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[TF2] Neutral Team Mode (v1.1.1)


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luki1412
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Join Date: Oct 2008
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Old 06-11-2016 , 16:03  
Reply With Quote #11

Quote:
Originally Posted by Naydef View Post
Version 1.0.0 of the plugin is here!!!
This version comes with a lot of bug fixes and new features, so replace all previous plugin files with the new one!

Features and bug fixes:
  1. Hopefully fixed server crashes due to this plugin*
  2. All phrases in the plugin are now in the translation file.
  3. Fixed bugs with translations.
  4. Added new cvars
  5. Hopefully fixed sounds from neutral players and entities(buildings, etc) not blocked for real players (Disowned)
  6. Real team teleporters from now will not register neutral players, which have used the teleporters and fixed some bugs with instant recharging of the teleporters
  7. Fix for removed sappers still emitting looping sounds (Might not work)
  8. New forward
  9. And much more...

Installation:
  1. Download the all-in-one zip file
  2. Extract it
  3. Copy the files and past them in the sourcemod folder
  4. Let the old files to be overwritten
  5. If you have used older version of the plugin, remove the AfterLifePlugin.cfg file from cfg/sourcemod folder and let the plugin to create the new config file.

*The server crashes occured because the projectile entities(tf_proj*) were hooked twice: one with starttouch and another with touch. When the projectile hits a real player, starttouch hook is called first and the entity is deleted with the Kill input. Then touch hook is called and second time the entity is deleted, which lead to server crash

Files:
No need to post updated files in another post, just update the original post. Also, its a good idea to put the date of the latest update into the title so people can see whether its been updated just from the title.

And the last thing: You said that the plugin is for Freak Fortress 2/VS Saxton Hale/Arena servers only, but the description says its recommended not required.
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xXDeathreusXx
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Old 06-18-2016 , 14:42   Re: [TF2] Neutral Team Mode (v1.1.0)
Reply With Quote #12

Can you upload it again? It seems corrupted, tried downloading it 3 times and each time the files wouldn't extract from the zip
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Naydef
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Location: Doom Town, Nevada
Old 06-18-2016 , 16:49   Re: [TF2] Neutral Team Mode (v1.1.0)
Reply With Quote #13

Quote:
Originally Posted by xXDeathreusXx View Post
Can you upload it again? It seems corrupted, tried downloading it 3 times and each time the files wouldn't extract from the zip
The zip opens fine for me. Maybe 7-zip makes some issues. Anyway, will upload the newest version as soon as I can(github is also not up to date).
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Last edited by Naydef; 06-18-2016 at 16:50.
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xXDeathreusXx
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Old 06-18-2016 , 19:14   Re: [TF2] Neutral Team Mode (v1.1.0)
Reply With Quote #14

"An unexpected error is keeping you from copying the file.

Error 0x80004005: Unspecified error.

nuetralmode.sp
Type: SP File
Date modified: 2/13/16 9:34 PM
Size: 53.0KB"

Same thing for each file, but oddly, the .smx extracts fine
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Last edited by xXDeathreusXx; 06-18-2016 at 19:48.
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Naydef
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Join Date: Dec 2015
Location: Doom Town, Nevada
Old 06-19-2016 , 07:32   Re: [TF2] Neutral Team Mode (v1.1.0)
Reply With Quote #15

Plugin updated to version 1.1.1!
Quote:
Originally Posted by xXDeathreusXx View Post
"An unexpected error is keeping you from copying the file.

Error 0x80004005: Unspecified error.

nuetralmode.sp
Type: SP File
Date modified: 2/13/16 94 PM
Size: 53.0KB"

Same thing for each file, but oddly, the .smx extracts fine
OK, this bug exist. I've uploaded a new zip(used windows zip) file with the new plugin version. Also the github was updated
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Last edited by Naydef; 06-19-2016 at 07:37.
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xXDeathreusXx
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Old 06-19-2016 , 14:29   Re: [TF2] Neutral Team Mode (v1.1.0)
Reply With Quote #16

Quote:
Originally Posted by Naydef View Post
OK, this bug exist. I've uploaded a new zip(used windows zip) file with the new plugin version. Also the github was updated
'Preciate it
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Edge_
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Old 07-02-2016 , 03:07   Re: [TF2] Neutral Team Mode (v1.1.1)
Reply With Quote #17

Nice mod, I'll test it soon and report back.
Also, could you put the default values of the cvars on the main post? Thanks!

Found two three bugs so far(in FF2):
-Neutral Spies can backstab the hale(it won't deal damage, but it can be annoying as the backstab sound still plays)
-Neutral characters aren't picked for boss summons
-Neutral Heavies can give sandviches to real players (it's kinda funny, it looks like they popped in from thin air)

Last edited by Edge_; 07-04-2016 at 15:13. Reason: I can't count
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xXDeathreusXx
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Old 07-03-2016 , 20:00   Re: [TF2] Neutral Team Mode (v1.1.1)
Reply With Quote #18

Quote:
Originally Posted by Edge_ View Post
Nice mod, I'll test it soon and report back.
Also, could you put the default values of the cvars on the main post? Thanks!

Found two bugs so far(in FF2):
-Neutral Spies can backstab the hale(it won't deal damage, but it can be annoying as the backstab sound still plays)
-Neutral Heavies can give sandviches to real players (it's kinda funny, it looks like they popped in from thin air)
I mean, ghost mode solves these problems by just stripping the players of weapons
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Naydef
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Old 07-04-2016 , 06:41   Re: [TF2] Neutral Team Mode (v1.1.1)
Reply With Quote #19

Quote:
Originally Posted by Edge_ View Post
Nice mod, I'll test it soon and report back.
Also, could you put the default values of the cvars on the main post? Thanks!

Found two bugs so far(in FF2):
-Neutral Spies can backstab the hale(it won't deal damage, but it can be annoying as the backstab sound still plays)
-Neutral characters aren't picked for boss summons
-Neutral Heavies can give sandviches to real players (it's kinda funny, it looks like they popped in from thin air)
  1. Both this plugin and FF2 hook OnTakeDamage in order to process damage. Because of this, ff2 "sees" the damage(backstab) done to the boss and emits sounds. In order to fix this bug, this plugin must hook more Pre damage hook and FF2 must hook less Pre damage hook. This means that FF2 must hook OnTakeDamageAlive(Post), which was already done in FF2v2, but not in FF2v1. The only fix currently is to remove all knives or block the attack using OnPlayerRunCmd.
  2. There is no good solution for this bug. The only way is if the summon subplugin is modified to work with the Neutral Mode plugin.
  3. This bug is easy to fix!

There are other bugs of course, the most critical of them is the Ragdoll Client Crash Bug. This bug prevents me from creating the Friendly Fire subplugin.
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Last edited by Naydef; 07-04-2016 at 06:45.
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whiteskypony
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Join Date: Jun 2015
Location: vsh_crevice_b5
Old 02-05-2017 , 14:59   Re: [TF2] Neutral Team Mode (v1.1.1)
Reply With Quote #20

I noticed that after installing this plugin, the HP of the bosses in FF2 is lower than it suppose to be, sometimes with 20 player on red team the boss spawn with 1200 / 3000 HP at most.
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