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Confogl 3 Repository

This repository should contain a fully working install of Confogl 3, with as many valid configs as is reasonable.


More to come!!!!!

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confogl's Issues

Make dead survivors unable to free-look spectate

In competitive games after a survivor dies they are able to free look
around the map and feed information to the other survivors about where
infected are setting up etc. 

1. Possibility to fade to black or at least limit to only first person view
on survs only.

2. Make sure spectators are not affected by any limitation to free-look.

Original issue reported on code.google.com by [email protected] on 1 Feb 2010 at 9:58

Force longer survivor routes.

Stripper:source cfgs from allied mods including entity changes to move
objects to force the longer routes during certain maps.

http://forums.alliedmods.net/showpost.php?p=1087115&postcount=489

CanadaRox is looking at this in more detail.

Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 5:14

Tank deaths on Concert finale

What steps will reproduce the problem?
1. Be infected on Version 2.1.0 BETA2
2. Get to Tank Spawns
3. Spawn in Stairs and crap. unable to move. Rather than teleport, insta-death

What is the expected output? Spawn somewhere effective
What do you see instead? Respawn timer :(


What version of the product are you using? Version 2.1.0 BETA2
On what operating system? CGO download package as per Philol's package 
http://www.cybergamer.com.au/files/946/ on linux

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 19 Apr 2010 at 11:58

Not always running

What steps will reproduce the problem?
1. at the end of server.cfg, i have exec confogl.cfg
2. in confogl.cfg, i have set:

confogl_match_alwayson              "1"
confogl_match_restart               "1"
confogl_remove_chainsaw             "1"
confogl_remove_(all others) to "1"
3. i restart the server

What is the expected output? What do you see instead?
I expect to not see any chainsaws, laser sights etc - but they are all there.

What version of the product are you using? On what operating system?
2.1.6beta, autoloader v1, Windows, SM:1.4.0-hg2972.zip,
MM:mmsource-1.8.1-hg702.zip 
sm plugsin list show:
13 "Confogl's Competitive Mod" (2.1.5 BETA) by Confogl Team
14 "Confogl Autoloader" (0.9) by D4rKr0W

Original issue reported on code.google.com by [email protected] on 30 Apr 2010 at 7:04

SM and MM Snapshots

Hey! 
Need only one answer... Which Snapshots (SM and MM) should I use to be able
to use Confogl? Want to use Confogl but my SM dont work atm...

Greetz Crawford


Original issue reported on code.google.com by [email protected] on 28 Apr 2010 at 9:20

Score Display shows incorrect Survival Bonus

What steps will reproduce the problem?

1. Survivors from both teams make it to the safe room.

What is the expected output? What do you see instead?

The score sheet shows the second team's health bonus for both teams,
instead of the first team's health bonus being shown for them.  For
example, in the attached screenshot, the team on the right were survivors
first and they had a survival bonus of 158 yet it shows 172.  The total is,
however, correct for the 158 bonus they achieved.

What version of the product are you using?
v 2.1.5 Beta

Additional information

You can also see the problem others have mentioned elsewhere with the
survival bonus since the health of survivors isn't anywhere near an average
of 86.  What happened was Coach went down in the safe room, and Rochelle
was picking him up as the safe room door was closed.  The survival bonus
stayed at the level it was at when Coach was down.  The bonus was 134
before he went down.

Original issue reported on code.google.com by [email protected] on 20 Apr 2010 at 5:43

Attachments:

Error when loading Confogl

What steps will reproduce the problem?
1. rcon exec confogl.cfg
2.
3.

What is the expected output? What do you see instead?
Expect confogl to load, remove Health packs and items per the config.
Health packs are still there as well as items such as M60.

Console logs produces this:
 04/30/2010 - 18:19:47: [SM] Native "UnhookEvent" reported: Game event
"door_close" has no active hook
L 04/30/2010 - 18:19:47: [SM] Displaying call stack trace for plugin
"confoglcompmod.smx":
L 04/30/2010 - 18:19:47: [SM]   [0]  Line 146,
modules/ScoreMod.sp::PluginDisable()
L 04/30/2010 - 18:19:47: [SM]   [1]  Line 104,
modules/ScoreMod.sp::SM_ConVarChanged_Enable()


What version of the product are you using? On what operating system?
2.1.16 Beta on Linux

Please provide any additional information below.

