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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)

Newbie1992 07-29-2014 04:41

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Well it works, ty

Newbie1992 07-31-2014 09:45

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

I got some question about 1.46 i found some issue on my server look the 4 screens below

http://cloud-4.steampowered.com/ugc/...4BD40C948E65F/
http://cloud-4.steampowered.com/ugc/...F8B52028C4218/
http://cloud-4.steampowered.com/ugc/...7F4C59A68F9A0/
http://www.pic-upload.de/view-221645..._file.jpg.html - OLD PIC i saw that by Hale!

I'm use:

sm newest
mm newest
vsh 1.46
tf2items from here https://forums.alliedmods.net/showthread.php?p=1050170

Should i use a tf2items snap?

Thanks!

Chdata 07-31-2014 15:52

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Make sure you have tf2_socks.inc which is located in sourcemod/scripting/include in the vsh146 download.

Were you compiling with that? (Also I compile it with 1.6.1 so I dunno what Wiiu means).

Edit: Assuming you were compiling your own edits ;p

Wliu 07-31-2014 15:56

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

Originally Posted by Chdata (Post 2176893)
Make sure you have tf2_socks.inc which is located in sourcemod/scripting/include in the vsh146 download.

Were you compiling with that?

Edit: Assuming you were compiling your own edits ;p

Err, never mind about my previous post; will delete (kinda posted without checking beforehand).

You should switch over to the new TF2_RemoveWearable native in SM 1.6.1 but keep the modified TF2_RemoveWeaponSlot stock.

EDIT: VSH still technically shouldn't be able to compile...there would be two TF2_RemoveWearables, which *should* leave to a compiler error in SM.

Wliu 07-31-2014 16:24

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Going to clarify a bit more now that I've gathered my thoughts:
2 days ago, a PR was created on the Sourcemod repo by VoiDeD to implement TF2_RemoveWearable. This was pulled yesterday and also cherry-picked to SM 1.6.1-dev. This means that any plugin currently using TF2_RemoveWearable and also including <tf2.inc> (which tf2_stocks requires) will run into compiler errors.

Chdata 07-31-2014 19:53

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Oh maybe I'm on 1.6.0 then. My bad.

So removewearable is in the latest stable version now?

WildCard65 07-31-2014 20:05

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

Originally Posted by Chdata (Post 2177002)
Oh maybe I'm on 1.6.0 then. My bad.

So removewearable is in the latest stable version now?

it's in 1.6.1 snapshots(latest)

Newbie1992 08-01-2014 14:20

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

I'm use the compiled saxtonhale.smx from the zip NOW in post 1 most of the probelms are fixed but some botkillers are stuck in the air (not all)

picture 2 from quote is also not fixed for me.

On my server i use sm 1.6.1 should i use 1.6.0 ???

Thanks!

Wliu 08-01-2014 14:29

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Probably 1.6.0, because 1.6.1 is still in development.

Chdata 08-01-2014 15:13

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
I'm gonna work on a 1.6.1 compatible version after my daily work.

For now 1.6.0

Edit: Alright, I see wotcha mean Wiiu.

It looks like RemovePlayerSlot2 and similar is still needed (based on reading the includes and not testing to see if RemovePlayerItem was updated), but not the removewearable part of the custom tf2_socks include.

Anyway 1.47 is made to work with 1.6.1

Newbie1992 08-03-2014 08:03

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

All the botkillers are working fine, only the blue cosmetics after a hale round does not work.
Maybe there is a chance for a final fix?

And, atm i'm useing the compiled smx from zip, because my home compiler is outdated is there a little tuturial?

Thanks!

Chdata 08-03-2014 08:39

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
I dunno what causes that wrong team thing really.

To compile all you do is drag and drop saxtonhale.sp onto compile.exe, make sure you have the .inc too.

1.47 is going to remove tf2_socks altogether though.

Newbie1992 08-03-2014 13:24

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

Originally Posted by Chdata (Post 2178280)
To compile all you do is drag and drop saxtonhale.sp onto compile.exe, make sure you have the .inc too.

Sure, i know. I'll download sourcemod 1.6.1 (windows) put them on my dekstop, next step i download all includes, steamtools, tf2items, tf_socks, saxtonhale, morecolors.

As last i'll drag and drop saxtonhale.sp into compile.exe.

But i always got bugs like that:

http://cloud-4.steampowered.com/ugc/...27A8A1F2384D4/
http://steamcommunity.com/sharedfile.../?id=295378437
http://cloud-4.steampowered.com/ugc/...FFF1DA856E223/
http://steamcommunity.com/sharedfile.../?id=295378378

Thanks!

