Marine vs Marine [Beta]

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Comments

  • CoTTonCoTTon Join Date: 2005-02-28 Member: 42773Members
    edited March 2013
    Any updates?

    Appreciate all your work though - but had to turn this mod off cuz broken with new patch :(
  • MeldityMeldity Join Date: 2013-03-03 Member: 183593Members
    please hurry with the update to this mod! it's even more fun than the actual game and i miss it ): !
  • VesanusVesanus Join Date: 2009-07-18 Member: 68183Members
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    I'm in the process of updating it to B240. It's painful. It's slow going. Lot's of internal changes, so it's going to take time
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    edited March 2013
    Guys, first person spectator changed a massive amount of code. It will take time to work out. I'm very surprised Combat is already updated.

    I've added ns2_mvm_spacejump to the workshop. If someone can test it with both MvM and EEM mods and let me know if it works that would be great, I have not gotten the two running simultaneously yet.
  • VesanusVesanus Join Date: 2009-07-18 Member: 68183Members
    So... How's the progress?
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    We're using function hooking instead of copy and paste so the amount of things we needed to change was not high.
  • unter_hosenunter_hosen Join Date: 2003-01-05 Member: 11858Members, Constellation
    I appreciate people have real lives to live, but is this mod being worked on anymore? If not, i will free up core space for other servers
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Yes. It is still alive. I work an average of 65 hours a week. If you're curious what's going on with MvM. Hit this page: http://www.team156.com/mcglaspie/mvm/index.php?progress
  • VesanusVesanus Join Date: 2009-07-18 Member: 68183Members
    Not much things left on the tracker :) (but big ones)
  • MeldityMeldity Join Date: 2013-03-03 Member: 183593Members
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Keep up the great work McGlaspie - I can't wait to try out MvM spacejump!
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Sorry for the long delays guys. RL has been seriously kicking my ass of late. I'm working on it when I get the chances.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Too bad it won't be around for the free weekend, I reckon it might help convince some players to pick up the game with how awesome some of the mods are on top of the base game.
  • durdenns2durdenns2 Join Date: 2013-01-30 Member: 182634Members
    go McGlaspie go, the community believes in you.
  • VesanusVesanus Join Date: 2009-07-18 Member: 68183Members
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I saw a server running MvM the other day, I'm guessing it's not actually a proper working build?
  • LerchiosiLerchiosi Join Date: 2013-04-06 Member: 184670Members
    What's the progress on updating this excellent mod to the latest build ?

