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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 06-28-2011 , 06:41   Re: [TF2] VS Saxton Hale Mode
#1281

Everybody is complaining about all sorts of bugs to hale but on my end, everything seems to be fine.

The only issue i spot once and a while is people will be mixed on both teams and switched over when the round starts but i think that's intentional considering eggman did say he did optimization but if it's an actual bug then it's something we can wait on.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 06-28-2011 , 09:51   Re: [TF2] VS Saxton Hale Mode
#1282

Quote:
Originally Posted by r3dw3r3w0lf View Post
Everybody is complaining about all sorts of bugs to hale but on my end, everything seems to be fine.

The only issue i spot once and a while is people will be mixed on both teams and switched over when the round starts but i think that's intentional considering eggman did say he did optimization but if it's an actual bug then it's something we can wait on.

can you state exactly what flavor of sourcemod / medamod you are using and if you are Linux or Windows
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 06-28-2011 , 10:20   Re: [TF2] VS Saxton Hale Mode
#1283

I always keep my servers metamod and sourcemod up to date with the latest versions. Check the snapshots for development builds. Works for me. ^.^

Also, windows.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-28-2011 , 11:26   Re: [TF2] VS Saxton Hale Mode
#1284

Is 1.33 restricting snipers to 1? Everytime I go on server have to keep resetting to -1 with classrestict cvar. I did NOT see it in release note

Matter fact is seems to be resetting it every round.

"sm_classrestrict_red_snipers" = "1" ( def. "-1" )
- Limit for Red snipers in TF2.
"sm_classrestrict_blu_snipers" = "1" ( def. "-1" )
- Limit for Blu snipers in TF2.

Last edited by MaloModo; 06-28-2011 at 11:47.
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jasonfrog
Senior Member
Join Date: Mar 2008
Old 06-28-2011 , 13:10   Re: [TF2] VS Saxton Hale Mode
#1285

Quote:
Originally Posted by MaloModo View Post
Is 1.33 restricting snipers to 1?
There is nothing in the provided 1.33_2 source that makes any changes to any cvars to any other plugins at all.

Last edited by jasonfrog; 06-28-2011 at 14:03.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 06-28-2011 , 13:39   Re: [TF2] VS Saxton Hale Mode
#1286

Well on the first round, you can kill hale with 1 backstab.. sounds like a bug to me :-)
But hey, i dont mind.. people are used to anything outstanding.
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 06-28-2011 , 19:16   Re: [TF2] VS Saxton Hale Mode
#1287

Just reporting here that Saxon mod makes the server crash. Running sourcemod-1.3.9-hg3154-linux with latest gamedata.

Nothing in the errorlogs.
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Mev
Senior Member
Join Date: Apr 2011
Old 06-28-2011 , 21:01   Re: [TF2] VS Saxton Hale Mode
#1288

Quote:
Originally Posted by Mev View Post
One or two things you NEED to do.

Fix the line to become hale, it resets on the map change and thats just.....stupid Eggman. <--Biggest let down in the mod at the moment.


Secondly Random for the first 3 rounds of Hale? Please atleast make this a cvar, it is just...a massive waste of time.
These two together makes for a very unfair system, those who connect fast enough basicly get Hale most maps.
This + what everybody else is reporting.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-28-2011 , 22:41   Re: [TF2] VS Saxton Hale Mode
#1289

Quote:
Originally Posted by jasonfrog View Post
There is nothing in the provided 1.33_2 source that makes any changes to any cvars to any other plugins at all.
yeah I looked at source afterwards....not that I am "coder" but I didn't see anything either.....AT ALL
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 06-29-2011 , 01:42   Re: [TF2] VS Saxton Hale Mode
#1290

@eraserhead: turn of replays.. its the only server in our farm that crashes because of this.. maybe they updated things but its running ok here.
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