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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 01-09-2012 , 15:11   Re: [TF2] VS Saxton Hale Mode
#2571

Maybe we should update the Saxton Hale model, seems kinda simple and old now.
Adn when will this plugin be "approved" again?

Last edited by Unreal1; 01-09-2012 at 15:53.
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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 01-09-2012 , 16:33   Re: [TF2] VS Saxton Hale Mode
#2572

The Hale model is fine, it's the vagineer model that needs the correct hitboxes.
Besides, I'm afraid only Eggman and his crew can update the models.
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FlaminSarge
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Join Date: Jul 2010
Old 01-10-2012 , 02:17   Re: [TF2] VS Saxton Hale Mode
#2573

Feltorn, if you want to, sure.

Unreal1: probably never approved in this thread. Possibly approved in a new thread.
Unreal and napalm: the Hale model is messed up in so many ways. Some bones are off (have you tried giving Hale a rocket launcher or any weapon that's visible on him?), when Hale goes civilian for any reason, the model goes to some place offset from where the player actually is, etc.
Eggman or somebody else actually fixed up the Vagineer model already, it used to be really really terrible.

If we get a modeler to make a new model, I can update the plugin to use it. Or at least, a modeler willing to fix the bones to completely support the soldier bone structure and fix the civilian issue with it.
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Last edited by FlaminSarge; 01-10-2012 at 02:21.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-10-2012 , 04:47   Re: [TF2] VS Saxton Hale Mode
#2574

Quote:
Originally Posted by Unreal1 View Post
Adn when will this plugin be "approved" again?
The plugin isn't even marked for review.
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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 01-10-2012 , 07:16   Re: [TF2] VS Saxton Hale Mode
#2575

Just from what I've seen of the code (although it seems to work pretty well with Sarge's additions), I think it would need to be cleaned up a fair bit if it was going to get approved.
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Mev
Senior Member
Join Date: Apr 2011
Old 01-11-2012 , 04:52   Re: [TF2] VS Saxton Hale Mode
#2576

I am running 1.37b, getting this an awful lot, don't know if it will be useful, crashing a lot. Been far to busy lately Developing a new business.

L 01/09/2012 - 20:05:57: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 4095/)
L 01/09/2012 - 20:05:57: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 01/09/2012 - 20:05:57: [SM] [0] Line 3510, C:\sourcemod\saxtonhale.sp::OnTakeDamage()
L 01/09/2012 - 20:05:57: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 4095/)
L 01/09/2012 - 20:05:57: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 01/09/2012 - 20:05:57: [SM] [0] Line 3510, C:\sourcemod\saxtonhale.sp::OnTakeDamage()
L 01/09/2012 - 20:05:57: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 4095/)
L 01/09/2012 - 20:05:57: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 01/09/2012 - 20:05:57: [SM] [0] Line 3510, C:\sourcemod\saxtonhale.sp::OnTakeDamage()
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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 01-11-2012 , 07:25   Re: [TF2] VS Saxton Hale Mode
#2577

A quick fix for that (although it wouldn't track down why that function was being called on entities that aren't weapons) would be to check whether the classname of the entity concerned begins with "tf_weapon_*" before using GetEntProp.

Last edited by x6herbius; 01-11-2012 at 07:34.
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FlaminSarge
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Join Date: Jul 2010
Old 01-11-2012 , 15:56   Re: [TF2] VS Saxton Hale Mode
#2578

Nonono, 4095 isn't even a valid entity in that case, I don't know why it's showing up. However, you *are* on 1.37b which I can't really support as the codebase has changed.
Maybe it's fixed in 1.38. You'll never know.

In fact, 1.38 *does* fix it, checking for a valid weapon entity before proceeding.

Update your SDKHooks, btw. There used to be an old bug with 4095 as the weapon index.
__________________
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.
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You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 01-11-2012 at 15:56.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 01-13-2012 , 16:37   Re: [TF2] VS Saxton Hale Mode
#2579

@flaminsarge: i thnk we talked about it before, is there a way to remove the message once you start the game that it popups and you have to press 1. Like "never show it to me again" since we do have a database connection anyway (or use clientprefs)
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DanK.
oink oink oink >:|
Join Date: Sep 2011
Location: Phoenix AZ
Old 01-13-2012 , 18:42   Re: [TF2] VS Saxton Hale Mode
#2580

Flaminsarge you should make the new saxton hale thread as soon as the next major update by you is made.
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