Author Topic: 1.2.3.x  (Read 53447 times)

Ownz

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1.2.3.x
« on: August 13, 2011, 08:34:52 AM »
Download: www.ownageclan.com
war3source link on left

WARNING: backup all databases and server files.
The faster you can find these bugs, the faster i can fix them.

Make sure you update translations, extensions, gamedata...etc
Files may have been renamed



1.2.3

full invis player in CSS, weapon attachment are invisible.

RACE twilight sparkle
Buffhelper simple buff implemented, applys buff for simple duration

war3_bot_set_races 1 // should plugins set races for bots
SH cooldown error fix

GENERIC SKILLS
Individual skill translations now possible (one skill is translated while others arn't)

Luna ult was not labled as an ult

Some Undead Balance
say speed in TF2 will print multiplier too
RACE: Rainbow dash
RACE: Twilight Sparkle

gamedata removed and CS drop weapon now uses SM native

fixed NAIX not leeching on kill when not in ducking mode.
fixed NAIX level 1 leech at 50% instead of 5%
fixed gold exceeding maxgold on kill
fixed NAIX automatically gaining additional hp from skill,
-skill now only increases additional hp from leeching via skill and does not modify actual maxhp via buff engine

Buff HP fix
Race restrictions bug, setting limit to 1 resetted all players when limit is reached

Minor warnings fixes

Check race on xp/gold give, show changerace if they dont have a race

Shop2 access flag
CSGO compatability

Naris: Changed hint engine to a more simple object model instead of using tries (may or may not reach handle limit)

Glider: Award XP on TF2 for destroying buildings, also don't let engis get xp for using their own teleporter and change the hardcoded 1k distance for teleporters to reward xp to a cvar

Revan: cs:go compatibility of races has been improved(sounds and sfx fixed) + made warden uses Mole skill on CS:GO

Blood Hunter Fire loop on victims fixed (no blood crazy if player is on fire??)

Addon: Goldbets

Quick defines
so you can if(GAMECS){ }
#define GAMECS GameCS()
#define GAMETF GameTF()
#define GAMEL4D1 GameL4D1()
#define GAMEL4D2 GameL4D2()
#define GAMEL4DAny GameL4DAny()
#define GAMECSGO GameCSGO()

night elf evasion reduced to 15% max

war3_chancemodifier_sentry and war3_chancemodifier_sentryrocket cvars added back
None to use attack rate dependent chance modifier. Set from 0.0 to 1.0 chance modifier for sentry, this will override time dependent chance modifier

Bash chance modifier fixed

B6

death message blocking in the same frame. (SM will attempt to block the second message)
optimized succubus hunter
succubus headhunter changed to 100% chance to deal 0-20% damage (0-20 skulls). same applies to melee.
(succb translations changed, please re-translate for headhunter)

ValidPlayer(client,true,true) for checking alive via health also, useful for DamagePostHurt. this avoids double player score
claws and succubus now use this new method to check for "alive" to avoid double kill message. (DONT DEAL DAMAGE IF THEY ARE ALREADY DEAD)


NEW RACE: FLUTTERSHY
NEW RACE: RARITY
Dragonborn scales armor reduced to 3
fixed dragonborn roar immunity check to skills (was on ultimate)
NEW RACE: LUNA (ponified name pending) MADE BY REVAN

Cooldown engine will no longer print X seconds remaining if do not print on expire flag is set
War3_DealDamage reverted to entity type to allow custom weapon name for death message

B5
//ownz
dark elf gravity leak
translation fixes


class restrictions. MAXIMUM OF 2 classes.
IF YOU DONT LIKE THIS LIMIT, SUGGEST CHANGES TO THE RACE,
or i will come to your house and blow your greedy brains out.
war3 undead_restrictclass "spy"

race restrict checking moved from changerace to race restrictions engine
checks on join and spawn

checks for race on spawn and will give changerace menu if they dont have a race

forward changes:
forward OnWar3EventPostHurt(victim,attacker,dmgamount,[[[[[[[bool:isWarcraft]]]]]]]);
forward OnWar3EventDeath(victim,attacker,[[[[[[[deathrace]]]]]]]);
//Necavi

Note: not all of this is guaranteed to work on TF2, please contact me if you have any issues, and I'll fix them immediately.

