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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: TTT Not reading the .txt's for map weapons
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Author Topic: TTT Not reading the .txt's for map weapons  (Read 4386 times)
JamesRich
Poster

Posts: 6


« on: October 02, 2010, 06:35:29 AM »

My server is not loading the .txt files for non-ttt maps. Even the vanilla CSS maps are not loading with weapons. It was working before, Now it isnt.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1 on: October 02, 2010, 06:48:01 AM »

Have you set "ttt_use_weapon_spawn_scripts" to 0? (It should be 1 for the .txt files to be used)

Installed any new addons recently?
JamesRich
Poster

Posts: 6


« Reply #2 on: October 02, 2010, 07:14:19 AM »

I haven't, I was just setting some of the cvars. I did not set that to 0, though I will try setting it to 1 now.
JamesRich
Poster

Posts: 6


« Reply #3 on: October 02, 2010, 07:19:51 AM »

Hmm, I added ttt_use_weapon_spawn_scripts 1 to my server.cfg and it has not changed a thing. Still loading without ttt weapons. Here is a list of my addons...

beta
counter-strike
day-of-defeat
hl2_ep2
MOTD
portal
toybox
wolfdj
zeno_clash

All of these were in my addons folder before it stopped working. It only stopped once I added TTT cvars to my server.cfg which I have removed now. Yet it still does not work. I have even deleted my terrortown folder and redownloaded it.

If this helps:

Mounting ep2.. OK
Mounting tf.. OK
Mounting episodic.. Failed
Mounting hl2mp.. OK
Mounting portal.. OK
Mounting lostcoast.. Failed
Mounting hl1.. Failed
Mounting hl1mp.. Failed
Mounting zeno_clash.. OK
Garry's Mod server.dll Build #101 - Linux
[Sep 23 2010 12:14:30]
maxplayers set to 16
Unknown command "sv_allow_wait_command"
Unknown command "cl_cmdrate"
Unknown command "cl_updaterate"
Unknown command "rate"
maxplayers set to 16
Unknown command "port"
Network: IP 212.117.167.184, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Lua initialized (Lua 5.1)
[lua/autorun/server/frta_non_gm_vote.lua:7] unexpected symbol near '<'

=====================================================
Evolve 1.0 by Overv succesfully started serverside.
=====================================================

Registering gamemode 'fretta' derived from 'base'
Registering gamemode 'terrortown' derived from 'fretta'
ScriptEnforce is disabled
Trouble In Terrorist Town gamemode initializing...
This is TTT version 14
WARNING: ttt_sherlock_mode is enabled, but sv_scriptenforcer appears to be off. This will make cheating really easy!
Compressing lua files into data pack..
Skipped. Datapack exists.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
prop_door_rotating has Door model (models/props_c17/door01_left.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_door_rotating has Door model (models/props_c17/door01_left.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_door_rotating has Door model (models/props_c17/door01_left.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway.
baseuser.cpp (431) : Assertion Failed: couldn't find entrypoint 'GetBaseUserDir'
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/baseuser.cpp 431 Assertion Failed: couldn't find entrypoint 'GetBaseUserDir'
Installing breakpad exception handler for appid(srcds_linux)/version(1.0)
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Unknown command "sbox_allownpcs"
Unknown command "sbox_playergod"
Installing breakpad exception handler for appid(srcds_linux)/version(1.0)
Connection to Steam servers successful.
  VAC secure mode is activated.
« Last Edit: October 02, 2010, 07:26:18 AM by JamesRich »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4 on: October 02, 2010, 07:59:55 AM »

The console output is more interesting around the point where the preparation phase starts. That's where it prints stuff about the script.

I have an idea about what the issue might be though. Could you try loading de_piranesi or de_inferno and checking if the weapons do spawn there?
JamesRich
Poster

Posts: 6


« Reply #5 on: October 02, 2010, 08:30:36 AM »

I loaded de_piranesi on the server via the fretta gamemode vote. The weapons did not load unfortunately.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #6 on: October 02, 2010, 11:04:31 AM »

Was it waiting for players at the time, or had a round started? Weapons are not spawned until the preparation phase begins.
JamesRich
Poster

Posts: 6


« Reply #7 on: October 02, 2010, 03:58:13 PM »

I think I am stupid, thanks for helping.
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