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Plutonium

Waluijayundefined

Waluijay

@Waluijay
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Recent Best Controversial

  • Aussie BO2 Servers??
    Waluijayundefined Waluijay

    I personally host 4 Multiplayer servers here in Australia, but I don't think there's any other regular ones. I know there's a few other Zombies servers apart from mine but no other Multiplayer to my knowledge.

    General Discussion

  • All Pluto Servers Stall
    Waluijayundefined Waluijay

    ##18/04/2021 Update
    Plutonium posted the following to the Discord server:

    NEW UPDATE Plutonium r1749
    
    We have just released a new update for Plutonium. Changelog:
    * Fixed issues with various maps on IW5 (for example, Black box & Test map)
    * Fixed issues with Verruckt and Nacht on T4 zombie servers.
    

    My T4 issues are gone, T6 still has it's 'False Heartbeat' moments but something has stopped it from being a constant issue. Love ya Pluto devs

    General Discussion

  • i just need help the game wont boot when i load it up.
    Waluijayundefined Waluijay

    In your World at War install folder (found somewhere like: C:\Users\#yourname#\SteamLibrary\steamapps\common\Call of Duty World at War)
    is a folder called 'DirectX'. Scroll down to find 'DXSETUP.exe' and run as admin, say yes to everything and then try launching again.

    WAW Client Support

  • All Pluto Servers Stall
    Waluijayundefined Waluijay

    I posted this to the T6 discussion I believe, but this same issue now occurs on ALL of my Pluto servers.

    A server will start (MP or ZM) and will be up for an indeterminate/fluctuating amount of time, before either sending 'False Heartbeats' or outright crashing. T4 seems to hard-crash more often, T6 seems to 'False Heartbeat' more often, though T6 Zombies is comparatively quite stable. I have found no fix, and the server 'auto-restarter' included in the start_(zm/mp)_server.bat asks in I want to terminate the window, making it pointless as I can't monitor the servers 24/7. There is nothing in any log files, the log simply just stops abruptly, and I've done everything to diagnose and repair my servers possible. I'll put a list of attempts below.

    (Restarting server software, restarting server hardware, trying different hardware, using different ports, using a different internal IP, using a VPN to change my external IP, reinstalling Plutonium, reinstalling servers, reinstalling Windows, reinstalling all drivers,)

    I love hosting servers, but with their constant downtime I can't gain a dedicated playerbase and there's seemingly nothing I can do.

    Thankyou

    General Discussion

  • my killfeed dissapeared after the update, any solution?
    Waluijayundefined Waluijay

    Same issue, no fix known. Replying to hopefully add traction for it to be fixed

    BO2 Client Support

  • Server crashes after a few minutes of hosting
    Waluijayundefined Waluijay

    Same here, have done everything possible but pretty sure it's an external error so all we do is wait.

    WAW Server Hosting Support

  • Dedicated MP Server False Heartbeats
    Waluijayundefined Waluijay

    I have tested every map, all of them work individually and there is no set map the server fails on, its completely random. The server could fail 10 minutes after launch or 10 hours on a completely different map. I have no custom Scripts running for Multiplayer

    BO2 Server Hosting Support

  • Dedicated MP Server False Heartbeats
    Waluijayundefined Waluijay

    Adding to this - after a server failure, logs refer to it as BlackOpsPublic instead of its true HostName.
    Seems to be reproduced when the server completes the map queue. First map will be loaded but server becomes invisible and inaccessible.

    BO2 Server Hosting Support

  • Dedicated MP Server False Heartbeats
    Waluijayundefined Waluijay

    Hello to anyone who bothers reading this - I'm having an issue where one of my Multiplayer servers randomly stops appearing in the server browser. In the console it continues sending heartbeats, yet Plutonium itself and IW4MAdmin cannot detect it. A quick restart fixes it, but only temporarily. People can connect and play during its uptime, and even after it 'goes down' as long as they don't leave.

    I've checked whether Ports are closing, if an IP Migration is occurring but there is nothing that I can find. During this downtime, the Server also uses far more CPU resources than typical, from its usual 2-3% up to 35-45%.

    Logs don't indicate any issue (unless I'm looking at the wrong ones) so I'm stumped as the server works initially.

