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[TF2] PropHunt 1.93


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toazron1
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Join Date: Oct 2006
Old 10-23-2009 , 20:22   Re: [TF2] PropHunt (the Original)
Reply With Quote #41

Quote:
Originally Posted by strontiumdog View Post
Anyone else getting server crashes at map change?
The only errors that I got were fixed with the data pack update. Been running smoothly for a good 4 hours.
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onlyamd
Senior Member
Join Date: Apr 2009
Location: Chicago,IL
Old 10-23-2009 , 20:32   Re: [TF2] PropHunt (the Original)
Reply With Quote #42

When compiling using exactly the files that were stated in release post...

prophunt.sp(319) : error 100: function prototypes do not match


Any advice would be great...thanks
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ALIENMODSX
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Old 10-23-2009 , 20:40   Re: [TF2] PropHunt (the Original)
Reply With Quote #43

L 10/23/2009 - 209:49: [SM] Unable to load plugin "prophunt.smx": Native "RegisterHook" was not found

Thought it was a Hooker problem, but it's installed?
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Jindo
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Join Date: May 2009
Location: England, UK
Old 10-23-2009 , 20:45   Re: [TF2] PropHunt (the Original)
Reply With Quote #44

Quote:
Originally Posted by ALIENMODSX View Post
Thought it was a Hooker problem, but it's installed?
Latest version?
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ichthys
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Join Date: Dec 2004
Location: []*[]
Old 10-23-2009 , 20:46   Re: [TF2] PropHunt (the Original)
Reply With Quote #45

Quote:
Originally Posted by ALIENMODSX View Post
L 10/23/2009 - 209:49: [SM] Unable to load plugin "prophunt.smx": Native "RegisterHook" was not found

Thought it was a Hooker problem, but it's installed?
Use 'sm exts list' to see which extensions are installed.

I recommend using the version of hooker here
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ichthys
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Old 10-23-2009 , 20:47   Re: [TF2] PropHunt (the Original)
Reply With Quote #46

Is someone always the pyro prop? I tested it quickly with one other person, and each time we are the pyro prop.
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Geit
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Join Date: Oct 2009
Location: Home
Old 10-23-2009 , 20:50   Re: [TF2] PropHunt (the Original)
Reply With Quote #47

Quote:
Originally Posted by ichthys View Post
Is someone always the pyro prop? I tested it quickly with one other person, and each time we are the pyro prop.
You will play the Pyro/CP model on maps which have no prop configurations (pretty much anything that's not provided in the resource pack + Sawmill + Offblast) unless you have written your own.
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ALIENMODSX
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Old 10-23-2009 , 20:51   Re: [TF2] PropHunt (the Original)
Reply With Quote #48

Code:
L 10/23/2009 - 20:48:44: [SM] Unable to load extension "hooker.ext": Metamod att
ach failed
 L 10/23/2009 - 20:48:44: [SM] Unable to load plugin "prophunt.smx": Native "Regi
sterHook" was not found
L 10/23/2009 - 20:48:44: [simple-plugins.smx] [SSM] Hooking events for [Team For
tress 2].
L 10/23/2009 - 20:48:44: [simple-plugins.smx] [SSM] Required extension is loaded
.

sm exts list
[12] <FAILED> file "hooker.ext.dll": Metamod attach failed
SM version
Code:
 SourceMod Version Information:
    SourceMod Version: 1.3.0-dev
    SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.3.0-dev)
    SourcePawn API: v1 = 4, v2 = 3
    Compiled on: Oct  7 2009 00:29:48
    Build ID: 2829:4f47f4711e38-dev
    http://www.sourcemod.net/
Tried both versions... am I missing something? It's in SourceMod\Extensions.

Edit
Code:
sm exts load hooker.ext.dll
[SM] Loaded extension hooker.ext.dll successfully.
I don't get it.

Also
Code:
meta version
Metamod:Source version 1.8.0-de
Build ID: 657:bee78b10b2c0-dev
Loaded As: Valve Server Plugin
Compiled on: Feb 27 2009
Plugin interface version: 14:14
SourceHook version: 5:5
http://www.metamodsource.net/

Last edited by ALIENMODSX; 10-23-2009 at 20:58.
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ichthys
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Join Date: Dec 2004
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Old 10-23-2009 , 20:55   Re: [TF2] PropHunt (the Original)
Reply With Quote #49

Quote:
Originally Posted by Geit View Post
You will play the Pyro/CP model on maps which have no prop configurations (pretty much anything that's not provided in the resource pack + Sawmill + Offblast) unless you have written your own.
Where are these prop configurations located?
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 10-23-2009 , 20:57   Re: [TF2] PropHunt (the Original)
Reply With Quote #50

Quote:
Originally Posted by toazron1 View Post
Awesome. By a more conventional round end, I mean rather then kill everyone right when the game ends, make it delayed similar to how a regular map does at round end.
Oh it doesn't intentionally kill everyone - that is for the team swap. I suppose increasing the delay on that is something I could add to the to-do list
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