My confogl.cfg has the following

confogl_tweakscoresystem    "0"

confogl_SM_enable       "0" 

Original issue reported on code.google.com by [email protected] on 30 Apr 2010 at 11:45

Merge CanadaRox score module

Copied from Canada post.

http://pastebin.com/eZwBeB6L

Which of course uses the old module system. So to convert this over, I
would only need to do the HookPublicEvent for the map start and the rest
would already be good?

Suggested confogl cvars:

confogl_SM_enable "1"
Obviously enables/disables the scoring system.

confogl_SM_mapmulti_enable "1"
This controls if the scoring gets a 50/50 split, or it is just pure
distance + 1-400 health.

confogl_SM_multiplier "1.0"
This is an extra multiplier that applies to the HB to make it more or less
important (ex. 0.5 + 50hb = 25pts, 1.0 + 50hb = 50pts, 2.0 + 50hb = 100pts,
can be set from 0.25 to 5.0)

confogl_SM_tempmulti_0_incaps "0.25"
confogl_SM_tempmulti_1_incap "0.125"
confogl_SM_tempmulti_2_incaps "0.0"
These control how much temp health is worth after each incap. So with no
incaps, temp health is worth 25% of what real health is worth (so 4temp =
1pt). With 1, its 12.5% of real health, so 8temp = 1pt, and once you are bw
you are worth nothing more than distance. The only problem I see with this
is that once someone is BW, they are no longer worth any points. Maybe
having a base score that the HB is added onto could fix that, so you are
guaranteed a certain amount of points even if everyone has 1hp and is BW.


The one change I would like to have made to the system but couldn't do is
to make all maps worth the same 400/400 (or whatever it may be) and then
determine a map multi for each one that would increase it based on how hard
the map was. So an easy map like TP1 would be 400/400 and a hard/long map
like TP3 would be worth 800/800 or something. Problem is that the game
somehow decides what the distance is worth based on some file with preset
multipliers that I can't seem to find (or it doesn't exist and is hard coded).

Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 4:58

Tank bug

What steps will reproduce the problem?
No idea it was pretty random i suppose

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
2.1 BETA

Please provide any additional information below.

So we were playing a match and we got a tank. After the tank swapped 
players he started teleporting randomly (it looked a bit like tank with 
noclip) and his aura was switching from red to yellow and back and forth. 
Also he was inviisible to the other team. Im attaching a link to demo of 
the match. Its at the very end of the demo so just rewind it to the end.

http://www.megaupload.com/?d=YPADO0IB

Original issue reported on code.google.com by [email protected] on 2 Mar 2010 at 8:32

Med kit spawn bug

What steps will reproduce the problem?
None; it seems random.

What is the expected output? What do you see instead?
I saw med kits spawn in place of pills.

What version of the product are you using? On what operating system?
CONFOGL 2.01 ESL

Please provide any additional information below.

Well, as stated, random kits spawn instead of pills. I installed CONFOGL 
vanilla, did nothing else to it other than disable the readyup thing. But 
when we play, occasionally, some spots will have a kit. It's very random 
and it's certainly a bug because the when the opponents played their 
round, that very same spot has no kit but pills. So there is a bug in 
there. Please advise.

Have the beta version addressed this issue yet?

Original issue reported on code.google.com by [email protected] on 14 Mar 2010 at 7:40

Plankcountry Ferry Bug, any way to fix? Or force spawning to be allowed?

I'm sure your aware of the bug.

Occasionally, although lately has happened on many games I've joined, as 
soon as the ferry event is activated the infected are unable to spawn with 
a message telling the survivors have escaped, the survivors can't take 
damage, and the entire map is screwed as the distance travelled jumps 
straight up to 500/500 for both teams. 

Is there any way to solve this crippling bug? 
If not. Would it be possible to check that the infected are unable to spawn 
if the glitch does occur, and force allow spawning of SI?

Loving the config guys.
Thanks.

