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-   -   [TF2] PropHunt Redux (v3.3.3, 2015-07-12) (https://forums.alliedmods.net/showthread.php?t=228086)

Powerlord 10-13-2013 15:20

[TF2] PropHunt Redux (v3.3.3, 2015-07-12)
 
36 Attachment(s)
TF2Items 1.6.4 or newer is mandatory if you don't want your server crashing.

Check out the new Server Installation Guide
It's more in depth than the one in this post.


Hide as a prop from the evil Pyro menace... or hunt down the hidden prop scum.

This is the continuation of DarkImmortal and Geit's PropHunt 1.93.

Source Code available on Github. New versions tend to be developed in branches and then merged back into master when they are released.

Like my work? Now taking donations.

Requirements:
  • Mandatory: Team Fortress 2 Server, running at least MM:S 1.10.x stable and SM 1.6.3 stable.
  • Mandatory: TF2Items (Link, 1.6.2-270 or newer required)
  • Mandatory: Add Observer Point. Prevents server from crashing if a map has no observer point entities.
  • Mandatory: PropHunt Redux plugin
  • Mandatory (for updates): PropHunt Data Pack (Link or download the attached PHDataPack zip) - Contains translations and map configs
  • Mandatory, one of: PropHunt Map Essentials Pack (Link, FastDL version Link) OR PropHunt Sounds Pack (Link) and individual maps - Contains maps and required sounds
  • Optional, Recommended: SteamTools (Link). PropHunt Redux uses this to set the game description if ph_gamedescription is set to 1.
  • Optional: SteamWorks. An alternative to SteamTools. Not available in PropHunt 3.3.x or below.
  • Optional, Recommended: DHooks (Link: 2.0.x (2.0.3 as of this time) recommended for SM 1.7.x), 1.9.0 recommended for SM 1.6.x). PropHunt Redux uses this to switch teams on round change. Fixes a bug where teams are sometimes spawned in the wrong spawns.This dependency will be removed in PropHunt Redux 3.4.0.
  • Optional: TF2Attributes (Link). Used to allow instant changes of ph_airblast and to block the impact sound if ph_disablefalldamage is set to 1.This dependency will be removed in PropHunt Redux 3.4.0.
  • Optional: Opt-In Multimod isn't yet finished. Its .inc file is attached. This is disabled by default in 3.0.0 and newer.

Compile Requirements

If you want to compile your own copy of PropHunt, you need the following files:
Known Bugs
  • Gscramble: RED players will sometimes appear to not have a prop skin if they were teamswapped by GScramble. This will fix itself when setup time starts. This is on The List™ of things to fix in PropHunt Redux 3.4.0.
  • Conflicts with: Plugins that modify player wearables. Note: This may be fixed now as we completely block wearables for props using TF2Items.
  • Some servers are reporting issues where the round sometimes doesn't start. 3.3.4 fixed one potential cause of this, while 3.4.0.0 will fix another.

What's new since PropHunt 1.93


Installation:
  1. Download and install MetaMod: Source and SourceMod if you haven't already. We recommend MetaMod: Source 1.10.4 or newer and SourceMod 1.6.3 or newer.
  2. Download and install TF2Items. We recommend TF2Items 1.6.0 or newer.
  3. Download and install any optional dependencies. We highly recommend installing SteamTools. DHooks is also handy, but not mandatory... and Valve occasionally moves the vtable PropHunt uses around.
  4. Download and extract PHDataPack.
  5. Download either PHResourcePack and extract it, or download the Sounds Pack and specific maps you want to host from the next post. If you have a fast download server, make sure to download the FastDownload versions of the maps as well and put them on your FastDL server.
  6. Ensure your server and arena config are as barebones as possible. (Also check mp_idledealmethod is not set to 1; only 0 and 2 are compatible)
  7. mp_autoteambalance 1 is recommended as PropHunt Redux no longer balances the teams by itself. Alternately, you can use a different team balancer plugin.
  8. Install the attached prophunt.smx plugin.

Manually Updating


Cvars:
  • prophunt_redux_version - Version
  • sm_prophunt_stats - Stats Enabled
  • ph_enable - (Default: 1) Enable the plugin
  • ph_propmenu - (Default: 0) 0 to allow anyone with the "propmenu" override ("c" flag by default) to use it; -1 to disallow all access; 1 to allow all users to use it.
  • ph_propreroll - (Default: 0) 0 to allow anyone with the "propreroll" override ("c" flag by default) to use it; -1 to disallow all access; 1 to allow all users to use it.
  • ph_airblast - (Default: 0) Allows players to airblast. Takes effect on round change unless TF2Attributes is present.
  • ph_antihack - (Default: 1) Enabled the PH antihack system. Should be left on unless you have conflicts with other plugins.
  • ph_gamedescription - (Default: 1) Set the game description to PropHunt Redux? Requires SteamTools.
  • ph_preventfalldamage - (Default: 0) Set to 1 to prevent damage from falling. TF2Attributes is not required for this, but it being present will prevent clients from playing the "thwack" sound when they hit the ground.
  • ph_propmenurestrict - (Default: 0) New in 3.1.2. Set to 1 to force manually typed propmenu commands (i.e. "propmenu models/props_gameplay/cap_point_base.mdl") to validate props against the props in the prop menu. Default was 1 in 3.1.2 and 3.1.3.
  • ph_setuplength - (Default: 30) New in 3.2.0. Amount of setup time in seconds. Minimum is 30, maximum is 120 (2 minutes). It is recommended that you use either 30 or 60.
  • ph_propmenuusenames - (Default: 0) New in 3.3.0. If set to 1, displays prop names instead of paths in Prop Menu.
  • ph_multilingual - (Default: 0) New in 3.3.0. If set to 1, prop_common.txt will support multiple languages. Off by default as the default prop_common.txt only contains English.
  • ph_burningblockspropchange - (Default: 1) New in 3.3.0. If set to 1, will block Prop players from changing prop models while on fire. This fixes an issue where changing models removes fire and jarate visual effects.
Commands:

