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The New Jailbreak Plugin

Scag

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#1
Hi there, I'm Scag, the guy who created the updated Jailbreak plugin y'all are using currently. First of all I want to thank you guys for using the plugin while it's still somewhat in a beta stage (even though I've worked on it off and on for almost a year now). This is great because you have NO idea how hard it is to write and stabilize an entire gamemode when it's just you and a bunch of bots on a local server, especially when the plugin is built around a multiplayer basis.

The plugin was made out my dislike for how the original TF2Jail was made. You only had limited control over gameplay, and config files were ugly to have to manage. This is why TF2Jail Redux is made with developers in mind. I tried to make it as easy as possible to not only add and edit last requests, but to change regular gameplay as well.

I'm pretty sure this is day one? And I can already tell there are a lot of things that need a-fixin'. So I'm pretty much here if you guys need helping figuring out how the plugin works or if things need some serious fixing because it looks like you guys have a coder that can fix the (shitload) of stuff I've overlooked.

Thanks and have fun.
 

Wanka

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#2
Good to know the dev is in the community. Now I have another person to complain to when I find things I don't like :haha:
 

Benedevil

Blackwonder's Own
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#3
Hello @Scag,
it’s actually really wonderful to see you and be able to speak to you via text and not pull requests. I completely felt your pain for many years dealing with the jailbreak plugin, trying to look at the 8000 line mess that thing was. Fixing anything there was just a pain, but I am so happy that you basically did what was on my list for a long time.
Finally the plugin is split up into the files it needs to be and the developer options are superb. I’m very eager to see what new LRs I can come up with and will make sure to create any pull requests for any new additions and fixes I have.
It would be amazing if we can collaborate together on the plugin and bring it back to where it should be.

Kind regards,
Ben
 

Jim

Edgy American Kid
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#5
Sooooo you and Bene are smart and coders and stuff so should we list any suggestions we have as players and the Blackwonder admin team?

If so, before I forget, it would be great to have a setting or cvar that when enabled will set the game timer to 30 seconds after lr is given. This conforms to what we are used to with the old plugin as well as our rules (people crying over the last red being freekilled when he hasn't rebelled and delaying and all that).
 

Scag

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#6
Benedevil looks like they're the head honcho around here, so I guess bring those up with em. Obviously if it's something gamebreaking then I'd like to know :p

As for your request, sure. I'll be more than happy to add extra stuff to the main repository :)
 

Philip

Totally Ordinary
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#7
OH GOD. THE JAILBREAK CALL IS BECKONING ME AGAIN.

BAIL. BAIL. BAIL.
 
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#8
@Scag With the very little time I experienced this new jailbreak plugin, I see many things that need fixing. I'll go ahead and say what I see so far:
1. After a red is given LR, the round timer is not set to 30 seconds like it used to be and causes delaying with any other reds
2. For some odd reason, after the prophunt LR, some players stay as the prop but a few others see him as a regular model. I was able to see one player as a GIANT pillar the whole time until I reconnected. Allowing me to see his model clipping through walls and ceilings.
ladderscout.png
3. The prophunt LR has in-game entities as props, but the thing is, they stand out ALOT in jailbreak maps. So it's more of hide and seek and pray you have the smallest prop
4. On certain LRs that are supposed to spawn you with ammo, the player sometimes does not spawn with ammo like the rest
5. On the VSH LR, I believe you can get health from medic and stuff as the hale
6. /cw command does not show the current warden like it's supposed to
7. /fire does not register as a command and will not work
8. Players, including donors, are muted after death
9. Warden is not automatically chosen at the beginning of the round
10. The blue glow on the warden does not appear and is confusing to know which player is the warden
11. The toggle medic warden command did not work on the map hop_jb, and is the only map I tested it on
12. During the prophunt LR, players will sometimes spawn as an "A-pose scout"
13. For the one time I was in-game during the Class Warfare LR, everyone spawned as A-Posing Scouts and could not move
For now, that's all I can remember. I will continue to play with the new jailbreak plugin more so I can list the problems I found. I do like some of the new features, but it does need a lot of fixing. Overall, good work.
 
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Wanka

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#9
@Scag With the very little time I experienced this new jailbreak plugin, I see many things that need fixing. I'll go ahead and say what I see so far:
1. After a red is given LR, the round timer is not set to 30 seconds like it used to be and causes delaying with any other reds
8. Players, including donors, are muted after death
10. The blue glow on the warden does not appear and is confusing to know which player is the warden
These were things that were edited into/out of the original TF2 Jail plugin. Redux wasn't made for Blackwonder specifically and that's why some key things are missing.
 

Scag

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#10
These were things that were edited into/out of the original TF2 Jail plugin. Redux wasn't made for Blackwonder specifically and that's why some key things are missing.
He's right. The approach I had originally was just developer framework, but I did add some extra stuff such as the warden laser pointer, markers, and some other stuff that probably doesn't work. I just based it on the server I was running at the time.

