Versus Saxton Hale 1.55 - New Saxton Hale + Vagineer Models!
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Versus Saxton Hale! See changelist below for the recent changes! Remember to read about tf/addons/sourcemod/configs/saxton_hale/saxton_spawn_teleport.cfg ... Aaaaand the new Saxton Hale + Vagineer models, and convars for RTD and Goomba integration! Special thanks to thePFA for the HD Saxton Hale model, and "El Taco" for the head-hitbox Vagineer model. Already know what you're here for? (.smx + configs + source + new model files only) vsh155.zip - Fixed translation files - Fixed error causing typo Updated download for just the .smx: https://forums.alliedmods.net/showpo...&postcount=562 - Fixed rtd being required. (lol). Well over time I've noticed the plugin starting to get a little neglected and things breaking over time. Fixes/Updates do get released, but only in the form of scattered posts in the Not to mention, the installation instructions for that thread are a little bit... messy now. So I made a new thread and updated the plugin. Do note that I am a very novice programmer and am liable to make various mistakes, any feedback/testing of such mistakes is very helpful! I do apologize if I make a change that's unsatisfactory from any point of view, so if I do something bad, please do post about it here, perhaps with a suggestion of a better change. I cannot guarantee that I'm knowledgeable enough with Sourcemod to fix the plugin after Valve updates all the time, thus I thank the rest of the Alliedmodders for contributing their help ouo I mostly make changes to game balance, updating new weapons, and other important useful/aesthetic fixes. Note: I do have my own server and it is much further updated than this one. I will not be adding any/all of the changes from my private server to this one. Most of the things I release will be necessary bugfixes or necessary balance changes to make improvements for the VSH community overall. The reason I won't release a lot of my private work is simply that a lot of my changes are very hardcoded in my own plugin, and that I'm honestly kinda picky about what to release and what to keep 'unique' to my server. It's not that I like withholding content, if some things get requested I can probably throw them in anyway. I'd like to avoid scenarios where I push a balance change and it turns out that it wasn't so great of an idea and it causes complaints for other communities. (Wow, look at that market gardener). But, from time to time I still will push balance changes, and thus I am always grateful for feedback. What is this plugin? VSH is a full game modification that makes one player per round Saxton Hale (or a special boss). Armed with plenty of health and his bare hands, the player taking control of Saxton Hale must eliminate all of the enemy team to win, while they attempt to kill him. Old VSH thread Official TF Wiki article VSH Steam group TF2Data (Chdata's) Steam group Servers with this plugin Installation:
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Future Changes: (TODO)
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Cvars: You can find all the cvars in tf/cfg/sourcemod/SaxtonHale.cfg This spoiler box contains a list:
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Commands / Admin Commands: Usage: type on console, or type /command or !command in chat (for example: /hale)
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Maplist: The gamemode will activate on maps (or map prefixes "vsh_", etc) listed in tf/addons/sourcemod/configs/saxton_hale/saxton_hale_maps.cfg. In addition, quite a few koth maps feature spawn protection and doors that Hale cannot open. As such, you can place the map name in saxton_hale_doors.cfg in the same folder, and all doors on the map will be forced open. There's some half-done support for setting next map to "Hale mapname" instead of just "mapname" to force the next map to play VSH, but it's... bad. Placing the word "all" in either config will apply its effect to all maps. Additionally, there is a new config: tf/addons/sourcemod/configs/saxton_hale/saxton_spawn_teleport.cfg It is a list of maps in which the boss gets teleported back to spawn if he takes ANY damage from the map (via trigger_hurt). The boss can only teleport to his own spawn for the first 60 seconds (1 minute). After that he teleports to any spawn. HHH Teleports to spawns regardless of these settings, but only if the trigger_hurt does more than 250 damage. If this causes problems on any maps, please post about it in this thread. You can specify a prefix like ph_ or koth_ or vsh_ if you want, but this is not recommended. You cannot specify "all" because that will cause problems on maps like vsh_megaman6_b5d. FAQ:
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If you have any questions... first, re-read this entire post (I know it's a pain, but there's quite a few things you probably missed the first time around), and then and only then post in this thread. Do not add anybody on Steam for help with this plugin, and do not send private messages about help with this plugin (unless you fear for your server security by posting crash dumps or something). Some servers: * TF2Data Versus Saxton Hale IP: 72.5.195.104:27016 (Clicking the link will open TF2 and connect you to the server) * Many VSH servers: http://tf2stats.net/server_search/?s...&Search=Search * More VSH servers: http://www.gametracker.com/search/tf2/?query=vsh * TF2Data Community: http://steamcommunity.com/groups/tf2data Special thanks to... * Eggman - He made the plugin! * Flaminsarge - Cleaning up the plugin a lot and taking over its update maintenance. * Chdata - Cleaning up some stuff, updating some things, making balance changes, taking over its update maintenance. * nergal - Added some very nice features to the plugin and fixed important bugs. * fiagram * Powerlord - For the wearable items fix. * The Alliedmodders community. Wanna support us? - Play the gamemode! - Offer suggestions/balance changes/coding changes. - Donate to Chdata. (Funds will be used to continue running TF2Data community servers). All of these download mirrors may be outdated... so don't use them, download the full download from github below. Downloads: (vsh_resources.zip & vsh_fastdl_bz2.zip) VSH Resources: Mirror1 | Mirror2 | GDrive VSH BZ2: Mirror1 | Mirror2 | GDrive GitHub: https://github.com/Chdata/Versus-Sax...commits/master Full download: (includes all of the models/sounds/fastdl zips): - Under construction! |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
I guess I could have VSH on github even though I don't use VSH.
