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Forum: VSH / Freak Fortress 11-15-2014, 18:27
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

Try this for your server, it works like a charm:
Forum: VSH / Freak Fortress 11-12-2014, 13:45
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

I did wipe those sound files and eventually the entire download folder several times. To which I end up getting a fresh batch of everything over a dozen times. It did not work at all. Until I...
Forum: VSH / Freak Fortress 11-12-2014, 04:08
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

I actually believe that was not the case this time around. As I mentioned in previous posts that everything worked fine; including most of the sounds that were .wav and .mp3 files. If that was the...
Forum: VSH / Freak Fortress 11-11-2014, 23:13
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

So after fiddling around with that sound issue, I end up finding a solution to the problem. First I tried to wipe all the custom the downloadable files; that did not work. However after I...
Forum: VSH / Freak Fortress 11-10-2014, 21:26
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

Yeah, the client consoles spams when the sound is suppose to pop-up. However it is in the right place actually. There is no re-downloading and the.cfg file matches up with the appropriate sound...
Forum: VSH / Freak Fortress 11-10-2014, 19:44
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.3 Released

I'm getting this really odd issue; now that I have gotten everything up to date. Besides the mark of death attribute and soldier class problem I described in an earlier post. Most if not all of the...
Forum: VSH / Freak Fortress 11-03-2014, 16:43
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.2 Released

Thank you, I appreciate it. You are one of the few people when I talk about this problem did not treat me like I was nuts. At least you know what I am talking about instead of being dismissive over...
Forum: VSH / Freak Fortress 11-03-2014, 13:37
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.2 Released

Well something end up breaking the functionality. Don't know what it was. If it was Valve or one of the updates to FF2. However I can tell you this I could be flexible with the Mark of Death...
Forum: VSH / Freak Fortress 11-03-2014, 01:07
Replies: 3,020
Views: 940,484
Posted By Sindex
Re: Freak Fortress 2 1.10.2 Released

I have a question; how long ago was the feature where you could tac-on weapon attribute 218 (mark of death) onto a boss's weapon blocked? I used to have this attribute on some of my custom...
Forum: VSH / Freak Fortress 02-17-2014, 22:32
Replies: 37
Views: 11,792
Posted By Sindex
Re: [BOSS] Heavy Sauce

I hate to quote my self from the other post but:



Of course it got ignored in order for this thread to be created. I also posted this for a reason with an explanation of why it was never made...
Forum: VSH / Freak Fortress 02-14-2014, 21:27
Replies: 9
Views: 1,874
Posted By Sindex
Re: Heavy Sauce Boss?

It was originally designed for our servers, but never released publicly. It was inspired by Expo's Heavy is Spy (http://www.youtube.com/watch?v=-OsF0O5vd1s) video. The model creation goes completely...
Forum: Plugins 02-09-2014, 23:17
Replies: 250
Views: 152,935
Posted By Sindex
Re: [TF2] Uber Upgrades v0.9.4 (beta version 11/14/2013)

Yeah, I really like this modification as well. Just end up putting up a Linux server up to run this 24/7. However I am running into that same issue where the attribute system sticks for the class...
Forum: TF2Items 08-17-2013, 23:39
Replies: 209
Views: 62,971
Posted By Sindex
Re: tf2items not working after today's update

Thank you asherkin, for pointing attribute 0 problem out. Completely wiped that problem off our servers and they are running better because of it.
Forum: TF2Items 07-20-2013, 19:57
Replies: 209
Views: 62,971
Posted By Sindex
Re: tf2items not working after today's update

Not seeing any major differences/changes for the Linux version of 1.6.0-hg251. Attributes for certain weapons are still not being removed from what I can see.
Forum: Plugins 06-25-2013, 02:26
Replies: 177
Views: 71,347
Posted By Sindex
Re: [TF2] Gift Mod [1.1.0] - [6/24/2013] - (+10 NEW effects)

Yep, got the same errors had to disable it because the server did start to crash.



On another note some effect like snail and camouflage seem to stay permanently once you get them. They don't...
Forum: Plugins 06-20-2013, 22:32
Replies: 177
Views: 71,347
Posted By Sindex
Re: [TF2] Gift Mod [1.0.1] - [6/19/2013]

Yeah, it's was pretty hilarious when I turned it on in our FF2 servers. Basically it would come off with 15,000 health to 25,000 per back stab. In the end I just turned it off ability even if...
Forum: Plugins 06-20-2013, 02:09
Replies: 177
Views: 71,347
Posted By Sindex
Re: [TF2] Gift Mod [1.0.1] - [6/19/2013]

I really enjoy this mod, since the other mod I was looking at (popcorn mod) is broken at the moment. I have a question though does a back stab with Dracula’s blood is suppose to be working?
Forum: VSH / Freak Fortress 06-07-2013, 02:18
Replies: 19
Views: 6,619
Posted By Sindex
Re: Weapons show on bosses

Yeah, that's right. So that should not be the issue. Also why does Seeldier also shows his shovel still while Seeman does not show his bottle? That might be the heart of the issue. Anything that...
Forum: VSH / Freak Fortress 06-07-2013, 00:21
Replies: 19
Views: 6,619
Posted By Sindex
Re: Weapons show on bosses

So I got this to work with the major bosses; well at least using master's version. However it does not seem to be working with minions of seeman (bottles still protrude out the rear) and on seeldier...
Forum: VSH / Freak Fortress 07-06-2012, 16:42
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

Powerlord:


The reason for the changes for the Dead Ringer and the Demo Knight Shield is because of the technicality with my bosses. Same reason why I found that major issue with the attribute...
Forum: VSH / Freak Fortress 07-06-2012, 05:16
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

I wrote down the reasoning for the changes. What needs to be explained, about why I am changing them? Most of my changes have to do with the majority of people point out to me that are legitimate...
Forum: VSH / Freak Fortress 07-05-2012, 18:19
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

As of now I have another coder who is working on some of the problems that I have currently touched up on.

The soldier not taking certain condition (i.e. afterburn, bleeding, mark of death,...
Forum: VSH / Freak Fortress 07-01-2012, 23:59
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

Last time eggman was supposedly working on this, before he went MIA. I think it’s still in his update notes in the OP. I am personally waiting for this too, but I have no idea if it is actually...
Forum: VSH / Freak Fortress 07-01-2012, 16:50
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

I actually don’t have a problem with the Scorch Shot. As for the blaster I don’t know. It’s almost like some of the weapons the scout has at his disposal. The Force of Nature, Bonk energy drink,...
Forum: VSH / Freak Fortress 07-01-2012, 15:44
Replies: 2,934
Views: 1,716,933
Posted By Sindex
Re: [TF2] Freak Fortress 2

Same with me; I have been just starting to tweaking bill a bit for the testing. I like the premise for some of these bosses but the majority of the time I have to change things a bit. For my...
Showing results 1 to 25 of 65

 
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