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


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Eggman
Senior Member
Join Date: Jan 2010
Old 05-29-2011 , 10:18   Re: [TF2] VS Saxton Hale Mode
#1021

Quote:
Originally Posted by Eggman View Post
  1. Install\refresh all needed extensions.
  2. Install vs_saxton_hale_mode_132.rar
  3. If you use sv_downloadurl, you must install vs_saxton_hale_mode_132_bz2.rar or clients will see ERROR.

<...>

1.32
  1. added new Saxton's lines on...
    1. round start
    2. jump
    3. backstub
    4. destroy Sentry
    5. kill Scout, Pyro, Heavy, Engineer, Spy
    6. fast man standing
    7. killing spree
  2. Fixed bugged count of CBS' arrows.
  3. Reduced Hale's damage versus DR by 20 HPs.
  4. Now two specials can not be at a stretch.
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-29-2011 , 15:00   Re: [TF2] VS Saxton Hale Mode
#1022

WOW - no crashes so far.
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Last edited by Velture; 05-30-2011 at 01:40. Reason: replay works.
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Cookies.net
Senior Member
Join Date: Jan 2011
Old 05-29-2011 , 15:08   Re: [TF2] VS Saxton Hale Mode
#1023

The source differs from the compiled version, the version string in the source is "1.32" while the game description is "1.32_5", fix that Eggman!
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jasonfrog
Senior Member
Join Date: Mar 2008
Old 05-29-2011 , 15:25   Re: [TF2] VS Saxton Hale Mode
#1024

Thanks for the update. Good work.

Have to agree with Cookie.net, the source seems to be different to the compiled version.

Also there seems to be some left over (debug?) messages going to the log file.

Line 1871:
Quote:
1870: Format(s,PLATFORM_MAX_PATH,"../%s%i.mdl",HaleJump132,GetRandomInt(1,2));
1871: LogMessage(s);

Last edited by jasonfrog; 05-29-2011 at 15:28.
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Repoman
New Member
Join Date: May 2011
Old 05-29-2011 , 20:11   Re: [TF2] VS Saxton Hale Mode
#1025

I installed this update eggman, and still nothing. Im so terribly confused.
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jasonfrog
Senior Member
Join Date: Mar 2008
Old 05-29-2011 , 20:45   Re: [TF2] VS Saxton Hale Mode
#1026

Quote:
Originally Posted by Repoman View Post
I installed this update eggman, and still nothing. Im so terribly confused.
In RCON/HLSW type 'sm exts list'

If you don't see
TF2Items (1.4.3): TF2 Item Modifier
SDK Hooks (2.0.0): Source SDK Hooks

In amongst the list, then you need to install them. Refer to the OP for the links.

Otherwise check your server/sourcemod log files. Paste any errors here.
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Repoman
New Member
Join Date: May 2011
Old 05-29-2011 , 20:46   Re: [TF2] VS Saxton Hale Mode
#1027

Quote:
Originally Posted by jasonfrog View Post
In RCON/HLSW type 'sm exts list'

If you don't see
TF2Items (1.4.3): TF2 Item Modifier
SDK Hooks (2.0.0): Source SDK Hooks

In amongst the list, then you need to install them. Refer to the OP for the links.

Otherwise check your server/sourcemod log files. Paste any errors here.
Okay, Ill get on this and post some results.

Got it to work! It was SDK Hooks, being in the wrong place apparently. Thanks!




But now I have an even greater problem, both plugins want to run on every single map! This is not good. Do you have to edit the server.cfg for this?

Last edited by Repoman; 05-29-2011 at 21:37. Reason: Edit2
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Eggman
Senior Member
Join Date: Jan 2010
Old 05-30-2011 , 04:11   Re: [TF2] VS Saxton Hale Mode
#1028

Quote:
Originally Posted by Cookies.net View Post
The source differs from the compiled version, the version string in the source is "1.32" while the game description is "1.32_5", fix that Eggman!
I had "release" 1.32_5 with 1 unused hale_command, and now it's replaced by true 1.32. It doesn't matter.

Quote:
Line 1871:
D'oh! Ok, I'll remove it on 1.33. 1.33 will contain 2 good things.
---
Added: Is this time for freakin' approve?

Last edited by Eggman; 05-30-2011 at 04:47.
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beziko
Junior Member
Join Date: Apr 2011
Old 05-30-2011 , 05:24   Re: [TF2] VS Saxton Hale Mode
#1029

The mod is great, but the new sound on Saxton some suck. Previous was better.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-30-2011 , 05:37   Re: [TF2] VS Saxton Hale Mode
#1030

Eggman: Why doesn't this work with replay? I thought you excluded replaybot from the client loops in there...

I wrote up a quick fix that checks if the replaybot has the admin username "ReplayBot" (for use with DarthNinja's Immunity4Replay plugin) and tells the check that it's an invalid client if it is. I'm not sure if it works yet.
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All plugins: Randomizer/GiveWeapon, ModelManager, etc.
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You will be fed to javalia otherwise.
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