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[TF2] MGEMod (v2.0.3, 4/19/13)


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cool_myll
SourceMod Donor
Join Date: Aug 2011
Old 01-02-2013 , 05:37   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #161

Quote:
Originally Posted by GunSpeed View Post
Try and use this file, I think you are missing it, should be located in tf/addons/sourcemod/translations folder.
Same here. File is there and i am still getting weird translation errors. The mod works fine but it is annoying.
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 01-23-2013 , 15:43   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #162

Anyone know who i can contact directly for MGE mod support? (specifically the issue I reported 7 weeks ago)
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Lange
Member
Join Date: Apr 2009
Old 01-23-2013 , 15:59   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #163

The WebUI is going to be scrapped in the next version so I wouldn't worry about it too much.

As for the WebUI not working, I'm not sure what is causing your issue. If everything is up to date and configured correctly, it should work.

Weapons for the stats database are configured in addons/sourcemod/configs/mgemod_stats.cfg.

Last edited by Lange; 01-23-2013 at 16:08.
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 01-24-2013 , 16:39   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #164

Do you have any idea how close the next version is to being in beta stage and needing people to help test it?
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Lange
Member
Join Date: Apr 2009
Old 01-24-2013 , 16:52   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #165

Quote:
Originally Posted by SmackDaddy View Post
Do you have any idea how close the next version is to being in beta stage and needing people to help test it?
Haven't even started development on it. Might never. I will not need additional testers should that time come.
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 02-06-2013 , 01:03   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #166

The current beta has an issue where soliders spawn outside the map. Any fix for that?
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Lange
Member
Join Date: Apr 2009
Old 02-06-2013 , 01:04   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #167

Quote:
Originally Posted by DontWannaName View Post
The current beta has an issue where soliders spawn outside the map. Any fix for that?
It's being worked on.
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 02-09-2013 , 19:57   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #168

Is it a SM bug or a plugin bug?
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Lange
Member
Join Date: Apr 2009
Old 02-09-2013 , 21:39   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #169

Quote:
Originally Posted by DontWannaName View Post
Is it a SM bug or a plugin bug?
I am honestly not sure yet. The plugin functioned without exhibiting this bug for at least two years, then some patch within the last 6 months caused this to happen. I'm not sure if something in SM changed or something in TF2 changed, but nothing in MGEMod changed. The plugin is currently being almost entirely re-written though, and this bug will be fixed as part of that.

Last edited by Lange; 02-09-2013 at 21:40.
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Verdugo
New Member
Join Date: Apr 2012
Location: Chile
Old 02-10-2013 , 03:54   Re: [TF2] MGEMod (v1.0.4, 4/10/12)
Reply With Quote #170

Where can I get the "mgemod_spawns.cfg" for mge_training_v8_beta4a
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Last edited by Verdugo; 02-10-2013 at 03:54.
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