Original issue reported on code.google.com by [email protected] on 15 Apr 2010 at 6:04

Unwanted changed of sb_all_bot_team to 1, making bots go on their own

What steps will reproduce the problem?
1. Downloaded and installed Confoglv2.1.6-BETA.zip
2. Played a public game with confogl, with disabled Ready Up plugin

What is the expected output? What do you see instead?
The cvar sb_all_bot_team kept being changed to 1 on every mapchange, which 
will make bots progress through the map without sticking to human players.
That way, if you play without ready up, the bots will instantly leave the 
saferoom after mapchange (without weapons/pills?), while people are still 
loading up the map.

I had to change the cvar manually using sm_cvar to stop the bots from 
rushing... after each mapchange.

What version of the product are you using? On what operating system?
Confoglv2.1.6-BETA.zip @ sourcemod-1.3.2-hg2947.tar.gz @ mmsource-1.8.1-
hg699.tar.gz @ Linux

Original issue reported on code.google.com by [email protected] on 29 Apr 2010 at 1:42

2.1.0-BETA: confogl_replace_kits CVAR

I liked having the confogl_replace_kits CVAR, as I used it for a 'casual'
Confogl config on my server.

Will you be adding it to the 2.1.0 final release?

Original issue reported on code.google.com by [email protected] on 27 Feb 2010 at 2:31

error on startup

What steps will reproduce the problem?
1. Start the server with 2.1.6 beta & loader 1.0 installed

Running: 2.1.6beta, autoloader v1, Windows, SM:1.4.0-hg2972.zip,
MM:mmsource-1.8.1-hg702.zip 

sm plugsin list show:
13 "Confogl's Competitive Mod" (2.1.5 BETA) by Confogl Team
14 "Confogl Autoloader" (1.0) by D4rKr0W

confogl.cfg:
confogl_match_alwayson              "1"
confogl_match_restart               "1"
confogl_tweakscoresystem            "0"
confogl_SM_enable               "0"

/left4dead2/addons/sourcemod/logs/errors_20100430.log:
L 04/30/2010 - 20:49:10: SourceMod error session started
L 04/30/2010 - 20:49:10: Info (map "c1m1_hotel") (file "errors_20100430.log")
L 04/30/2010 - 20:49:10: [SM] Native "UnhookEvent" reported: Game event
"door_close" has no active hook
L 04/30/2010 - 20:49:10: [SM] Displaying call stack trace for plugin
"confoglcompmod.smx":
L 04/30/2010 - 20:49:10: [SM]   [0]  Line 146,
modules/ScoreMod.sp::PluginDisable()
L 04/30/2010 - 20:49:10: [SM]   [1]  Line 104,
modules/ScoreMod.sp::SM_ConVarChanged_Enable()

Original issue reported on code.google.com by [email protected] on 1 May 2010 at 12:53

Hard Rain 2, spawned things are screwed.

What steps will reproduce the problem:
Team SURV is survivors.
Team INF in infected.

Team SURV goes first, Team INF goes second. Team SURV wins, and start 
first on c4m2. They get T2 weapons inside the saferoom and lots of bile 
bombs, pipes, etc.
When Team INF goes after them, they get T1 weapons and everything is like 
it should be.


I am running a Linux DS with sourcemod 1.3.1 and metamod 1.8.
Confogl v2.0.1-ESL and nothing else is loaded, except of SQL Admins and 
KAC.




Original issue reported on code.google.com by [email protected] on 5 Apr 2010 at 3:44

GPL violation (again)

You must provide the source to confoglcompmod.smx if you are distributing
it.  Not doing so means you are violating Sourcemod's license.

Original issue reported on code.google.com by [email protected] on 14 Mar 2010 at 9:21

Limit hunting rifle amongst survivors

"And last, the hunting rifle is extremely overpowered.
...
I would recommend some sort of limiting system (eg. can't carry more
than 2 at a time)."

Limit to 2 hunting rifles among the survivors.

Original issue reported on code.google.com by [email protected] on 19 Apr 2010 at 9:21

Team round order and spectator/team bug

Multiple options for different order for round starts.

AAABB
ABABA
AABBA
ABBAB
etc

Obviously this will be dependent on the score system, but a lot of people
are asking about team order options.