Chdata 08-03-2014 13:28

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
As previously discussed, v1.46 does not compile properly with 1.6.1 and I've made v1.47 which does.

v1.46 compiles with 1.6.0

Newbie1992 08-03-2014 13:47

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
Ok, sorry for my misstake than ill try it out.

When you will upload v1.47 ?

Thanks!

Chdata 08-03-2014 16:04

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
I'm busy dealing with my father threatening to kick me out of the house and cutting random wires under my computer while it was fully active to spite me.

He only got my bass speakers and external harddrive, so I'm fine. He also stopped being unreasonable and decided to negotiate with me just now.

nergal 08-03-2014 22:51

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

Originally Posted by Chdata (Post 2178471)
I'm busy dealing with my father threatening to kick me out of the house and cutting random wires under my computer while it was fully active to spite me.

He only got my bass speakers and external harddrive, so I'm fine. He also stopped being unreasonable and decided to negotiate with me just now.

Just tell him that you'll get a job and pay him "rent" for living with him.

I did that with my folks and I give them half of my paychecks every payday (I don't spend much anyways).

Chdata 08-03-2014 23:15

Re: Versus Saxton Hale 1.46 - Important Bug Fixes (Last updated 7/27/2014 | 1:26PM CD
 
No more off topic posts ;p

So, reading through some of Hale's code...

PHP Code:

CreateTimer(0.2Timer_GogoHale); 

PHP Code:

public Action:Timer_GogoHale(Handle:hTimer)
{
    
CreateTimer(0.1MakeHale);



Newbie1992 08-04-2014 03:24

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Youre smx 1.47 does not work for me

I always get this error

Code:

L 08/04/2014 - 09:23:31: SourceMod error session started
L 08/04/2014 - 09:23:31: Info (map "arena_watchtower") (file "errors_20140804.log")
L 08/04/2014 - 09:23:31: [SM] Native "TF2Attrib_RemoveByName" reported: TF2Attrib_RemoveByName: Invalid entity index 0 passed
L 08/04/2014 - 09:23:31: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 08/04/2014 - 09:23:31: [SM]  [0]  Line 669, C:\Users\Anne\Desktop\VSH\sm\addons\sourcemod\scripting\saxtonhale.sp::OnPluginStart()

TF2Attributes is running without error.

Thanks!

Chdata 08-04-2014 03:45

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Ah woops, I completely left out the proper checks I had in my private version of Hale.

Will update in a bit.

Edit: Should be fixed now.

Newbie1992 08-04-2014 04:17

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Works great, thanks a lot for your time. When i got some free money in the next days/weeks i will donate some to you for that awesome hale version. like 15-20€ (should be around 25$)

Thanks!:wink:

Chdata 08-04-2014 04:47

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Thanks for pointing out bugs ;p

It was kinda on a whim that I figured out the team color thing.

Meanwhile, my servers are up again. (See the TF2Data link for IPs)

Newbie1992 08-04-2014 13:01

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
99% of the plugin are works great, ill found 1 little thing that should ne fixed (hope this can fixed)

By starting a conga the botkillers will not remove correctly after conga its looks like:

http://cloud-4.steampowered.com/ugc/...A5CB6B58B90D4/


Thanks,
Newbie'

Chdata 08-04-2014 15:16

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Fix for mantreads coming next update.

As for the conga issue shown above,
1. tf_tauntem given congas don't trigger it, but real taunts do
2. Doesn't happen on valve servers

Newbie1992 08-04-2014 15:50

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Would it be possible that you can fix that panel a bit in the new update?

Code:

stock SkipHalePanelNotify(client, bool:newchoice = true)
{
    if (!Enabled || !IsValidClient(client) || IsVoteInProgress())
    {
        return;
    }

    new Handle:panel = CreatePanel();
    decl String:s[256];

    SetPanelTitle(panel, "[VSH] You're Hale next!");
    Format(s, sizeof(s), "%t\nAlternatively, use !resetq.", "vsh_to0_near");
    CRemoveTags(s, sizeof(s));

    ReplaceString(s, sizeof(s), "{olive}", "");
    ReplaceString(s, sizeof(s), "{default}", "");

    DrawPanelItem(panel, s);
    SendPanelToClient(panel, client, SkipHalePanelH, 30);
    CloseHandle(panel);

    return;
}
public SkipHalePanelH(Handle:menu, MenuAction:action, param1, param2)
{
    return;
}

I'll remove that shit of code in my saxtonhale.sp becuase that panel looks so ugly.
A menu with a yes/no option would be awesome, no will automatically open the !resetq option.

