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Posts Made By:
supergreg
Forum:
Extensions
08-28-2011, 18:59
Replies:
102
GeoIPCity
Views:
148,418
Posted By
supergreg
Re: [EXTENSION] GeoIPCity
Thanks, sipster19 - appreciated
Forum:
Approved Plugins
07-09-2011, 08:54
Replies:
214
Nintendo Mod v3.1
Views:
149,627
Posted By
supergreg
Re: Nintendo Mod v3.1
Have you seen Nintendo mod xtended (https://forums.alliedmods.net/showthread.php?t=102818)?
Forum:
Approved Plugins
03-06-2011, 15:08
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Our server is restarted daily at 6 a.m, as with most 1.6 servers there aren't a lot of players remaining, but it worked fine while it was popular.
We have a separate Gungame server, so I never...
Forum:
Approved Plugins
03-06-2011, 13:28
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Attached is a bunch of config files from a server I setup using Polymorph. If you are unsure how to config a server with Polymorph and like me learn best by example, this might help you out. Consider...
Forum:
Extensions
02-11-2011, 00:36
Replies:
102
GeoIPCity
Views:
148,418
Posted By
supergreg
Re: [EXTENSION] GeoIPCity
Thanks for the prompt reply! Having tested some more, I see it works fine as you describe. I'm just nitpicking here, I find it a bit annoying that the symbols I've created around the city+region are...
Forum:
Extensions
02-09-2011, 00:43
Replies:
102
GeoIPCity
Views:
148,418
Posted By
supergreg
Re: [EXTENSION] GeoIPCity
Hey and thanks for a useful extension. I like how it trades a bit extra memory for huge speed improvements. I tried to add this to a L4D2-server now, and it seems to work fine, I see messages in...
Forum:
Approved Plugins
12-27-2010, 14:57
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Probably not caused by Polymorph.
Overflow is normally caused by a plugin sending too many messages/commands to one client over the reliable channel. The hl engine client cannot take it and instead...
Forum:
Approved Plugins
12-22-2010, 10:39
Replies:
1,633
Galileo 1.1.290 (a feature rich map voting plugin)
Views:
1,063,779
Posted By
supergreg
Re: Galileo 1.1.290 (a feature rich map voting plugin)
Did just now, the first question I have is:
So if an empty value does not disable the feature, then how do we disable it? I want rtv to always be available, no matter who is connected. Now I...
Forum:
Approved Plugins
12-19-2010, 21:29
Replies:
1,633
Galileo 1.1.290 (a feature rich map voting plugin)
Views:
1,063,779
Posted By
supergreg
Re: Galileo 1.1.290 (a feature rich map voting plugin)
Great news, and a very cool decision to host it on Google Code! Project starred and will be poking in now and then :3
Worked for me, amused :crab:
Forum:
Approved Plugins
12-10-2010, 05:51
Replies:
1,241
AimBot Detection
Views:
739,270
Posted By
supergreg
Re: AimBot Detection
Have you checked folder permissions for the logs folder? Could be as simple as chown/chmod
Forum:
Approved Plugins
08-14-2010, 15:02
Replies:
158
Custom Say Commands
Views:
108,424
Posted By
supergreg
Re: Custom Say Commands
That probably means you have some other plugin that also uses /rules. Disable it or move say_commands further up top so it gets priority.
We are using exactly what I posted in my previous reply, it...
Forum:
Approved Plugins
08-14-2010, 06:28
Replies:
158
Custom Say Commands
Views:
108,424
Posted By
supergreg
Re: Custom Say Commands
Seems that's a little too much client info at once for the engine to handle. Save the same markup as a .html file on a webserver and use the full http.. link to it instead, then the info will be...