  • ph_switch - Switches you to RED and respawns. Restricted to admins or users with a ph_switch override.
  • ph_pyro - Switches you to BLU and respawns. Restricted to admins or users with a ph_pyro override.
  • propmenu - Menu to select props between all props available on the map along with pyro and ghost. This command isn't enabled by default.
  • propreroll - Switch to a different random prop. Only usable once per round. This command isn't enabled by default.
  • ph_stats - Bring up the PropHunt Tracked Stats page.

Changelog:
Note: The changelog may list beta changes for versions newer than the attachment in this post... a lot of these changes need testing before being made public to avoid breaking things.

3.3.3 update 1
  • DataPack update
    • Fixed team switch not working after PASS time update.
    • Fixed the Masked Mender not being blocked.

3.3.3
  • Fixed a crash with DHooks SetWinningTeam that required a code change.
  • New gamedata file to go along with the above fix.
  • New PHDataPack
    • Updated for new weapons.
    • Added configurations for new maps.
    • Updated ph_nightclub configuration for ph_nightclub_v2.

3.3.2
  • Fixed a bug where propmenu or propreroll would refill a prop player's health.
  • Reworked the Last Prop weapon hiding code to fix timing issues.

3.3.1
  • ph_propreroll 1 should actually be working. Somehow the fix wasn't present in the 3.3.0 release
  • Recompiled using SourceMod 1.7.1
  • Updated PropHunt DataPack
    • Fixed issue with translation strings on Stats servers.
    • Fixed configuration file sounds for Valve's updates
    • Added files for ph_petitcourtyard, ph_blockfort, ph_bigbutt, and ph_gorge

3.3.0
  • SourceMod 1.6.3 or newer is now mandatory. This is due to breaking changes Valve made in the Random Number Generator that will force everyone to get the same "random" prop.
  • Removed support for the ReadGameSounds extension. This extension has been deprecated and its functionality is in SDKTools as of SourceMod 1.6.1.
  • Checking for props having weapons starts as soon as Setup starts. This is to deal with timing issues with blocking Prop weapons that occasionally happens.
  • New Canteen/Spellbook blocking code for props. Yes, again. It actually seems to work this time! Now if we could only find out why TF2Items doesn't block them properly...
  • Fixed r_staticpropinfo hack detection not running during Last Prop mode.
  • If a prop had the server's last player index (i.e. player 24 on a 24 player server), they could still take drowning damage. Fixed.
  • Changed more timers to use userids instead of client indexes. Should fix more corner cases where a player disconnects and another player connects and it tries to operate on them instead of the disconnected player.
  • tf_weapon_criticals is now forced off. This is only a cosmetic change as SM 1.5.3+ correctly work with weapon self-damage when random crits are off and we block crit damage anyway.
  • Fixed two Handle leaks.
  • Preliminary support for multi-round maps.
    • Officially, PH supports either 2 or 3 round multi-round maps. 2-round maps will not switch teams until both rounds are played (over four rounds, both teams will hide on each map part once).
    • 3 round maps will continue to switch teams every round.
    • Warning: Arena doesn't reset doors properly on multi-round maps if RED wins by time running out, so make sure you're manually closing doors on round-start (I recommend using a trigger and calling it from all team_control_point_round RoundStart inputs.) (Note: I'm still investigating this)
  • Added ph_burningblockspropchange, an option to block props from changing their prop while they are on fire, jarated, or bleeding. This is because these effects are not shown on players after a model change. This defaults to on.
    • Prop Menu will not close if it is used and blocked by this command. This means the user can immediately use it again when they stop burning/bleeding/dripping.
    • I'm sure some players will complain about this change just like they did about the removal of the new scattergun.
  • New map config file option: setup. Not required. This can be set to anything between 30 and 120. It will override the ph_setuplength cvar for the current map. Going lower than 30 or higher than 120 will make PropHunt use the ph_setuplength cvar instead. This is intended for larger maps that may need more hiding time, but remember that it's pretty boring just standing around waiting...
  • ph_propmenu 1 and ph_propreroll 1 now work properly again without having to use overrides for them. (This is done by manipulating the overrides system for the propmenu and propreroll commands directly.) I recommend using these values, because they show up in...
  • New command: ph_settings / ph_config. Player command to show a player the current server's PropHunt configuration. Shows up in the console for the server console, shows up as a menu when used by a user (any button exits).
    • if ph_propmenu or ph_propmenu is set to 0, players will be shown whether they have access to it or not.
  • New cvar: ph_propmenuusenames. This updates the Prop Menu with the names of the props instead of their model path. Off for compatibility reasons by default.
  • New cvar: ph_multilingual. Defaults to 0. If set to 1, will support additional languages in prop_common.txt. This is used in the "You are now disguised as" prompt and the Prop Menu list if ph_propmenuusenames is set to 1.
    • WARNING: This adds an additional Handle for each item in prop_common.txt (somewhere around 250), so don't enable if you have plugins that use a lot of Handles as the server has a hard maximum of 16535.
    • This uses the same format as Translations do.
    • "name" is treated the same as "en" for backwards compatibility. prop_common.txt currently uses "name" so that the updated file will continue to work on PHRedux 3.0 and newer.
    • It will fall back to the server language if a user is using a language not present, then back to English if the server language isn't present.
    • Any languages Sourcemod supports can be added to it with the appropriate language code.
  • DHooks: Fix for TF2 sometimes unloading the GameRules object when only 0-1 players were left on the server. We check at round start to see if we're hooked.
  • Fix for Prop Reroll Override sometimes not being reset when the value of ph_propreroll was changed from 1 back to 0 or -1.
  • Slight changes for Opt-in Multimod support.
  • Updated PropHunt DataPack
    • The Fortified Compound has its damage adjusted to match the Huntsman.
    • The Classic is stripped, just like all sniper rifles.
    • The Back Scatter is replaced with the stock scattergun.
    • Other weapons have been added to the config file with appropriate damage adjustments.
    • ph_crater no longer has a bad prop in its prop list.
    • ph_nightclub config file added. This is the v1 version.
    • ph_campsite config file added.
    • ph_harvest_event lost its health kit and ammo kit props. This is because holidays and Pyrovision change those models around on real maps.
    • A lot of missing props have been added to prop_common.txt.



