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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-23-2011 , 05:29   Re: [TF2] VS Saxton Hale Mode
#1981

If you're running sourcemod 1.4 then your gamedata won't be autoupdated, if I remember correctly. If you're on 1.3, it will.

In other news, I'm testing code for fixing some maps in VSH so that Hale can get into the spawn rooms (which are normally blocked for some bad maps).

loranger: as wasder said, garbageday is broken in that the cap acts as a koth cap. Also, the spawn doors don't open for hale (though I believe I can fix that through the plugin).
Mariokart's spawn has the same problem.

arena_harvest existed before arena_harvest_event right?

And I'm fairly certain arena_tundra existed before the one you posted. With a snowman and Super Mario 64 music, etc.

arena_dust has an exploit spot near spawn, where players can fall outside the map.

lolcano's lava does a small enough amount of damage (-2 per tick) that an engineer can just survive down there by hitting his dispenser repeatedly. I haven't tested the spawn rooms.

Spooky Ravine's spawn rooms are blocked by the team spawn room blocker entity, but I believe I can disable that through the plugin.

Railyard existed before you posted it, right? I've played it before, but it was arena_railyard_a5, not arena_railyard. There's a spot where people can actually get stuck completely, just by walking past a wall, and the spawns are blocked as in spookyravine.

Hopefully the update I'm making fixes the blocked spawns/doors, but other stuff does need to be fixed.

In any other maps ANYBODY makes, make sure there are no func_respawnroomvisualizer's to block off the spawns, or people can just hide in spawn and Hale can't get them (unless the HHH teleports, but then he's stuck in spawn)
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Last edited by FlaminSarge; 09-23-2011 at 05:32.
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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 09-23-2011 , 05:35   Re: [TF2] VS Saxton Hale Mode
#1982

For unblocking the spawn rooms, I did it here just by killing off any team filters and visualisers on round start. If the team filters aren't available, team filtered doors will open for any player.
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Dashy
New Member
Join Date: Sep 2011
Old 09-23-2011 , 07:50   Re: [TF2] VS Saxton Hale Mode
#1983

Thanks, updating the tf2.inc helped me with that problem but I still can't compile the mod.

Here are the new errors:

Quote:
//// saxtonhale.sp
// saxtonhale.sp(943) : error 017: undefined symbol "TFTeam_Blue"
// saxtonhale.sp(94 : error 017: undefined symbol "TF2_RespawnPlayer"
// saxtonhale.sp(952) : error 017: undefined symbol "TFTeam_Spectator"
// saxtonhale.sp(955) : error 017: undefined symbol "TF2_RespawnPlayer"
// saxtonhale.sp(1283) : error 017: undefined symbol "TF2_RespawnPlayer"
// saxtonhale.sp(1463) : error 017: undefined symbol "TFTeam_Spectator"
// saxtonhale.sp(1465) : error 017: undefined symbol "TF2_RespawnPlayer"
// saxtonhale.sp(1470) : error 017: undefined symbol "TF2_RespawnPlayer"
// saxtonhale.sp(1646) : error 017: undefined symbol "TFClass_Soldier"
// saxtonhale.sp(164 : error 017: undefined symbol "TFClass_Engineer"
// saxtonhale.sp(1650) : error 017: undefined symbol "TFClass_DemoMan"
// saxtonhale.sp(1652) : error 017: undefined symbol "TFClass_Sniper"
// saxtonhale.sp(1915) : error 017: undefined symbol "TFClass_Medic"
// saxtonhale.sp(1985) : error 017: undefined symbol "TF_CUSTOM_BOOTS_STOMP"
// saxtonhale.sp(2007) : error 017: undefined symbol "TFClass_Soldier"
// saxtonhale.sp(200 : error 017: undefined symbol "TFClass_Soldier"
// saxtonhale.sp(2009) : error 017: undefined symbol "TFClass_Engineer"
// saxtonhale.sp(2010) : error 017: undefined symbol "TFClass_Engineer"
// saxtonhale.sp(2011) : error 017: undefined symbol "TFClass_DemoMan"
// saxtonhale.sp(2012) : error 017: undefined symbol "TFClass_DemoMan"
// saxtonhale.sp(2013) : error 017: undefined symbol "TFClass_Sniper"
// saxtonhale.sp(2014) : error 017: undefined symbol "TFClass_Sniper"
// saxtonhale.sp(2034) : error 017: undefined symbol "TF2_AddCondition"
// saxtonhale.sp(2037) : error 017: undefined symbol "TF2_AddCondition"
// saxtonhale.sp(205 : error 017: undefined symbol "TF2_AddCondition"
// saxtonhale.sp(2060) : error 017: undefined symbol "TF2_AddCondition"
//
// Compilation aborted.
// 26 Errors.
//
// Compilation Time: 3,67 sec
Can someone tell me which .inc files needs to be updated to successfully compile this mod?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-23-2011 , 09:07   Re: [TF2] VS Saxton Hale Mode
#1984

