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imported_Anth0ny
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Join Date: Jan 2005
Location: Saturn
Old 04-18-2011 , 04:38   Re: [TF2] VS Saxton Hale Mode
#741

good news, mate =)
will wait...
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HeMe3iC
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Old 04-18-2011 , 04:53   Re: [TF2] VS Saxton Hale Mode
#742

Well it seems tests on Random Fortress Server are completed succesfully. Hale does not needs Attachables extension anymore. Autoupdatde is broken. Christian will stay in mod as special round. I think update will be posted here after few bugfixes when Eggman will back.

Last edited by HeMe3iC; 04-18-2011 at 04:57.
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imported_Anth0ny
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Old 04-18-2011 , 05:09   Re: [TF2] VS Saxton Hale Mode
#743

many thanks for news!
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Drixevel
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Old 04-18-2011 , 06:14   Re: [TF2] VS Saxton Hale Mode
#744

...and hopefully, we have CBS as an actual boss, other than a holiday boss. People on my servers really do get tired of the 3.
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Eggman
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Join Date: Jan 2010
Old 04-18-2011 , 11:52   Re: [TF2] VS Saxton Hale Mode
#745

I'm indisposed and can not release Mode today =( I hope I'll be healthy in few days.
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MaloModo
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Join Date: Aug 2008
Old 04-18-2011 , 12:25   Re: [TF2] VS Saxton Hale Mode
#746

Yeah NP Eggman, take care. CBS does seem to crash more frequently than SH but I do run a few alpha, beta maps that probably aren't 100% stable anyhow. Keep up the hard work
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Jstn7477
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Join Date: Mar 2011
Location: Florida, USA
Old 04-18-2011 , 14:59   Re: [TF2] VS Saxton Hale Mode
#747

Take it easy, Eggman. I'm just happy that you're committed to bringing your mod back to life after the last TF2 update removed support that the mod (in it's current state) needed to function.
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Monkeys
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Join Date: Jan 2010
Old 04-18-2011 , 20:19   Re: [TF2] VS Saxton Hale Mode
#748

Quote:
Originally Posted by Adjo View Post
No, he doesn't take any damage at all - he was in the pitch for around ~10 minutes and he didn't die... and people that were hale said they weren't taking any damage.

Also, I've attached the crash dumps that happened yesterday - 2x Linux dumps, 3x Windows dumps if anyone wants to look into them, that would be great!
Ah, it is possible the trigger_hurt is simply one layer in that pit that you'd pass through upon falling, normally killing you.
Because I see no reason for Hale to be unaffected by a trigger_hurt.
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Unreal1
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Old 04-18-2011 , 20:24   Re: [TF2] VS Saxton Hale Mode
#749

Quote:
Originally Posted by Velture View Post
yes..... eggman told us that working version of saxton should be today....
Don't hold a developer to thier word its just rude. Let eggman finish an update in his own time. The more time it takes the better quality it will be.
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imported_Anth0ny
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Join Date: Jan 2005
Location: Saturn
Old 04-19-2011 , 04:12   Re: [TF2] VS Saxton Hale Mode
#750

2 Eggman: mate, we will wait for corrected and tested release.
You don't need to hurry up, need to make it more stable.
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