3.x Changelog


2.x Changelog


1.x Changelog



Special Thanks
:

  • DarkImmortal - For creating the original TF2 plugin this is based on
  • Bluepanther - Providing the Original Inspiration to code this.
  • Geit - Official PropHunt Goat, Technical support during semi-private beta, PR, Mapping guru
  • LordVader! - The First Non-GM provider of PropHunt.
  • Jocker - Italian Translation
  • Asherkin - Maker of both TF2Items and SteamTools
  • All the communities that help us test changes.
  • All the Map Makers out there who make this game mode possible.
  • And sorry to anyone we've forgotten - many little copy+paste snippets have gone into PropHunt.

And to help the forum search engine: prophunt prop hunt hide and seek hidenseek hide 'n seek


The necessary stats.inc for global statistics and prophunt.smx with statistics compiled in are available on request to trustworthy communities. Contact Geit for more information.

Powerlord 10-13-2013 15:23

Maps and such
 
Modifying weapons

Weapons are controlled by addons/sourcemod/data/prophunt/prophunt_config.cfg

They are located inside the "items" key.

Weapons are identified by their item definition indexes.

The valid keys for each item are:
  • "name" - This is the item's given name.
  • "item_name" - The translation phrase used for the item's name. This key is not currently used.
  • "propername" - 1 if the "name" field is the item's printable name. This key is not currently used.
  • "damage_hunters" - Multiply a weapon's damage by this amount. In-game example is "0.8" on the backburner, which lowers it to 80% of normal damage.
  • "self_damage_hunters" - How much damage does a Hunter take from this weapon when they use it? If this isn't present, the default is 10 damage.
  • "removed_hunters" - If set to 1, remove this weapon. Despite the name, this can remove the weapon from Props (for Last Prop mode).
  • "addattribs" - Add attributes to this weapon. Syntax is "attrib ; value ; attrib2 ; value2". values are float values. In-game example: The Panic Attack has "424 ; 0.5" to change its clip size to 3.
  • "replace" - Replace this weapon with a different one. I recommend only replacing the weapon with a stock weapon. Format is "weaponclass:itemdefinitionindex:quality:leve l". In-game example for The Eureka Effect: "tf_weapon_wrench:7:0:1" which replaces it with a stock quality level 1 Wrench.
    • "replace_onlyclasses" - For multi-class weapons, apply a "replace" only to specific classes by adding up these values:
      • Scout: 1
      • Sniper: 2
      • Soldier: 4
      • Demoman: 8
      • Medic: 16
      • Heavy: 32
      • Pyro: 64
      • Spy: 128
      • Engineer: 256
      in-game example is the Reserve Shooter with a value of "64", which replaces it only for Pyro.

Maps:

* means the map is included in the PropHunt Map Essentials download.
Bold text are warnings about the map... many maps with bold text are not recommended.

Sound Pack - Recommended if you are not using the PropHunt Map Essentials download, as it includes the two sounds used in PropHunt by default.

