superman
06-17-2007, 07:17 PM
1.7.0b
Windows Server
CTF and CTFb Gametypes
Well, I had actually figured out how to cure this bug, although I wanted to post this, so anybody else that is having this issue can be able solve it to.
It seems that if you set special nades (Fire Nades & Sticky Bombs) in the SMOKE offhand slot, that it will periodically crash the server. Infact, many players begin complaining about how the server loses connection with "CONNECTION INTERRUPTION" and after 2 minutes of bouncing around the map, they either lose connection entirely or they find themselves clear on the other side of the map.
This is caused by 2 things:
1) For the fire nades:
- excessive smoke in the:
fx/impacts/molotov_blast.efx file.
(The references made in that file toward smoke, might be causing major lag issues on the servers Although their are two references at the bottom of that file that refer to smoke, but are actually pieces of the fire, and that part appears to be working fine, however the smoke code might be causing major lag.)
For the Sticky Bombs:
- excessive smoke in the:
default_explosion.efx file, this is a default file found in the COD2 actual files. This file has several parts that call for excess smoke, that is hindering the servers, and possibly crashing them. I removed most references in regards to smoke in the file, BUT, I copied this file to the mod directory in:
fx\explosions\
(I then renamed that file to : sticky_explosion.efx; I didn't want to keep the same file name, I was worried about impure errors. Just didn't want to take a chance. I believe I removed anything in that file that called
for smoke.)
2.) The next problem I ran into, when you used the special nades in the smoke offhand setting, that the maps would always smoke up. What was happening is : "As players go to toss the special nade, if they get killed, before the player tosses it, then the special nade will give off Tremendous amounts of smoke from that dead players location, that might cover 1/2 of the actual map." This turned about to a MAJOR problem as it took up to 5 minutes for the smoke to actually clear. This goes for either the firenades or sticky bombs. So, to correct this problem, you need to get the file from the COD2 iwd's, called: 'fx\props\american_smoke_grenade.efx' and to be on the safe side, also get the files: 'american_smoke_grenade_night.efx'; and
'german_smoke_grenade.efx';
then copy these files to the mod directory:
fx\props\
Now open each file... to be on the safe side, I removed all the text in those 3 files, however, I didn't want to leave them blank as I was worried that the original files from the COD2 iwd packs would just override them. So, I entered the code in each file that I copied over to the ww2x fx/props directory:
Particle
{
}
Now, I didn't rename these files, because the special nades are not calling for the efx. The efx is happening by accidental default, when a certain event occurs, that obviously shouldn't occur.
However, by doing this, you would have disabled the actual smoke, which if you ever decide to use smoke nades ever in your game, that the smoke may not show up or it may just crash the server. Not really sure, haven't bothered to test that, as all I care about is getting rid of the smoke at this point, since it is hindering my own server(s) and hundreds of players were getting upset... LOL.
Now, if you still want the smoke nades to produce smoke, say that you have a map that has a storage room of smoke nades, then you will want to copy over the fx\props\american_smoke_grenade.efx' and make sure to rename it something like: \fx\props\a_smoke_grenade.efx. I have left the code in tact at this point for this new file, and then I opened;
- smoke_grenade_american_mp
- smoke_grenade_british_mp
- smoke_grenade_german_mp
- smoke_grenade_russian_mp
at the part of the code where it reads:
projExplosionEffect\fx/props/american_smoke_grenade.efxChange the american_smoke_grenade.efx
to the a_smoke_grenade.efx
The difference at this point is that the american_smoke_grenade.efx in the ww2x mod would have no reference to smoke, overriding the COD2 iwd original files, and the a_smoke_grenade.efx in the ww2x mod, would still have the original smoke code, and SHOULD work with smoke grenades that might be found in a map while playing the game. HOWEVER, I haven't tested this part yet, as my Team really hates smoke, and so I just go rid of that line from the smoke_grenade_TEAM_mp files.
I'm still checking to see if I get any impure client detections because of my method and I will let you know.
Please BACKUP your mod before attempting this, and the only reason you should ever consider doing this, is if you were having the connection interruption issues or if your server is experiencing major lag, as some servers just cant handle the excess stuff.
Hope this helps someone, and I'll post more if I forgot something.