    Please don't give up on this.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    If it takes this long to fix after an update then i question just how moddable this game really is, or maintainable at least, surely there are better ways, id ask the combat guys for some help as they always seem to be sorted same day?
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    It's not a matter of difficulty or huge amounts of time required. It's a matter of me HAVING the time to sit down and get it done. Which is what I was getting at in my earlier posts...hopefully, I'll get some time this evening or sometime this week.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Yeah, getting some errors when trying to run this in B245:
    Date: 04/13/13
    Time: 21:18:40
    --------------------------------------------------------------
    Build 245
    Connected to Steam servers
    Web server running at 192.168.0.192:83
    Downloading mods
    VAC Enabled
    Finished downloading and installing mods
    Mounting mod from C:/NS2Servers/Utilities/Workshop3/m7957667_1361232188/
    Loading VM Server
    [Server] Script Error #1: File not found: lua/Actor.lua
        Call stack:
        #1: Load lua/EventTester.lua:191
            fileName = "lua/Actor.lua"
        #2: lua/Shared.lua:28
        #3: Load [C]:-1
        #4: lua/Server.lua:12
    [Server] Script Error #2: lua/EventTester.lua:191: Couldn't load script 'lua/Actor.lua' (file not found)
        Call stack:
        #1: scriptLoad [C]:-1
        #2: Load lua/EventTester.lua:191
            fileName = "lua/Actor.lua"
        #3: lua/Shared.lua:28
        #4: Load [C]:-1
        #5: lua/Server.lua:12
    [Server] Script Error #3: lua/ScriptActor.lua:18: Base class undefined
        Call stack:
        #1: [C]:-1
        #2: lua/ScriptActor.lua:18
        #3: scriptLoad [C]:-1
        #4: Load lua/EventTester.lua:191
            fileName = "lua/ScriptActor.lua"
        #5: lua/PropDynamic.lua:9
        #6: scriptLoad [C]:-1
        #7: Load lua/EventTester.lua:191
            fileName = "lua/PropDynamic.lua"
        #8: lua/Button.lua:9
        #9: scriptLoad [C]:-1
        #10: Load lua/EventTester.lua:191
            fileName = "lua/Button.lua"
        #11: lua/Server.lua:15
    Error: Class 'PropDynamic' passed to Shared.LinkClassToMap is not derived from Entity
    Error: Class 'Button' passed to Shared.LinkClassToMap is not derived from Entity
    [Server] Script Error #4: lua/WeaponOwnerMixin.lua:30: attempt to perform arithmetic on global 'kRifleWeight' (a nil value)
        Call stack:
        #1: lua/WeaponOwnerMixin.lua:30
        #2: scriptLoad [C]:-1
        #3: Load lua/EventTester.lua:191
            fileName = "lua/WeaponOwnerMixin.lua"
        #4: lua/Player.lua:18
        #5: scriptLoad [C]:-1
        #6: Load lua/EventTester.lua:191
            fileName = "lua/Player.lua"
        #7: lua/Marine.lua:10
        #8: scriptLoad [C]:-1
        #9: Load lua/EventTester.lua:191
            fileName = "lua/Marine.lua"
        #10: lua/MarineTeam.lua:12
        #11: scriptLoad [C]:-1
        #12: Load lua/EventTester.lua:191
            fileName = "lua/MarineTeam.lua"
        #13: lua/Server.lua:19
    Error: Class 'Player' passed to Shared.LinkClassToMap is not derived from Entity
    Error: Class 'Weapon' passed to Shared.LinkClassToMap is not derived from Entity
    Error: Class 'Builder' passed to Shared.LinkClassToMap is not derived from Entity
    [Server] Script Error #5: lua/FireMixin.lua:64: bad argument #2 to 'format' (number expected, got nil)
        Call stack:
        #1: format [C]:-1
        #2: lua/FireMixin.lua:64
            kBurnBigCinematic = "cinematics/marine/flamethrower/burn_big.cinematic"
            kBurnHugeCinematic = "cinematics/marine/flamethrower/burn_huge.cinematic"
            kBurnMedCinematic = "cinematics/marine/flamethrower/burn_med.cinematic"
            kBurnSmallCinematic = "cinematics/marine/flamethrower/burn_small.cinematic"
            kBurn1PCinematic = "cinematics/marine/flamethrower/burn_1p.cinematic"
            fireCinematicTable =  {ARC="cinematics/marine/flamethrower/burn_med.cinematic", Armory="cinematics/marine/flamethrower/burn_big.cinematic", ArmsLab="cinematics/marine/flamethrower/burn_small.cinematic", CommandStation="cinematics/marine/flamethrower/burn_huge.cinematic", Exo="cinematics/marine/flamethrower/burn_big.cinematic", Extractor="cinematics/marine/flamethrower/burn_big.cinematic", InfantryPortal="cinematics/marine/flamethrower/burn_med.cinematic", MAC="cinematics/marine/flamethrower/burn_small.cinematic", Marine="cinematics/marine/flamethrower/burn_small.cinematic", Mine="cinematics/marine/flamethrower/burn_small.cinematic", Observatory="cinematics/marine/flamethrower/burn_small.cinematic", PhaseGate="cinematics/marine/flamethrower/burn_med.cinematic", PowerPoint="cinematics/marine/flamethrower/burn_med.cinematic", PrototypeLab="cinematics/marine/flamethrower/burn_big.cinematic", RoboticsFactory="cinematics/marine/flamethrower/burn_huge.cinematic", Sentry="cinematics/marine/flamethrower/burn_small.cinematic", SentryBattery="cinematics/marine/flamethrower/burn_small.cinematic" }
            GetOnFireCinematic = function
        #3: scriptLoad [C]:-1
        #4: Load lua/EventTester.lua:191
            fileName = "lua/FireMixin.lua"
        #5: lua/Marine.lua:27
        #6: scriptLoad [C]:-1
        #7: Load lua/EventTester.lua:191
            fileName = "lua/Marine.lua"
        #8: lua/MarineTeam.lua:12
        #9: scriptLoad [C]:-1
        #10: Load lua/EventTester.lua:191
            fileName = "lua/MarineTeam.lua"
        #11: lua/Server.lua:19
    Error: Class 'CommanderAbility' passed to Shared.LinkClassToMap is not derived from Entity
    Error: Class 'ShadeInk' passed to Shared.LinkClassToMap is not derived from Entity
    Error: Class 'Marine' passed to Shared.LinkClassToMap is not derived from Entity
    Loading config://ServerConfig.json
    Loading config://ServerAdmin.json
    Loading config://BannedPlayers.json
    [Server] Script Error #6: lua/ServerWebInterface.lua:15: attempt to call global 'CreateRingBuffer' (a nil value)
        Call stack:
        #1: lua/ServerWebInterface.lua:15
            kMaxPerfDatas = 500
            kLogPerfDataRate = 60
        #2: scriptLoad [C]:-1
        #3: Load lua/EventTester.lua:191
            fileName = "lua/ServerWebInterface.lua"
        #4: lua/Server.lua:28
    Loading config://MapCycle.json
    Loading config://ConsistencyConfig.json
    Hashed 1 game_setup.xml files for consistency
    Hashed 733 *.lua files for consistency
    Hashed 36 *.fx files for consistency
    Hashed 15 *.screenfx files for consistency
    Hashed 130 *.surface_shader files for consistency
    Hashed 3 *.fxh files for consistency
    Hashed 3 *.render_setup files for consistency
    Hashed 2 *.shader_template files for consistency
    Error: The message SelectUnit wasn't registered
    Error: The message SelectHotkeyGroup wasn't registered
    Error: The message CreateHotKeyGroup wasn't registered
    Error: The message CommAction wasn't registered
    Error: The message CommTargetedAction wasn't registered
    Error: The message CommTargetedActionWorld wasn't registered
    Error: The message GorgeBuildStructure wasn't registered
    Error: The message MutePlayer wasn't registered
    Error: The message ChatClient wasn't registered
    Error: The message CommanderPing wasn't registered
    Error: The message SetRookieMode wasn't registered
    Error: The message SetCommunicationStatus wasn't registered
    Error: The message Buy wasn't registered
    Error: The message VoiceMessage wasn't registered
    Error: The message ConnectMessage wasn't registered
    [Server] Script Error #7: lua/Server.lua:60: attempt to call global 'CreateRingBuffer' (a nil value)
        Call stack:
        #1: lua/Server.lua:60
    Loading 'maps/ns2_summit.level'
    Finished loading 'maps/ns2_summit.level'
    Client connecting (24.19.55.2)
    Client connected (24.19.55.2)
    [Server] Script Error #8: lua/Gamerules_Global.lua:36: attempt to index a nil value
        Call stack:
        #1: lua/Gamerules_Global.lua:36
            client = ServerClient { }
    Client disconnected (24.19.55.2) Invalid data
    [Server] Script Error #9: lua/Gamerules_Global.lua:40: attempt to index a nil value
        Call stack:
        #1: lua/Gamerules_Global.lua:40
            client = ServerClient { }
    
