SinisterGaming Sledbuild – Fixed, Integrated, and Live
This is the original sledbuild, fixed up and tailored for our server.
Below is what was broken, what we fixed, and what we added on top.
What was broken in the base version
Teleports
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Some teleports weren’t landing players where the map intended.
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Fixed so teleports send you to the proper destination.
Spawn death
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Players could die right at spawn on some loads.
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Fixed spawn so you come in alive and stay put.
Race placement
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1st / 2nd / 3rd wasn’t actually getting set.
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Fixed the placement logic so finishes are recorded in the right order.
Speedometer and stopwatch
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HUD speed and race timer didn’t line up with the actual run.
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Fixed to read from the correct values so the numbers shown match what happened.
Random gamemode errors
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The original dropped some Lua errors during normal play.
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Cleaned those up so the console isn’t screaming on load or race start.
HUD on empty map
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It would show the “top 3” style HUD before any race happened.
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Now it waits until there’s real race data.
What we added (stats side)
We already had HLstatsX running. We didn’t add a new game to HLstatsX — we used the existing gmodsledbuild entry.
What we wired up:
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Sled actions that are already in
hlstats_Actions(race_win,race_place_1/2/3,race_loss,race_total,top_speed, etc.) are used as-is. -
When a sled action is written to
hlstats_Events_PlayerActions, a trigger bumps the matching award inhlstats_Players_Awardsfor that player. -
When an award for
gmodsledbuildis bumped, another trigger gives the player the matching ribbon fromhlstats_Ribbons. -
The game sends a small heartbeat to
hlstats_Events_Latencyso players don’t disappear from the stats page just because sledbuild isn’t as chatty as a combat gamemode. -
A PHP block was added to the player page to show sled info: total races, placements, and speed numbers.
No extra tables, no renaming HLstatsX games. Everything stayed on the existing schema.
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