Thanks!

Chdata 08-06-2014 08:10

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Seems like going from 'equipped with botkiller' -> be hale -> be player = Have glitchy botkillers

WildCard65 08-06-2014 08:31

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Chdata (Post 2179770)
Seems like going from 'equipped with botkiller' -> be hale -> be player = Have glitchy botkillers

Ya, the current logic of the remove wearables bit in tf2_stocks.inc in sm1.6.1 latest git has an issue where it's trying to get extra wearables from an invalid entity https://github.com/alliedmodders/sourcemod/pull/125

Chdata 08-06-2014 09:20

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I guess something about TF2_SetPlayerclass breaks botkillers or something, but even when my class isn't actually changed upon becoming the boss the botkillers stick.

idk

Spyper 08-06-2014 17:16

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I think darwins danger shield and razorback can give +10 attack bonus and block one hit from any boss, after which they are removed from the player for the duration of the round,like demoshield
also:

Quote:

Originally Posted by Spyper (Post 2179005)
Demoshield cannot save you from a goomba stomp


Wliu 08-06-2014 17:47

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I'm pretty sure if you want to be able to catch that, VSH must #tryinclude Goomba Stomp. Looks like Goomba overrides OTD whenever there's a stomp called so VSH never gets to test if that person has a demoshield.

Chdata 08-06-2014 20:54

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I think you can do it without, iirc goomba stomp sets the string of something to "goomba".

Depends on whether or not that event can be read by other plugins though.

WildCard65 08-07-2014 06:50

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Wliu (Post 2180015)
I'm pretty sure if you want to be able to catch that, VSH must #tryinclude Goomba Stomp. Looks like Goomba overrides OTD whenever there's a stomp called so VSH never gets to test if that person has a demoshield.

Like I said in the FF2 thread, the TakeDamage native is bypassing all the hooks.

Chdata 08-07-2014 14:56

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Well you can detect if it was a goomba without including it, as goomba_Tf.sp does that.

"if (GetEventBool(event, "goomba"))"

But since it's just an event, you probably can't do anything.

Powerlord 08-07-2014 16:43

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Chdata (Post 2180504)
Well you can detect if it was a goomba without including it, as goomba_Tf.sp does that.

"if (GetEventBool(event, "goomba"))"

But since it's just an event, you probably can't do anything.

Why not have Goomba Stomp as an optional dependency and then use the OnStomp forward to adjust its damage bonus/multiplier and break the shield there?

FusionSoldier 08-07-2014 19:26

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I was wondering if there was a possibilty for a command to allow admins (or donators if they work that way) choose the hale they want to be. Unless there is already a command for this, in which could I ask what it is?

Wliu 08-07-2014 20:33

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
hale_special <boss>
^This will force the next boss to be the one that you picked. So use it the round before you become Hale.

Chdata 08-08-2014 00:39

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Powerlord (Post 2180567)
Why not have Goomba Stomp as an optional dependency and then use the OnStomp forward to adjust its damage bonus/multiplier and break the shield there?

I coooould also uh... Make a 0.0 timer on ontakedamage that sets a bool to false, and make player_hurt set it to true if it's not a goomba, and at the end of the timer it breaks the shield if it's true, but that'd be kinda silly.

On my server I just edited goomba.sp / goomba_tf.sp themselves (but I also applied a fix to how minicrit buffs affect damage and some other changes).

But yeah I'll probably just include goomba.inc if I change it in the public version.

On that note, I changed IsValidClient for my private server.

PHP Code:

#define IsValidClient(%1) (0 < %1 && %1 <= MaxClients && IsClientInGame(%1)) 

I never really saw the point of all those other checks, but I'd like confirmation that those are safe to get rid of.

Slowly been working on some optimizations because every cycle counts to a SMW hacker.

Spyper 08-08-2014 19:10

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Saxton hale menu plugin lets you select hale.

nergal 08-08-2014 22:20

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Wliu (Post 2180695)
hale_special <boss>
^This will force the next boss to be the one that you picked. So use it the round before you become Hale.

He means something like the Boss Selection plugin for FF2.

I already made something like that for VSH but it has to be manually installed into the plugin.

UNLESS someone adds more forwards and natives for me to make a separate plugin.

Newbie1992 08-09-2014 03:34

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by nergal (Post 2181275)
He means something like the Boss Selection plugin for FF2.

I already made something like that for VSH but it has to be manually installed into the plugin.

UNLESS someone adds more forwards and natives for me to make a separate plugin.

Does this work also fine with v147?

Also you mean that https://forums.alliedmods.net/showpo...postcount=4169

Thanks!


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