2015-07-12 DataPack has config files for all of the following maps.


New and Updated Maps:
  • 007 Facility (Updated 2015-06-05) (b1 Link) - Marshii
  • BlockFort (New, Updated 2015-06-05) (a2 link) (Configuration file) - Marshii
  • BucketHunt (New, Updated 2015-07-09) (c1 link) (Configuration file) - Marshii - Joke map where most props are metal buckets
  • CampSite (Updated 2015-06-08) (a6 link) - luvedragon
  • Courtyard (Updated 2015-06-05) (v1_7 Link) - Marshii
  • Manor Grounds* (Updated 2015-06-08) (a5 Link) - Valve/YM/Rexy (Modified by luvedragon)
  • Nightclub (Updated 2015-06-05) (v2 link) - Marshii
  • Petit Courtyard (New 2015-06-05) (v1b Link) (Configuration file) - Marshii
  • Redquarters (New to this list 2015-04-29) (a6 link) (Configuration file) - Combatfetus (Modified by Kibblre) - RED reskin of Headquarters, making it easier for props to blend in

Small Maps:
  • Farm Feud* (b1 Link) - Archanor
  • Lumberyard* (a2 Link) - Valve (Modified by Shinkz)
  • Manor Event (a1 Link) - Valve/YM/Rexy (Modified by Unknown)
  • Maze* (a4 Link) - LabelMaker (Assisted by Geit)
  • Target (final Link) - Valve & DR3AM - Some non-player props are not solid.

Medium Maps:
  • 007 Facility (b1 Link) - Marshii
  • BlockFort (a2 link) (Configuration file) - Marshii
  • BucketHunt (c1 link) (Configuration file) - Marshii - Joke map where most props are metal buckets
  • CampSite (a6 link) - luvedragon
  • Chapel (rc2 Link) - DR3AM
  • Harvest (v2 Link) - Heyo
  • Harvest Event (a1 Link) - Heyo (Modified by Unknown)
  • Headquarters* (b3 Link) - Combatfetus
  • Hilltop (a2 Link) - Unknown
  • Mountain* (a2 Link) - Austria_Phantom
  • North Ural* (a2 Link) - Flanker (Modified by Shinkz)
  • Petit Courtyard (v1b Link) (Configuration file) - Marshii
  • Range (a3 Link) - Pascal
  • Redquarters (a6 link) (Configuration file) - Combatfetus (Modified by Kibblre) - RED reskin of Headquarters, making it easier for props to blend in
  • Sawmill* (a2 Link) - Valve (Modified by Shinkz)
  • SnowWorks (a3 Link) - Valve, Equinox
  • Spooky Harvest* (a3 Link) - Valve & Unknown
  • Spooky Ravine* (a1 Link) - Valve & Malachi
  • Switcheroo (a4 Link) - insta (Modified by coffeejunky) - Hidden rooms in hard to reach locations may make this map a bit unfair
  • Timbertown* (a3 Link) - Unknown (Modified by Shinkz)
  • Tundra (b5 Link) - Corey_Faure
  • Watch Tower* (a1 Link) - Joshua ‘JoshuaC’ Shiflet (Modified by Shinkz)
  • Watermill (a1 Link) - Loc_n_lol (Modified by Unknown)

Large Maps:
  • Amazon (a2 Link) - Unknown - Props are largely props that aren't found on the map
  • Basalt* (a2 Link) - S.W.A.T.Y
  • Brawl* (b1 Link) - Jazz
  • Canyon* (a1 Link) - Albatross (Modified by Shinkz)
  • Concord* (b3 Link) - zephyrak
  • Cliff Face* (b1 Link) - gRiMrEaPeRsco
  • Crater (a5 Link) - Equinox
  • Cyberpunk (a3 Link) - Xenon (Modified by Spykodemon and Shinkz) - Doors have issues on this map
  • Desolation* (pb1 Link) - Jamie "Mr. Happy" Lea
  • Devils Canyon* (a1 Link) - Soylent Robot
  • Goldtooth* (a1 Link) - Chuck "Atrocity" Wilson
  • Hanger18* (b7 Link) - Combatfetus
  • Laboratory (rc1 Link) - Z3 3V1L Firefox
  • Kakariko (b1 Link) - Beetle
  • Manor Grounds (a5 Link) - Valve/YM/Rexy (Modified by luvedragon)
  • Nightclub (v2 link) - Marshii
  • Ravage* (b1 Link) - Mehby
  • Redstone* (a2 Link) - Colax
  • Storm* (b1c Link) - Ikem
  • Train Set (a3 Link) - Johnny
  • Warehouse* (b1 Link) - Geit

Huge Maps:
  • Cargo* (b7 Link) - Combatfetus
  • CC Hotel* (b3 Link) - Beetle - Low ammo and health, has hidden rooms (which are easy to find)
  • Courtyard (v1_7 Link) - Marshii
  • Farm* (a5 Link) - Geit
  • Grassland* (a1 Link) - Mr. Late (Modified by Shinkz)
  • Medieval (a5 Link) - DR3AM - Players can get outside the map under the waterfall
  • Oasis* (a1 Link) - Tyb00 (Modified by Shinkz)
  • Other Side* (a1 Link) - Vincent (Modified by Shinkz)

Fearts 10-13-2013 15:41

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?

