Re: [TF2] PropHunt 1.93
I created a new Github repo earlier today with the changes I'm making. I still haven't tested the latest changes. Which hopefully includes blocking the announcer's sounds during between when players spawn and when scouts can initially move. I've also been doing testing with using the teamplay_broadcast_audio event to send the countdowns just like the game does.
On, and the repo also includes a new ph_switcheroo.cfg because I accidentally removed a prop when changing offsets... stupid props_farm/wood_pile.mdl and props_forest/wood_pile.mdl are too similar in name. |
Re: [TF2] PropHunt 1.93
Wow nice, will you update this thread/post a post in this thread whenever you make major changes? Like bugfixes and whatnot.
|
Re: [TF2] PropHunt 1.93
Quote:
Actually, I think I may know why it's playing the wrong sounds. The game seems to be getting confused about whether or not the round is still going on because Prop Hunt uses a SourceMod timer to manually calls SetWinner 1 second before the server's team_round_timer does, but doesn't stop the team round timer. I'll probably be doing some experiments to see if I can override the OnFinished method of the round timer (which would normally end the game in a stalemate) and instead force RED to win. |
Re: [TF2] PropHunt 1.93
2 Attachment(s)
I couldn't (easily) fix the timer countdown sounds. Apparently arena is hard-coded to use the round end sounds before round start... this happens even on a standard arena server on arena_lumberyard. Normally it's not obvious because there's only 5 seconds before the start of an arena round, but if you set tf_arena_preround_time above 10, you'll get the "mission ends in 10 seconds" sound.
However, I could fix it playing a round start sound and the "point unlocked" counter and sound... unless you somehow have a 5000 second long prop hunt round. Which is over an hour. I also redid how the countdown sounds play and included what I term "broadcast" sounds in the prophunt.cfg file. These sounds take their volume, channel, and other info straight from Valve's game_sounds file. I also tried to fix the idle kicker, but Valve's idle kicker hates prop hunt; a 10 minute kick setting kicked my alt account in less than a minute. Edit: I missed at least one prop (the big tire) when fixing them so I'll have to fix that tomorrow. Also, apparently the Joshua Trees need to be lowered a bit as I raised their offsets too high. |
Re: [TF2] PropHunt 1.93
2 Attachment(s)
If you tried running the plugin from the previous post, you probably noticed that despite SteamTools being marked as optional, the plugin doesn't work if SteamTools isn't present. The reason for this is solely on the SteamTools side because Asherkin refuses to add a public __ext_SteamTools_SetNTVOptional() method to steamtools.inc that would have automatically resolved this issue, instead forcing plugins to manually mark the SteamTools methods they use as optional (and yes, I'm calling him out on this).
Here's a version that fixes that and also removes the motd binding (because it's really bad to override one of SourceMod's stock functions without warning). However, since I don't know what's in prophunt/stats2.inc, it may not actually work if you try to compile against the stats include. I still have changes to make to gamedata, but I wanted to get this release out there. |
Re: [TF2] PropHunt 1.93
1 Attachment(s)
Well, no change to the plugin for now, and I know I have some props to fix yet like the tire on ph_goldtooth, but I've added a number of new map configs to the zip:
|
Re: [TF2] PropHunt 1.93
Has there been any attempt at fixing players getting stuck? That's a change I'm particularly interested in.
|
Re: [TF2] PropHunt 1.93
Quote:
|
Re: [TF2] PropHunt 1.93
1 Attachment(s)
I know you guys love updates, so here are more updated map configs. Changes this version include:
|
Re: [TF2] PropHunt 1.93
1 Attachment(s)
So, it's been a few days, and I've been spending more time than I should on this plugin.
Without further ado, here's what's new in version 2.0.
|
All times are GMT -4. The time now is 14:44. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.