Edit: At this writing, I'm pushing vsh to github. https://github.com/WildCard65/Versus-Saxton-Hale Edit2: Github repo ready. Edit3: Travis building is set up. Edit4: To people who want to contribute to vsh repo, make PRs and make sure travis can build them. |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
Nice to see VSH is getting updated again :).
WildCard...the people who update VSH are supposed to create the repo...they should also have push access... |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
I just don't know anything about github or how it's useful.
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
Active devs of VSH
Me Flaminsarge nergal github? no clue! |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
Mines is Chdata
But I've never really used it. |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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@FlaminSarge I need you to verify that your github name is FlaminSarge |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
I just converted all the tabs to spaces (plx use sublime text).
How can I update that on github? |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
did you clone to repo?
If so do this: git commit -a then after you fill in a commit message(and saved, and then exitted editting program), do this: git push |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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If they're going to use it, they can create their own. This would also put it in their ownership rather than yours. (i.e. Chdata/vsh instead of WildCard65/vsh) If I create a Github of someone else's code, it's not because I'm being altruistic, it's because I'm modifying the copy I created of it (see my gscramble-redux github and its two branches). |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Though you can also transfer ownership of a repo in Settings-->Danger Zone. @Chdata: Are you sure you want Mantreads to insta-kill Hale? o.O |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
Here's a quick update for my healthbar thingy from Powerlord :>
How to add FF2-style Monoculus Healthbar (props to Powerlord since this is ripped from his plugin) In the function OnMapStart() add this piece of code anywhere inside the function PHP Code:
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add this function anywhere in the plugin, as long as it doesn't interfere with other functions PHP Code:
IF you want the health bar to update itself. Simply put this code inside the function PHP Code:
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If you want the health bar to update only from Health Checking, then find the following function PHP Code:
like this OLD PHP Code:
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
I'd also like to state that I've successfully fixed the "First Round Glitch or FRG" (the frg is when, after playing the 1st round of arena and then 2nd round being 1st round of saxton hale, players will usually/sometimes not have the intended weapon switches/changes)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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If Hale is less than or equal to 1024 HP, it can insta kill him instead of leaving him at 1 HP (which used to happen because the mantread damage was handled in player_hurt instead of ontakedamage). Yeah I know the wording is off though. Edit: * Mantread stomps now OHKO Hale instead of leaving him at 1 health when his health is less than the damage mantreads do (1024 dmg). I suppose I'll look up github tuts or w/e. Then I can add nergal's FRoG. Not the healthbar thing if it's another plugin already, but I added that to optional installations in the op. |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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As for learning Github, they have a great set of tutorials. |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
another thing, I think rocket launchers should have no damage fall off
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
I also have a market gardener code. (Below is only part of it).
The commented out line pertains to Soldier rocket jumping, getting stuck in HHH, and being able to "multi-backstab" the boss. I think it's commented out because it's either not working, or because I removed clipping from HHH for 2-4 seconds after he teleports unless it's a scout. Also the damage is balanced around being weaker than backstabs (for various reasons). There's also code to remove crits from the market gardener. (dat 2.25% though... 51 damage solo? nope) PHP Code:
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Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
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market gardener is melee so always crit :3 = constant 195 say hale had 30k hp = 30k * 0.025 * 3(cuz crit) = 2250 |
Re: Versus Saxton Hale 1.43 - Now with collaboration! (Last updated 7/15/2014)
Mines starts at like 700 damage and ends at like 2200 or so, maybe it was 3200. Dat 1v1 market garden yo.