Original issue reported on code.google.com by [email protected] on 2 Feb 2010 at 5:35

!ready overrides !forcestart

What steps will reproduce the problem?
1. Start a Game, Have sm admin do !forcestart
2. have a player do !ready
3.

What is the expected output? What do you see instead?

!forcestart should override, but the !ready cancels it, saying "Player unready"

What version of the product are you using? On what operating system?

2.0.1-ESL, Linux.

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 3 Feb 2010 at 10:05

Support for the L4D2 DLC, The Passing

Might as well add this now. The Passing is coming to PC the 22. April
(Tomorrow as of this post) and it will include at least 2 new weapons.

The golf club (clob anyone?) and the M60 (new tier 3 weapon / super weapon)

What needs updating in confogl before it can be used with The Passing?

MapInformation.sp will need the new coordinates for medkit locations and
finale.
WeaponInformation.sp will need the new weapons id and static spawn names
(weapon_spawn id and weapon_m60, most likely).
Anything else I have forgotten?

Meanwhile, lets bundle all the bugfixes and features and get ready for the
next confogl release.

Original issue reported on code.google.com by [email protected] on 21 Apr 2010 at 4:58

Correcting Hunting rifle spawns

Once the HR restriction is enforced, every hunting rifle spawn will be
rendered useless. I played one game where my teammates were out of ammo and
we couldn't pick up any, since the only two spawns we found were hunting
rifles.

Original issue reported on code.google.com by [email protected] on 29 Apr 2010 at 10:43

Difference between !match command and rcon exec confogl.cfg

What steps will reproduce the problem?
1. Players from both team issue the !match command
2.
3.

What is the expected output? What do you see instead?
It is expected that the settings from confogl.cfg will be used.
Instead, other settings are used.  My confogl.cfg has chainsaws removed,
waterslowdown removed, and no restrictions on Tier 2 weapons.
Instead, chainsaws are available, water causes a slowdown, and tier 2
weapons are restricted to 1 per type and none in the safe room.

What version of the product are you using? On what operating system?
2.0.1-ESL on Linux

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 4 Feb 2010 at 7:00

Increase Tank Stagger

The stagger for the tank has been decreased so much that I rarely ever see 
any team making use of Propane. 

I don't see the tank being weary of there SI Boomer being popped to close to 
them either. 

Although some people might think that increasing the stagger would change the 
gameplay to much, I think it would increase the amount of strategy being 
employed and getting those items used. 

Does anyone else think that it is a good change for competitive gameplay? 

Original issue reported on code.google.com by [email protected] on 16 Apr 2010 at 9:37

Some confogl settings stick even after disabling it

What steps will reproduce the problem?
1. After executing the confogl config, it does not completely turn off.
2. Even on server restarts, the starting med kits are missing and pills are
there instead. This is with Confogl off being executed and the map restarting
3. If execute it again, it works fine until the teams switch and then the
SI that switch to Survivor have only pills.

What is the expected output? What do you see instead?

It is expected that when the server is restarted or the OFF cfg file is
executed that the confogl modifications are gone

What version of the product are you using? On what operating system?

1.6 and on Linux.

Please provide any additional information below.

Any way to fix this so I do not have to remove this from my server?


Original issue reported on code.google.com by [email protected] on 13 Jan 2010 at 5:16

Include standard rates and cvars in Confogl

Confogl should include the standard server rates / cvars from confogl.cfg.

For exmaple confogl_setrates or confogl_setcommoncvars.

Follow cvars should be included in the function:
//General Server Cvars
sv_cheats 0
sm_cvar vs_max_team_switches 9999
sv_consistency 1
sv_pure 2
sv_pure_kick_clients 1
sv_voiceenable 1
sv_alltalk 0
sv_log_onefile 0
sv_logbans 1
sv_allow_lobby_connect_only 0
sm_cvar mp_gamemode "versus"

//Bandwidth/Rate Settings
sm_cvar sv_minrate 20000
sm_cvar sv_maxrate 30000
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxcmdrate 101
sm_cvar sv_client_cmdrate_difference 1
sm_cvar sv_client_predict 1
sm_cvar sv_client_min_interp_ratio -1
sm_cvar fps_max 1000

Original issue reported on code.google.com by [email protected] on 2 Feb 2010 at 4:46

Server crash with chainsaw and grenade CVARS

What steps will reproduce the problem?
1. confogl_remove_chansaw "0", confogl_remove_grenade "0"
2. Intro map is fine - Team A plays their round, Team B plays their round.
3. First map complete. Server attempts to load second map.

