Re: [TF2] PropHunt 1.93
Having looked over the modified version KiRRA posted... why didn't you just use ph_propmenu_flag to set the flag?
That's completely ignoring that propmenu should just be using CheckCommandAccess instead of ph_propmenu_flag to begin with (after checking the value of ph_propmenu to see if it's -1) Anyway, I've noticed over the past few days that there haven't been any fixes to props that stick into the ground, so I'll probably work on that soon... after all, the player object has SetCustomModelOffset specifically designed for this... the second number passed to it should be the vertical offset. Once I've done a few changes, I'll probably post the version I'm dubbing 1.93pl. |
Re: [TF2] PropHunt 1.93
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Now, if you released a new version (ofcourse it wont have our propmenu change) but will it have the timers that were fixed in the version posted a page or two ago? |
Re: [TF2] PropHunt 1.93
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I know that players will end up frozen for a round if there any errors before the unfreeze stage. I found this out when I was fixing offsets and messed up the fixed items on the prop menu. |
Re: [TF2] PropHunt 1.93
2 Attachment(s)
If you're installing Prop Hunt on your server for the first time, you still need the Prop Hunt Resource Pack from the first post
Anyway, I think I've spent long enough on this. Here's what I've been working on for the past 8 hours. What's new: PropHunt 1.93 PL (yes, that stands for Powerlord) Edition
Edit: If you downloaded it when it was named prophunt.zip, it had an old prophunt_config.cfg in it. The new zip has the updated config file, and it's also attached as a .7z file (it's too large for .cfg files on AlliedModders). The attached zip file contains updated versions of the files in the Prop Hunt Data Pack |
Re: [TF2] PropHunt 1.93
:bacon!: :bacon!: for you. Thanks for the update.
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Re: [TF2] PropHunt 1.93
Will test this to tomorrow
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Re: [TF2] PropHunt 1.93
Indeed, definitely looking forward to testing this tonight perhaps and seeing if everything is polished out nice and smooth. Can't wait to see if the timers are fixed and that annoying woman actually says the right sound clips now.
Thanks for this update Powerlord! |
Re: [TF2] PropHunt 1.93
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Edit: Actually, I'm not sure why she'd play the wrong sounds... I'd have to look into this more. The only sounds the game mode is enforcing are all "announcer_begins" stuff. |
Re: [TF2] PropHunt 1.93
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*game starts* *waiting for players countdown begins* (server side on our end, not built into plugin) *first announcement* !Game will end in 10 seconds! <----(this is the odd timer I think every was referring to in earlier posts) *players are frozen for that 10 seconds* (props and hunters) *second announcement* !Game will begin in 30 seconds! *props are unfrozen* (hunters are still frozen only if the config files states such) *third announcement, 3-2-1 countdown* *game proceeds as normal* I don't think I've ever experienced the issues others stated earlier where everyone was frozen for the duration of round. The announcement isn't a "problem" just makes you go, "wtf...ending?". Supposedly Skippy fixed this issue, I was just curious if that was being incorporated into this version as well. |
Re: [TF2] PropHunt 1.93
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Edit: I may know how to fix it regardless... I'll have to test after work today. Tip to other devs: TF2 uses the teamplay_broadcast_audio event to do its own round time. |
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