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Eggman
Senior Member
Join Date: Jan 2010
Old 06-18-2011 , 05:03   Re: [TF2] VS Saxton Hale Mode
#1161

1)Precache not exists model
2)Error
3)Model has beed added without quit game
4)Nextmap
5)Error still.

If game will try precache not existing model, then "error" model will be until quit.

But i's a trouble of client.

About servers: it may be uncorrected whitelist or CAPS on server's ftp.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 06-19-2011 , 13:04   Re: [TF2] VS Saxton Hale Mode
#1162

Also, i dont know why.. but replays enabled on saxton make the server crash pretty often.. http://crash.limetech.org/stack.php?pubid=2387 it always comes down to the replay.so , i dont have this on other servers so its a combination. Dont know if others experience the same.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 06-19-2011 , 22:41   Re: [TF2] VS Saxton Hale Mode
#1163

Quote:
Originally Posted by snelvuur View Post
Also, i dont know why.. but replays enabled on saxton make the server crash pretty often.. http://crash.limetech.org/stack.php?pubid=2387 it always comes down to the replay.so , i dont have this on other servers so its a combination. Dont know if others experience the same.
Others just don't use replays cause replays are gay.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-20-2011 , 05:53   Re: [TF2] VS Saxton Hale Mode
#1164

Let's leave those opinions out of the thread.

Eggman: one of the sound files is at an invalid sample rate (16000 instead of 44100). I do not remember which. Also, can you PLEASE have sound files as actual .wav files instead of as .mdl files?
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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.
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You will be fed to javalia otherwise.
Psyduck likes replays.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 06-20-2011 , 20:34   Re: [TF2] VS Saxton Hale Mode
#1165

Quote:
Originally Posted by FlaminSarge View Post
Let's leave those opinions out of the thread.

Eggman: one of the sound files is at an invalid sample rate (16000 instead of 44100). I do not remember which. Also, can you PLEASE have sound files as actual .wav files instead of as .mdl files?
.wav's a huge and bitches to download.
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Swixel
Senior Member
Join Date: Jul 2010
Location: Sydney, Australia
Old 06-20-2011 , 23:40   Re: [TF2] VS Saxton Hale Mode
#1166

fyi, as I've told a few people, if you're still getting lockups and need to wait for players, just add " mp_restartgame 1" to your server or map config. It'll force it to restart when the "Waiting for players" time runs out, and you don't need to manually cancel it, and can keep your timer. (Your players shouldn't even notice.)
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-21-2011 , 10:17   Re: [TF2] VS Saxton Hale Mode
#1167

Quote:
Originally Posted by Unreal1 View Post
.wav's a huge and bitches to download.
Then make it an mp3... Source supports them.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 06-21-2011 , 21:27   Re: [TF2] VS Saxton Hale Mode
#1168

Quote:
Originally Posted by Powerlord View Post
Then make it an mp3... Source supports them.
Yah lol thats what was infered
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Eggman
Senior Member
Join Date: Jan 2010
Old 06-22-2011 , 00:11   Re: [TF2] VS Saxton Hale Mode
#1169

...aAnd Hale will be silent for people, who use "not download custom sounds"

UPD: Waiting for new problems with sourcemod and plugins, and with VSH and FF2 too...

Last edited by Eggman; 06-22-2011 at 01:52.
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Kryptos
Junior Member
Join Date: Jun 2011
Old 06-22-2011 , 08:33   Re: [TF2] VS Saxton Hale Mode
#1170

New problems? How about fixing the list of people to be Hale? It resets on map change and means quite a lot of people never get to be Hale.
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