What is the expected output? What do you see instead?
First round of second map should load. Instead, players remain stuck on
loading screen, as if server has crashed.

What version of the product are you using? On what operating system?
v2.0.1-ESL
Linux
Stable SM 1.3.0 and MMS 1.8.0

Other information
When above CVARS are set to "1", there is no issue.

Original issue reported on code.google.com by [email protected] on 8 Feb 2010 at 10:26

Teleport/Slay Tank if spawn cannot reach survivors.

Compare Z coords on Tank spawn to survivors to see, for example, if the
tank has spawned on the level below the survivors on DC1. Look for possible
spawn locations to teleport tank onto the above level, otherwise slay.

Possible problems: Tank for one team might be slayed/teleported but
depending on survivor locations might not be able to for the next team.

Other solution could be to give tank unlimited rage forcing survivors to
take the elevator down to the tank.

Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 5:04

3x spawn radius. Finales broken.

What steps will reproduce the problem?
Totally random

What is the expected output? What do you see instead?
You can't spawn with the too-near-survivors message; apparently there was 
a 3x spawn radius thing that's not supposed to be in normal stages.

What version of the product are you using? On what operating system?
2.10 beta

Please provide any additional information below.
Basically, this has happened 2-3 times already. No idea how it happened, 
but if I didn't remember wrongly, this problem only happens when at the 
start of a match, so I could simply restart the versus match.

The problem is this - the 3x spawn radius thing was introduced when L4D2 
allowed choosing of spawns spots in finales. CONFOGL 2.10 Beta was to 
remove that. But somehow, in very rare occasions, this 3x spawn radius 
thing will exist in like the 1st stage of a versus match - which isn't 
even supposed to be.

Do note that I can't be sure whether this is a bug in L4D2 itself or was 
it a bug in CONFOGL as the problem is so rare and random in occurrence 
that it's nearly impossible to pin-point the fault. But you might want to 
look into it, in case it's a CONFOGL problem, since CONFOGL plugin 
attempted to affect this 3x spawn radius behavior for the finale - there 
could exist some possible bug in the plugin?

Original issue reported on code.google.com by [email protected] on 25 Mar 2010 at 5:15

Reduce minimum spawn distance for bosses

"Tanks for the first team will spawn a minimum distance. This distance
should be enough for a competent team to realize the tank is up and
have a small 'setting up' period, as the side after them will have
this luxury."

I believe there is some cvars to control the minimum spawn distance.
Will be looked into.

Original issue reported on code.google.com by [email protected] on 9 Mar 2010 at 10:41

Allow us to run CONFOGL settings but with admin rights

I would want this CONFOGL setting on my server but I don't need the 
readyup and stuff like that. Furthermore, because of the latest CONFOGL, I 
can't swap players; in a public game, there's always a need to swap 
players around, especially if they switch teams before we finish loading 
and we don't want to kick them and having to wait.

Seriously, I like the 2.01 CONFOGL, because it allows me freedom to use my 
own plugins (like swap players) if not for the bug of random med kits 
still being spawned - this med kit spawn is not reproduced on the other 
team in the same round, so it's unfair.

Could you either fix that 2.01 ESL version, or allow us to use our 
plugins? Seriously, there is no need for you to package everything for us. 
Anyone who wants to mod their server should already know what plugins to 
use, why force us to use your package and not giving us the option to get 
rid of them?

Thanks

Original issue reported on code.google.com by [email protected] on 14 Mar 2010 at 4:47

Failure to update tank status

What steps will reproduce the problem?
1. Tank spawns
2. Tank switches control
3. Tank goes AI
4. Tank gets re-ghosted / spectate HUD may break

What is the expected output? What do you see instead?
Tanks continues without being re-ghosted and spectate HUD continue to
update information.

