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TF2 Class Restrictions 0.6 (Updated 08/13/09)


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stephengillon
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Join Date: Oct 2009
Location: Canada
Old 10-14-2010 , 13:37   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #351

i fixed our problems with the latest snapshot

i thought we were on it cause another server manager said he updated it but did not.

so i assume the rest of you didnt update too.
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Lob (UK
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Join Date: Jun 2009
Old 10-14-2010 , 17:14   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #352

Quote:
Originally Posted by stephengillon View Post
i fixed our problems with the latest snapshot

i thought we were on it cause another server manager said he updated it but did not.

so i assume the rest of you didnt update too.
My Sourcemod installations are always updated after every Server update when they are required. It is the first and most important thing that most of us Server Builders do. Cannot speak for your friend though obviously.

The recent TF2 Update required an urgent SM update due to offset problems and crashing and the great SM guys released it within just a few hours as they always do.

It was this plugin that was causing clients to have weapon mix ups after being changed from a class and it was fixed by installing the fixed version that NeXtCSS kindly did for us.

- Lob (UK)

Last edited by Lob (UK; 10-14-2010 at 17:26.
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stephengillon
Member
Join Date: Oct 2009
Location: Canada
Old 10-14-2010 , 23:09   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #353

the offsets for gamedata needed to be updated to prevent crashing, the latest snapshots fixed the weapons glitch, its 100% fixed running latest snapshot with out the new version of the plugin.
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entourage
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Join Date: Apr 2009
Old 10-15-2010 , 16:02   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #354

Confirmed working with SM ver 1.3.5-hg3054!
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Great Biggie
Member
Join Date: Aug 2009
Old 10-15-2010 , 16:52   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #355

Confirmed, working with the latest full release version of sorcemod and manually updated offsets.

Cheers
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Lob (UK
Veteran Member
Join Date: Jun 2009
Old 10-15-2010 , 18:39   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #356

Quote:
Originally Posted by stephengillon View Post
the offsets for gamedata needed to be updated to prevent crashing, the latest snapshots fixed the weapons glitch, its 100% fixed running latest snapshot with out the new version of the plugin.
Yeah that makes sense that and is good info for loads of people with it being such a popular plugin.

Cheers

- Lob (UK)
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MjrNuT
SourceMod Donor
Join Date: Feb 2008
Location: Under the Beaming CA Sun
Old 10-20-2010 , 16:46   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #357

Quote:
Originally Posted by NeXtCSS View Post
true, works like a charm, thank you!

here we have the working and tested plugin (version 0.6.1)
So is this version by NeXtCSS work fine with SM1.3.5 release or is the OP still valid?

I can't tell from the follow-on posts after NeXtCSS.
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Lob (UK
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Join Date: Jun 2009
Old 10-20-2010 , 19:39   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #358

Quote:
Originally Posted by MjrNuT View Post
So is this version by NeXtCSS work fine with SM1.3.5 release or is the OP still valid?

I can't tell from the follow-on posts after NeXtCSS.
Both should work fine mate.

I am running the 0.6.1 version that NeXtCSS did and it works fine with SM 1.3.5 and the OP 0.6 worked fine with the lastest 1.3.5 snapshot and so should still work fine with the 1.3.5 official release.

- Lob (UK)
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 01-18-2011 , 17:51   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #359

Any chance we can get a cvar where class restrictions is based on percentage of total players on each team and/or set minimum before takes effect?
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JOSHBOX
Junior Member
Join Date: Sep 2010
Old 04-02-2011 , 14:14   Re: TF2 Class Restrictions 0.6 (Updated 08/13/09)
Reply With Quote #360

Quote:
Originally Posted by MaloModo View Post
Any chance we can get a cvar where class restrictions is based on percentage of total players on each team and/or set minimum before takes effect?
Seconded, please?
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