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[TF2] PropHunt 1.93


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Drunken F00l
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Join Date: May 2007
Old 04-30-2010 , 14:49   Re: [TF2] PropHunt 1.66
Reply With Quote #401

Your demo looks fine to me, but I don't notice it in that youtube video either so maybe I'm not being observant enough.
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Geit
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Join Date: Oct 2009
Location: Home
Old 04-30-2010 , 14:54   Re: [TF2] PropHunt 1.66
Reply With Quote #402

Just a quick note - Minidumps are not being created after getting a client crash while playing PropHunt-SM (They aren't for me at least.)
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Drunken F00l
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Join Date: May 2007
Old 04-30-2010 , 17:04   Re: [TF2] PropHunt 1.66
Reply With Quote #403

Robin is going to add two new inputs that should address two of the issues:
SetCustomModelVisibleToSelf
SetCustomModelRotates
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 04-30-2010 , 17:06   Re: [TF2] PropHunt 1.66
Reply With Quote #404

Oh awesome

What about the client crashes when spectating a custom model player?
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Drunken F00l
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Join Date: May 2007
Old 04-30-2010 , 17:42   Re: [TF2] PropHunt 1.66
Reply With Quote #405

Is that all it takes to repro? 100% of the time? Is this spectating when dead or when on spectator team?

When I was playing with it a bit last night, I didn't crash.

Edit:
Yes, seeing players crash when using this:
Quote:
[14:537] Shadow Link left the game (Shadow Link timed out)
[14:537] CyberNaut left the game (CyberNaut timed out)
[14:537] HerrDoktor [Porch Monkey Prop] left the game (HerrDoktor [Porch Monkey Prop] timed out)
[14:537] SUICIDAL NO ARMS AND LEGS GUY left the game (SUICIDAL NO ARMS AND LEGS GUY timed out)
[14:537] BaconBaconBaconBaconBacon left the game (BaconBaconBaconBaconBacon timed out)
[14:537] NBK - JDM left the game (NBK - JDM timed out)
[14:537] roobarb pie left the game (roobarb pie timed out)
Not sure it relates to spectating and it doesn't affect everyone.

Last edited by Drunken F00l; 04-30-2010 at 17:55.
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 04-30-2010 , 18:46   Re: [TF2] PropHunt 1.66
Reply With Quote #406

It seems to always happen to me if I've been playing as a prop, die, then spectate another prop for a few seconds.

Also both me and Geit were able to trigger a similar crash by playing as a prop and then recording a demo - again no .mdmp produced.
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Last edited by Darkimmortal; 04-30-2010 at 18:54.
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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 04-30-2010 , 21:00   Re: [TF2] PropHunt 1.66
Reply With Quote #407

Quote:
- Added further PropHunt mode support:
- Added a "SetCustomModelRotates" input, which will enable/disable whether the custom model should rotate yaw (enabled by default)
- Added a "SetCustomModelVisibletoSelf" input, which will set whether or not the local player should see his own custom model
So this makes PropHunt official
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FrozenHaxor
Senior Member
Join Date: Jun 2009
Location: Poland
Old 04-30-2010 , 21:26   Re: [TF2] PropHunt 1.66
Reply With Quote #408

Congrats ;o
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 04-30-2010 , 22:47   Re: [TF2] PropHunt 1.66
Reply With Quote #409

@DF - The movement lag seems to disappear with SetCustomModelVisibletoSelf turned off.

Also while standing still some props seem to twitch every few seconds :/



Anyway 1.7 is up for testing on the GM server, and AO will have it shortly.

Edit: Installed at AO


Edit 2: We have seen the entire prop team on a full server crash out at exactly the same time :/
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Last edited by Darkimmortal; 04-30-2010 at 23:47.
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Pist
Junior Member
Join Date: Aug 2008
Old 05-01-2010 , 00:51   Re: [TF2] PropHunt 1.66
Reply With Quote #410

It's sad valve will do all this just to stop the hat plugin but will do nothing to stop the fakeclient plugin.

Guess its much easier to break stuff players like then it is to do something about the lame fakeclients.

I can't wait for Prophunt to be back to normal.
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