Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
And I've done it. And a bunch of other stuff too.
This is expected to be the last update for a while, barring any small bug fixes people post. Glad to see VSH revitalized a little. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
the sp in the zip is not the source of the smx. it doesnt even compile, you inculde tf2_sock instead of tf2_stocks
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
Hi there.
I decided to update our servers with this latest version today, so thanks for all your work. It appears that the VSH game mode does not show on the server browser. I've updated steamtools etc with no success. I reverted to 1.42 and the game mode shows correctly again, so I think it might be something in this latest version that's causing it. Any help would be appreciated and thanks again. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
Seems Spy backstab damage is currently not recognized (and counted) towards a healing Medic's damage counter.
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
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Edit: Haha. I see why the game description isn't showing up for anyone. ... I forgot to compile it with the steamtools include. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
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TF2_IsWearable(wearable) TF2_EquipWearable(client, wearable) TF2_RemoveWearable(client, wearable) and is why there is now "equipwearable.txt" in the gamedata folder. In OP: * There is a new include, tf2_socks.inc, which is just a modified tf2_stocks.inc to fix equippable wearables. vsh145.zip has just been updated to fix steamtools. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
then i dont get it, i compiled saxtonhale.sp myself and i only changed tf2_socks to tf2_stocks. how come i didnt get error for those new functions
edit: the only place where CreateVM is used is commented out, therefore the only function that used equipwearable is never even used nor compiled into the smx. also, what was the point of making your own tf2_stocks for functions that are not even used |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
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It doesn't show an error when you compile with tf2_stocks because tf2_socks uses a modified version of the same command. Everywhere in saxtonhale.sp that uses "TF2_RemoveWeaponSlot" will be broken if you don't include tf2_socks instead of tf2_stocks. That is where it's used. tf2_socks.inc PHP Code:
PHP Code:
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
Yeah, looking at the code, VSH still seems to be calling the wrong functions to remove wearables (AcceptEntityInput(entity, "kill") instead of RemoveWearable(client, entity)).
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
still, you made a copy of tf2_stocks for a 10 line function, doesnt sound like a good idea... just make your own TF2_RemovePlayerItem2 or something in a diff inc
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
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And yeah, I realize that now ze and will probably upload a change in a few minutes. I wasn't sure what I wanted to do with the edited sourcemod inc in the first place which is why I ended up naming it differently. Edit: Update is up, should fix the confusion with tf2_socks.inc. I also fixed some of the AcceptEntityInput(entity, "kill") relics. If I missed any please tell me, I wasn't sure if the whole tf_powerup_bottle thing with all the taunt item indexes needed to use removewearable so I didn't change it. Sorry for all the confusion. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 11:11AM C
So, in other words, tf2_socks is just tf2_stocks merged with my tf2wearables plugin?
(Well, the version that didn't include TF2_GetPlayerLoadoutSlot that is) |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 11:11AM C
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Anyway if anyone updates, PM me an IP, always helps to test things on a server other than my own just in case. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
About The Gunslinger
It can give an extra mini sentry instead of +25 health |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
This wouldn't be a problem if removeplayeritrm actually worked, and called removewearable, etc.
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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https://forums.alliedmods.net/showthread.php?p=642578 |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
I got an error when starting the server: [SM] Unable to load plugin "saxtonhale.smx": Native "__FLOAT_EQ__" was not found
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
I have this problem:
Plugin doesn't make client download hale files. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
Do you have the Hale files?
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
Yes, i use fastdl server, double checked everything and everything is there.
Do they need to be on the server? Because in my other server with freak fortress 2 I only have them in my fastdl and everyone downloads it. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
Well you need the non-fastDL files on your server, yes.
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
Ok thanks
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
* HHH can get stuck in soldiers and scouts, but not other classes on teleport.
Must i delete that two lines only or? Code:
if (TF2_GetPlayerClass(target) != TFClass_Scout && TF2_GetPlayerClass(target) != TFClass_Soldier) |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
Would VSH benefit from changing some of the stuff in HaleTimer and ClientTimer to client prethink and whatnot?
Makes things run every frame but not use a timer, I dunno if the impact would be something to worry about or not. (Though I'd still handle Hale's superjump with a timer to retain its physics). |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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Plus timers are confusing to work with. I still don't understand when I need to set a Handle to a repeatable timer to kill it or how to kill those properly or whatever. |
Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
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Call KillTimer native with handle returned from CreateTimer OR in the timer call back, return Plugin_Stop |
Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
Updated Hale! See the changelist for changes.
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Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
You should make hale_shield_crits accept an option to totally disable crits.
Eg 0 would be no crits, 1 would be minicrits, 2 would be crits. |
Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
I suppose.
But I'm laaaazy. mbl8r It was funny how people only used stickies on servers with taunt crits. |
Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
Hi,
The commands like hale_select, hale_special etc. does not work in the console. I can use them in chat. Maybe its a bug? Screen -> http://cloud-4.steampowered.com/ugc/...37B8EDE7D55EA/ TY |
Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
Try without rcon?
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Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
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Just like any other plugin. |
Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
VSH never used to have "sm_" prefixes on its commands... Why are you changing this? It's gunna annoy alot of players who have them bound to keys. Plus, why no mention of this in any changelog?
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Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
Eh, I figured it wouldn't have a big impact / wasn't that important.
Also I thought you couldn't bind the console command without the sm_ prefix and would have to bind stuff like 'say /halehp', which this change doesn't break. But that's based on vague memory of me having the same problem as newbie in the past. |
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