WCS problems when using custom events * Fixed es.give(), es.setpos(), es.setang(), es.prop_physics_create(), etc, to execute properly when more than one used per tick * Created new versions of es.menu and es.dbgmsg to avoid CCommand overrun messages and lost menus * Configlib misexecution resolved by es.mexec() rewritten in Python and fixed (Thanks to freddukes and SuperDave) * Resolved odd characters and other problems with usermsg in CS:S (Thanks to XE_ManUp) * Re-added the EntityProp and other "lost" classes from initial ES2.1 * es_install extraction issues resolved (Thanks to [NATO]Hunter) * mani_basic_auth support has been added in this release. * Updated confused help text on many ES commands Enhancements: * Includes eXtensible Admin v1.1.0.560 beta with many new features: http://forums.eventscripts.com/viewtopic.php?f=97&t=36671 (Thanks to Errant and the entire XA team!) * Added support for cfg/eventscripts_autoexec.cfg which is run early in EventScripts loading (Warning: Use it only for debugging variables-- cannot load scripts) * Started highly experimental support for the new ES Shell engine (ESC alpha); eventscripts_shellengine 1 in eventscripts_autoexec.cfg. (Thanks to Chun for coding this project!) * es.dbgmsg() now supports messages of any length * eventscripts_sourcesdk_level reports a numeric value for the SourceSDK ES is compiled with (1 for episode1, 2 for OB, 3 for l4d) * Improved server performance when no Python ticklisteners are loaded * Reduced EventScripts startup spam Problems reported with small bits of example repro code will get priority for fixes. Please report any issues on this thread: http://forums.eventscripts.com/viewtopic.php?f=90&t=38821 Download links: Linux: http://build.eventscripts.com/eventscripts2/2010-07-11/169-c537b87ab0... Windows: http://build.eventscripts.com/eventscripts2/2010-07-11/169-c537b87ab0...
More options Jul 12, 10:18 pm
From: Mattie <mat...@mattie.net>
Date: Mon, 12 Jul 2010 21:18:59 -0700 (PDT)
Local: Mon, Jul 12 2010 10:18 pm
Subject: Beta Refresh: EventScripts CS:S OB v2.1.1.338
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EventScripts CS:S Public Beta: OrangeBox v2.1.1.338

See this post for details: http://forums.eventscripts.com/viewtopic.php?f=90&t=39199

This is a highly recommended update that resolves major issues in the
previous ES CS:S release.

NEW Changes in v2.1.1.338:

Fixes:

* Major fixes for event handling in Orangebox (due to Valve's
ServerCommand() regression)
o Resolves GunGame crashes with server_cvar events (e.g.
sm_nextmap)
o Resolves GunGame and WCS problems when using custom events
* Fixed es.give(), es.setpos(), es.setang(),
es.prop_physics_create(), etc, to execute properly when more than one
used per tick
* Created new versions of es.menu and es.dbgmsg to avoid CCommand
overrun messages and lost menus
* Configlib misexecution resolved by es.mexec() rewritten in
Python and fixed (Thanks to freddukes and SuperDave)
* Resolved odd characters and other problems with usermsg in CS:S
(Thanks to XE_ManUp)
* Re-added the EntityProp and other "lost" classes from initial
ES2.1
* es_install extraction issues resolved (Thanks to [NATO]Hunter)
* mani_basic_auth support has been added in this release.
* Updated confused help text on many ES commands

Enhancements:

* Includes eXtensible Admin v1.1.0.560 beta with many new
features: http://forums.eventscripts.com/viewtopic.php?f=97&t=36671
(Thanks to Errant and the entire XA team!)
* Added support for cfg/eventscripts_autoexec.cfg which is run
early in EventScripts loading (Warning: Use it only for debugging
variables-- cannot load scripts)
* Started highly experimental support for the new ES Shell engine
(ESC alpha); eventscripts_shellengine 1 in eventscripts_autoexec.cfg.
(Thanks to Chun for coding this project!)
* es.dbgmsg() now supports messages of any length
* eventscripts_sourcesdk_level reports a numeric value for the
SourceSDK ES is compiled with (1 for episode1, 2 for OB, 3 for l4d)
* Improved server performance when no Python ticklisteners are
loaded
* Reduced EventScripts startup spam

Problems reported with small bits of example repro code will get
priority for fixes. Please report any issues on this thread:

http://forums.eventscripts.com/viewtopic.php?f=90&t=38821

Download links:

Linux: http://build.eventscripts.com/eventscripts2/2010-07-11/169-c537b87ab0f4/es2-o...
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[*] posted on 7/13/2010 at 08:59 PM


gungame also released an update today as well

http://forums.gungame5.com/viewtopic.php?f=0&t=1369&sid=eb0be4784c316...
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[*] posted on 7/15/2010 at 01:25 PM


Quote:
Originally posted by Vapor
gungame also released an update today as well

http://forums.gungame5.com/viewtopic.php?f=0&t=1369&sid=eb0be4784c316...


So I finally got a chance to jump on the GG server and it keeps crashing every so often. Haven't been able to complete a game yet. =/ Alt, when you have some time, would you please look into what Vapor posted? Thank you.

I also noticed that the later weapons, you need 3 kills to advance to the next weapon. It used to be 2 kills for every level, but this new setup is cool. Also, we used to be able to use !give to switch to the current weapon which could be exploited to act as an instantaneous reload. Anyway to reactivate that?




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[*] posted on 7/15/2010 at 02:42 PM


since both of the updates were only put out yesterday we are giving it a couple of days to make sure. yes all rifles were moved to 3 except for the scout it stayed at 2. i believe gg5 put scripting in place that removed that command all together
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[*] posted on 7/15/2010 at 02:51 PM


also steam at 2pm released an update for the server needs updating so may as well put the others on too
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[*] posted on 7/15/2010 at 03:21 PM


Sweet! Sounds good.



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[*] posted on 7/15/2010 at 08:21 PM


Sorry... Alan and I were out of town today. People are on the server now so will update when it's empty.



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[*] posted on 7/15/2010 at 11:09 PM


also it looks like none of the hlstats (gameme) commands work
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[*] posted on 7/15/2010 at 11:32 PM


Vapor, catch me tomorrow, we'll nail that down.



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[*] posted on 7/17/2010 at 02:54 AM


also we need to fix the welcome message and addverts. also not that we have to do it right night but we can add min player requirements to the map votes to limit the big maps when there is only a couple of players on
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[*] posted on 7/17/2010 at 11:24 AM


Okay.... next week... Monday, let's get this all ironed out. I'd love to say right now but if one more thing somehow gets squeezed into this weekend, I'm gonna crack.



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Vapor
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[*] posted on 7/17/2010 at 11:34 AM


sounds good to me, so in 5mins then right? :P
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Chicky
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[*] posted on 7/17/2010 at 04:37 PM


Shush you.



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LeeRoooy Jeeennnkiiins
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[*] posted on 7/26/2010 at 12:45 PM


Well I'm stoked. I love this clan! So much fun (despite not knowing very many peeps yet...)
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Vapor
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[*] posted on 7/26/2010 at 06:26 PM


any update on the hlstats commands working?



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[*] posted on 7/26/2010 at 07:18 PM


Hopefully will be fixed Wednesday.



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