AssassinBraun95 Functionally you can start a solo game instead of a private match and other players can still connect to you. Solo mode always has sv_cheats set to 1. Devmap also works because we don't even use the lobby system anyway so all players have to use the connect command regardless.
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JezuzLizard
Posts
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WaW custom .gsc file for dvar cheat customization -
WaW custom .gsc file for dvar cheat customizationJust do sv_cheats 1 in the console since you're hosting.
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Exception Code: 0xC0000005 Exception Address: 0x0054162CElbaan We cannot just share a debug build of Plutonium. Because in order for it to be usable for debugging this issue we would have to remove the anti-cheat, and anti-tamper, and also allow the build to connect to regular servers online. This basically means that if this build is distributed to others there would be a build that anyone could use to cheat with completely invalidating the anti-cheat that was developed.
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Exception Code: 0xC0000005 Exception Address: 0x0054162CElbaan So I'm very confused by your initial statement of "Tested Black Ops II Zombies and it works fine there", which is then followed by a console log with an error message that should NEVER happen in bold text. The only way that error can realistically occur is if the core fastfiles clientside or serverside are not identical to the other. More specifically it would be the file in each map's primary fastfile called mp/configstrings/configstrings_<mapname>.csv is not the same when loading that map when joining the server on both the client and server.
In this case your files are incorrect and you are not using the official Steam files as I tested joining the same exact server you triggered the error for and did not get the error. From what I can tell this is not related to what language you are playing the game in, as unlike the German version of Black Op 1 the executable is not modified nor are core fastfiles different from the other languages.
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Exception Code: 0xC0000005 Exception Address: 0x0054162CChosenUndead No that is entirely wrong. The phrase "works on my machine" is genuinely a possibility, because I'm a victim of the opposite where all the developers on our team who attempted could not replicate the issue that likely only happens on my computer. The steps to reproduce the error were 100% consistent, but only on my specific computer with its specific firmware, hardware, and software combination. However we did eventually figure out that the issue was caused by a Plutonium patch that was made sometime in the last 2 years, though which specific patch we don't actually know yet. Basically it is entirely possible for issues to exist that may only affect a small portion of users even if those users don't use the software in unusual ways or their setups are completely fine. Though it is always possible that even if only a small amount of the userbase is affected by symptoms of the erroneous code, it could simply have other effects which you may not notice unless it presents itself as a crash or other unexpected behavior.
While we would definitely like to detect all possible bugs before an update reaches prod, it is simply impossible for a team of our size, budget, and free time to actually reliably test enough different combinations of software, hardware, and firmware to have a chance of catching bugs like the one this topic is about.
Will the bug be fixed soon? Probably not unless we are able to learn of a semi-reliable way of replicating the issue under the debugger or learn commonalities between different user's crashes.
Will the bug be fixed eventually? I like to think we have a fairly good track record for eventually fixing bugs that are unintentionally introduced in our updates, so while it may take some time we should be able to fix this particular crash like many before it. -
literally nothing works with this launcher when it comes to multiplayer capabilities.Currently private match doesn't allow connections very easily for the majority of people. Its been in this state for at least 2 years now, and there are no plans to fix it currently. So you'll have to setup a dedicated server instead following this guide https://plutonium.pw/docs/server/t6/setting-up-a-server/
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grief mode is buged141 KC Not a bug. The stock GSC for Grief does not attempt to balance the teams because the game assumes the teams were setup in the lobby. Grief does not have the ability to change teams in vanilla either so the teams would never end up being unbalanced anyway. There is probably an existing script on the forums the host can install in order to auto balance the teams so you can play a match.
I suppose if you were trying to play a private match using the lobby to setup the teams in Plutonium it wouldn't work though because the lobby implementation for Plutonium was never finished so the teams aren't actually sent to the host. But that is related to the missing implementation of the party system, not actually related to specifically to Grief because it also affects MP private match as well.
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[BO2][MP] Some bots don't attack.Basically T6 was not designed to run on dedicated servers with bots joining first as client 0. Basically the engine does some specific stuff for client 0(which would be the host player in peer to peer), and it seems as if this is the reason for the bot being braindead. So solution don't allow bots in client 0.
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Recent updates breaking demos.@adore-u I did say they were renamed .dll files in that topic which is correct but they use redacted's plugin API which means injecting them wouldn't actually work because they do not necessarily need to use the main function which is typically the entry point for a .dll. Instead redacted manually calls specific functions that the red32n project exports to actually run code and apply patches.
