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


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motte
Member
Join Date: Jun 2011
Location: Germany
Old 05-09-2013 , 07:27   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3871

Is there a way to increase the time limit when only 3 players (saxton hale and two humans) left, maybe 3-5 minutes?
Because we had much problems with time wasting, so that all other player left the gameserver.

I hope there is a plugin for that issue...
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nergal
Veteran Member
Join Date: Apr 2012
Old 05-09-2013 , 11:04   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3872

Quote:
Originally Posted by motte View Post
Is there a way to increase the time limit when only 3 players (saxton hale and two humans) left, maybe 3-5 minutes?
Because we had much problems with time wasting, so that all other player left the gameserver.

I hope there is a plugin for that issue...
do what I do and put a round timer

maybe 7-8 minutes
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motte
Member
Join Date: Jun 2011
Location: Germany
Old 05-10-2013 , 13:18   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3873

Thanks, I add this plugin with 7minutes, works fine!
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-13-2013 , 20:16   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3874

con_logfile is a cvar that will attempt to log most of console, assuming it's set before the server crashes.
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 05-14-2013 , 08:44   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3875

Hi guys,
I have a some problems after last update and go to steampipe.
http://steamcommunity.com/sharedfile.../?id=145019377

I took models from
1. 1.38
2. 1.40
3. 1.42
4. 1.42 easter
that make custom steampipe repository D:\tf2(5)\tf\custom\saxton
what did I do wrong?
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Yurimaster
Junior Member
Join Date: Dec 2012
Location: In the Matrix
Old 05-14-2013 , 17:57   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3876

I wish some where there was a sticky or guide on how to use the new steam pipe. All my servers including saxton textures, models and so forth are all gone, or not loading. I hate what valve did since now I have to learn something new and that's time consuming to dig this. I know the original source dedicated layout and where the materials would be.
Can someone please tell me how to place the models, materials and sound please? I updated the server with the same directory but now I know it doesn't use the model, materials or sound folders.
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 05-14-2013 , 18:21   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3877

I solved my problem. I updated to last sm snapshot

Quote:
L 05/14/2013 - 15:16:23: [SM] Native "TF2_RemovePlayerDisguise" reported: Failed to locate function
L 05/14/2013 - 15:16:23: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 05/14/2013 - 15:16:23: [SM] [0] Line 2905, saxtonhale.sp::event_changeclass()
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-14-2013 , 19:09   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3878

I think SourceMod currently has gamedata updating disabled for TF2... which is bad, because of XaxaXoxo mentioned, the signature for TF2_RemovePlayerDisguise changed.

Download the gamedata from SourceMod 1.5 snapshot 3840 to fix it.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 05-15-2013 , 03:18   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3879

Well there is no reason to keep it turned off anymore right? Since the one with steampipe is leading now no?

@yurimaster: basicly the best thing i have come up with so far is to not have any models/sounds/materials at all in your server installation. Only the plugin and translations. Only problem is that if you save a replay it will not show hale but earlier as an "error"

If you do place materials/models etc in theory you should see hale in a replay but instead it just crashes your replay (your tf2 client will crash and exit when you open the replay) so i rather have a replay with an error then crash the tf client.

The bunny however doesn't show correctly on my end with not uploading anything. But hale, hhh and cbs do work just fine. If i go into X:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download i do see the bunny stuff in models\players\easter_demo so it did download them.
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josko
Member
Join Date: Dec 2008
Old 05-15-2013 , 07:15   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3880

Hey there,

I'm using multiplay gameservers and the support claims that they installed the saxton hale plugin correctly ( Saxton Hale 1.42 )but yet the plugin is failing to load correctly with the following errors:

L 05/14/2013 - 22:28:07: [SM] Plugin encountered error 25: Call was aborted
L 05/14/2013 - 22:28:07: [SM] Native "SetFailState" reported: [VSH] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 05/14/2013 - 22:28:07: [SM] Displaying call stack trace for plugin "optional\saxtonhale.smx":
L 05/14/2013 - 22:28:07: [SM] [0] Line 498, C:\sourcemod\saxtonhale.sp::InitGamedata()
L 05/14/2013 - 22:28:07: [SM] [1] Line 511, C:\sourcemod\saxtonhale.sp::OnPluginStart()
[SM] Loaded plugin optional\saxtonhale.smx successfully.



I hope someone can help

Last edited by josko; 05-15-2013 at 07:15.
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