Powerlord 10-13-2013 15:43

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Quote:

Originally Posted by Fearts (Post 2048449)
Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?

I'm still working on the Changelog. Also, I accidentally linked to the old version of the maps and data files... I've removed the links as I'm uploading new versions of both as I type this.

Powerlord 10-13-2013 16:33

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Quote:

Originally Posted by Fearts (Post 2048449)
Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?

OK, I think I've gotten everything except the BZ2 links up now.

The main "feature" of Redux is that its weapon change system is a lot more flexible than Prop Hunts is. You can now switch weapons with other weapons, strip a weapon's attributes, add attributes to weapons...

There are a few other things that got added too, such as the propreroll command (admin-only by default) and incorporating bugfixes that bl4nk had reported in the Prop Hunt thread.

Still, this version is in need of more widespread testing, hence why it is still labeled beta 2.

As for maps, arena_desolation got rolled back to pb1 as the communities I've heard from prefer it to rc1. Also, courtyard_v1_5 got added this release.

Fearts 10-13-2013 16:41

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
I saw you had the options to disable the anti hack system. I think this system is what is stopping me from using Ghost Mode Redux. Is there any way you could just add a work around for this without having to fully disable the system?

Powerlord 10-13-2013 16:47

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Quote:

Originally Posted by Fearts (Post 2048480)
I saw you had the options to disable the anti hack system. I think this system is what is stopping me from using Ghost Mode Redux. Is there any way you could just add a work around for this without having to fully disable the system?

I'm not what interaction Ghost Mode Redux has with the PH antihack system.

Really, the only things the PH antihack system does is remove items from RED players... and since 3.0.0 beta 1, it now blocks the r_staticpropinfo client cvar.

Fearts 10-13-2013 17:20

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
https://forums.alliedmods.net/showpo...9&postcount=65

Powerlord 10-13-2013 17:21

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Quote:

Originally Posted by Fearts (Post 2048499)

Oh right... yeah, setting ph_antihack will disable that behavior, but unfortunately, it also disables the anti-r_staticpropinfo stuff.

Powerlord 10-13-2013 17:31

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Ugh, sorry guys. I forgot you'd need optin_multimod.inc to compile this.

I haven't finished writing / testing that plugin yet, so I just added the .inc file to the first post.

Powerlord 10-14-2013 06:43

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
 
Heads up:

Since SourceMod 1.5 is now recommended, ph_propmenu 1 likely won't work if you have an override set. Because of this, we're likely going to remove 1 as a valid value (but -1 and 0 will remain).

If you want the equivalent of ph_propmenu 1, put this in your admin_overrides.cfg:
Code:

propmenu ""
Note that this also applies to propreroll.

-1 will remain working as it does now (allow no-one), and 0 will allow anyone with the proper override to use it (the admin "c" permission by default).

This change will be incorporated into beta 3.

Powerlord 10-14-2013 19:00

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
2 Attachment(s)
New version: 3.0.0 beta 3

3.0.0 beta 3:
  • ph_propmenu and ph_propreroll no longer recognize the 1 value. To make them act like 1 again, set their cvars to zero and then the propmenu or propreroll override to ""
  • Opt-in Multimod is no longer compiled in by default, meaning you no longer need optin_multimod.inc.
  • New cvar: ph_staticpropinfo. Default: 1. If set to 1, periodically checks if a client has r_staticpropinfo set to 1. Previously, this was part of ph_antihack. Requested by Fearts.
  • Timers are now disabled between rounds. The control point is refreshed at the end of setup time and every 55 seconds afterwards.

RoninTX 10-15-2013 09:38

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Hello guys from Prophunt,

I am making a Dedicated server TF2, Now I managed to get a server UP! (yeah go me!) for the very first time in my live!

Now I want to install Prophunt for my friends, but every single installation guide refuses to explain in DETAIL how to install a proper Prophunt.

I am using a Batch file to start the dedicated server with the following line:

`TF2\srcds.exe -console -game tf +sv_pure 1 +servercfgfile +randommap +mapcyclefile +maxplayers 24`

Sreenshot folder structure


The map addons has the entire METAMOD en Sourcemod directories
Also in the Plugins directory is the Prophunt.smx

When I start my batch file I get the following error:


Can someone please help me how to load a proper Prophunt

Powerlord 10-15-2013 09:51

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by RoninTX (Post 2049144)
Hello guys from Prophunt,

I am making a Dedicated server TF2, Now I managed to get a server UP! (yeah go me!) for the very first time in my live!

Now I want to install Prophunt for my friends, but every single installation guide refuses to explain in DETAIL how to install a proper Prophunt.