Plutonium does not have plugin loading for client, only for dedicated servers, and also our plugin API isn't the same as redacted's. This is why the red32n when injected into Plutonium does not work and will not work unless you relink the red32n to work as a normal .dll. In order to do this you'd need to either obtain the source code of the red32n plugin and recompile it, or you'd need to reverse engineer the original red32n and recreate the source code. Do note there is no guarantee that the stock patches that Airyz T6GR for example would apply to Plutonium would work do to the number of patches that Plutonium already applies of which some of them could be incompatible which would require much more work to fix.
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Recent updates breaking demos.@void-hora Matrix gave a detailed explanation of why the error occurs, did you not read it? Because mod support was added to Plutonium T6 which includes (fastfile as mod.ff, ipak, sabl/sabs, iwd) similar to BO3 we ended up changing the network protocol in order to expand the amount of fx configstrings that can be registered. We did this because many maps were already at the limit making adding custom fx and playing it via a script would require removing existing fx or otherwise be impossible. So as one of a great deal many changes we did this change in order to improve the modding experience for the mod support feature.
It is theoretically possible to patch redacted to change the protocol like we did which would allow you to load Plutonium demos again, but we wouldn't bother doing this ourselves. Alternatively someone could make a tool that converts the demos between versions, though I have no idea how realistic such a thing is. A demo is just a recording of the packets the server saw from all connections
TLDR; This can only be fixed with engine modifications to redacted or a specialized converter to convert the demos. No raw file or fastfile patches will fix the crash, the demos are simply incompatible because the protocol is no longer identical.
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Re Enabled RCON Messages For Console@DDDDec
- You do not need to use t6-gsc-utils to do this in GSC. You can literally use the already existing vanilla builtin setDvar to do the exact same thing.
- You do not even need to do this in GSC in the first place. You can put the dvar in your server config.
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unblacklist somone with mod menuI don't know what the word limit for a single post on this forum software is, but you definitely didn't even bother to explain as much as could to that limit. Like you are expecting help without saying anything specific enough to allow readers to even understand what exactly you are having trouble with. You want to unblacklist someone, do you mean unban them from a server you own? Or do you mean they are blacklisted from a specific feature or access to the mod menu? Also mod menu is extremely vague and useless because there are probably 100s of GSC scripts that could be classified as mod menus, but they don't all work the same or have the same features. So what mod menu are you using specifically? Lastly, you didn't even state whether you are talking about zombies or multiplayer which are both T6.
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Fix for bots not using preset loadouts?AndrosMcGee You can do this with Bot Warfare mod.
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was the dsr patch value being changed from 0 to 1 intentional?The patch was always on before the dvar was added so naturally to preserve the original behavior by default the dvar is on.
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Tranzit weapon accuracy bug fixvery_inky These dvars are deprecated by the new mod support allowing you to edit the weapons how you want anyway, and will be removed in the next update.
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Server script runtime errorStefano007 Go to your server's crash dump folder and look at that file if you want to debug the issue.
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GSC/ Need Help Removing guns from mp server on connectxGuroo https://github.com/xerxes-at/T6ServerConfigs/tree/master/localappdata/Plutonium/storage/t6/recipes/mp just use the new recipe system to easily restrict items/attachments
You can also just edit your restrictions in a custom game and then use the command savedsr <name> in the console to save it to %localappdata%/storage/t6/recipes/mp.
Then you load it by putting the recipe in your server's recipes/mp folder, and either put the dsr token followed by the dsr's name in the sv_maprotation when executing the config or by putting the dsr command with the dsr name as its argument in the gamesettings config.
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bots in multiplayer bo2nachito35 Use bot warfare if you want the bots to respect custom games settings: https://github.com/ineedbots/t6_bot_warfare
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Joined server then everything got resetHadley333 Do you still have the mod loaded? You can tell what mod is loaded based on the text in the mainmenu in the top right corner or by typing fs_game in the console to see what that dvar is set to, if it is blank then no mod is loaded currently.
If the mod is loaded you can go into the main lobby and click on the mods button and click unload mods to unload the current mod.
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[T6] Haven't seen one of those in a long time!Covanent This issue should be fixed in a newer version of Plutonium, its likely the server owner hasn't updated their servers to have the fix for this. If you can give the name of the server I can try joining it and see what the version is myself to verify.