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MisterTickles
Member
Join Date: Sep 2011
Old 09-16-2011 , 15:55   Re: [TF2] VS Saxton Hale Mode
#1951

Hey, thanks for your reply! Indeed, the mode does start up because I see in the server browser under the game column that it's VS Saxton Hale (1.364).

Problem is my server.cfg doesn't seem to be running.

However, something to note is I couldn't upload the build.bat file located in /orangebox/tf/addons because my host doesn't allow them. I've sent a ticket that but haven't received an answer yet. Is it an essential file?

Anyways, any info on why my server.cfg doesn't seem to be executing would be very, very appreciated. Feel free to add me on Steam. (Just google Mister Tickles and look for a grey kitty avatar. )

Edit: Well poop, seems like my host says .bat files can't be run anyways. Is that build.bat file really necessary?

Last edited by MisterTickles; 09-16-2011 at 16:17.
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PMAvers
Member
Join Date: Sep 2009
Old 09-16-2011 , 19:50   Re: [TF2] VS Saxton Hale Mode
#1952

Might be a idea for a separate plugin, but I wonder how Saxton would work as a Hunted-esque gametype for the A/D CP maps?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-16-2011 , 20:34   Re: [TF2] VS Saxton Hale Mode
#1953

Quote:
Originally Posted by MaloModo View Post
You're so cool!
http://images.memegenerator.net/inst...0x/9081485.jpg
(I kid)
Quote:
Originally Posted by sideeffect View Post
I have used a translator
I apologize if uncomfortable reading
Airblast is a big problem on my server but I'm sorry if this is happening only to me
If do not block all pyro, It becomes a big problem
So I need 1.35_3 or more Less version
If you have please upload for me

I'll apologize if that offends you
Let's all go on this server and pyro rush and see if Hale wins.
(I'll probably add a cvar, but the code for airblast blocking needs to be changed before I can re-implement it.)
Quote:
Originally Posted by MisterTickles View Post
Hey peeps,

Thanks a lot for the reply! Have some more bacon.

I've edited my saxton_hale_maps.cfg so it says "arena_" and set the server map to arena_well however Saxton Hale gamemode still doesn't seem to start.

Might I have forgotten anything else?

Also, the server doesn't seem to be reading server.cfg anymore even though it's set in the exec command line. Example; the hostname keeps going to default "Team Fortress 2 Arena server" even though I changed the hostname is server.cfg Why is that? Does the gamemode alter which cfg file is executed?
Delete config_arena.cfg from your tf/cfg folder, or comment out (//) all the lines inside it. It gets executed after server.cfg and overrides stuff like that.

Also the .bat probably isn't necessary for sourcemod.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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MisterTickles
Member
Join Date: Sep 2011
Old 09-16-2011 , 20:47   Re: [TF2] VS Saxton Hale Mode
#1954

Thanks! Everything works now except for one tiny thing.

Sometimes we can see Hale through the walls (glow border) but sometimes we can't?

Last edited by MisterTickles; 09-16-2011 at 21:27.
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Mev
Senior Member
Join Date: Apr 2011
Old 09-17-2011 , 04:10   Re: [TF2] VS Saxton Hale Mode
#1955

Its supposed to be that way, snipers shooting makes Hale glow at certain tiems Green + Red.

Quick thanks to loranger, some of those maps are amazing <3
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loranger
Senior Member
Join Date: Jun 2011
Old 09-17-2011 , 09:42   Re: [TF2] VS Saxton Hale Mode
#1956

Quote:
Originally Posted by Mev View Post
Its supposed to be that way, snipers shooting makes Hale glow at certain tiems Green + Red.

Quick thanks to loranger, some of those maps are amazing <3
Anytime
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MisterTickles
Member
Join Date: Sep 2011
Old 09-17-2011 , 11:14   Re: [TF2] VS Saxton Hale Mode
#1957

Ahh.. thanks, that makes sense.

Just another question; My server works nwo and mostly everyoen can see Saxton except for one player who sees him as the big red error. I tried uploading the files and had him put them in his TF2 directory manually and that still didn't work. Any suggestion on why that could be happening? He says he has files downloading from servers on so that shouldn't be it..
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Taz532
Senior Member
Join Date: Jul 2011
Location: Michigan
Old 09-17-2011 , 11:33   Re: [TF2] VS Saxton Hale Mode
#1958

Yo Sarge, are you aware of this/fixed this in a recent update (>1.362)? Haven't seen this until yesterday's update anyways.

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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 09-17-2011 , 13:01   Re: [TF2] VS Saxton Hale Mode
#1959

I was getting this a couple of TF2 updates before and I didn't have the VSH plugin installed, so it could be completely separate.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-17-2011 , 16:24   Re: [TF2] VS Saxton Hale Mode
#1960

Yeah, that's a problem with client view angles setting to invalid values (probably an exploit?). I guess the log message for that was removed or something.

Tickles: He'd have to restart TF2 to get the models to load correctly. Happens all the time to the server I run, where newcomers have to restart TF2 for the models to not ERROR.

Should I add in an announcement in the plugin that tells newcomers to do that?

Also, Eggman is super-adamant against me releasing a version with Cave Johnson. In his (approximate) words, "Freak Fortress 2 must have, not public VSH".

...

I want Cave in VSH. His play style is so different from other specials.

What do you guys think?
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
FlaminSarge is offline
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