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[TF2Items] Randomizer (v1.591, 08/11/2013)


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ummja
Senior Member
Join Date: Sep 2010
Old 09-30-2010 , 07:36   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #61

Can you post the new plugin with the fix to the Medic glitch..?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-30-2010 , 10:24   @Devin, Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #62

Oh derp >.< I remember that plugin. I wasn't sure if it still worked though.
I'll try to add it along with a _description cvar to control whether its enabled or not.
@ummja, set the fix uber cvar to 0 for now, I can't compile the new version yet, it has some other errors somewhere else, and I had about 5 minutes to iron them out yesterday. Not enuf time.

Again, setting tf2items_rnd_fix_uber to 0 should prevent the glitch.

Last edited by FlaminSarge; 09-30-2010 at 10:29.
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Dharok1337
Member
Join Date: Nov 2009
Old 09-30-2010 , 10:28   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #63

Great. Really nice work FlaminSarge. Leave it enabled by default an also make the no custom weapons default aswell.

Is there a way to fix the view models with certain weapons?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-30-2010 , 12:07   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #64

Sorry, the plugin uses the TF2Items extension, which is why the viewmodel bug occurs. There's no better way to get all the weapons (+ customs) other than tf2items. I can try hiding the kritzkrieg model automatically, but have your players tried switching between weapons to get its big black box to disappear?
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Dharok1337
Member
Join Date: Nov 2009
Old 09-30-2010 , 12:29   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #65

I've not had that glitch. I'd try and find view model fixes by any
mean neccessary


The game mode is quite popular on our server when we get about 8 people in. We have a stable environment
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ummja
Senior Member
Join Date: Sep 2010
Old 09-30-2010 , 13:25   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #66

Fixed, when I make the medic thing set to 0.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-30-2010 , 14:26   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #67

Awesome, I knew it. Fixed medics in 0.95 (still need to compile it).

Oh jeez lol the reason you NEED viewmodels = demoman with sandman. If you have the ball, he holds it like an eyelander. If you throw the ball, he holds it like a bottle. He swings it like a sword most of the time. Funny as heck.


9/30 holy... update polycount mannconomy wut:
I'm waiting for the TF2Items Extension update to update this. I'd advise disabling it until then.
Oh, and find "tf2.items.txt" in the gamedata folder, change windows # from 452 to 454, and linux from 459 to 461. Might help.

Also lol @ me joining the calculatedChaos server and ummja going OH WHOA HEY ITS FLAMINSARGE! ITS ME, UMMJA! (Or something along those lines). calculatedChaos is the community I play on when my server is lonely. I write plugins over there too.

Last edited by FlaminSarge; 10-27-2010 at 01:29.
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ummja
Senior Member
Join Date: Sep 2010
Old 10-01-2010 , 08:17   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #68

Thanks man.

What are the odds of seeing you in-game yesterday. Haha.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 10-02-2010 , 01:01   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #69

Version 0.95 is now running on 68.232.161.207:27015!
Come on down to testrun it, leave feedback here. I've removed the texan love and lugermorph and added in the buff banner, the backup banner, and the other polycount weapons that work right.

If randomizer isn't enabled, convince everyone to type "voterandomizer" in chat. It'll turn on then.
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DrWagstaff
SourceMod Donor
Join Date: Apr 2010
Location: Livermore
Old 10-02-2010 , 02:20   Re: [TF2Items] Randomizer (v0.9, 09/27/2010)
Reply With Quote #70

Looks like tf2items is updated! I can't wait to get randomizer back Love this plugin.
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