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Segmentation Fault on v1.11.0 (linux server) using rehlds/metamod-r/agmodx #249
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Offsets might have changed in 1.11.0. They should now match HL25. AG Mod X adds custom offsets. Try removing amxmodx/data/gamedata/common.games/custom from the server. |
Crash was caused by a modified/corrupted weapon vtable. Try removing everything related to Ham Sandwich module from AG Mod X for testing |
I'm not sure to understand, AG Mod X comes with my fork of BugfixedHL for the server side (maybe I should point that somewhere) for several reasons:
So maybe reporting this issue here doesn't make sense, unless you're switching to the one from tmp64 which I don't recommend. I mean, only because something can fail unexpectly, they're not so different, there are some things missing like the fix to respawn with High FPS (the implementation is different and it's missing a CVar to manage how fast you can spawn, normally I set this to 0.95 for players with 125fps). Still, I have seen servers with AG Mod X working with tmp64 fork. Now, tmp64 has been updated to support new HL25, that's unfortunate for AG Mod X, because this change gameplay behaviour, unless there's a way to opt-out. Other things to point out:
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Since What do you think, guys? |
@Safety1st I have no issue testing builds or files on my servers. but I really dont want to be taking time from you and or @tmp64 to make a third party plugin work, I was interested in having both things working together mainly due to the new features, such as fog which could be cool to try on some competitive matches. To resume what just been said, I would be glad to test and help into making both things work together as long as I dont take too much time from any of you. |
That's not a problem since I also run AGMX server. And interested in finding info for gamedata files.
There are a lot limitations for AMXX plugins as compared with dlls. So I believe we have a very case when it is right to add support for 3rd party plugin. I assume it only requires a few changes in BHL. |
I'm reviewing the changes I made in my fork and what BHL from tmp64 requires to support AG Mod X is:
I didn't take into account changes made by HL25 anniversary (that's requires a more extensive review to keep the behaviour the same for HL/AG pro players) or the GCC older version compability. Offtopic: about limitation on AMXX plugins as compared with dlls, this can be fixed if we made an API inside BugfixedHL similar to what ReGameDLL does, allowing us to hook functions which would require Orpheu otherwise (Not supported in ReHLDS), not a good thing to look for signatures. This could improve a lot the modding for plugins that changes gameplay a lot (like Zombie mods, use of Weapon Mod, etc.) and make everyone benefit of BHL bugfixes and features. Anyway, some of the changes I made benefits 3rd party plugins too. |
I'm having a related issue that is caused by the changes introduced in BHL-Server version 1.11.0, which also affected the issue described in this discussion. When I hook the Observations
Steps to Reproduce
Suspected CauseThe issue seems to be related to changes introduced in BHL-Server version 1.11.0, which altered the layout of virtual function tables (vtable) in the When attempting to hook a specific event (e.g., Since the Ham Sandwich module relies on a predefined list of hooks (e.g., Environment DetailsThe issue was tested on a fresh installation with the following configuration:
Errors Encountered During SetupThese errors seem to be directly related with BHL-Server (
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@rtxa @0Ky @Safety1st Offset-related crashes should now be fixed in #262 @rtxa
Current BHL implementation has a bug where if I don't think |
If by current BHL implementation you mean the bugfix that Lev did, then yes, the behaviour is different. It's hardcoded like you said (1.5 seconds), but in my implementation, I have set a fixed cooldown of 0.95 seconds based on how long it takes to respawn when playing the game at 125fps in Vanilla HL. Do not wait for animation to end, otherwise players would be able to respawn sooner and it would be unfair for everyone (If I have understand you correctly). PD: I'm fine with removing mp_respawn_fix if you want to leave the fix always enabled. |
My idea is to wait until animation ends AND until |
The behavior is now:
I decided to keep |
Yeah, I think is fine, mp_respawn_fix should fix:
By the way, are you looking into the other issues? Like the chat anti-flood not working on pause and muting you? Or the remove of the ladder crouch fix? Thanks for taking a look to this. |
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Well, I don't like the default value for the respawn delay, I remember getting feedback from the players about being too slow when set to 1.5 on competitive matches. LLHL and agmod-updated (currently being used in the team world cup) uses a default of 0.75. Here are my calculations: rtxa/agmodx#31 (comment) About the ladder crouch fix, I don't think it should be enabled by default, as I said before, it causes client prediction issues on players with vanilla HL or clients not using BHL and it's gameplay changing. Good for implementing the rest of it! |
On a linux server (ubuntu 24.04) running on rehlds, metamod-r and agmodx, server crashes as soon as a player spawns and moves and/or shoots.
this issue doesn't happens with the same rehlds, metamod-r but without agmodx.
also this issue doesn't happens on the previous bugfixedhl build.
core.tar.gz
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