Began expanding the Buff System:

fDodgeChance, //Registers a chance to dodge,
   
fVampirePercent, //Sets a % of damage done to give back as health
   
fBashChance, //Registers a chance to bash,
iBashDamage, //Does a certain amount of damage when you bash an enemy (more similar to warcraft 3's bash, default 0)
iBashDuration, //Sets the duration of bash's stun
   
fCritChance, //Registers a chance to crit,
iCritMode, //Default -1 (Set above this to enable) 1 (all damage qualifies for crit) 2 (bullet damage crit) 3 (grenade damage crit) 4 (melee damage crit) 5 (melee and bullet crit) 6 (melee and grenade crit) 7 (bullet and grenade crit)
fCritModifier, //Sets the critical strike modifer, default 1.0
iDamageMode, //Default -1 (Set above this to enable) 1 (all damage qualifies for damage increase) 2 (bullet damage damage increase) 3 (grenade damage damage increase) 4 (melee damage damage increase) 5 (melee and bullet damage increase) 6 (melee and grenade damage increase) 7 (bullet and grenade damage increase)

iDamageBonus, //Gives a direct increase to damage done
fDamageModifier, //Gives a % increase to damage done
   
MaxBuffLoopLimitTemp, //this is a variable that is for loops, this number is automatically generated fromt the enum.

New Forwards:
//Fired after a player dodges, useful primarily for attaching effects
forward OnW3DodgePost(victim,attacker);

//Fired before a player dodges, you can edit the dodge chance here
forward OnW3DodgePre(victim,attacker,Float:chance);

New Natives:

native War3_SuicideBomber(client, Float:location[], Float:damage, Float:radius, bool:effect=true);

native bool:War3_Teleport(client, Float:distance);

Big thanks to Invalid for his help on this one!
/**
 * Creates a ward.
 *
 * Odd/special cases:
 * If a ward is created with selfInflict=false, but affinity=SELF_ONLY, you get a ward that does nothing, essentially.
 * If a ward is created with a negative/zero duration, it will last until map change or until it is removed manually.
 *
 * @param client: owner id
 * @param location: ward location
 * @param radius: ward effect radius
 * @param duration: ward duration. If negative or zero, duration is infinite (until map change). Don't forget to remove the ward!
 * @param pulseInterval: time between effect triggerings
 * @param damage: amount of damage/healing done per interval
 * @param healing: whether or not this ward heals
 * @param selfInflict: whether or not this ward applies effects to its owner
 * @param affinity: the targeting affinity for this ward. ENEMIES, ALLIES, ALL, or SELF_ONLY
 * @return ID for the ward created or -1 if the ward was not created
 */
native _:War3_CreateWard(client, Float:location[], radius, Float:duration, Float:pulseInterval, damage, bool:healing=false, bool:selfInflict=false, War3WardAffinity:affinity=ENEMIES);

/**
 * Removes a ward given an id
 * @param id: ward id
 * @return True if the ward was removed. False otherwise
 */
native bool:War3_RemoveWard(id);


Recoded Undead Scourge and Human Alliance to use these new natives, forwards, and buffs, reducing the code in each file by ~75%!
More Buffs/Natives/Forwards are coming!




//Ownz
   

War3_GetSkillLevel now automatically accounts for current race.
this allows the programmer to skip War3_GetRace(client)==thisRaceid and directly test for the skill level instead
example http://goo.gl/S0g0O //note the commented out sections // and /* */ in the red and green areas
WARNING: if your race prints silence, ult not leveled, etc, you still have to check for race
because we don't want 100 races printing the same thing at the same time

War3_SetSkillLevel has been replaced with War3_GetSkillLevelINTERNAL (no race uses this anyway, this is internal stuff)
War3_GetSkillLevelINTERNAL is the old style getting skill level (persistance level value thats stored with the database)

forward OnSkillLevelChanged(client,race,skill,newskilllevel);
will now forward on a skill change, with the old race having the newskilllevel of 0
(zeros out the "apparrent" skill level of that race)
and the new race's skill level's come subsequently.

shopmenu2 workaround:
<dvander> DarkEnergy, the problem is that there are two memory management systems competing, Handles and explicit C++, and at the intersection there is a bug in the menu code
<dvander> that is rather complicated
<dvander> so you get a double-free
<dvander> DarkEnergy, you could work around this by cheating a little
<dvander> DarkEnergy: HandleSecurity sec(myself, myself);
<dvander> handlesys->FreeHandle(menu->GetHandle(), &sec);
<dvander> to totally prevent leaks, you'll want something a little more accurate:
<dvander> if (menu->GetHandle() == BAD_HANDLE) {
<dvander>     menu->Destroy();
<dvander> } else {
<dvander>     handlesys->FreeHandle(menu->GetHandle(), &sec);
<dvander> }
<dvander> to make sure i got the security line right, youll want to make sure that handlesys actually returns a non-error value
 
B4

skill registration no longer requires "false,4);" to specify the skill is NOT and ultimate and has 4 levels, these are now default parameters
test

Setting max health is no longer allowed, it should be done within the buff system.
Fixed issues where max health was much more than it was suppose to.

new EVENT:OnBuffChanged allows us to respond when a buff changes
public OnWar3Event(W3EVENT:event,client){
if(event==OnBuffChanged)
{
if(W3GetVar(EventArg1)==iAdditionalMaxHealth&&ValidPlayer(client,true)){.....



