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Hajas last won the day on October 2 2018

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  1. Could you fix this in next release? Thank you!
  2. Frontlines sometimes crash with this error in gametypes such as Waves or Resist only, because we have lots of claymores/c4 around, and this cause the crash. That's it, I know exactly why this is happening, that's why I'm asking this feature, to be able to move foward. Simple as that. Well, you don't need to trust me, If you just google "G_Spawn : no free entities" you will find reports all around the world about that in every COD release. For exemple this is happening even at Infinite Warfare which don't have even mod support https://community.callofduty.com/t5/Infinite-Warfare-Support/Error-G-Spawn-no-free-entities/td-p/10230706 If a server crashed with this error without players for sure it's a script/mod problem, I'm far ahead of this of course. Let's focus in the improvement request then ok? Cheers
  3. If is really a bullet I don't know, but with more fire more unamed entities we have in that list, maybe are the hit locations, but I'm 100% sure it increases. Did LOTS of tests about the subject for years. Seams you didn't play for enough time in full 64 slots servers then, of course I forget to mention, longer timelimits make reach the limit easier. "player_sutainammo" ????? what do you mean? No? I'm always seeing around start lines as this: So only xmodel works? can you point me all the options we have that actually works then?
  4. Hello, G_Spawn are the game entities in the game, and in COD4 we are limited to just 1022, one more and we have a crash. These are everything in the map used in the gameplay, such as: players weapons on the floor spawnpoints triggers every single bullets flying claymores c4 rockets flying script_models (objectives for exemple) script_origin (3d positions to play sounds or FX for exemple) etc How many more players more entities we have, and even if you did a clean work deleting every entity created after time we eventually will reach that limit when we have lots of players and specially when we have intense battles with lots of bullets flying in all directions. This can caused of course by bad scripts, but is not my case, and also happens with the original clean COD4 and any other COD tittle around without mods, but since after COD5 we don't have more 64 slots servers, this is very rare with later titles because really don't have many entities around with less players. In Frontlines I always care about the g_spawn problem since the first month working on it we start to get these crashes, and are very rare in Frontlines servers, but when the server is too heavy of players and the battle is too hot, sometimes we still have this crash. :\ Is possible to COD4X also increase this number like did with xmodels and materials? thank you
  5. Suggestion: Since it's a known problem, and seams complex to fix, so why not send a reconnect command to each client when the msg error would be this one? Or since it's a client problem only, make the clients reconnect when receive this problem? I'll do it in Frontlines, but would be better not depend on mods for a fix, specially that not many mods will be updated just to fix it. Cheers
  6. Looking further, he managed to connect few minutes later, dunno how he did it, but I got an error in this part of code: Code Line : mira = target getTagOrigin( "j_spineupper" ) + (0, 0, ajeita); ERROR : tag 'j_spineupper' does not exist in model 'weapon_claymore' (or any attached submodels): (file 'maps/mp/gametypes/_globallogic.gsx', line 19733) but there's a isPlayer() test BEFORE this, how a player can use a weapon_claymore model? of course it's a Frontlines server, not any kind of hide & seek... fucking cheaters... no ID and Claymore model. Is there a manual of how can I manage bans in my server with COD4X? is the same as the original COD4 without the PB? Screenshot commands? I take a search but I didn't found anything useful.
  7. Yesterday someone entered in my server without the ID and caused several errors and make the server crash. The self.clientid was undefined. He was trying to connect several times which cause that error in the original Callback_PlayerDisconnect() Is this a known sploit or something to crash the server? Cheers PS: I still can't post code here...
  8. Little bug... When I write in the code other chars like "é ô ú ã" to print on the screen with iprintln and iprintlnbold we get weird chars instead. If they are in a DVAR and loaded to be printed works fine. cheers
  9. was 2, then I moved to 1 to try to avoid that. no change sadly. will try with DNS as Fraggy said. thanks
  10. Sometimes I need to work on places without internet, but aside I set the server to dedicated = 1 (LAN) still keeps trying to register the server online and everything. It works of course, but I need to wait to timeout all tryes to finally get the server running, since I'm developing I need to start the server several times to test what I'm doing and I'm losing around 5min on each start because of that, which also happens to the client. Exist any way to avoid that? set a dvar or something? Cheers
  11. the number of vars limit is a pain in the ass if you want to play very larger maps with bots, how much larger the maps more waypoints, but also needs more bots, then more vars to control them, then the var limit is reached very fast sadly. IMO this is priority #1 to COD4X improvement list! 2x? 4x? that would be AMAZING!
  12. Great great great! Thank you!
  13. Of course! The memory limit should increase too the the number of vars and threads running, or would be in vain. Cheers.
  14. Yes, I'm on the edged in the original COD4 stackspace, it's not a problem with COD4X or related, is just a request to let me go even further. I have 2 main problems, I know most people don't even know this because Frontlines is probably bigger than all most know mods combined. And of course I'm not talking about xmodels, images, sounds, etc... but the core. Main Problem 1: There's a limit of how many references you do to other files. Exemple: so with time I was forced to combine the files, until I finally decided to move almost all of them to the globallogic file. Was the ONLY solution to move on. Main Problem 2: There's a limit of code in memory. When a gametype is loaded, seams is put in memory globallogic and all the files from the main structure referenced by this file + the gametype gsc. Since I was forced to move everything to globallogic my file is very huge + the gametype it's almost the edge, and since I have huge gametypes like Mission & Virus for exemple, with around 3000 lines each. I also copied many functions to gametypes files to lower the number of references. What happens if I exceed that limit? start to have weird behaviors, like the later functions called starting to return as they don't exist in the code. If I remove some stuff simply comeback to work. Secondary problems . DVARS number - with more gametypes more dvar to control them, more vars/dvars in the code to deal with them, specially that I have WAR which need to control EVERYTHING in the mod when is on to work. . Gametype limit - The max number is 29 gametypes. if add 30, the last one in the gametypes.txt list will not carry their dvars, messages, etc, etc... simply will not change anything. that's why I created the virtual gametypes. . XModels, Material, other assets limits - Seams COD4X did a great job with this problem! -------------------------------------- If you could increase at least a little more 10-20% of the 2 main problems and also the DVARS numbers will be AMAZING. If you could increase even more than 20% would be even better. how much more better! I setted the Quake 2 memory to 4x and the result was amazing. I think would do the same result with COD4. The gametypes limit I already moved on with the virtual gametypes, and since most mods will never have more than 29 gametypes, don't need to worry about it. With these 3 stuff increased I would be extremely happy. And who will care if IsValidGametype() don't work anymore?