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[TF2] TFDodgeball


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-21-2010 , 06:37   Re: [TF2] TFDodgeball
Reply With Quote #251

Quote:
Originally Posted by Vaskituh View Post
Can someone help me ?
Come join IRC, it's easier to debug in real time.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-22-2010 , 15:35   Re: [TF2] TFDodgeball
Reply With Quote #252

1.2.3 has been released.

Fixes:
  • Temporary hack-fix for issue to do with rockets not causing damage before a reflect.
    • They will at least cause damage now on a direct hit, splash damage is still borked.
  • Sometimes players could bypass the class limit, this is now totally impossible.
    • As an additional benefit, trying to change class mid-round will no longer respawn you.
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Last edited by asherkin; 08-22-2010 at 15:40.
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 08-22-2010 , 22:57   Re: [TF2] TFDodgeball
Reply With Quote #253

I'm getting cases where rockets do not spawn on subsequent rounds. I've not found a specific thing with which this correlated.

Players didn't appear to be suffering damage on a direct hit on spawn.

Also, on load, the plugin appeared to be ignoring the CFG that had been previously generated.

Last edited by Arcanus; 08-22-2010 at 23:11.
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TheBob
Member
Join Date: Apr 2010
Old 08-23-2010 , 00:07   Re: [TF2] TFDodgeball
Reply With Quote #254

Quote:
Originally Posted by Arcanus View Post
Also, on load, the plugin appeared to be ignoring the CFG that had been previously generated.
Think he said a while back that he was going to change that because it was missing some settings and stuff anyway. You can always just copy and past all that into your server.cfg.
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 08-23-2010 , 08:30   Re: [TF2] TFDodgeball
Reply With Quote #255

Interesting, up to the previous version it was still parsed. Regardless I moved it into my local.cfg and all seems well regarding cvars.
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TheBob
Member
Join Date: Apr 2010
Old 08-23-2010 , 11:13   Re: [TF2] TFDodgeball
Reply With Quote #256

Quote:
Originally Posted by Arcanus View Post
Interesting, up to the previous version it was still parsed. Regardless I moved it into my local.cfg and all seems well regarding cvars.
Well at least everything works.
I actually prefer it this way. I like as much as I can to all be in one big cfg file, or at least the same folder.
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 08-23-2010 , 18:42   Re: [TF2] TFDodgeball
Reply With Quote #257

I've also found on maps where the first rocket is not properly launched that ammo does not regenerate.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-28-2010 , 07:06   Re: [TF2] TFDodgeball
Reply With Quote #258

1.2.4 has been released.

Fixes:
  • Real fix for issue to do with rockets not causing damage before a reflect.
  • Fixed the ammo count not being bumped to 800 .

If anyone liked the borked functionality, let me know and I can add cvars for them.
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Last edited by asherkin; 08-28-2010 at 07:23.
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 08-29-2010 , 15:48   Re: [TF2] TFDodgeball
Reply With Quote #259

If a player spawns with 128 ammo you're fine, it's just a wrap around caused by the ammo exceeding 1023.

Also, if you turn the rocket launching on and off, the rocket counter won't properly move so try not to dick around with it when it's in motion.

castle, tennis and dream_island work out of the box from the map repository in post #1. Triangle, arcade, and spacearena are deathmatch.

After installing stripper: source and adding

remove:
{
"classname" "point_servercommand"
}

To the global_filters.cfg, all of yellowbloods maps seem to work without breaking when switched. This is my current maplist:

//db_baby_circles - Hamsters, deathmatch
//tfdb_arcane_large_v1 - deathmatch
//tfdb_castle_rc1 - works, old version
//tfdb_hydro_a2 - works with point_servercommand stripped, indoor, small
//tfdb_radar_a3 - fire doesn't work, easy to dodge
//tfdb_spacearena_b6 - noskybox deathmatch
//tfdb_tennis_b1 - works, old version
//tfdb_triangle_a2 - deathmatch
tfdb_baseball_a3 //huge, works with point_servercommand stripped
tfdb_castle //works
tfdb_circonvolium_b4 //works with point_servercommand stripped
tfdb_dream_island_b2 //works
tfdb_float_a2 //works with point_servercommand stripped
tfdb_harvest_event_a4 //works with point_servercommand stripped
tfdb_mechanicus_rc1 //works with point_servercommand stripped
tfdb_octagon_a5 //works with point_servercommand stripped
tfdb_rows_a2 //works with point_servercommand stripped
tfdb_spacebox_a1 //works with point_servercommand stripped
tfdb_tennis //works

The harvest arena map is quite good.

Last edited by Arcanus; 08-29-2010 at 17:00. Reason: Tried source:stripper, made many maps work
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Cau3T
Junior Member
Join Date: May 2010
Location: In hammer
Old 09-01-2010 , 14:13   Re: [TF2] TFDodgeball
Reply With Quote #260

Hi everyone,

A new very great map is available in beta version :
tfdbpl_mountain_charge_b3.bsp
This map is the first payload map for the dodgeball mod !

Cau3T

PS : I think there is a problem with the mod since we can shoot each other with "standard" weapons (shootgun, fire, ...). Is this normal ?
PPS : For those who want to make payload maps, be carefull to score only at the end of the map, not at each control point... (or cp maps...)

Last edited by Cau3T; 09-01-2010 at 15:29.
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