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Author Topic: Server went crazy after host added mount.cfg  (Read 9853 times)

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Offline VonTreece

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Server went crazy after host added mount.cfg
« on: February 10, 2014, 04:22:22 AM »
Hey everyone, I've run in to a bit of a problem..
It's not necessarily related to ULX, but my host has no idea how to fix it and I didn't know where else to go.
If you honestly take the time to read all this, thank you. +1 internet points for you, sir.

So a few days ago my host contacted me asking if i'd like to have my server use the mount.cfg system.
I knew vaguely what it was, and figured "Why the #@!% not?", so they complied and added it later that night.

I wake up the next day and check on the server.
..But then the fire nation attac- err.. I mean.. Everything was messed up.
After removing all the newly mounted maps out of the server's map rotation, I thought everything was fine.
Nope.avi
When I joined the server the ambient noises for all my maps were replaced with boiling water and loud croaking/cricket noises.. (?)
..I was confused to say the least.

I contacted my host about it and they said it may be that the game mode i'm running can't handle the new content.
I decided to test their theory.
After joining back in to the server, I changed the game mode from Murder to Sandbox.
Boom. It worked. All the noises on the map were as they should be.
I tried switching back to Murder game mode (without restarting) and the sounds were still normal!!
For a split second, I thought I had fixed it!.. But not exactly.
When I restarted the server, which by default loads the Murder gamemode, all the sounds were screwed up yet again.
So it obviously has something to do with Murder.
Something evil lurks somewhere in the depths of Mordor. (and by Mordor, I mean my server directory)
http://youtu.be/vybSGkIoFV8

Also, I discovered another rather large problem.
Some of you may have seen my thread regarding the auto-ignite script. (http://forums.ulyssesmod.net/index.php/topic,7029.0.html)
For those of you too lazy to click on that link, basically what the script does is ignite and eventually kill any Bystander that kills an innocent player.
(aka not the murderer)
Well that script was working absolutely perfectly, but now every since the mount.cfg system was added, it's also been screwing up.
For example, when someone is killed by the script and they then go into spectator mode, they continue to ignite any players they choose to spectate.
If you'd like to see a video of the incident, here: http://youtu.be/l-ZF4JrVQXA
No idea what caused this but it must be related to the new content being added.

So.. Congratulations! You made it to the end of the post! <3
Your mother and I are so proud of you.
Heh. Just kidding.
.. No but seriously, we are.

In all seriousness though, my server is basically unplayable until I figure this out.
(and seeing as how it's run off donations, that's a problem..)
My host literally has no idea what to do. They basically said "Sorry and good luck, pal. lol"
Any insight? Advice? Tips? Comments? Questions? Hate?.. Really just anything at all would be nice.
Just hold me and tell me everything's going to be okay... .... ..... Too much? Yeah, thought so.

Anyway, that's it.
Help me pls.

...

If you'd like some extra incentive to help me, I suggest playing "In The Arms Of An Angel" while watching videos of abandoned puppies.
Just think of those puppies as my server.. You could help those poor puppies..
Don't you dare turn your back on them you heartless son of a #@!%.


« Last Edit: February 10, 2014, 01:26:33 PM by VonTreece »

Offline Decicus

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Re: Server went crazy after host added mount.cfg
« Reply #1 on: February 10, 2014, 06:37:32 AM »
I'm just throwing ideas out there, but have you tried changing the server to start on SandBox as default (to test the sound again)?
Have you also tried to re-install the Murder-gamemode?
Contact information:
E-mail: alex@thomassen.xyz.
You can also send a PM.

Offline Neku

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Re: Server went crazy after host added mount.cfg
« Reply #2 on: February 10, 2014, 08:07:14 AM »
The only thing that should be mounted for murder is CSS.
Check garrysmod/cfg/mount.cfg
Out of the Garry's Mod business.

Offline VonTreece

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Re: Server went crazy after host added mount.cfg
« Reply #3 on: February 10, 2014, 08:23:29 AM »
The only thing that should be mounted for murder is CSS.
Check garrysmod/cfg/mount.cfg

Oh..

So I just remove everything except "tf" and "cstrike"?



EDIT: Here's a video of the map sounds if anyone's interested.
http://youtu.be/vybSGkIoFV8
« Last Edit: February 10, 2014, 09:41:10 AM by VonTreece »

Offline Neku

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Re: Server went crazy after host added mount.cfg
« Reply #4 on: February 10, 2014, 03:09:28 PM »
Yeah, pretty much.
Out of the Garry's Mod business.

Offline Megiddo

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Re: Server went crazy after host added mount.cfg
« Reply #5 on: February 10, 2014, 03:21:25 PM »
Wow, that's crazy! If I were you, I'd just ask your host to remove your instance entirely and start from scratch.
Experiencing God's grace one day at a time.

Offline VonTreece

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Re: Server went crazy after host added mount.cfg
« Reply #6 on: February 10, 2014, 04:59:07 PM »
UPDATE:

I removed the extra content from my mount.cfg, and the map sounds work perfectly!
Problem: SOLVED

------------------

Now I just need to figure out why the auto-ignite script is continuing even in spectator mode..
(Keep in mind, this script worked fine before the mount.cfg was added)

I'm getting this error in console whenever someone is ignited.


Here's the original thread if you'd like to see the exact script used:
http://forums.ulyssesmod.net/index.php/topic,7029.15.html

Any insight?
« Last Edit: February 10, 2014, 05:02:25 PM by VonTreece »

Offline Megiddo

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Re: Server went crazy after host added mount.cfg
« Reply #7 on: February 10, 2014, 05:18:17 PM »
The API for the gamemode probably changed. I don't know what the appropriate function to call would now be.
Experiencing God's grace one day at a time.

Offline Neku

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Re: Server went crazy after host added mount.cfg
« Reply #8 on: February 10, 2014, 08:47:05 PM »
The API for the gamemode probably changed. I don't know what the appropriate function to call would now be.

The function "ply:Ignite()"?

It's probably just set for more than just 30 seconds.
« Last Edit: February 10, 2014, 11:10:48 PM by Neku »
Out of the Garry's Mod business.

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