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Yeah, the version on the Workshop will spam you logs with errors right now. I've gotten the bulk of the B240-245 updates applied and I'm converting MvM to the new mod method. Once that's all sorted out and stable (no script error spam, etc), I'll push out an update. For the immediate future, I'm just worried about getting things working again. I'll focus on new stuffs and more stylizing / polish once we can actually play MvM in a stable way. As I mentioned on the Workshop page, the mod isn't dead. It's progressing, but in a semi-sedated state...lumbering towards release.
  • durdenns2durdenns2 Join Date: 2013-01-30 Member: 182634Members
    Someone please get this man some cocaine and adderall.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Does the lock mod to release version not work? I was hoping that when I release PG again, I could tie it to the version of NS2 it was released on, and then only need to update to a newer version when I was ready?
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    @Soul_Rider While that "should" work, I'm way past that point now. I'm wanting to say I ran into some weird problems with that before, but it's been so long I don't recall. I'd be interested in hearing how it works out for you. Personally, I wanted to get the benefits of B240+ updates folded into MvM...hence all the Big Kablooie of bugs.

    Update: It's basically finished being updated to 245, but still have some show stoppers to squash. I think if it's not out this weekend, I'm throwing in the "I don't have time" towel. Hopefully not
  • Cat-PokerCat-Poker Join Date: 2012-08-28 Member: 156670Members
    There is going to be a new build coming this week (thursday I think), releasing the code used to make the mods they did for the modjam. Do you think it will affect your MvM progress?
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    edited April 2013
    Go McGlaspie! You can do it!
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Cat-Poker wrote: »
    There is going to be a new build coming this week (thursday I think), releasing the code used to make the mods they did for the modjam. Do you think it will affect your MvM progress?
    I'll be in mild disbelief if it doesn't. With the change over to the "mod framework" making updates should be easier and faster. Time will tell
  • Cat-PokerCat-Poker Join Date: 2012-08-28 Member: 156670Members
    Thanks for the reply, now get back to work! The gold team needs to be destroyed for the folly of their ways.
  • VesanusVesanus Join Date: 2009-07-18 Member: 68183Members
    Soooo... When can we expect MvM to be "usable" ? ^_^
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