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Posts Made By:
starblaster64
Forum:
Plugins
02-12-2018, 22:05
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Updated to v1.1.0
Forum:
Plugins
01-09-2018, 22:35
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Updated to v1.0.2
Forum:
Plugins
01-09-2018, 17:16
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Oh hm, looks like that new native was only added to the SM 1.9 branch. I could've sworn it was added to 1.8 too.
I'll fix it when I have some free time.
Otherwise, you can simply use SM 1.9 for...
Forum:
Plugins
01-07-2018, 20:36
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Updated to v1.0.1!
Forum:
Plugins
01-06-2018, 19:37
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.0, 2018-01-01)
Just got one set up: https://github.com/Starblaster64/TF2-Engineer-Pads
Forum:
Plugins
01-05-2018, 21:20
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.0, 2018-01-01)
Not yet, but I was thinking of setting one up if the plugin warranted more updates.
I'll see if I can get one up this weekend.
Thanks. I was originally debating whether I should make this a...
Forum:
Plugins
01-02-2018, 22:01
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads (v1.0.0, 2018-01-01)
Well yes and no.
The entire plugin is an amalgamation of the Engineer pad ideas that I've seen spring up over the years, as well as from other games too.
So I wouldn't say it was directly named...
Forum:
Plugins
12-31-2017, 21:58
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
Re: [TF2] EngiPads (v1.0.0, 2018-01-01)
--reserved?--
Forum:
Plugins
12-31-2017, 21:51
Replies:
20
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Views:
15,890
Posted By
starblaster64
[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Engineer Pads
lF4oPkmWBkI
NOTE: Not currently actively maintained.
Description:
EngiPads adds the ability for Engineers to replace their Teleporters with custom buildings (Pads).
Forum:
VSH / Freak Fortress
03-22-2017, 07:39
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
918,861
Posted By
starblaster64
Re: Freak Fortress 2 1.10.14 Released
You should ask Shadow himself about it, if you haven't already.
He actually released the source code publicly (free, I might add) a while ago on the Big Bang Gamers forums, but it closed down...
Forum:
Plugins
03-13-2017, 22:32
Replies:
281
[TF2] Custom Weapons 3 (Beta 2)
Views:
221,665
Posted By
starblaster64
Re: [TF2] Custom Weapons 3 (Beta 2)
I'm pretty confident Crafting's CTF2W server is using a different method, the same one as Chdata if I'm not mistaken. Then again I don't really play on CTF2W servers much in general, so maybe I'm...
Forum:
Plugins
03-13-2017, 20:20
Replies:
281
[TF2] Custom Weapons 3 (Beta 2)
Views:
221,665
Posted By
starblaster64
Re: [TF2] Custom Weapons 3 (Beta 2)
I have not done much extensive research into the topic myself, but I wanted to make a few points.
The CTF2W server uses a completely different method for visible worldmodels (An educated guess,...
Forum:
VSH / Freak Fortress
03-13-2017, 07:17
Replies:
8
FF2
[Boss Subplugin] Air Dash (possible replacement for Super Jump)
Views:
5,084
Posted By
starblaster64
Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
Any chance of getting a video demonstration?
Seems like it has potential to create some interesting bosses.
Forum:
VSH / Freak Fortress
03-10-2017, 19:32
Replies:
10
VSH
Help with new VSH changes.
Views:
2,710
Posted By
starblaster64
Re: Help with new VSH changes.
Well firstly, why are you using such an outdated version of VSH at all?
I don't think we should really be supporting older versions of the plugin.
Forum:
VSH / Freak Fortress
02-27-2017, 23:52
Replies:
2
VSH
2 Suggestions for Soldier's melee weapons.
Views:
1,036
Posted By
starblaster64
Re: 2 Suggestions for Soldier's melee weapons.
Both these changes have already been implemented into Chdata's private fork of VSH, I don't know if he has any plans to add them to the public version of VSH as well.
Forum:
VSH / Freak Fortress
02-21-2017, 18:14
Replies:
10
VSH
Help with new VSH changes.
Views:
2,710
Posted By
starblaster64
Re: Help with new VSH changes.
I think I should ask, because it's a bit vague in your main point.
What version of VSH are you running?
Forum:
VSH / Freak Fortress
02-07-2017, 07:53
Replies:
10
VSH
Help with new VSH changes.
Views:
2,710
Posted By
starblaster64
Re: Help with new VSH changes.
Uh, no? We put all that in VSH ages ago. Line 528 declares all the cloak stuff variables.
Forum:
VSH / Freak Fortress
12-14-2016, 21:32
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
When I push all my changes that I keep postponing because I keep adding more stuff.
Also most likely after the Smissmass update incase of bugs.
Realistically I'll probably push my changes around or...
Forum:
VSH / Freak Fortress
12-14-2016, 16:49
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
Yup, exactly right. I already made an issue for it on the GitHub repo.
Forum:
VSH / Freak Fortress
12-13-2016, 22:00
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
It is? But I thought you had it as a tryinclude since the beginning?
Forum:
VSH / Freak Fortress
12-13-2016, 18:11
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
Well it was supposed to be an optional dependency, but it doesn't seem to be functioning as such.
I'll take a look when I'm free. Maybe it would be better to just make it mandatory.
Thanks for...
Forum:
VSH / Freak Fortress
12-12-2016, 21:35
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
Can you confirm you're running VSH2 with the latest version of the TF2Attributes plugin?
Forum:
VSH / Freak Fortress
11-28-2016, 21:56
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.4 Stable
Eh? I thought you were going with the Major.Minor.Patch style version numbers?
Forum:
VSH / Freak Fortress
10-16-2016, 10:16
Replies:
1
VSH
Help with Vsh plugin changes
Views:
890
Posted By
starblaster64
Re: Help with Vsh plugin changes
That behavior was never (intentionally) changed. It's currently nonfunctional because Valve removed the attribute VSH was using for that effect. I already gave Chdata a way to fix it, but he hasn't...
Forum:
VSH / Freak Fortress
09-21-2016, 21:00
Replies:
145
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
79,791
Posted By
starblaster64
Re: VS. Saxton Hale Version 2 - v1.3.0 Beta
Say nergal, could you possibly add a section to the wiki about adding a boss that can be forced by an admin, but cannot be randomly rolled (and/or visa versa)? Would be helpful for developing bosses...
Showing results 1 to 25 of 49
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