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VSH VSH, old thread (v1.42) - Information/etc.


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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 03-25-2013 , 04:38   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3761

Quote:
Originally Posted by FlaminSarge View Post
@bottleboy yes, it's been discussed, I'm working on it.
@Fragnacia yes, it's been discussed, I'm working on it.

Both answers have to do with TF2Attributes.

Install instructions are to be read CAREFULLY, redwerewolf. There's no point if you don't read 'em.


It says nowhere on the page that latest translations are in the zip file but I'll duly note that from now on.

- Jack

Last edited by Drixevel; 03-25-2013 at 04:42.
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bottleboy
Member
Join Date: Apr 2012
Old 03-27-2013 , 02:14   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3762

How does the Horsemann's teleport work? Is there some sort of algorithm at hand to determine who gets teleported to?
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Fragancia
Junior Member
Join Date: Mar 2013
Old 03-27-2013 , 05:06   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3763

Quote:
Originally Posted by bottleboy View Post
How does the Horsemann's teleport work? Is there some sort of algorithm at hand to determine who gets teleported to?
Quote:
Originally Posted by FlaminSarge View Post
snelvuur: while that's a good idea, it's kinda hard to manage that kinda thing particularly if the last person alive is the person that was teleported to last (it's entirely random right now, IIRC, and I can always add case checking but simpler seems better).
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 03-29-2013 , 01:36   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3764

There'll be a minor update with a new boss sometime... soonish. The large TF2Attributes update is yet to come.
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lionheart1066
Senior Member
Join Date: Aug 2009
Old 03-30-2013 , 02:47   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3765

There will also be a new map from me to go with the update.
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nergal
Veteran Member
Join Date: Apr 2012
Old 03-30-2013 , 02:59   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3766

Quote:
Originally Posted by FlaminSarge View Post
There'll be a minor update with a new boss sometime... soonish. The large TF2Attributes update is yet to come.
Quote:
Originally Posted by FlaminSarge View Post
There'll be a minor update with a new boss sometime
Quote:
Originally Posted by FlaminSarge View Post
new boss
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 03-30-2013 , 05:43   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3767

*cough*

http://www.twitch.tv/tf2outpost will be streaming something of the new update some time eventually this weekend.

Also pay attention to the OP.

And the thread name.

That is al--

Wait.
No.
Last thing.

You know how sometimes people are really really enthusiastic about an idea they have, and then they get all the resources for it, and then it comes together properly?

Some people are really enthusiastic about ideas. So much so that it was too hard to just go 'yeah... but I'm too lazy to do it'.

So there you have it.

Enjoy!

Wait wait new map.
Credits to Deity Link for the new models and Glubbable for concepts.
__________________
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.

Last edited by FlaminSarge; 03-30-2013 at 05:55.
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krispx
Senior Member
Join Date: Jul 2010
Old 03-30-2013 , 09:17   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3768

hi, i have this error

Code:
L 03/30/2013 - 14:30:31: [SM] Plugin encountered error 25: Call was aborted
L 03/30/2013 - 14:30:31: [SM] Native "SetFailState" reported: [VSH] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 03/30/2013 - 14:30:31: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 03/30/2013 - 14:30:31: [SM]   [0]  Line 498, C:\sourcemod\saxtonhale.sp::InitGamedata()
L 03/30/2013 - 14:30:31: [SM]   [1]  Line 511, C:\sourcemod\saxtonhale.sp::OnPluginStart()

Last edited by krispx; 03-30-2013 at 10:30.
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lionheart1066
Senior Member
Join Date: Aug 2009
Old 03-30-2013 , 11:35   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3769

And the new map is released!

http://tf2.gamebanana.com/maps/173337

Currently in beta form, its a lot different to all the other vsh maps, kind of an experiment tbh.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 03-30-2013 , 14:25   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3770

I did indeed manage to forget the gamedata file. Joy. I'll attach it.

EDIT: Attached to first post.
__________________
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.

Last edited by FlaminSarge; 03-30-2013 at 14:27.
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