Mod Authors please let me know if I screwed up somewhere...
Windows Server
CTF and CTFb Gametypes
Well, I had actually figured out how to cure this bug, although I wanted to post this, so anybody else that is having this issue can be able solve it to.
It seems that if you set special nades (Fire Nades & Sticky Bombs) in the SMOKE offhand slot, that it will periodically crash the server. Infact, many players begin complaining about how the server loses connection with "CONNECTION INTERRUPTION" and after 2 minutes of bouncing around the map, they either lose connection entirely or they find themselves clear on the other side of the map.
This is caused by 2 things:
1) For the fire nades:
- excessive smoke in the:
fx/impacts/molotov_blast.efx file.
(The references made in that file toward smoke, might be causing major lag issues on the servers Although their are two references at the bottom of that file that refer to smoke, but are actually pieces of the fire, and that part appears to be working fine, however the smoke code might be causing major lag.)
For the Sticky Bombs:
- excessive smoke in the:
default_explosion.efx file, this is a default file found in the COD2 actual files. This file has several parts that call for excess smoke, that is hindering the servers, and possibly crashing them. I removed most references in regards to smoke in the file, BUT, I copied this file to the mod directory in:
fx\explosions\
(I then renamed that file to : sticky_explosion.efx; I didn't want to keep the same file name, I was worried about impure errors. Just didn't want to take a chance. I believe I removed anything in that file that called
for smoke.)
2.) The next problem I ran into, when you used the special nades in the smoke offhand setting, that the maps would always smoke up. What was happening is : "As players go to toss the special nade, if they get killed, before the player tosses it, then the special nade will give off Tremendous amounts of smoke from that dead players location, that might cover 1/2 of the actual map." This turned about to a MAJOR problem as it took up to 5 minutes for the smoke to actually clear. This goes for either the firenades or sticky bombs. So, to correct this problem, you need to get the file from the COD2 iwd's, called: 'fx\props\american_smoke_grenade.efx' and to be on the safe side, also get the files: 'american_smoke_grenade_night.efx'; and
'german_smoke_grenade.efx';
then copy these files to the mod directory:
fx\props\
Now open each file... to be on the safe side, I removed all the text in those 3 files, however, I didn't want to leave them blank as I was worried that the original files from the COD2 iwd packs would just override them. So, I entered the code in each file that I copied over to the ww2x fx/props directory:
Particle
{
}
Now, I didn't rename these files, because the special nades are not calling for the efx. The efx is happening by accidental default, when a certain event occurs, that obviously shouldn't occur.
However, by doing this, you would have disabled the actual smoke, which if you ever decide to use smoke nades ever in your game, that the smoke may not show up or it may just crash the server. Not really sure, haven't bothered to test that, as all I care about is getting rid of the smoke at this point, since it is hindering my own server(s) and hundreds of players were getting upset... LOL.
Now, if you still want the smoke nades to produce smoke, say that you have a map that has a storage room of smoke nades, then you will want to copy over the fx\props\american_smoke_grenade.efx' and make sure to rename it something like: \fx\props\a_smoke_grenade.efx. I have left the code in tact at this point for this new file, and then I opened;
- smoke_grenade_american_mp
- smoke_grenade_british_mp
- smoke_grenade_german_mp
- smoke_grenade_russian_mp
at the part of the code where it reads:
projExplosionEffect\fx/props/american_smoke_grenade.efxChange the american_smoke_grenade.efx
to the a_smoke_grenade.efx
The difference at this point is that the american_smoke_grenade.efx in the ww2x mod would have no reference to smoke, overriding the COD2 iwd original files, and the a_smoke_grenade.efx in the ww2x mod, would still have the original smoke code, and SHOULD work with smoke grenades that might be found in a map while playing the game. HOWEVER, I haven't tested this part yet, as my Team really hates smoke, and so I just go rid of that line from the smoke_grenade_TEAM_mp files.
I'm still checking to see if I get any impure client detections because of my method and I will let you know.
Please BACKUP your mod before attempting this, and the only reason you should ever consider doing this, is if you were having the connection interruption issues or if your server is experiencing major lag, as some servers just cant handle the excess stuff.
Hope this helps someone, and I'll post more if I forgot something.
Mod Authors please let me know if I screwed up somewhere...