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[TF2] PropHunt 1.93


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Matheus28
Senior Member
Join Date: Aug 2009
Old 10-25-2009 , 22:23   Re: [TF2] PropHunt 1.1
Reply With Quote #101

Why every play get slay at the end of the round in ver 1.0?
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 10-25-2009 , 22:28   Re: [TF2] PropHunt 1.1
Reply With Quote #102

Quote:
Originally Posted by toazron1 View Post
Still getting this error:

Code:
L 10/25/2009 - 21:48:11: [SM] Native "SDKCall" reported: NULL not allowed
L 10/25/2009 - 21:48:11: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/25/2009 - 21:48:11: [SM]   [0]  Line 2054, C:\Programming\SourceMod\prophunt.sp::GiveWep()
L 10/25/2009 - 21:48:11: [SM]   [1]  Line 2298, C:\Programming\SourceMod\prophunt.sp::Event_player_death()
Something is wrong with the offsets in givenameditem.games.txt.

Quote:
Originally Posted by Matheus28 View Post
Why every play get slay at the end of the round in ver 1.0?
There were two reasons:

- Changing team for the team swap without the new method in 1.1 meant an instant suicide.
- The plugin is reloaded between rounds as an extra precaution and when it loads it runs a simple sm_slay @all to end the round. It now writes a file before the planned reload and checks for the existence of the file before slaying.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-25-2009 , 22:35   Re: [TF2] PropHunt 1.1
Reply With Quote #103

Can someone post their givenameditem file that doesn't have these errors?
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Rare07
Junior Member
Join Date: Oct 2009
Old 10-25-2009 , 22:43   Re: [TF2] PropHunt 1.1
Reply With Quote #104

I see there are config files for more maps may we download those maps from gamingmasters.co.uk?
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 10-25-2009 , 22:47   Re: [TF2] PropHunt 1.1
Reply With Quote #105

Quote:
Originally Posted by Rare07 View Post
I see there are config files for more maps may we download those maps from gamingmasters.co.uk?
http://dl.gamingmasters.co.uk/tf/maps/

Most of them should be on there, but be warned that a lot of them suck.

Particularly ph_island and ph_swamp which I made
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WebNoob
Senior Member
Join Date: Jul 2008
Old 10-26-2009 , 01:34   Re: [TF2] PropHunt 1.1
Reply With Quote #106

Quote:
Originally Posted by Darkimmortal View Post
Looks like some of Sourcemod's built-in offsets are wrong - try updating.
That's with the latest snapshot of the 1.3 branch of SM.
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emuzombie
Member
Join Date: Sep 2009
Location: Wisconsin, US
Old 10-26-2009 , 08:51   Re: [TF2] PropHunt 1.1
Reply With Quote #107

Quote:
Originally Posted by Darkimmortal View Post
Known Issues:
  • Speech bubbles show up due to alltalk
I see Geit posted this plugin http://forums.alliedmods.net/showthread.php?t=107388

Do I sense a possible integration in the future for this issue?

For now, I'll try seeing what exactly the bugs are in arena maps and maybe work out a solution
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labelmaker
Member
Join Date: Mar 2009
Location: Kentucky USA
Old 10-26-2009 , 10:03   Re: [TF2] PropHunt 1.1
Reply With Quote #108

nice dark, i was just working on my own branch of your code and will post my results when finished. Im mostly working to optimize and make it possible to enable and disable the plugins to specific maps (such as only PH maps in my case) plus Id like to try out some new ideas and share em with ya.

BTW you beat me to map configs. XD
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 10-26-2009 , 12:12   Re: [TF2] PropHunt 1.1
Reply With Quote #109

nvm... i got it working!! great job dark, my only little complaint now it we are getting a huge lag spike right at the start of every round... no 2 big a deal, but i thought u may want to know... it is before the countdown so it really doesnt cause much issue
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Last edited by cybersquare420; 10-26-2009 at 12:44.
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 10-26-2009 , 12:55   Re: [TF2] PropHunt 1.1
Reply With Quote #110

Sounds dont play on my server, what is the problem?
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