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Mev
Senior Member
Join Date: Apr 2011
Old 07-17-2012 , 04:37   Re: [TF2] VS Saxton Hale Mode
#3101

Thanks for the update Flamin, lovely to see you stickin to Hale, my players have always wanted to stay classic hale and not upgrade or change to any other mods, will use this for as long as it's supported by a great dev.

Will report any issues found asap!
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Last edited by Mev; 07-17-2012 at 04:38.
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GPC29
Junior Member
Join Date: Jul 2012
Location: Brest
Old 07-17-2012 , 04:40   Re: [TF2] VS Saxton Hale Mode
#3102

I have a problem since the update 1.39C, indeed, the Christian Saxton Hale is invisible to our players!
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ozgaming
SourceMod Donor
Join Date: Aug 2011
Old 07-17-2012 , 05:10   Re: [TF2] VS Saxton Hale Mode
#3103

Quote:
Originally Posted by GPC29 View Post
I have a problem since the update 1.39C, indeed, the Christian Saxton Hale is invisible to our players!
did you follow instructions here?
https://forums.alliedmods.net/showpo...postcount=2949
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GPC29
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Join Date: Jul 2012
Location: Brest
Old 07-17-2012 , 05:13   Re: [TF2] VS Saxton Hale Mode
#3104

Yes i did ... i'm searching
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bottleboy
Member
Join Date: Apr 2012
Old 07-17-2012 , 05:14   Re: [TF2] VS Saxton Hale Mode
#3105

Quote:
Originally Posted by GPC29 View Post
I have a problem since the update 1.39C, indeed, the Christian Saxton Hale is invisible to our players!
EDIT: Oops, lol he most certainly is invisible xD

2nd EDIT: Quick fix, go to your tf2 directory, find a folder called models, go into the player folder, then the saxton_hale folder and find cbs_v2.mdl and change it to cbs_v3.mdl

3rd EDIT: Hmm...with v1.39c, spectators will notice that first person view camera is at the floor when spectating other players, however, when alive, the camera is normal.

Last edited by bottleboy; 07-17-2012 at 06:14.
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GPC29
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Join Date: Jul 2012
Location: Brest
Old 07-17-2012 , 06:09   Re: [TF2] VS Saxton Hale Mode
#3106

Done, i tell you if problem is solved, no problem on my FF2 server

Thanks for the soluce

Last edited by GPC29; 07-17-2012 at 06:12.
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GPC29
Junior Member
Join Date: Jul 2012
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Old 07-17-2012 , 07:19   Re: [TF2] VS Saxton Hale Mode
#3107

It doesn't works
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
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Old 07-17-2012 , 09:43   Re: [TF2] VS Saxton Hale Mode
#3108

Quote:
Originally Posted by FlaminSarge View Post
I'm so so grateful you took FF2 on so I didn't have to. I'm looking at it and it is terrible. Something that I'd normally just say should be killed and something else made. You brave brave person.
(srsly)
I just wish my free time hadn't up and disappeared. Now, not only do I not have much free time at work, but I lost some of my usual days off as well. But hey, more money...

Still wish I knew what caused the first boss bugginess in FF2 (missing the thing that tells them how their rages work, jump/charge rages and the like don't appear to work).

Also, FF2's reliance on magic numbers and oddly named variables is irritating. I'm slowly making some changes... adding enums and constants to freak_fortress_2.inc, naming arrays something other than "see" and "see2", etc... although my grand unified "move the weapon adjustments to a file" is likely going to have to wait until TF2Items stops leaking Handles in TF2Items_OnGiveNamedItem.

Either that or I've have to store an array/trie/keyvalues of weapon adjustment handles. Which would make it annoying to reload that file during map changes and require me to hold onto a LOT of handles.

Speaking of which, I may steal some of your weapon changes back to FF2...

Quote:
Originally Posted by FlaminSarge View Post
EDIT: We should get XP and make our own boss battling plugin that has the bug-free-ness of VSH, the simplicity of Boss Battles, and the customization of FF2.

Cookies.net can help too, if (they're) still around. Boss Fight Fortress looked good, but iono where it went.
See above note on free time.

Quote:
Originally Posted by FlaminSarge View Post
Thanks for the backstab detection code, btw, that's going in.
Glad you like it. I thought about making FF2 just not work on SDKHooks 2.0, but decided to leave the old detection in as a fallback measure for it instead. Not sure which route you took there.
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Last edited by Powerlord; 07-17-2012 at 09:51.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-17-2012 , 12:10   Re: [TF2] VS Saxton Hale Mode
#3109

You can just look (though I dunno if that falls within the purview of your 'no free time' thing), it's mostly that and fallbacks. I made the DMGCustomInOTD check static so you'd only have to do the check once.

The current solution for the TF2Items fix is in there too (it's in PrepareItemHandle). It was either that or save the last handle and kill it each time a new handle was to be created, but either way ash is getting a nice, better solution up (though this still works).

GPC29: You'll need stockmodels.smx, the sniper-related files from stockmodels.zip, and cbs_v3.mdl. I believe the change was made BEFORE 1.39c (in 1.39beta or something), so really nothing should have changed, you just needed an updated stockmodels.smx
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Last edited by FlaminSarge; 07-17-2012 at 12:15.
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GPC29
Junior Member
Join Date: Jul 2012
Location: Brest
Old 07-17-2012 , 14:02   Re: [TF2] VS Saxton Hale Mode
#3110

Thanks, i reinstall all , and it look like OK

If someone can traduce in French or give me all the sentence to traduce them ;)
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