I am using a Batch file to start the dedicated server with the following line:

`TF2\srcds.exe -console -game tf +sv_pure 1 +servercfgfile +randommap +mapcyclefile +maxplayers 24`

http://i.imgur.com/EOhEArp.png

The map addons has the entire METAMOD en Sourcemod directories
Also in the Plugins directory is the Prophunt.smx

When I start my batch file I get the following error:
http://i.imgur.com/bfNAc68.png

Can someone please help me how to load a proper Prophunt

Prop Hunt loaded on your server, but Prop Hunt only works with certain maps and cp_dustbowl isn't one of them.

You can get those maps from the PHResourcePack in the first post, or individually in the second post... which reminds me, I need to make a standalone download for sounds in the second post if you go that route.

PHResourcePack included a suggested mapcycle file as well. I think it's named mapcycle-prophunt.txt

Incidentally, I can tell from the error message you're seeing that you're also using an older version of Prop Hunt... the newer version doesn't unload itself (only disable) when running into a map it doesn't support.

RoninTX 10-15-2013 11:30

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Powerlord,

Thanks for the advice. Just to be sure I have renewed everything and gotten sofar that I now have an Addons folder under my TF folder:

E:\SteamLibrary\D_SERVER2\tf2\tf\addons

Now it is VERY confusing as to where the files of the DATA and Resource pack have to go

PHDATApack has a ADDONS folder, so do those underlaying files have to go to the addons folder?

Also the PHresourcepack have a SOUND and MAPS folder. Where must these folders go?
Do I place them in E:\SteamLibrary\D_SERVER2\tf2\tf\addons or in E:\SteamLibrary\D_SERVER2\tf2\tf ?

Also how do I install the TF2 Items? it does not state anywhere where these files have to go.

ps: It is not as self-explanatory as some might state...

ps2: I have downloaded EVERY file you stated in your first post which was needed to get Prophunt working

Powerlord 10-15-2013 12:00

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by RoninTX (Post 2049179)
Powerlord,

Thanks for the advice. Just to be sure I have renewed everything and gotten sofar that I now have an Addons folder under my TF folder:

E:\SteamLibrary\D_SERVER2\tf2\tf\addons

Now it is VERY confusing as to where the files of the DATA and Resource pack have to go

PHDATApack has a ADDONS folder, so do those underlaying files have to go to the addons folder?

Also the PHresourcepack have a SOUND and MAPS folder. Where must these folders go?
Do I place them in E:\SteamLibrary\D_SERVER2\tf2\tf\addons or in E:\SteamLibrary\D_SERVER2\tf2\tf ?

Also how do I install the TF2 Items? it does not state anywhere where these files have to go.

ps: It is not as self-explanatory as some might state...

ps2: I have downloaded EVERY file you stated in your first post which was needed to get Prophunt working

PHDataPack needs to be extracted to the main tf/ directory. PHResourcePack can be extracted to either the main tf/ directory or to tf/custom/prophunt/ (tf/custom/ should exist, but you'll have to create prophunt under it to use this option).

As for TF2Items... it also needs to be extracted to the main tf/ directory. If you install SteamTools, the .dll or .so file needs to be copied to tf/addons/sourcemod/extensions/

Actually, I should create a new Steam Guide on how to set up the server or something.

RoninTX 10-15-2013 12:24

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Powerlord,

Awesome! together with a friend we managed to get it working.
Though I am still confused about the TF2 items.

If I see the folder structure it looks like it should be placed in the Sourcemod folder instead directly in the TF folder.

This is a minor question for configuration:

- How can we change the setup timer?
- How can we change the round timer?

Powerlord 10-15-2013 12:39

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by RoninTX (Post 2049202)
Powerlord,

Awesome! together with a friend we managed to get it working.
Though I am still confused about the TF2 items.

If I see the folder structure it looks like it should be placed in the Sourcemod folder instead directly in the TF folder.

I was looking in the zip file for TF2Items 1.6.0 hg256 (windows or linux) which had the addons directory in it. In theory, you could just unzip it and manually copy the contents of the gamedata and extension directories to their respective locations under addons/sourcemod/

As far as I know, TF2Items hg254 or newer is required on TF2Items at the moment due to the changes Valve made back in July... hg256 has some additional checks to prevent badly written plugins from crashing the server.

Quote:

Originally Posted by RoninTX (Post 2049202)
This is a minor question for configuration:

- How can we change the setup timer?
- How can we change the round timer?

The waiting for players time is set by Prop Hunt itself to 40 seconds. This is to allow additional time for people to download the maps. I've considered removing this and recommending people use sm_cvar to set mp_waitingforplayers_time.

The pre-round timer is always set to 20 seconds. This is set to allow hunters to change their classes or loadouts... because otherwise players may get stuck as Pyros when they wanted to play as a different class. Then again, hunters are usually going to be Pyros... This could be controlled by a cvar, but in fact Prop Hunt is just overriding an existing cvar to set it (tf_arena_preround_time).

The setup timer is always 30 seconds long to give props time to hide. In theory, this could be controlled by a cvar, but there currently isn't an option for this.

The round timer is read from the map configuration files in tf/addons/sourcemod/data/prophunt/maps/. It's different for each map and based on how large the map is. Note that this amount of time includes the 30-second setup time for compatibility with Prop Hunt 1.93.

Leonardo 10-15-2013 13:12

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
@RoninTX,

oh, please.