Dashy: http://hg.alliedmods.net/sourcemod-c...tf2_stocks.inc
http://hg.alliedmods.net/sourcemod-c...nclude/tf2.inc

x6herbius: I know, I already did that. Instead of killing them, I: 1) Fired "Disable" on the respawnroomvisualizers and 2) Fired "SetTeam" with the int set to 0 on the team filters. I just haven't tested it, is all.

Unfortunately, I need to know if vsh_megaman6_b4, vsh_oilrig, and vsh_partyisland rely on the team filters for hale-specific sections (e.g. the cloud hurt damage, the water teleport, and the teleportation of blue team)
That's what I'm testing before I push this update. If it becomes a problem I'll just exclude those three maps from the check.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Last edited by FlaminSarge; 09-23-2011 at 09:11.
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Dashy
New Member
Join Date: Sep 2011
Old 09-23-2011 , 09:32   Re: [TF2] VS Saxton Hale Mode
#1985

Thank you very much FlaminSarge. Everything is working now.
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loranger
Senior Member
Join Date: Jun 2011
Old 09-23-2011 , 16:23   Re: [TF2] VS Saxton Hale Mode
#1986

By curiosity, I use Gameservers.com as server provider. Do I still have to upload .bz2 files in sound/satonhale folder or my fast redirect automaticly convert it?

cuz im still having that bug:

Failed to load sound "saxton_hale\vagineer_responce_jump_1.wav ", file probably missing from disk/repository
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-23-2011 , 16:49   Re: [TF2] VS Saxton Hale Mode
#1987

loranger: I believe that if you bought the redirect service, gameservers will automatically sync up any files on the download table to the fastdownload server that they have. You cannot, unfortunately, use bz2's with gameservers' method, only the actual .wavs, so don't put the .bz2's in there.

Somebody correct me if I'm wrong.
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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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PMAvers
Member
Join Date: Sep 2009
Old 09-23-2011 , 18:53   Re: [TF2] VS Saxton Hale Mode
#1988

Quote:
Originally Posted by FlaminSarge View Post
loranger: I believe that if you bought the redirect service, gameservers will automatically sync up any files on the download table to the fastdownload server that they have. You cannot, unfortunately, use bz2's with gameservers' method, only the actual .wavs, so don't put the .bz2's in there.
That sounds about right.

And, honestly, why I don't use the "fast download server" from GameServers. Would totally rather have things compressed, and for the money you're paying for it you can totally get a cheap webhost.

I mean, mine's something like $7 a month for unlimited bandwidth, and the speed's not too bad.

(Not that we can really tell, since the TF2 in-game downloader doesn't show you download speeds...)
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loranger
Senior Member
Join Date: Jun 2011
Old 09-23-2011 , 18:54   Re: [TF2] VS Saxton Hale Mode
#1989

Quote:
Originally Posted by FlaminSarge View Post
loranger: I believe that if you bought the redirect service, gameservers will automatically sync up any files on the download table to the fastdownload server that they have. You cannot, unfortunately, use bz2's with gameservers' method, only the actual .wavs, so don't put the .bz2's in there.

Somebody correct me if I'm wrong.
I deleted sound/Satonhale folder and reuploaded sound and I still have the missing sound bug
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 09-24-2011 , 05:17   Re: [TF2] VS Saxton Hale Mode
#1990

@flamin: Airblasting uber vagineer adds time to uber and takes extra ammo

It does not add uber(rage) to a non-ubered vagineer, you can still airblast him arround.
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