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Search: Posts Made By: Matheus28
Forum: Snippets and Tutorials 08-03-2013, 12:04
Replies: 12
Views: 3,106
Posted By Matheus28
Re: [Non-SP] KeyValues parsers

This one is based on my library written in HaXe. It does not generate an output compatible with Valve's KeyValues. However it should be able to parse anything that Valve's can.
Forum: General 03-17-2013, 11:08
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Is there a launcher.dll inside that "bin" folder?
Forum: General 03-17-2013, 11:05
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

You're doing it wrong. You have to place the srcds.exe in the "dota 2 beta" folder, not the "dota" folder. You need all the files in the "dota 2 beta" folder, you're missing some files from the "dota...
Forum: General 03-08-2013, 18:16
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Run with the arg -console
Forum: General 03-08-2013, 12:34
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Ops, dota_dev. I edited my post.
Forum: General 03-07-2013, 10:58
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

dota_dev hero_maxlevel
Forum: General 03-06-2013, 16:08
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

See post #6: http://dev.dota2.com/showthread.php?t=20397
Forum: General 03-05-2013, 18:04
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Fun times. The server only crashed once or twice, and it was probably because of the modifications I made to the abilities. Seems really stable.
Forum: General 03-04-2013, 21:45
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Me and Tetl were able to modify files in the vpk, since the server gives priority for files in the .vpk when searching for files. So now you can change heroes abilities using:
Forum: General 03-04-2013, 18:20
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

By the way, I assume I'll have to extract everything from the .vpk? Or does the newest srcds.exe looks into the .vpk files too?
Forum: General 03-04-2013, 18:11
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Alright, I'll get some info and report back soon. Should I make a new reply so you receive a notification or should I edit this post?
Forum: General 03-04-2013, 18:08
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

That's really awesome, thanks a lot man!

About the Dota 2 Fixups, I'm not sure if I understood it correctly. You can host a dedicated server if you use Alien Swarm's dedicated server with Dota 2's...
Forum: General 03-01-2013, 14:28
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Holy shit you're fast. Thanks!
Forum: General 03-01-2013, 14:26
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

Also, whenever you get it working, could you dump the netprops and datatables? I wanna take a look at them whenever it's possible :)
Forum: General 03-01-2013, 10:28
Replies: 735
Views: 304,786
Posted By Matheus28
Re: Sourcemod for Dota 2?

That's really great! I'm excited to see your progress on that, psychonic. Also, what do you mean by DRM in the main client? You can't load addons in it?
Forum: Plugins 10-10-2012, 19:36
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.52)

Well, the plugin is from 2009, so I'm not even maintaining it anymore :P

That remembers me to unsubscribe to this thread, since I don't even play tf2 anymore...
Forum: Plugins 09-16-2012, 16:18
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.51)

I don't play TF2 anymore. I don't wanna make changes that I can't test. I had to tweak that property to work with stickies, pipes and other projectiles when I was making the mod. I'm not going to...
Forum: Plugins 08-29-2012, 12:57
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.51)

I'm not completely sure, I'm not playing tf2 anymore to test if it will affect any collisions. But it's a bug in sourcemod that should be fixed, not in my plugin.
Forum: Plugins 08-19-2012, 08:41
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.51)

I figured. I'm gonna leave the plugin as it is until sourcemod devs fix this bug: https://bugs.alliedmods.net/show_bug.cgi?id=5446
Forum: Plugins 08-18-2012, 10:40
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.5)

That's weird, I'm gonna fix that then... (note that this prop has been there since hl2...)
Forum: Plugins 08-17-2012, 11:49
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.5)

It's not a problem in the mod because it only uses what sourcemod provides, it's either Sourcemod's or Valve's fault. The plugin should be fixed when sourcemod is updated... soon :)
Forum: Plugins 07-23-2012, 12:04
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.5)

There isn't anything in that part of the code that needs to be translated, the props names are between the lines 246 and 261. The main menu can be translated between lines 1386 and 1415. Note that...
Forum: Plugins 07-21-2012, 09:56
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.5)

Welp, I'm only maintaining it now, I'm not adding any more features. It's probably possible to do that.
Forum: Plugins 07-20-2012, 12:00
Replies: 239
Views: 98,299
Posted By Matheus28
Re: [TF2] FortWars (v6.5)

You'd need to translate the strings in the script because there isn't a translation file.
Forum: Unapproved Plugins 07-07-2012, 12:53
Replies: 133
Views: 63,673
Posted By Matheus28
Re: [TF2] The Hidden (v2.0)

I have fixed the plugin myself and uploaded it. I'm not quite sure why anyone would want to see who's the next boss though, so I haven't implemented it.
Showing results 1 to 25 of 405

 
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