RoninTX 10-15-2013 13:12

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Powerlord,

Thanks you very much for your time and I am currently working on a readme file for people who make a TF2 dedicated server from nothing, through the use of steamcmd.

Also I noticed I did indeed use an older version of the TF2Items, which made it crash after everyone disconnected.

Also thank you for your anwer on the timers, it seems after a few rounds of play testing these timers did not need any tuning (except for the occasional whiner about the hiding timer for the props).

Sofar we are loving this mod.

there came a question though from one of my friends:

- Is it possible to change what kind of prop you are, or is it randomly selected and you are stuck with it the entire round?

ps: @Leonardo fixed my post with proper tags

Powerlord 10-15-2013 13:47

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by RoninTX (Post 2049221)
Powerlord,

Thanks you very much for your time and I am currently working on a readme file for people who make a TF2 dedicated server from nothing, through the use of steamcmd.

Also I noticed I did indeed use an older version of the TF2Items, which made it crash after everyone disconnected.

Also thank you for your anwer on the timers, it seems after a few rounds of play testing these timers did not need any tuning (except for the occasional whiner about the hiding timer for the props).

Sofar we are loving this mod.

there came a question though from one of my friends:

- Is it possible to change what kind of prop you are, or is it randomly selected and you are stuck with it the entire round?

ps: @Leonardo fixed my post with proper tags

In Prop Hunt Redux 3.0.0 beta 2 and newer, there are two options to change props.

The newer method is the propreroll command. This command is only useable once per round and will change the prop to another random prop... although it can be potentially any prop including the one they already have.

To allow anyone to use this command, edit tf/addons/sourcemod/configs/admin_overrides.cfg and add this line between the { and }:
Code:

propreroll ""
The other option is the propmenu command. This command opens a menu that lists all the props for the current map plus the Ghost and Pyro props (which has no animations so its pretty obvious it's a prop). They can select a prop to become it.

To allow anyone to use this command, edit tf/addons/sourcemod/configs/admin_overrides.cfg and add this line between the { and }:
Code:

propmenu ""
propmenu also works in older Prop Hunt versions, but you also need to set ph_propmenu to 1 in tf/cfg/sourcemod/prophunt.cfg (if it exists) or cfg/server.cfg.

Leo986 10-16-2013 07:01

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Oh my, I seem to have encountered an error with how the plugin responds to my server. After disabling it via ph_enable 0 I decided to change map and all of a sudden the gravity is set very, very low. As in if I jump I will never come back down. I fixed that by just putting sv_gravity 800 but right now dropped weapons from dead players are now floating across the sky for some reason :/

Is this because of any conflicting plugin or did I do something wrong while installing it?

Video (Uploading it still but I won't be here to post it once it's done): https://www.youtube.com/watch?v=DbSb...ature=youtu.be

Powerlord 10-16-2013 10:56

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
2 Attachment(s)
Quote:

Originally Posted by Leo986 (Post 2049458)
Oh my, I seem to have encountered an error with how the plugin responds to my server. After disabling it via ph_enable 0 I decided to change map and all of a sudden the gravity is set very, very low. As in if I jump I will never come back down. I fixed that by just putting sv_gravity 800 but right now dropped weapons from dead players are now floating across the sky for some reason :/

Is this because of any conflicting plugin or did I do something wrong while installing it?

Video (Uploading it still but I won't be here to post it once it's done): https://www.youtube.com/watch?v=DbSb...ature=youtu.be

Hmm... try this version and see if the problem still happens.

Incidentally, Prop Hunt should automatically disable itself on maps that aren't Prop Hunt maps... you don't explicitly have to set ph_enable 0.

RoninTX 10-16-2013 14:36

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
I have a final problem and that is when maps are changing after a few rounds. I have mapcycle command active when I start my server.

The game it self is ok, but the moment it wants to change maps it crashes and I need to restart the server.

Leo986 10-16-2013 14:53

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by Powerlord (Post 2049519)
Hmm... try this version and see if the problem still happens.

Incidentally, Prop Hunt should automatically disable itself on maps that aren't Prop Hunt maps... you don't explicitly have to set ph_enable 0.

Alright, that seems to have fixed it! What do you think was the problem?

Powerlord 10-16-2013 15:37

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by Leo986 (Post 2049605)
Alright, that seems to have fixed it! What do you think was the problem?

Prop Hunt Redux remembers the values of the cvars that it changes after configuration files are loaded when it detects a Prop Hunt map is loaded. It restores those values when you set ph_enable 0 or unload the plugin.

Sounds simple enough, but there was one slight hitch: It never checked that Prop Hunt changed those cvars to begin with. So, if you ever set ph_enable in a config file or on a non-prop hunt map, it would happily overwrite those cvars with the last value it knew... or 0 if a prop hunt map was never loaded.

The version I uploaded in my last post changed it to only reset those cvars if a prop hunt map is currently running... but I may make a more robust version before posting beta 4 to the start of the thread.

Leo986 10-16-2013 16:07

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Thanks for answering!