B3
shop2 items translated (THANKS)
fixed shop2 non existant natives
shop2 translations begin with w3s.item2. instead of w3s.item
hint and cooldown engine now checked by system check in case of handle leaks
FIXED a hint handle leak
fix scout vanish leaking into next spawn
fixed a swap argument in W3HasAura (facehoof)
itemsinfo2
playerinfo shows shop2 items
playerinfo <argument> automatically makes a menu with client's names that match the argument



B2
SVN DIFF: http://goo.gl/uZWsx

Hint engine fix: automatically force refresh after spawn
New addon: automatically buy item if their gold is at maximum at spawn
("war3_autobuy_on_max_gold","lace","automatically buy this item if their gold is full");
//thanks for translating

some natives exposed

TF2: invis tf_wearables too!!!! and exceptions like tf_wearables_demoshield.
if you find a weapon that doesnt invis, search for it in server console: "find_ent tf_wear" and paste the result or find the item.

*note "Cannot Invis. Being revealed" needs translating in Engine_BuffSpeedGravGlow

Fixed extension scheduling error
Extension debugging of shopmenu2 crash

BLOOD MAGE: balance needed. KDR low and WLR high
banish chance increased to 20%, duration reduced to 0.2 seconds
revival chance reduced to 50% maximum at spawn. minimum of 2% per level (from 2.5%)

NEW ENGINE: race restrictions
currently checks for minlevel, admin requirements.
Functionality is basically from changerace but now exposed to allow database handler also check for race restricitons (on join)

fixed EXT not loaded spamming (you should still load it anyway)

Human teleport will abort of initial aim end point is < 150 units. Prevents lame short teleports...
Fixed minor startup error from shopmenu

ITEM2: snake bracelet 5% evasion
ITEM2: fortified bracers +10 HP
FIX: Major error in item2 registration

INTERFACE UPDATED TO SM 1.3.8
Recursive includes eliminated(SM compiler has changed).



B1
nerfed naix. updated english translations for naix.
statistics transmits war3revision and stats version for better filtering.
scout no longer hidden, now the 18th race
-------------
Dark Elf packaged with some changes:
Tribunal speed up amount and health decay amount.
Tribunal no cooldown and is +ability toggle. Color animation fix and consideration for spies.
-------------
Dragon born packaged with some changes:
static range for roar, level increases duration
scales only give physical armor
Dragonborn is 15% chance of immunity of ward/slow/skill/ult
ULT: breath: 5 second jarate for both teams.
-------------
Reduced Carrion Beetles damage to 10
Improved HP regen/decay engine, now instantaneously responsive to new regen decay values. It does use a little more cpu.

Error messages for extension failure

Forward for checking load conditions and silent failure. Return false to silently fail.
Example: this plugin should only load when game is TF
public LoadCheck(){
   return GameTF();
}

native name change
W3Denyable is now !W3Denied

fixed human health buff on tf2 and css
« Last Edit: September 19, 2012, 06:49:26 PM by Ownz »

ItsMev

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Re: 1.2.3.x
« Reply #1 on: August 21, 2011, 01:59:35 AM »
L 08/21/2011 - 17:55:22: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:22: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/21/2011 - 17:55:23: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/21/2011 - 17:55:23: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:23: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/21/2011 - 17:55:24: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/21/2011 - 17:55:24: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:24: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/21/2011 - 17:55:25: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/21/2011 - 17:55:25: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:25: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/21/2011 - 17:55:26: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/21/2011 - 17:55:26: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:26: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/21/2011 - 17:55:27: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/21/2011 - 17:55:27: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/21/2011 - 17:55:27: [SM]   
  •   Line 249, War3Source_Engine_Weapon.sp::DeciSecondTimer()



My logs currently spamming this?

Ownz

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Re: 1.2.3.x
« Reply #2 on: August 21, 2011, 07:25:01 AM »
War3Source_Engine_Weapon.sp has changed, you can download SVN or wait for next release

ItsMev

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Re: 1.2.3.x
« Reply #3 on: August 21, 2011, 07:26:47 PM »
Thank you very much, will test this now.