As for the glitches, some of them were patched in the latest update. (A-pose scouts, reds not spawning with ammo when they needed to, pretty much any warday-esque LR). Looks like there are still a bunch that I need to take care of. But thanks for the feedback, honestly. Like I said, it's hard working with this on a server with a yourself and a bunch of bots :S

I made Prophunt and VSH to where you could easily remove them without messing with the main plugin. So if they aren't popular then it ain't hard to get rid of them. They're more of an example LR demonstrating the plugin's API framework.

I did remove /fire because it was an abuse problem on my server (when it had people), but I can add that back no problem. I guess I'll get back to work :^)
 

Jim

Edgy American Kid
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#11
1539297275671.png


Not sure if it's a plugin problem or a BLW issue but colors do not display on certain commands like teambanning.
 

Jim

Edgy American Kid
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#12
Another bug is when VSH lr starts, some people do not get their guns and ammo (and engies their building PDAs) and some doors open that shouldn't (the exit to the prison boat to escape and end the round on jailfort in particular). An additional thing also should be to give red team the ability to open doors like the armory since red is always not saxton and they need access to the ammo.
 
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#13
Oh jeez, those messages worked on my side. I'll be sure double check those.
I had a feeling that doors would be an issue. That's why some ammo/health spawns in cells (up to 4 of each type I believe); smalls to be exact. I'm assuming that armory doors are assigned a team number which is why reds can't open them. If that's the case then I can give that a whack. Originally I assumed that if I opened all the doors then armory would just stay open; not the case D:. When it comes to ending the round, however, that ain't good. I'm pushing an update this weekend, so I'll double check weapons and ammo. I have a feeling that its some people on blue getting forced to red team that aren't getting them.
 
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#14
Alright nerds, I've updated the plugin to include the things you all asked for and to (hopefully) fix the things that were broken. The one thing that I couldn't recreate was the permanent-prop-model thing, so let's just say that it's fixed too :^)
 

Jim

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#15
Can you add reasons to the teamban/guardban fields so it becomes easier for Bene to migrate the old teamban database or however that works. It's unhelpful to only be able to teamban for an amount of time with no reason attached.
 
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#16
Can you add reasons to the teamban/guardban fields so it becomes easier for Bene to migrate the old teamban database or however that works. It's unhelpful to only be able to teamban for an amount of time with no reason attached.
Pretty sure those are in there. But I do see an oops in there concerning reasons. Fixed ✅
Let me get technical real quick. There are 2 tables (3 if you count warden banning). The first table holds the bare minimum: banned person steamid and time left on the ban. The other table, however, holds a lot of stuff, including reasons. This mimics the original TF2Jail for backwards-compatibility reasons. I'm assuming you guys changed that up or something, not too sure, but it's there. See below:
1539399486430.png

Offline banning is a different story though, got me there -upsidedown-. I can put reasons with offline banning but I'd have to dance around the colons in a steamid because source treats those special.
 

Benedevil

Blackwonder's Own
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#17
Alright nerds, I've updated the plugin to include the things you all asked for and to (hopefully) fix the things that were broken. The one thing that I couldn't recreate was the permanent-prop-model thing, so let's just say that it's fixed too :^)
Quality! I’ve updated the JB plugin. No worries about the teambans and stuff, I know exactly what I have to do, Jim just doesn’t sometimes know how things work.
 

Jim

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#18
Pretty sure those are in there. But I do see an oops in there concerning reasons. Fixed ✅
Let me get technical real quick. There are 2 tables (3 if you count warden banning). The first table holds the bare minimum: banned person steamid and time left on the ban. The other table, however, holds a lot of stuff, including reasons. This mimics the original TF2Jail for backwards-compatibility reasons. I'm assuming you guys changed that up or something, not too sure, but it's there. See below:
View attachment 7884
Offline banning is a different story though, got me there -upsidedown-. I can put reasons with offline banning but I'd have to dance around the colons in a steamid because source treats those special.
If that's the case, sm_teamban_status only shows that first table which is not really helpful when checking people and there is no command to check the teambans of offline players which is even more useful for appeals and such. This is also something you'd have to talk with Bene about but we used our own teambans system I believe because the one from TF2Jail had SQL injection vulnerabilities or something. We also had a working offline teambanning command with reasons so it's possible.

I hate to be sounding all mopey and dumping problems on you left in right but it's all for the sake of perfecting the new plugin so please don't hate me ;-;
 

Jim

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#19
Your latest update causes the server to crash a few seconds after VSH lr rounds start.

EDIT: As does Warday

EDIT: As does Hire a Sniper
 
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#20
Welp, that could be a variety of things. I guess update SourceMod? I did have an issue like that a few months ago where there was a plugin (I think it was called teamswitch_fix.smx?) that whenever someone switched teams, they faked a "kill" command. Because VSH forces everyone to one team, the command buffer would get spammed to hell and back, which would cause crashing. (I had the accelerator sig but it was lost during that wipe thing). As for Warday, I have a hunch but I can't recreate either crash.

And when you say a "few seconds after" do you mean when the round actually begins or after that?

Edit:
Just ran through 10 rounds of both VSH and Warday. Nothing too spectacular so I'm guessing that it's a SourceMod update thing (I'm running the last 1.9) or a separate conflicting plugin.
 
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