    BO2 Server Hosting Support

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Waluijayundefined Waluijay

    I'm- I'm not exactly sure how I messed up and repeatedly missed the onPlayerConnect at the start so thankyou, everything is working properly now. I appreciate the extra length you went for my small brain

    BO2 Modding Releases & Resources

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Waluijayundefined Waluijay

    birchy

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    
    init()
    {
        level.perk_purchase_limit = 99;
        for(;;)
        {
            level waittill("connected", player);
    		player thread high_round_tracker();
        }
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
    		player thread high_round_info();
    	}
    }
    
    high_round_tracker()
    {
    	thread high_round_info_giver();
    	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
    	map = mapName( level.script );
    	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
    		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
    	//file handling//
    	level.basepath = getDvar("fs_basepath") + "/" + getDvar("fs_basegame") + "/";
    	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
    	file = fopen(path, "r");
    	text = fread(file);
    	fclose(file);
    	//end file handling//
    	highroundinfo = strToK( text, ";" );
    	level.HighRound = int( highroundinfo[ 0 ] );
    	level.HighRoundPlayers = highroundinfo[ 1 ];
    	for ( ;; )
    	{
    		level waittill ( "end_game" );
    		if ( level.round_number > level.HighRound )
    		{
    			level.HighRoundPlayers = "";
    			players = get_players();
    			for ( i = 0; i < players.size; i++ )
    			{
    				if( level.HighRoundPlayers == "" )
    				{
    					level.HighRoundPlayers = players[i].name;
    				}
    				else
    				{
    					level.HighRoundPlayers = level.HighRoundPlayers + "," + players[i].name;
    				}
    			}
    			foreach( player in level.players )
    			{
    				player tell( "New Record: ^1" + level.round_number );
    				player tell( "Set by: ^1" + level.HighRoundPlayers );
    			}
    			log_highround_record( level.round_number + ";" + level.HighRoundPlayers );
    		}
    	}
    }
    
    log_highround_record( newRecord )
    {
    	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
    	map = mapName( level.script );
    	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
    		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
    	level.basepath = getDvar("fs_basepath") + "/" + getDvar("fs_basegame") + "/";
    	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
    	file = fopen( path, "w" );
    	fputs( newRecord, file );
    	fclose( file );
    }
    
    startLocationName( location )
    {
    	if( location == "cornfield" )
    		return "Cornfield";
    	else if( location == "diner" )
    		return "Diner";
    	else if( location == "farm" )
    		return "Farm";
    	else if( location == "power" )
    		return "Power";
    	else if( location == "town" )
    		return "Town";
    	else if( location == "transit" )
    		return "BusDepot";
    	else if( location == "tunnel" )
    		return "Tunnel";
    }
    
    mapName( map )
    {
    	if( map == "zm_buried" )
    		return "Buried";
    	else if( map == "zm_highrise" )
    		return "DieRise";
    	else if( map == "zm_prison" )
    		return "Motd";
    	else if( map == "zm_nuked" )
    		return "Nuketown";
    	else if( map == "zm_tomb" )
    		return "Origins";
    	else if( map == "zm_transit" )
    		return "Tranzit";
    	return "NA";
    }
    
    gamemodeName( gamemode )
    {
    	if( gamemode == "zstandard" )
    		return "Standard";
    	else if( gamemode == "zclassic" )
    		return "Classic";
    	else if( gamemode == "zsurvival" )
    		return "Survival";
    	else if( gamemode == "zgrief" )
    		return "Grief";
    	else if( gamemode == "zcleansed" )
    		return "Turned";
    	return "NA";
    }
    
    high_round_info_giver()
    {
    	highroundinfo = 1;
    	roundmultiplier = 5;
    	level endon( "end_game" );
    	while( 1 )
    	{	
    		level waittill( "start_of_round" );
    		if( level.round_number == ( highroundinfo * roundmultiplier ))
    		{
    			highroundinfo++;
    			foreach( player in level.players )
    			{
    				player tell( "High Round Record for this map: ^1" + level.HighRound );
    				player tell( "Record set by: ^1" + level.HighRoundPlayers );
    			}
    		}
    	}
    }
    
    high_round_info()
    {
    	wait 6;
    	self iprintln( "High Round Record for this map: ^1" + level.HighRound );
    	self iprintln( "Record set by: ^1" + level.HighRoundPlayers );
    }
    

    It's almost identical and I have no compile errors, no startup errors. It logs everything correctly to the file it stores records in, it just doesn't run anything within itself below high_round_info_giver(), other scripts below that section run fine.

    BO2 Modding Releases & Resources

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Waluijayundefined Waluijay

    birchy I know it says it in chat, it just isn't there for me. I'll triple check everything regarding chat messages tho

    /Definitely isn't working, with every other auto chat message disabled nothing shows in chat at client connection, when a round ends or when a record is broken. The only message that works is when a record is set, not when that record is beaten.

    BO2 Modding Releases & Resources

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Waluijayundefined Waluijay

    Cahz Managed to get everything installed just fine, and Round Records are saving as they should, but in-game there is no on-screen prompt actually telling players what the record is, I've been at this for a couple days now with nothing. Any ideas?

    BO2 Modding Releases & Resources
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