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[TF2] Force Holidays - 1.10.2, Updated 2015-10-07


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Snack Patrol
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Join Date: Jan 2012
Location: Earth
Old 08-18-2013 , 20:09   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #331

Hi, I think I found a bug with this plug-in. I have it set so that Merasmus spawns on koth_lakeside_event, but instead of spawning every 300 seconds, like it says, he spawns like every 30 seconds or so. It basically makes the map unplayable with the boss on it because it takes forever for a round to end. Would anyone know how to fix this/has anyone else experienced the same thing?
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Powerlord
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Old 08-18-2013 , 20:14   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #332

Quote:
Originally Posted by Snack Patrol View Post
Hi, I think I found a bug with this plug-in. I have it set so that Merasmus spawns on koth_lakeside_event, but instead of spawning every 300 seconds, like it says, he spawns like every 30 seconds or so. It basically makes the map unplayable with the boss on it because it takes forever for a round to end. Would anyone know how to fix this/has anyone else experienced the same thing?
When you say you have it set to spawn Merasmus every 300 seconds, how exactly are you doing this? By setting tf_merasmus_spawn_interval to 300 and tf_merasmus_spawn_interval_variation to 0?

Because as long as the Halloween holiday is on, the game will spawn Merasmus every tf_merasmus_spawn_interval (default: 180) seconds plus or minus tf_merasmus_spawn_interval_variation (default: 30) seconds, as long as there are tf_merasmus_min_player_count (default: 10) or more players on the server.
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Last edited by Powerlord; 08-18-2013 at 20:14.
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Snack Patrol
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Old 08-19-2013 , 14:55   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #333

Quote:
Originally Posted by Powerlord View Post
When you say you have it set to spawn Merasmus every 300 seconds, how exactly are you doing this?
This was just the little pop-up that usually displays (the same type of notification you get when someone buys a ring) after Merasmus was killed. It usually said "Merasmus will respawn in 300 seconds!" or something. Anyway, I changed tf_merasmus_spawn_interval_variation to 0 and it fixed it. Thanks, because I never knew there was a cvar for that.
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Powerlord
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Old 09-17-2013 , 14:33   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #334

I was poking around in the Linux binary and noticed that there is a second holiday function call with the same signature (I think) as the one we detour now, but it does a lot more calculations and sometimes calls the one we're detouring now.

I may try changing TF2's method signature for halloween stuff on my Linux server to use the other one and see what happens.

Edit: aaaand Full Moon mode starts in 5 hours, so testing may be delayed until Saturday.
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Last edited by Powerlord; 09-17-2013 at 14:47.
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Newbie1992
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Join Date: Jan 2013
Location: Germany
Old 10-14-2013 , 04:46   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #335

Is there a way to add a cvar that allow disable health and ammo kit changes?

Why? I have some problems with that on my vsh custom maps server.

Thanks!

SRY FOR MY SHIT ENGLISH!
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dbmiller5
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Join Date: Jun 2011
Old 10-22-2013 , 13:53   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #336

Is there a way to disable the thriller taunt? It is incredibly annoying especially since I have been dealing with it for 2+ years. Thanks for your help!
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Powerlord
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Old 10-22-2013 , 13:59   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #337

Quote:
Originally Posted by dbmiller5 View Post
Is there a way to disable the thriller taunt? It is incredibly annoying especially since I have been dealing with it for 2+ years. Thanks for your help!
There's an extension to do it.
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Powerlord
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Old 10-31-2013 , 14:11   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #338

Surprise! This is the first Halloween update in years that hasn't renumbered the holiday list.

Once the holiday is over, I need to do some testing to see if bosses are properly precached so I can see if I can dump that part of the plugin (which would be REALLY handy).

Incidentally, the full moon thing I tested a while ago had the same exact effect as the current holiday checking function does, so it remains unchanged.
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Last edited by Powerlord; 10-31-2013 at 14:13.
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Nelak
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Join Date: Jun 2013
Old 11-01-2013 , 12:50   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #339

Sweet! Thanks for the update. We run this plugin year-round on our Halloween server.
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FlaminSarge
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Join Date: Jul 2010
Old 11-02-2013 , 22:37   Re: [TF2] Force Holidays - 1.8.1, Updated 2012-11-02
Reply With Quote #340

Just confirming...
Running this plugin with forced Full-Moon rather than Halloween seems to break Halloween map stuff. Disabling it fixes everything. This is... intended, I think? It seems intended (both on your side and Valve's side).
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