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[TF2] Equipment manager 1.1.8 (05/22/10)


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jameless
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Join Date: Jan 2010
Old 11-28-2010 , 15:38   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1541

Upgrade your gamedata file. https://forums.alliedmods.net/showpo...postcount=1408
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danmon
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Join Date: Oct 2010
Old 11-28-2010 , 16:25   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1542

Quote:
Originally Posted by jameless View Post

yay thank you now it works fully!!

Last edited by danmon; 11-29-2010 at 16:57.
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danmon
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Join Date: Oct 2010
Old 11-29-2010 , 16:55   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1543

ok now i got another problem... it works full on my local server but when i try to load it on to my server..my hats are errors and this is my whitelist.cfg:
Quote:
whitelist
{
// Note: Items are evaluated in order...
//
// "add" "save/..." // does a recursive *.*
// "add" "screenshot/*.*" // does a non-recursive *.*
// "remove" "save/..."
// "remove" "maps/*.*"
// "add" "e3_town_02.dem" // adds a single file
// "remove" "maps\d1_town_05.bsp" // removes a single file...

// Individual files to pass through...
"add" "unusedcontent.cfg"
"add" "whitelist.cfg"
"add" "buildreslists.bat"
"remove" "cfg/config.cfg"

"add" "maps/stats_overview/..."

// Additional files/directories to allow
"add" "materials/console/..."
"add" "materials/vgui/..."
"add" "materials/sprites/..."
"add" "materials/hud/..."
"add" "materials/debug/..."
"add" "materials/shadertest/..."
"add" "materials/engine/..."
"add" "materials/dev/..."
"add" "materials/voice/..."

"add" "sound/combined/..."
"add" "sound/UI/..."
"add" "sound/common/bugreporter_*"

"add" "*.vbsp" // ????
"add" "*.rad" // ????


"add" "*.dem"
"remove" "e3*.dem"
"add" "*.vdm"

"add" "*.xls"
"add" "*.csv"
"add" "*.vsw"
"add" "*.log"
"add" "*.bat"

"add" "models/*.ani"

"add" "maps/cp_*.bsp"
"add" "maps/ctf_*.bsp"
"add" "maps/tc_*.bsp"
"add" "maps/cloak.bsp"

"add" "maps/*.vmf"
"add" "maps/auto_compile/*.vmf"
"add" "maps/soundcache/*.cache"

"add" "maps/graphs/*.ain"

"add" "reslists/..."
"remove" "reslists_temp/..."

"add" "*.txt"
"add" "*.bat"

"add" "bin\*.dll"

"add" "*.cache" // Keep all cache files for now...

"add" "sound/ui/..." // vgui ui sounds
"add" "materials/models/items/..."
"add" "models/custom/items/..."
}


and this is my pure_server_whitelist.txt


Quote:
whitelist
{
//
// 3 modifiers are allowed on file specifications:
//
// from_steam - only check the Steam cache for the file (ignore anything on disk)
// allow_from_disk - allow the file to come from disk
// check_crc - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches
//
// The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless
// allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc.


//
// Three types of file specifications:
//
// 1. directory\*.* - refers to all files under the directory
// 2. directory\... - refers to all files under the directory and all directories under that (recursively)
// 3. directory\filename - refers to a single file


//
// By default, when in pure server mode, most content file types are only allowed to come from Steam.
//
materials\... from_steam
models\... from_steam
sound\... from_steam


//
// Allow custom player models. Don't do CRC checks on them because the clients may all
// have different custom models and the server won't have them all.
//
models\player\... allow_from_disk
materials\models\player\... allow_from_disk

//
// Allow custom spray decals.
//
materials\temp\... allow_from_disk
materials\vgui\logos\... allow_from_disk
materials\vgui\logos\ui\... allow_from_disk


//
// (Uncomment and edit these for mods).
// Allow mod resources to come from disk.
//
// materials\mymod\... allow_from_disk+check_crc
// models\mymod\... allow_from_disk+check_crc
// sound\mymod\... allow_from_disk+check_crc

models\custom\items\... allow_from_disk
materials\models\items\... allow_from_disk
}

and i have sv_pure set to 1.
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eraserhead
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Join Date: Nov 2009
Old 11-29-2010 , 17:17   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1544

Did you check to see if the hats downloaded when you connected? If not, then check if you included the dep files.

Also the whitelist files look fine.
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danmon
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Join Date: Oct 2010
Old 11-29-2010 , 17:20   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1545

Quote:
Originally Posted by eraserhead View Post
Did you check to see if the hats downloaded when you connected? If not, then check if you included the dep files.

Also the whitelist files look fine.
well i already had the hats before so it didnt download..and also what are .dep files?
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 11-29-2010 , 18:45   Re: [TF2] Wearables for everyone!
Reply With Quote #1546

Which hats are you testing with?

Quote:
Originally Posted by Damizean View Post
Well, I've integrated a small dependencies system to manage the download of the wearable items. Let's say you have your custom model, located at:
Code:
/models/custom/hats/hat.mdl
After reading the model location from the list, the plugin will automatically try to find if a dependencies list file is available for this model, being this dependencies file being named the same as the model, but adding .dep at the end
Code:
/models/custom/hats/hat.mdl.dep
The dependencies file is just a bunch of lines with the files required for that model to correctly work, example extracted from one of my custom hats:
Code:
materials/models/rss-custom/hats/samus/samus-blue.vtf
materials/models/rss-custom/hats/samus/samus.vtf
materials/models/rss-custom/hats/samus/samus-blue.vmt
materials/models/rss-custom/hats/samus/samus.vmt
models/rss-custom/hats/samus/samus.mdl
models/rss-custom/hats/samus/samus.dx80.vtx
models/rss-custom/hats/samus/samus.dx90.vtx
models/rss-custom/hats/samus/samus.sw.vtx
models/rss-custom/hats/samus/samus.vvd
models/rss-custom/hats/samus/samus.phy
Depending on the extension of each file listed, it'll automatically determine the type and preload it correctly. I'm going to attach the Samus helmet so you can see how it's set up.

Do you mean equip automatically with a certain hat the people with the flags? It's doable, I'll make sure to add that for next version.
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danmon
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Join Date: Oct 2010
Old 11-29-2010 , 19:07   Re: [TF2] Wearables for everyone!
Reply With Quote #1547

Quote:
Originally Posted by eraserhead View Post
Which hats are you testing with?
i have the ones on http://www.pulpfortress.com/...but now something wierd is going on..other players can use the hats just fine but on me it just shows up as an error and people wearing the hats show up as errors also for me

Last edited by danmon; 11-29-2010 at 19:09.
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eraserhead
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Join Date: Nov 2009
Old 11-29-2010 , 19:11   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1548

But other people can see that correct hats on you? Remove all the content from your local custom models and materials directories and restart your game, then re-connect to the server.
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danmon
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Join Date: Oct 2010
Old 11-29-2010 , 19:41   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1549

Quote:
Originally Posted by eraserhead View Post
But other people can see that correct hats on you? Remove all the content from your local custom models and materials directories and restart your game, then re-connect to the server.
ok thanks now it works
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 12-02-2010 , 18:33   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1550

Is there a specific version of equipmanager to use with ash's new attachables version? Whenever I load the version that uses steam id's it crashes the server (windows)
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