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Sam-1-14
Member
Join Date: May 2010
Old 01-28-2011 , 19:17   Re: [TF2] VS Saxton Hale Mode
#231

Isn't there a way to attach the sounds TO saxton hale and them not playing for the whole server to hear (even if you are far from hale, you hear it like he's right in front of you ).
Also, I dont think the sounds should be inside .mdl files but the default .wavs.
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Eggman
Senior Member
Join Date: Jan 2010
Old 01-29-2011 , 07:44   Re: [TF2] VS Saxton Hale Mode
#232

Quote:
Well, they are all on our server and when i look at my local drive i see they have been downloaded. Any idea why they won't play? We are using linux as well.

Why didn't you use the sound folder?
You must install unpacked file, not bz2-archive, to gameserver, not fat FTP
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 01-29-2011 , 10:32   Re: [TF2] VS Saxton Hale Mode
#233

Quote:
Originally Posted by Eggman View Post
You must install unpacked file, not bz2-archive, to gameserver, not fat FTP
Eggman,

hate to be a pain but files are downloading fine etc. Unpacked files on server etc but still zero sounds. No errors, no upgrade messages. Any ideas?
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 01-29-2011 , 11:11   Re: [TF2] VS Saxton Hale Mode
#234

Hi Eggman, all the files are uploaded fine. Our server is sv_pure 1. Could that be the problem?

[IMG]http://img708.**************/img708/6157/saxtonsounds.jpg[/IMG]
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Eggman
Senior Member
Join Date: Jan 2010
Old 01-29-2011 , 12:50   Re: [TF2] VS Saxton Hale Mode
#235

Did you install resources of part2?

Last edited by Eggman; 01-29-2011 at 12:53.
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saiyaboy
Junior Member
Join Date: Sep 2010
Old 01-29-2011 , 13:13   Re: [TF2] VS Saxton Hale Mode
#236

Quote:
Originally Posted by eraserhead View Post
Hi Eggman, all the files are uploaded fine. Our server is sv_pure 1. Could that be the problem?
Yep i had the same problem too /even with the configured whitelist/, i turned sv_pure to 0 and problem solved.

Btw. someone know how to make koth maps working like arenas? I use the plugin that disables the CP till X ppl are alive, and i wanna use this on koth too, but without the 3 min countdown.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 01-29-2011 , 14:52   Re: [TF2] VS Saxton Hale Mode
#237

Quote:
Originally Posted by saiyaboy View Post
Yep i had the same problem too /even with the configured whitelist/, i turned sv_pure to 0 and problem solved.
sv_pure 0 fixed the problem.....not really comfortable with 0 but doesn't really matter with saxton hale mod. Cheers MATE
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saiyaboy
Junior Member
Join Date: Sep 2010
Old 01-30-2011 , 10:27   Re: [TF2] VS Saxton Hale Mode
#238

Just a quick question:
What does the hale_point_type Cvar do?
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 01-30-2011 , 16:56   Re: [TF2] VS Saxton Hale Mode
#239

Coming soon: point will be disabled until last X living players.

Well it seems this is live with 5 players left on the point, a headsup would have been nice instead of auto-updating it without telling.
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RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 01-30-2011 , 17:06   Re: [TF2] VS Saxton Hale Mode
#240

ok updated to 1.22 but the weapons still don't show at times what is causing this? be nice to know so one can fix it.
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