Powerlord 10-18-2013 09:38

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
2 Attachment(s)
I never got to test this last night, but this should be the same change as above but written in a bit more sane manner.

It also makes sure that the Prop Hunt timers aren't started if ph_enable is switched to 1 unless we're on a Prop Hunt map.

The latter still needs some reworking, as switching prop hunt on shouldn't take effect until round change.

AeroAcrobat 10-27-2013 11:57

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Code:

L 10/27/2013 - 16:14:34: [SM] Native "SendConVarValue" reported: Client 2 is fake and cannot be targeted
L 10/27/2013 - 16:14:34: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/27/2013 - 16:14:34: [SM]  [0]  Line 1612, D:\tf2server\plugins\prophunt\addons\sourcemod\scripting\prophunt.sp::OnClientPutInServer()

I'm running bots so players are not stuck in spec. mode. Maybe that's why I'm gettings this error ?
I used the plugin from first post.

Powerlord 10-27-2013 12:01

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
2 Attachment(s)
Quote:

Originally Posted by AeroAcrobat (Post 2053488)
Code:

L 10/27/2013 - 16:14:34: [SM] Native "SendConVarValue" reported: Client 2 is fake and cannot be targeted
L 10/27/2013 - 16:14:34: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/27/2013 - 16:14:34: [SM]  [0]  Line 1612, D:\tf2server\plugins\prophunt\addons\sourcemod\scripting\prophunt.sp::OnClientPutInServer()

I'm running bots so players are not stuck in spec. mode. Maybe that's why I'm gettings this error ?
I used the plugin from first post.

Hmm, I must have missed one of the IsFakeClient guards for that. Whoops. Unfortunately, since that's an error and not a warning, that means ResetPlayer doesn't get run on the bot.

Try this version.

Dr. Greg House 10-27-2013 16:32

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
On a side note, how does the plugin allow team selection. I thought this wasn't possible in arena mode. On a vanilla arena server I only have the option of either "Fight!" or "Spectate".

Powerlord 10-27-2013 16:32

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by Dr. Greg House (Post 2053578)
On a side note, how does the plugin allow team selection. I thought this wasn't possible in arena mode. On a vanilla arena server I only have the option of either "Fight!" or "Spectate".

Team Selection is enabled any time tf_arena_use_queue is set to 0, which prop hunt forces so people don't have to sit out.

AeroAcrobat 10-27-2013 17:55

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by Powerlord (Post 2053491)
Hmm, I must have missed one of the IsFakeClient guards for that. Whoops. Unfortunately, since that's an error and not a warning, that means ResetPlayer doesn't get run on the bot.
Try this version.

Getting the same error after restart:
Code:

L 10/27/2013 - 22:51:33: [SM] Native "SendConVarValue" reported: Client 2 is fake and cannot be targeted
L 10/27/2013 - 22:51:33: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/27/2013 - 22:51:33: [SM]  [0]  Line 1612, D:\tf2server\plugins\prophunt\addons\sourcemod\scripting\prophunt.sp::OnClientPutInServer()


Powerlord 10-28-2013 13:30

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by AeroAcrobat (Post 2053605)
Getting the same error after restart:
Code:

L 10/27/2013 - 22:51:33: [SM] Native "SendConVarValue" reported: Client 2 is fake and cannot be targeted
L 10/27/2013 - 22:51:33: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/27/2013 - 22:51:33: [SM]  [0]  Line 1612, D:\tf2server\plugins\prophunt\addons\sourcemod\scripting\prophunt.sp::OnClientPutInServer()


You sure you are using the version I just uploaded in my previous posts? That code should be on line 1625 now, not 1612.

Even if I somehow forgot to compile the new version before uploading, it would still be on line 1623 in the previous version of beta 4.

AeroAcrobat 10-28-2013 14:17

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Quote:

Originally Posted by Powerlord (Post 2053863)
You sure you are using the version I just uploaded in my previous posts? That code should be on line 1625 now, not 1612.

Even if I somehow forgot to compile the new version before uploading, it would still be on line 1623 in the previous version of beta 4.

Yes, I tripple checked. The smx gives me that error.
I've compiled the code and now no errors :)

Mapchanges, specator switches, etc. I don't get any errors anymore.

Powerlord 10-29-2013 11:07

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
4 Attachment(s)
I've got a new beta update that I have yet to test. It's meant to postpone ph_enable changes until the round changes.

This version is marked as version 3.0.0 beta 5.

Edit: I spotted some bugs right after posting this, fixed them, and uploaded a new version. I think I did so before anyone downloaded it, but just in case...

Powerlord 10-30-2013 13:41

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Now that the Halloween event has started, I won't be testing any changes I make to Prop Hunt.

For that matter, I still need to go through the updates to see if we got any new weapon reskins this year.

Mike_BoG 10-30-2013 16:36

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Players are complaining about Pyro's being shown as props, any fix? Using newest snapshot of SM and tf2items.

Dr. Greg House 10-30-2013 17:03

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
Excessive alt-tabbing I guess(?)

Mike_BoG 10-31-2013 09:13

Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
 
I may also add that we're running class restrictions, that might have something to do with it.


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