Original issue reported on code.google.com by [email protected] on 2 Feb 2010 at 6:45

Change to T2 and T2 cvars

confogl_replace_tier2                           
confogl_replace_tier2_finale                    
confogl_replace_tier2_all

Look at changing cvars from boolean to for eg, 0 for vanilla, 1 - limit t2,
2 - remove t2 but keep finale, 3 - remove all.

Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 5:21

GPL Violation

You include a number of sourcemod plugins without their sourcecode.  This
is a violation of the GPL, even if the source can be found other places.

Your choices are:
1) Distribute the source to any GPL licensed content
2) Don't distribute the GPL licensed content

Original issue reported on code.google.com by [email protected] on 19 Jan 2010 at 2:18

Grenade launchers still spawn on finales

What steps will reproduce the problem?
No idea...

What is the expected output? What do you see instead?
Grenade launchers still spawn on Parish Finale

What version of the product are you using? On what operating system?
2.10 beta

Please provide any additional information below.
Well, basically, only Parish finale, at the very end where you are running 
down for the chopper, at the start of the bend where there is an armored 
vehicle with some supplies, I have seen on 2 separate occasions where 
there is grenade launchers even though confogl_remove_grenade is on by 
default; I left everything on default.

Of course, since we seldom got the chance to reach the end on competitive 
play and even if we did, we don't check that place often as we would all 
be rushing for the chopper, so they might be more incidents of such 
happening. So far, I only see this behavior happening in Parish finale.

Original issue reported on code.google.com by [email protected] on 4 Apr 2010 at 5:56

Add a confogl_differences command

After some thinking, since we allow confogl to be adjust to the server
owners liking we need to somehow inform the players of the changes on that
server.

Adding differences command to confogl (like valve's original design) will
list all cvars that are different from confogl default values.

Say for example; a server allows start medkits. Upon a player types
confogl_differences in his console it will show a output print, kinda like
this:
-----
Confogl - Differences From Default:
 - confogl_replace_startkits "0" // Replace medkits at mission start with
pain pills
 - confogl_blockinfectedbots "0" // Blocks infected bots from joining the
game, minus when a tank spawns (allows players to spawn a AI infected first
before taking control of the tank)
-----

This way players will know if there is any changes to the default confogl
installation.

Original issue reported on code.google.com by [email protected] on 18 Apr 2010 at 7:22

Force sitting witches.

Wandering witches are pointless and broken and NEVER even a remote threat
for any survivor team.

sv_force_time_of_day 0

This cvar controls the time of day, forcing sitting witches at night. As
far as I can tell it doesn't affect anything else.

Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 4:44

Server crashes on player join if grenade launcher enabled

What steps will reproduce the problem?
1. Run config with grenade launcher remove set to 0
2. Launch into server via lobby
3.

What is the expected output? What do you see instead?
I'd expect to see the game launch with grenade launchers enabled and 
usable.

What version of the product are you using? On what operating system?
2.0.1 ESL

Please provide any additional information below.
We aren't a competitive team and do not wish to restrict grenade launchers, 
but an oversight had them removed until today. We tried changing this and 
the server crashes on player connect via lobby. Through elimination we 
found it was the command to restrict them. When it is set to 1, everything 
is fine - soon as you set it to 0, the server won't work any longer.

Attached config.


Original issue reported on code.google.com by [email protected] on 18 Apr 2010 at 5:17

Attachments:

Docs Updating

Need to update the wiki documents with all the correct info.

Original issue reported on code.google.com by [email protected] on 27 Apr 2010 at 11:46

Fix finale spawn range

L 04/27/2010 - 21:06:15: [SM] Native "IsPlayerAlive" reported: Invalid
client index 0
#L 04/27/2010 - 21:06:15: [SM] Displaying call stack trace for plugin
"confoglcompmod.smx":
#L 04/27/2010 - 21:06:15: [SM]   [0]  Line 73,
modules/FinaleSpawn.sp::TooClose()
#L 04/27/2010 - 21:06:15: [SM]   [1]  Line 59,
modules/FinaleSpawn.sp::HookCallback()

Canada, you seem to have forgotten to skip index 0, which of course is
server index.

As phil says; 
13:29 - pogl: FIX MOD PLX

Original issue reported on code.google.com by [email protected] on 27 Apr 2010 at 12:43

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