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


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psychonic

BAFFLED
Join Date: May 2008
Old 08-28-2011 , 14:52   Re: [TF2] VS Saxton Hale Mode
#1781

Quote:
Originally Posted by Eccentric Warmonger View Post
There used to be four zip files that you had to download and you had to do all this crazy stuff...but now there is nothing on the main post.
As noted in the edit note on the first post, they were removed until a client exploit is removed from the plugin.
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Eccentric Warmonger
Member
Join Date: Mar 2010
Old 08-28-2011 , 15:17   Re: [TF2] VS Saxton Hale Mode
#1782

So basically this plugin is DOA until that exploit is fixed?

What about the old files, if I still have them will they work? Also can't we start a new post on this?
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Adjo
Member
Join Date: Dec 2009
Location: UK
Old 08-28-2011 , 15:24   Re: [TF2] VS Saxton Hale Mode
#1783

I received a bug report, when a spy has their dead ringer active and the hale "kills" them (actually triggering a feign death) it'll show a shovel icon, rather than the fist icon - this gives away that the spy survived.
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Taz532
Senior Member
Join Date: Jul 2011
Location: Michigan
Old 08-28-2011 , 16:18   Re: [TF2] VS Saxton Hale Mode
#1784

Quote:
Originally Posted by Eccentric Warmonger View Post
So basically this plugin is DOA until that exploit is fixed?

What about the old files, if I still have them will they work? Also can't we start a new post on this?
The plugin from march wont work, but the models and sounds from march will, you'll just be missing some.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-28-2011 , 17:09   Re: [TF2] VS Saxton Hale Mode
#1785

Quote:
Originally Posted by Taz532 View Post
This what you wanted, FlaminSarge? I already went through the 1.361 code and included it but whatever you wanna do...

All I did was rename the files through command prompt, didn't touch the properties of the sounds at all.
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Will push that as soon as I can.

Quote:
Originally Posted by Adjo View Post
I received a bug report, when a spy has their dead ringer active and the hale "kills" them (actually triggering a feign death) it'll show a shovel icon, rather than the fist icon - this gives away that the spy survived.
That's supposed to happen. I actually originally wasn't able to make it a fist icon on dead ringer, but people said it helps balance it out, especially since Hale has to pay attention if he's embroiled in attackers.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-28-2011 , 18:45   Re: [TF2] VS Saxton Hale Mode
#1786

And here we go.
K.

Fixes the sounds to not be .mdls. They're in tf/sound/saxton_hale now.
Everyone will have to redownload, but now if a client elects not to download sounds, they won't.

If anybody could update the translations based on the english translation, that'd be awesome.

EDIT: I accidentally a replay compatibility section of the plugin so please redownload:

EDIT2: Holy carp, I keep messing up. Redownload again, though the only things that changed were the .sp and the .smx. This fixes clients not being able to hear any sounds whatsoever (hopefully).
Many thanks to Phoenixf129 for spotting the mistakes.
http://dl.dropbox.com/u/9948007/VSH_1.362.zip
__________________
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.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 08-28-2011 at 20:58.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 08-28-2011 , 21:06   Re: [TF2] VS Saxton Hale Mode
#1787

Quote:
Originally Posted by FlaminSarge View Post
And here we go.
K.

Fixes the sounds to not be .mdls. They're in tf/sound/saxton_hale now.
Everyone will have to redownload, but now if a client elects not to download sounds, they won't.

If anybody could update the translations based on the english translation, that'd be awesome.

EDIT: I accidentally a replay compatibility section of the plugin so please redownload:

EDIT2: Holy carp, I keep messing up. Redownload again, though the only things that changed were the .sp and the .smx. This fixes clients not being able to hear any sounds whatsoever (hopefully).
Many thanks to Phoenixf129 for spotting the mistakes.
http://dl.dropbox.com/u/9948007/VSH_1.362.zip
Should all the old files be deleted ie the .mdls

ALso whats with the bz2 folder? can I delete it if I already compress the other files? or do they need to be in that forlder exactly? Idk cause im lazy to read the source

Last edited by Unreal1; 08-28-2011 at 21:09.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-28-2011 , 22:36   Re: [TF2] VS Saxton Hale Mode
#1788

The stuff in the bz2 folder is the materials, models, and sounds, but packed in a bzipped format. They go on the fastdownload server (sv_redirecturl) if you have one.
__________________
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.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-29-2011 , 02:30   Re: [TF2] VS Saxton Hale Mode
#1789

Alright, so... using the same link, redownload if you want.
The two changes that people pointed out where that 1) I left out the actual saxton hale model and 2) I did not update the saxtonhale.inc file to show the VSH_GetRoundState() native.

So yeah.
http://dl.dropbox.com/u/9948007/VSH_1.362.zip
__________________
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.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
FlaminSarge is offline
Eggman
Senior Member
Join Date: Jan 2010
Old 08-29-2011 , 02:43   Re: [TF2] VS Saxton Hale Mode
#1790

1st post updated.
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