ItsMev

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Re: 1.2.3.x
« Reply #4 on: August 21, 2011, 11:26:16 PM »
L 08/22/2011 - 13:33:26: [SM] Native "SetEntPropFloat" reported: Entity -1 (-1) is invalid
L 08/22/2011 - 13:33:26: [SM] Displaying call stack trace for plugin "war3source/War3Source_Engine_Weapon.smx":
L 08/22/2011 - 13:33:26: [SM]   
  •   Line 312, War3Source_Engine_Weapon.sp::OnPlayerRunCmd()


Getting this on 1.2.2.8 I believe I am using.

L 08/22/2011 - 14:53:09: [SM] Native "ThrowError" reported: Client 12 is not in game
L 08/22/2011 - 14:53:09: [SM] Displaying call stack trace for plugin "war3source/War3Source_Engine_MenuChangerace.smx":
L 08/22/2011 - 14:53:09: [SM]   
  •   Line 54, W3SIncs/colors.inc::CPrintToChat()

L 08/22/2011 - 14:53:09: [SM]   [1]  Line 1763, W3SIncs/War3Source_Interface.inc::War3_ChatMessage()
L 08/22/2011 - 14:53:09: [SM]   [2]  Line 196, War3Source_Engine_MenuChangerace.sp::War3Source_ChangeRaceMenu()
L 08/22/2011 - 14:53:09: [SM]   [3]  Line 101, War3Source_Engine_MenuChangerace.sp::OnWar3Event()


Either one is crashing the server every now and then.

Ownz

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Re: 1.2.3.x
« Reply #5 on: August 21, 2011, 11:33:42 PM »
these are not likely to crash the server

that like shouldnt be reached with a -1
Code: [Select]
new ent = GetCurrentWeaponEnt(client);
if(ent != -1)
{
SetEntPropFloat(ent, Prop_Send, "m_flNextPrimaryAttack", GetGameTime());
so i have no clue whats causing it. its not serious error


i added ValidPlayer on line 100 of MenuChangerace, should stop the second error

ItsMev

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Re: 1.2.3.x
« Reply #6 on: August 21, 2011, 11:43:44 PM »
So I can just grab that off the SVN?

Ownz

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Re: 1.2.3.x
« Reply #7 on: August 22, 2011, 07:21:53 AM »
if you want

ItsMev

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Re: 1.2.3.x
« Reply #8 on: August 23, 2011, 03:38:00 AM »
[SM] Displaying call stack trace for plugin "war3source/War3Source_002_HumanAlliance.smx":
[SM]  
  •  Line 160, War3Source_002_HumanAlliance.sp::ActivateSkills():
[SM]   [1]  Line 122, War3Source_002_HumanAlliance.sp::OnRaceChanged()
[SM] Plugin encountered error 15: Array index is out of bounds
[SM] Displaying call stack trace for plugin "war3source/War3Source_002_HumanAlliance.smx": [SM]  
  •  Line 160, War3Source_002_HumanAlliance.sp::ActivateSkills()
[SM]   [1]  Line 248, War3Source_002_HumanAlliance.sp::OnWar3EventSpawn()


Never seen this before, wutdo?


[SM] Displaying call stack trace for plugin "war3source/War3Source_000_RogueWizard.smx":
[SM]  
  •  Line 134, C:\Users\Admin\Desktop\newraces\addons\sourcemod\scripting\War3SourceP\War3Source_000_RogueWizard.sp::GetMoney()
[SM]   [1]  Line 315, C:\Users\Admin\Desktop\newraces\addons\sourcemod\scripting\War3SourceP\War3Source_000_RogueWizard.sp::OnAbilityCommand()


Also? Not sure how to fix that.
« Last Edit: August 23, 2011, 05:37:08 AM by ItsMev »

Ownz

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Re: 1.2.3.x
« Reply #9 on: August 23, 2011, 07:15:02 AM »
why is your server spewing so many errors?

first error should never happen

ItsMev

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Re: 1.2.3.x
« Reply #10 on: August 23, 2011, 07:26:23 PM »
why is your server spewing so many errors?

first error should never happen

Your guess is as good as mine!
It could be the fact that its 36 slots and like....always full, the most popular war3source in the world at the moment ;) (As well as one of the top servers in Australia)

The Human Alliance one really stumped me, and the Rogue Wizard one makes no sense, the code is correct, I cross-checked with Acolyte and it has the same money code, yet its perfect.