I made market gardener not always crit on my server and only crit on the market garden. If anyone has a server and can test this plugin btw, please add me on steam. |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/15/2014)
Managed to test some things on someone's server. Most is all good.
Updated to 1.44. OP edited with recent changes list. Updates may or may not start coming in fast, I'll try to save it for big updates altogether though. |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/15/2014)
I think Spy backstabs count as double damage for medics that are healing them though I haven't tested it extensively.
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/15/2014)
EDIT: Never mind, poked around in the source file.
Though are you sure it's a good idea to put the Air Strike code in ClientTimer? |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/15/2014)
Yeah that is unnecessary on my part. I didn't think about placement when nergal sent that. I'll move it to player_hurt.
I think I see why medics get double from backstabs and will look into that after college. |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
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I'd like to make another contribution to plugin by asking for THIS new boss to be added :>
Introducing RoboHale! complete with models+texture AND all Saxton Hale voice clips converted to robotic sound on my server, i only have him merely as a saxton hale reskin/clone but with different model and sounds. here's files https://drive.google.com/file/d/0B3F...it?usp=sharing |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
Lol, someone actually made a skin. Was hoping to see one as mechanized as other bots, but that's pretty unique.
We could also add zombie Hale as a special halloween version, there's a skin for it on gamebanana. Dunno about voices... But I'm not sure what we should do about adding bosses, as there are people who prefer VSH because it's "vanilla Hale". VSH already splits between just Hale and "Special" bosses... though noone ever really disables the special bosses. (On my own server I was going to remove one of my bosses unless I could think of a good work around her idea - Nue). |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
code for a shapeshifter boss rage
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
Couldn't ShapeShift just be
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
I'm finally able to test stuff on my own computer again.
Finally got around to fixing wearables as well (like with botkiller weapons). Thanks fiagram! Only took me half a year to get around to implementing the fix. /lazy I have a few other things to fix/add (see TODO) and that should be the last update for a while really. |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
Your TODO:
"* Implement Market Garden "backstabs"." I made it so the weapon is mini-crit and basically raised the crit damage to compensate. "- In a normal round, a good soldier can get 1k damage without minicrits/crits." I have no idea how you are going to achieve this, what weapons DON'T crit? "- Average HP of the 9 classes is 166, so on average this puts soldier at doing a little more work for his "heads" than normal "technically"." You have to consider that some of his buffs are VERY powerful i.e. Battalions Backup and Buff Banner a group of Heavies. You could relax the rage buildup on Concheror probably. "* Bushwacka doesn't disable crits." I recommend you think this one over, now theres no reason not to use Bushwacka. |
Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
Couple of festive/bread weapons that were missed: the Festive Eyelander (doesn't increment heads on hit) and the Bread Bite (GRU reskin).
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
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Also lots of weapons don't crit if you are on a server that doesn't use taunt crits / amplifier. I prefer VSH without them because I like Hale that's balanced around not having them. Infact, I think it's OP to have those against an improperly buffed Hale as well - see Voidy's Saxton Hell for example. He has taunt crits, backstab goombas, and amplifier but his Hale starts at 400 speed instead of 340 and hale gets random crits for his melee, which I consider imbalanced in VSH without taunt crits/amp/goomba. Quote:
And sniper is more based on his sniper rifle than his melee weapon. There's little reason to support sniper as being melee based. Similar to getting medics to heal instead of be a battle medic. It's hard to really make the other knifes useful. One idea I pondered was to make all sniper melees have wallclimb, and then give them different stats, but that's a low priority idea to me because only the bushwacka's model makes any sense for climbing to me cause of the ridged edge. If anything, demoman needs his shield crits nerfed to minicrits, but that isn't something I want to push because it's become meta and lots of players of VSH would complain and some server owners will probably just revert it anyway. Demoman is one of the most damaging classes with it without as much effort as anything else. I might force this on people some day, but I'm unsure for now. There's other unused/rarely used weapons I want to address, but I'm still choosing what to give/keep from my private version and the public one. I've updated the TODO in op with some of the stuff I plan to add. Quote:
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
I suggest you make the Air Strike only count damage from the Air Strike, and not the soldier's damage as a whole. That would make it more balanced.
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Re: Versus Saxton Hale 1.44 - Now with collaboration! (Last updated 7/16/2014)
Yeah I was thinking about that too, but I'd have to make a separate damage counter.
... It does make the most sense though, so I think I'll do it. |
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