Forum:
Approved Plugins
07-17-2010, 11:23
Replies:
660
Admin Spectator ESP v1.3 (05/06/06) -- stable release --
Views:
792,298
Posted By
supergreg
Re: Admin Spectator ESP v1.3 (05/06/06) -- stable release --
The only method I know of is by using the "hide skybox" option from SSW (Super Simple Wall) when playing the demo. This will hide box and lines, but not the text (which isn't a problem if using my...
Forum:
Approved Plugins
07-16-2010, 13:06
Replies:
1,633
Galileo 1.1.290 (a feature rich map voting plugin)
Views:
1,063,779
Posted By
supergreg
Re: Galileo 1.1.290 (a feature rich map voting plugin)
IIRC maps are picked randomly but always sorted alphabetically before being displayed. This has been raised as an issue already.
Since I'm posting, I'd like to request a new release. You must have...
Forum:
Approved Plugins
05-25-2010, 14:00
Replies:
1,633
Galileo 1.1.290 (a feature rich map voting plugin)
Views:
1,063,779
Posted By
supergreg
Re: Galileo 1.1.290 (a feature rich map voting plugin)
This question has been answered in the Gungame section, in this thread (https://forums.alliedmods.net/showthread.php?t=83268).
Forum:
Approved Plugins
05-02-2010, 20:57
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Yes that error had been occuring for some time, but I stopped going through the amxx error logs because they get filled up by a couple other plugins which dont yet support bots. Didn't strike me to...
Forum:
Approved Plugins
05-02-2010, 16:13
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Thanks, got it working.
Suddenly noticed this in server console (it flies by as one of the first lines on each map load):
L 05/02/2010 - 21:39:56: Function "function" was not found
L 05/02/2010 -...
Forum:
Approved Plugins
04-28-2010, 21:04
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Awesome. I have full control, usually I just run the server console on my 2nd monitor while testing on the first, so server_print is my preferred way too.
Forum:
Approved Plugins
04-28-2010, 16:09
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
Yeah I recall I gave up on having "Humans vs Monsters" as one of the mods - the monstermod-module remained active across each polymorph-mod.
Anyways, thanks for all your answers.
Bingo, I do...
Forum:
Approved Plugins
04-27-2010, 19:56
Replies:
2,617
PokeMod v1.2.3 RC for Public (June 25, 2008)
Views:
1,313,467
Posted By
supergreg
Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Look at the message: Welcome to the AMX Mod X 1.76-300 Compiler
You will want to update that install to amxx 1.8.1 ;)
Forum:
Approved Plugins
04-27-2010, 19:51
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
fysiks: Thanks for being understanding, your work is appreciated. Excited to see if you can come up with something.
A new oddity I need help with:
This is probably not related to Polymorph but...
Forum:
Unapproved/Old Plugins
04-23-2010, 03:47
Replies:
64
Bindmenu (v1.30)
Views:
54,457
Posted By
supergreg
Re: Bindmenu (v1.05)
As simple as that :oops:
Thanks for helping, works fine now!
Forum:
Approved Plugins
04-22-2010, 21:27
Replies:
1,241
AimBot Detection
Views:
739,270
Posted By
supergreg
Re: AimBot Detection
http://www.bildedump.no/pics/384c3e520ab7c37351ea45216eb54cbc.png
Forum:
Unapproved/Old Plugins
04-22-2010, 21:15
Replies:
64
Bindmenu (v1.30)
Views:
54,457
Posted By
supergreg
Re: Bindmenu (v1.05)
I am trying to get this to work with Polymorph (https://forums.alliedmods.net/showthread.php?t=111535).
Once an .ini file is loaded it acts like expected and works well.
However it always seems to...
Forum:
Approved Plugins
04-22-2010, 15:22
Replies:
1,098
Polymorph: Mod Manager
Views:
416,918
Posted By
supergreg
Re: Polymorph: Mod Manager
That's fine, I don't mind there being only one page of options, as long as the players have some say in which mods are actually listed in that one page of options.
Scenario:
Say we run 15 mods,...
Showing results 1 to 25 of 170
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