ItsMev

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Re: 1.2.3.x
« Reply #11 on: August 24, 2011, 01:41:24 AM »
L 08/24/2011 - 17:40:39: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/24/2011 - 17:40:39: [SM]   
  •   Line 255, C:\Users\Admin\Desktop\TF2war3source\addons\sourcemod\scripting\War3SourceP\War3Source_Engine_Weapon.sp::DeciSecondTimer()

L 08/24/2011 - 17:40:40: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 08/24/2011 - 17:40:40: [SM] Displaying call stack trace for plugin "war3source\War3Source_Engine_Weapon.smx":
L 08/24/2011 - 17:40:40: [SM]   
  •   Line 255, C:\Users\Admin\Desktop\TF2war3source\addons\sourcemod\scripting\War3SourceP\War3Source_Engine_Weapon.sp::DeciSecondTimer()


Still getting this ALOT on my TF2 server, my CS:S one however does not get this

(I grabbed War3Source_Engine_Weapon.sp off the SVN and replaced, but still doing it,and it laggs because of it =/

Ownz

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Re: 1.2.3.x
« Reply #12 on: August 24, 2011, 07:31:19 AM »
did you update your gamedata?

Ownz

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Re: 1.2.3.x
« Reply #13 on: August 24, 2011, 07:43:11 AM »
are you using a race that has weapon restrictions on TF2? YOU CANNOT DO THAT

ItsMev

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Re: 1.2.3.x
« Reply #14 on: August 24, 2011, 05:05:29 PM »
I threw Wisp onto the server, on CS:S that restricts to USP, but I believe it has Game==tf2 in the script, shouldn't that mean its compat?
Removed to see if it solves anyway!

Vulpone

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Re: 1.2.3.x
« Reply #15 on: August 25, 2011, 12:09:12 AM »
I threw Wisp onto the server, on CS:S that restricts to USP, but I believe it has Game==tf2 in the script, shouldn't that mean its compat?
Removed to see if it solves anyway!

Code: [Select]
public OnRaceChanged(client,oldrace,newrace)
{
if(newrace != thisRaceID){
War3_WeaponRestrictTo(client,thisRaceID,"");
War3_SetBuff(client,fInvisibilitySkill,thisRaceID,1.0);
War3_SetBuff(client,fMaxSpeed,thisRaceID,1.0);
War3_SetBuff(client,bImmunitySkills,thisRaceID,false);
War3_SetBuff(client,bDoNotInvisWeapon,thisRaceID,false);

}
if(newrace == thisRaceID){
War3_WeaponRestrictTo(client,thisRaceID,"weapon_usp");
War3_SetBuff(client,bDoNotInvisWeapon,thisRaceID,true);
if(ValidPlayer(client,true)){
GivePlayerItem(client, "weapon_usp");
PassiveSkills(client);
}
}
}

The latest one I have.
The only TF-checks I've encountered are TE-wise, or whether to blast a sentry or not.
Just remove the weapon restrictions...assuming it really doesn't work on TF2 (sounds odd).
Also, if you want him to use a different one, just check here: http://wiki.alliedmods.net/Team_Fortress_2_Weapons and replace the string in GivePlayerItem().


Cheers,
Vulp

PS: How would one restrict weapons on TF2? Cannot believe that it "CANNOT BE DONE". ;o )
Sapere aude!

Ownz

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Re: 1.2.3.x
« Reply #16 on: August 25, 2011, 07:53:49 AM »
u tell me, tf weapons are complicated as fk

ItsMev

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Re: 1.2.3.x
« Reply #17 on: August 29, 2011, 07:16:11 AM »
L 08/29/2011 - 22:46:18: [SM] Failed to load plugin "war3source/War3Source_035_GoblinTinker.smx": Unable to load plugin (error 2: Decompressor was not found)

Never seen this, confused my friend!  Or would this be better in  Bugs or support


Ownz

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Re: 1.2.3.x
« Reply #18 on: August 29, 2011, 07:17:12 AM »
google the error

recompile that race

Ownz

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Re: 1.2.3.x
« Reply #19 on: September 01, 2011, 08:42:48 PM »
3.2

Zydu

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Re: 1.2.3.x
« Reply #20 on: September 02, 2011, 03:14:47 PM »
I get "translation failed" in 1st position in shopmenu2 on 1.2.3.2

Ownz

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Re: 1.2.3.x
« Reply #21 on: September 03, 2011, 02:42:52 AM »
did you upload the translations?

Zydu

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Re: 1.2.3.x
« Reply #22 on: September 03, 2011, 04:48:15 PM »
Yeap

Reinghord

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Re: 1.2.3.x
« Reply #23 on: September 04, 2011, 12:35:23 AM »
My TF2 servers tell me to update WC3 on 1.2.3.2 0_o

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Re: 1.2.3.x
« Reply #24 on: September 07, 2011, 07:40:45 PM »
1.2.3.2 - stable version? )
I'm finally decided to update my W3S ))
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