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-   VSH / Freak Fortress (https://forums.alliedmods.net/forumdisplay.php?f=154)
-   -   VSH Versus Saxton Hale 1.55 - New Saxton Hale + Vagineer Models! (https://forums.alliedmods.net/showthread.php?t=244209)

Chdata 07-17-2014 21:55

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.

Zephyrus 07-18-2014 02:56

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

MrBen 07-18-2014 07:32

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.

Advokat 07-18-2014 08:10

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.

Zephyrus 07-18-2014 08:48

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
 
Quote:

Originally Posted by MrBen (Post 2169792)
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.

works fine here

Chdata 07-18-2014 10:21

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
 
Quote:

Originally Posted by Zephyrus (Post 2169704)
the sp in the zip is not the source of the smx. it doesnt even compile, you inculde tf2_sock instead of tf2_stocks

That is intentional. Look at scripting/include, tf2_socks is in there and it is different from tf2_stocks.

Edit: Haha. I see why the game description isn't showing up for anyone.

... I forgot to compile it with the steamtools include.

WildCard65 07-18-2014 10:26

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
 
Quote:

Originally Posted by Chdata (Post 2169882)
That is intentional. Look at scripting/include, tf2_socks is in there and it is different from tf2_stocks.

Edit: Haha. I see why the game description isn't showing up for anyone.

... I forgot to compile it with the steamtools include.

What's different between tf2_socks and tf2_stocks?

Chdata 07-18-2014 10:32

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/17/2014)
 
Quote:

Originally Posted by WildCard65 (Post 2169885)
What's different between tf2_socks and tf2_stocks?

tf2_socks.inc has a fixed version of TF2_RemoveWeaponSlot(client, slot), and has the following three commands:

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.

Zephyrus 07-18-2014 10:48

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

WildCard65 07-18-2014 10:51

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
 
Quote:

Originally Posted by Zephyrus (Post 2169903)
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,

Ya, travis also reported no compile error when using the standard tf2_stocks that comes with sourcemod.

Chdata 07-18-2014 11:11

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
 
Quote:

Originally Posted by Zephyrus (Post 2169903)
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

... You're not supposed to change tf2_socks to tf2_stocks. Just leave the name as is and try to compile it that way.

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:

stock TF2_RemoveWeaponSlot(clientslot

   
decl ew
   new 
weaponIndex
   while ((
weaponIndex GetPlayerWeaponSlot(clientslot)) != -1
   { 
       
ew GetEntPropEnt(weaponIndexProp_Send"m_hExtraWearable"); 
       if(
IsValidEntity(ew)) 
       { 
           
TF2_RemoveWearable(clientew); 
       } 
       
RemovePlayerItem(clientweaponIndex); 
       
AcceptEntityInput(weaponIndex"Kill"); 
   } 


tf2_stocks.inc

PHP Code:

stock TF2_RemoveWeaponSlot(clientslot)
{
    new 
weaponIndex;
    while ((
weaponIndex GetPlayerWeaponSlot(clientslot)) != -1)
    {
        
RemovePlayerItem(clientweaponIndex);
        
AcceptEntityInput(weaponIndex"Kill");
    }


It's used to prevent things like Scout having a demoman shield.

Wliu 07-18-2014 11:16

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)).
If you fix it, don't forget to also modify RemoveWeaponSlot to call RemoveWearable.-FORUM WHY YOU NO TELL ME CHDATA POSTED ABOVE ME

Zephyrus 07-18-2014 11:31

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

Chdata 07-18-2014 11:40

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014)
 
Quote:

Originally Posted by Wliu (Post 2169923)
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)).
If you fix it, don't forget to also modify RemoveWeaponSlot to call RemoveWearable.-FORUM WHY YOU NO TELL ME CHDATA POSTED ABOVE ME

Given the post above yours, does something still need to be fixed?

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.

Powerlord 07-18-2014 13:18

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)

Chdata 07-18-2014 13:21

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 11:11AM C
 
Quote:

Originally Posted by Powerlord (Post 2169993)
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)

It's the thing fiagram made from your wearable plugin, yes.

Anyway if anyone updates, PM me an IP, always helps to test things on a server other than my own just in case.

Spyper 07-19-2014 18:47

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

friagram 07-19-2014 20:36

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.

Chdata 07-19-2014 23:51

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

Originally Posted by Spyper (Post 2170582)
About The Gunslinger
It can give an extra mini sentry instead of +25 health

I don't think the MvM mini-sentry thing is easy to do, but I believe you can use this plugin to do that already anyway...

https://forums.alliedmods.net/showthread.php?p=642578

darkboy245 07-21-2014 19:24

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


WildCard65 07-21-2014 20:32

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

Originally Posted by darkboy245 (Post 2171618)
I got an error when starting the server: [SM] Unable to load plugin "saxtonhale.smx": Native "__FLOAT_EQ__" was not found


Update sourcemod to SM 1.6

ShowTeKPT 07-24-2014 17:23

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.

Chdata 07-24-2014 17:28

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Do you have the Hale files?

ShowTeKPT 07-24-2014 17:34

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.

Chdata 07-24-2014 18:01

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.

ShowTeKPT 07-24-2014 18:25

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Ok thanks

Newbie1992 07-26-2014 11:33

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)
                    {
                        SetEntProp(Hale, Prop_Send, "m_CollisionGroup", 2); //Makes HHH clipping go away for player and some projectiles
                        hHHHTeleTimer = CreateTimer(bEnableSuperDuperJump ? 4.0:2.0, HHHTeleTimer, TIMER_FLAG_NO_MAPCHANGE);
                    }

Thanks!

Chdata 07-27-2014 01:52

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).

rswallen 07-27-2014 02:40

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

If it ain't broke, don't fix it

Wliu 07-27-2014 09:26

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

Originally Posted by Chdata (Post 2174459)
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).

I'm currently trying to move as much stuff as I can out of timers and into hooks. Not sure if that's good either, but I just dislike timers :P.

Chdata 07-27-2014 12:55

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

Originally Posted by rswallen (Post 2174476)
frog

I have OCD for making optimizations as I learn how.

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.

WildCard65 07-27-2014 13:17

Re: Versus Saxton Hale 1.45 - Important Bug Fixes (Last updated 7/18/2014 | 4:24PM CD
 
Quote:

Originally Posted by Chdata (Post 2174688)
I have OCD for making optimizations as I learn how.

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.

To kill repeatable timers:
Call KillTimer native with handle returned from CreateTimer OR in the timer call back, return Plugin_Stop

Chdata 07-27-2014 14:56

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Updated Hale! See the changelist for changes.

Wliu 07-27-2014 15:10

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.

Chdata 07-27-2014 15:18

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.

Newbie1992 07-28-2014 15:45

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

Wliu 07-28-2014 15:51

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Try without rcon?

Chdata 07-28-2014 16:58

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Quote:

Originally Posted by Newbie1992 (Post 2175307)
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

To use commands in console it's "sm_hale_select"

Just like any other plugin.

rswallen 07-28-2014 17:52

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?

Chdata 07-28-2014 19:08

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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